Flotilla solution without a rule change?

By kmanweiss, in Star Wars: Armada

1 minute ago, Undeadguy said:

Fair enough lol

But like I said earlier in the thread, or maybe in a different one, it's hard to know without actually running into 4 flotillas. But really, the 1+4 style is very easy to beat. It's the 2+4 or 3+3 that are hard.

Exactly. When the opposing fleet has only one major threat, isolating that threat to avoid or destroy is easy. When it has multiple overlapping threats supporting each other, things become far more difficult.

With flotillas mostly zipping around the board edge (GR-75s, anyway, as far as I've seen), obviously the ideal hunters are those ships trying to do the same. Cheap, preferrably, of course.

So we're looking at stuff like CR90s/ Raiders, Arqs maybe, among others. Ships that want to contribute to the fight, obviously, but do so mostly at long range. This means red dice, and red dice mean blanks. If you can project significant danger from the broadsides, you can potentially even fulfill three jobs at once- fire at flotillas, fire at ships, keep yourself at long range to mitigate damage. Utopian, I know, but not impossible.

Yeah, Sensor Teams are- to put it euphemistically- weird, but they alone aren't expensive, and they can do the job. You don't need all 18 points to ensure flotillas die, and if they bug you that much you owe it to yourself to at least try it.