A compilation of squads we don't have

By Blail Blerg, in Star Wars: Armada

To make it even clearer: I'm not suggesting either faction gets to fill the obvious holes they have right now, ex a strong multirole bomber for Imp or Gauntlets for Rebs. There are notes. But there are statlines/abilities that we could use more of.

Playing with squads on both sides, esp with Sloane, has shown we actually might have a lot of room to add for possible squad ideas. Some of these might not be good for the game exactly, but they are missing possibilities of what the faction might want for squads. I suspect we will be getting some new squads within wave8 or 9.

Imp:
Some sort of non-Rogue bomber with 2 dice (any color, recommend blue).
A rogue in the 14pt area with bomber
A generic snipe squad. Maybe something with 3 snipe.
A multirole fighter/bomber (maybe not a good idea)
Super bombers?
Something that helps Tie Bombers, since they require so much investment in squad commands, nearly any 2 die bomber added will obsolete them.)
2 die blue black or black black bombers at a high cost, (possibly dedicated bomber not good for AA, blue-black AA only)
A healing squadron?
Squads that are much better when acting alone or far away from support (without being a super Relay-enabler)
A bomber good vs high shields

Rebel:
Something cheap around 10-13pts with 5+ hull with 3 speed meant for more dedicated AA, and lasting on the field instead of high AA output. (Or maybe generic YT1300s should be used more, but I have the feeling they're rarely used because people find them too cumbersome at speed 2. And as opposed to Awings, which are meant to attack and strike with speed, then add more dice by countering and dying off rather quickly.)
Resistance bombers (ho ho ho, bad idea)
An ability disabler squadron?
Squads that are good not clumped together

Non efficiency based ideas:
Something for squads to do that aren't based around damage.
Raid/assault was a good idea.
Strategic was a good design (if very strong).
Rock-supremacy fighters: Fighters that get bonuses attacking into a squad in an asteroid field.
Defense token blocking effects: Not true damage, but allow you to combo with ship attacks. (Think Avenger and Jonus)
Squads that directly require concerted efforts with ships (like Jonus)

Other:
Another pair of area of effect or splash damage like Mauler and Ten Numb would also help curb the blob-style game play. Though, we already are getting a little past that with WAB and Mauler and Ten Numb being around.
Single splash damage: When you deal damage to a squadron, choose another enemy squadron at distance 1 and deal it 1 damage.

1 hour ago, Blail Blerg said:
2 hours ago, stonestokes said:

I like many of these ideas, except the ones that I've bolded. To me it feels too much like "The Rebels have these things, so the Imperials should too." That is something that I don't want to see in the game. I like that Rebel and Imperial squadrons behave so differently, and I would hate to see that watered down.

All of the other suggestions I can get behind.

Hey I agree too. Maybe I should put that in the OP cuz people like to jump on me and be like: HE DIDNT THINK OF THIS

Edited by Blail Blerg
adding disclaimers cuz I am.... wow really getting jumped today.
2 minutes ago, Blail Blerg said:

Playing with squads on both sides, esp with Sloane, has shown we actually might have a lot of room to add for possible squad ideas. Some of these might not be good for the game exactly, but they are missing possibilities of what the faction might want for squads. I suspect we will be getting some new squads within wave8 or 9.

Imp:
Some sort of non-Rogue bomber with 2 dice (any color, recommend blue).
A rogue in the 14pt area with bomber
A generic snipe squad. Maybe something with 3 snipe.
A multirole fighter/bomber (maybe not a good idea)
Super bombers?
Something that helps Tie Bombers, since they require so much investment in squad commands, nearly any 2 die bomber added will obsolete them.)
2 die blue black or black black bombers at a high cost, possibly dedicated bomber not good for AA)
A healing squadron?
Squads that are much better when acting alone or far away from support (without being a super Relay-enabler)
A bomber good vs high shields

Rebel:
Something cheap around 10-13pts with 5+ hull with 3 speed meant for more dedicated AA, and lasting on the field instead of high AA output. (Or maybe generic YT1300s should be used more, but I have the feeling they're rarely used because people find them too cumbersome at speed 2. And as opposed to Awings, which are meant to attack and strike with speed, then add more dice by countering and dying off rather quickly.)
Resistance bombers (ho ho ho, bad idea)
An ability disabler squadron?
Squads that are good not clumped together

Non efficiency based ideas:
Something for squads to do that aren't based around damage.
Raid/assault was a good idea.
Strategic was a good design (if very strong).
Rock-supremacy fighters: Fighters that get bonuses attacking into a squad in an asteroid field.
Defense token blocking effects: Not true damage, but allow you to combo with ship attacks. (Think Avenger and Jonus)
Squads that directly require concerted efforts with ships (like Jonus)

Other:
Another pair of area of effect or splash damage like Mauler and Ten Numb would also help curb the blob-style game play. Though, we already are getting a little past that with WAB and Mauler and Ten Numb being around.
Single splash damage: When you deal damage to a squadron, choose another enemy squadron at distance 1 and deal it 1 damage.

I run generic YT13s all the time, especially since i have a 1:1 ration of A wings to YT13s, with the As tying up the sqds then the YTs catching up after a round.

I find them one of the best squadrons in the game and it saddens me that people seem to be soo put off by the speed that they rarely use them.

And it may be because im so experienced using them by now, but speed 2 is nowhere near the gamechanging thing people seem to like to make it out to be. I have no problems getting the yts into combat without any speed boosting upgrades, so i personally dont get why people dont use them.

7 hull.

3 blue AA

Counter 1.

2 YT1300s with jan irs and 3 A wings. Youve got yourself a 78pt squad force that can deal with a lot of different sqd builds.

4 minutes ago, DrakonLord said:

I run generic YT13s all the time, especially since i have a 1:1 ration of A wings to YT13s, with the As tying up the sqds then the YTs catching up after a round.

I find them one of the best squadrons in the game and it saddens me that people seem to be soo put off by the speed that they rarely use them.

And it may be because im so experienced using them by now, but speed 2 is nowhere near the gamechanging thing people seem to like to make it out to be. I have no problems getting the yts into combat without any speed boosting upgrades, so i personally dont get why people dont use them.

7 hull.

3 blue AA

Counter 1.

2 YT1300s with jan irs and 3 A wings. Youve got yourself a 78pt squad force that can deal with a lot of different sqd builds.

I may have to try them again. Last time I used Independence they were pretty enjoyable, just lobbing in there like big jerks, haha. Have you ever tried them with Z95s? I've thought about it, but table time....

Edited by geek19
2 minutes ago, geek19 said:

I may have to try them again. Last time I used Independence they were pretty enjoyable, just lobbing in there like big jerks, haha. Have you ever tried them with Z95s? I've thought about it, but table time....

6 minutes ago, DrakonLord said:

I run generic YT13s all the time, especially since i have a 1:1 ration of A wings to YT13s, with the As tying up the sqds then the YTs catching up after a round.

I find them one of the best squadrons in the game and it saddens me that people seem to be soo put off by the speed that they rarely use them.

And it may be because im so experienced using them by now, but speed 2 is nowhere near the gamechanging thing people seem to like to make it out to be. I have no problems getting the yts into combat without any speed boosting upgrades, so i personally dont get why people dont use them.

7 hull.

3 blue AA

Counter 1.

2 YT1300s with jan irs and 3 A wings. Youve got yourself a 78pt squad force that can deal with a lot of different sqd builds.

I played with them with a pelta that had "all fighters" and it was entertaining. I ran 3 yt's, Jan, 5 or 6 z95's and blout. I think i had Rogue squadron in there too. Z's are swinging as **** but the yt's gave them time to swing correctly. My ships were a mon karren and the aforementioned pelta with two 75's mostly for activations. I won two store champs with it but got crushed at gencon pretty badly so who knows how actually effective it was.

26 minutes ago, Blail Blerg said:

Playing with squads on both sides, esp with Sloane, has shown we actually might have a lot of room to add for possible squad ideas. Some of these might not be good for the game exactly, but they are missing possibilities of what the faction might want for squads. I suspect we will be getting some new squads within wave8 or 9.

Imp:
Some sort of non-Rogue bomber with 2 dice (any color, recommend blue).
A rogue in the 14pt area with bomber
A generic snipe squad. Maybe something with 3 snipe.
A multirole fighter/bomber (maybe not a good idea)
Super bombers?
Something that helps Tie Bombers, since they require so much investment in squad commands, nearly any 2 die bomber added will obsolete them.)
2 die blue black or black black bombers at a high cost, possibly dedicated bomber not good for AA)
A healing squadron?
Squads that are much better when acting alone or far away from support (without being a super Relay-enabler)
A bomber good vs high shields

Rebel:
Something cheap around 10-13pts with 5+ hull with 3 speed meant for more dedicated AA, and lasting on the field instead of high AA output. (Or maybe generic YT1300s should be used more, but I have the feeling they're rarely used because people find them too cumbersome at speed 2. And as opposed to Awings, which are meant to attack and strike with speed, then add more dice by countering and dying off rather quickly.)
Resistance bombers (ho ho ho, bad idea)
An ability disabler squadron?
Squads that are good not clumped together

Non efficiency based ideas:
Something for squads to do that aren't based around damage.
Raid/assault was a good idea.
Strategic was a good design (if very strong).
Rock-supremacy fighters: Fighters that get bonuses attacking into a squad in an asteroid field.
Defense token blocking effects: Not true damage, but allow you to combo with ship attacks. (Think Avenger and Jonus)
Squads that directly require concerted efforts with ships (like Jonus)

Other:
Another pair of area of effect or splash damage like Mauler and Ten Numb would also help curb the blob-style game play. Though, we already are getting a little past that with WAB and Mauler and Ten Numb being around.
Single splash damage: When you deal damage to a squadron, choose another enemy squadron at distance 1 and deal it 1 damage.

I like many of these ideas, except the ones that I've bolded. To me it feels too much like "The Rebels have these things, so the Imperials should too." That is something that I don't want to see in the game. I like that Rebel and Imperial squadrons behave so differently, and I would hate to see that watered down.

All of the other suggestions I can get behind.

28 minutes ago, Blail Blerg said:

A multirole fighter/bomber (maybe not a good idea)

We take this and make it GUNBOAT.

(and very expensive to field...)

6 minutes ago, stonestokes said:

I like many of these ideas, except the ones that I've bolded. To me it feels too much like "The Rebels have these things, so the Imperials should too." That is something that I don't want to see in the game. I like that Rebel and Imperial squadrons behave so differently, and I would hate to see that watered down.

All of the other suggestions I can get behind.

Hey I agree too. Maybe I should put that in the OP cuz people like to jump on me and be like: HE DIDNT THINK OF THIS

Recommendations for more squads?!?!? Who are you and what have you done with Blail? :P

25 minutes ago, DrakonLord said:

I run generic YT13s all the time, especially since i have a 1:1 ration of A wings to YT13s, with the As tying up the sqds then the YTs catching up after a round.

I find them one of the best squadrons in the game and it saddens me that people seem to be soo put off by the speed that they rarely use them.

And it may be because im so experienced using them by now, but speed 2 is nowhere near the gamechanging thing people seem to like to make it out to be. I have no problems getting the yts into combat without any speed boosting upgrades, so i personally dont get why people dont use them.

7 hull.

3 blue AA

Counter 1.

2 YT1300s with jan irs and 3 A wings. Youve got yourself a 78pt squad force that can deal with a lot of different sqd builds.

Yeah I run the same thing, except I go with 2 VCX instead cuz Strategic is so good, and Relay. Not having relay means that your squads above really also need +4 for boosted comms.

The way movement works, its known that you will lose activations after a while and that loss is far higher than the 4 points on Boosted Comms.

1 minute ago, The Jabbawookie said:

Recommendations for more squads?!?!? Who are you and what have you done with Blail? :P

I am BB that was once was, is now, and will be to come.

22 minutes ago, geek19 said:

I may have to try them again. Last time I used Independence they were pretty enjoyable, just lobbing in there like big jerks, haha. Have you ever tried them with Z95s? I've thought about it, but table time....

I have used them with Zs and it was great fun, basically what @dominosfleet ran sqd wise. Its definitely a great sqd force but i love my Awings haha

15 minutes ago, dominosfleet said:

I played with them with a pelta that had "all fighters" and it was entertaining. I ran 3 yt's, Jan, 5 or 6 z95's and blout. I think i had Rogue squadron in there too. Z's are swinging as **** but the yt's gave them time to swing correctly. My ships were a mon karren and the aforementioned pelta with two 75's mostly for activations. I won two store champs with it but got crushed at gencon pretty badly so who knows how actually effective it was.

^_^

2 minutes ago, Blail Blerg said:

Yeah I run the same thing, except I go with 2 VCX instead cuz Strategic is so good, and Relay. Not having relay means that your squads above really also need +4 for boosted comms.

The way movement works, its known that you will lose activations after a while and that loss is far higher than the 4 points on Boosted Comms.

Lol "why not have both?"

My sqd force definitely has the space to add 2 VCXs haha

13 minutes ago, DrakonLord said:

Lol "why not have both?"

My sqd force definitely has the space to add 2 VCXs haha

Mine doesn't. That goes up to 108 points. And its nearly all dedicated AA + Strat. -> I've tested this quite a few times, it seriously is an uphill battle vs a minimal squad 1st player type list. ISD + Demo, 2 ISD, Demo MSU, MC30 MSU. They simply choose your red obj (usually Most Wanted) and have a field day cuz your ships don't have enough firepower to exert a stay-away threat range.

I played even just my 2+3 ships 6squads with VCX vs @GiledPallaeon's 2 ISD lists. Its utterly brutal. There's nothing for the VCX to do (Yes, you can take Targetting beacons but lol), Even with targeting beacons, you just don't have the firepower of 2 ISD when you 100pts of squads, and he has 0-30 squads only. Its a 70 point lead.
Adding this example in case you don't believe me.

Getting off topic but it goes back to what I said that I shouldn't have to take 100pts (note that thats 1/4 of all your points) of AA in every list. Know, sometimes I want to actually put a lot of ships on the table that have anti-ship attack dice, cough not 4 flotillas and 1 big bad.

Edited by Blail Blerg
22 minutes ago, Blail Blerg said:

Mine doesn't. That goes up to 108 points. And its nearly all dedicated AA + Strat. -> I've tested this quite a few times, it seriously is an uphill battle vs a minimal squad 1st player type list. ISD + Demo, 2 ISD, Demo MSU, MC30 MSU. They simply choose your red obj (usually Most Wanted) and have a field day cuz your ships don't have enough firepower to exert a stay-away threat range.

I played even just my 2+3 ships 6squads with VCX vs @GiledPallaeon's 2 ISD lists. Its utterly brutal. There's nothing for the VCX to do (Yes, you can take Targetting beacons but lol), Even with targeting beacons, you just don't have the firepower of 2 ISD when you 100pts of squads, and he has 0-30 squads only. Its a 70 point lead.
Adding this example in case you don't believe me.

Getting off topic but it goes back to what I said that I shouldn't have to take 100pts (note that thats 1/4 of all your points) of AA in every list. Know, sometimes I want to actually put a lot of ships on the table that have anti-ship attack dice, cough not 4 flotillas and 1 big bad.

TRC90s

Suicide HHs

Mon karren

AFMk2s

A couple neb Bs (shudders)

2 MC30s

2 MC75s

All big threats, all capable of being squeezed into 300pts along with a few flots for activation management if needed.

My sqd force is literally 78pts. Occasionally it goes up or down but at the end of the day i dont bring an additpional 50pts in upgrades to help sqds. Occasionally toryn far joins the battle.

As well as that, if your bringing VCXs but you never really need them, why bring them?

My meta isnt super competitive, but we still fight to win and its not that hard to balance squadron force and ship threats

"Git gud" :P

Its a strategic game, and to me it sounds like you need to get better at balancing fleet elements.

Im not saying your a bad player, ive never played against you after all so ive just got to go off what i know about you (precious little apart from your hate of squadrons)

i dont have troubles getting what i want to fit into 300pts assuming 100pts for squadrons. I also dont always have 100pts of squadrons. 2 YT1300s and Jan is a simple 45pt investment that will last for a long time against most sqd lists.

Just the other week i played with 3 nebs and 2 peltas, i didnt have squads.

Why? I didnt need them. Any squad that came close faced between 2-10 anti squad dice a round depending on their position, and out the front was 13 red dice a turn, with IF! and StM!

Something like this \/

Fleet 4050 (398/400)
===================
Nebulon-B Escort Frigate (57 + 53)
+ Mon Mothma (30)
+ Intel Officer (7)
+ Spinal Armament (9)
+ Salvation (7)
Nebulon-B Escort Frigate (57 + 16)
+ Intel Officer (7)
+ Spinal Armament (9)
Nebulon-B Escort Frigate (57 + 16)
+ Intel Officer (7)
+ Spinal Armament (9)
Modified Pelta-class Assault Ship (56 + 15)
+ Shields to Maximum! (6)
+ Projection Experts (6)
+ Flechette Torpedoes (3)
Modified Pelta-class Assault Ship (56 + 15)
+ Intensify Firepower! (6)
+ Projection Experts (6)
+ Flechette Torpedoes (3)

I really like the lone wolf and the combined arms ideas.

1 minute ago, DrakonLord said:

TRC90s

Suicide HHs

Mon karren

AFMk2s

A couple neb Bs (shudders)

2 MC30s

2 MC75s

All big threats, all capable of being squeezed into 300pts along with a few flots for activation management if needed.

My sqd force is literally 78pts. Occasionally it goes up or down but at the end of the day i dont bring an additpional 50pts in upgrades to help sqds. Occasionally toryn far joins the battle.

As well as that, if your bringing VCXs but you never really need them, why bring them?

My meta isnt super competitive, but we still fight to win and its not that hard to balance squadron force and ship threats

"Git gud" :P

Its a strategic game, and to me it sounds like you need to get better at balancing fleet elements.

Im not saying your a bad player, ive never played against you after all so ive just got to go off what i know about you (precious little apart from your hate of squadrons)

i dont have troubles getting what i want to fit into 300pts assuming 100pts for squadrons. I also dont always have 100pts of squadrons. 2 YT1300s and Jan is a simple 45pt investment that will last for a long time against most sqd lists.

Just the other week i played with 3 nebs and 2 peltas, i didnt have squads.

Why? I didnt need them. Any squad that came close faced between 2-10 anti squad dice a round depending on their position, and out the front was 13 red dice a turn, with IF! and StM!

Something like this \/

Fleet 4050 (398/400)
===================
Nebulon-B Escort Frigate (57 + 53)
+ Mon Mothma (30)
+ Intel Officer (7)
+ Spinal Armament (9)
+ Salvation (7)
Nebulon-B Escort Frigate (57 + 16)
+ Intel Officer (7)
+ Spinal Armament (9)
Nebulon-B Escort Frigate (57 + 16)
+ Intel Officer (7)
+ Spinal Armament (9)
Modified Pelta-class Assault Ship (56 + 15)
+ Shields to Maximum! (6)
+ Projection Experts (6)
+ Flechette Torpedoes (3)
Modified Pelta-class Assault Ship (56 + 15)
+ Intensify Firepower! (6)
+ Projection Experts (6)
+ Flechette Torpedoes (3)

I was actually meaning to try a 5 small ship with all AA flak one day. But usually people find it doesn't stop bombers from alpha striking you dead at the end of the round. 2+3 and 2+4 Rieekan goes 2nd against you here, they go last, activate Yavaris off FCT and Relay. That's 6 BWing shots + 2 to 4 more squads from Gallant Haven or a flotilla. And they have a Neb and an AF.

Generally though, this doesn't scare me. it takes a LOT of flak to kill squads normally with Jan, and its literally near impossible with GH.

This does look a little more scary vs say 2 ISD, but not by much. I'd be confident enough to ram through one flank while avoid being in good arcs or good enough range from some of your ships with 2 ISD.

I know you mean no harm. Just remember this: I've played 30 or so games vs solely mass squads in the last year (that's more games than some have ever played in their life). I've played vs Rieekan pre-nerf against Regional winners. I've played about 20 games of 134 squads including Rieekan Aces myself. By comparison, how many have you played vs this list?

2 minutes ago, Baltanok said:

I really like the lone wolf and the combined arms ideas.

Jonus is one of the best designs they've ever done imo. (Even if he isn't popular). And I'm really in favor of spreading out the game, not blobbing it together in a huge simplification of efficiency based on Lancaster's law and focus firing one object at a time with overwhelming firepower.

17 minutes ago, Blail Blerg said:

I was actually meaning to try a 5 small ship with all AA flak one day. But usually people find it doesn't stop bombers from alpha striking you dead at the end of the round. 2+3 and 2+4 Rieekan goes 2nd against you here, they go last, activate Yavaris off FCT and Relay. That's 6 BWing shots + 2 to 4 more squads from Gallant Haven or a flotilla. And they have a Neb and an AF.

Generally though, this doesn't scare me. it takes a LOT of flak to kill squads normally with Jan, and its literally near impossible with GH.

This does look a little more scary vs say 2 ISD, but not by much. I'd be confident enough to ram through one flank while avoid being in good arcs or good enough range from some of your ships with 2 ISD.

I know you mean no harm. Just remember this: I've played 30 or so games vs solely mass squads in the last year (that's more games than some have ever played in their life). I've played vs Rieekan pre-nerf against Regional winners. I've played about 20 games of 134 squads including Rieekan Aces myself. By comparison, how many have you played vs this list?

Fair enough, ive played a couple of games with variations of this list.

This specific list ove played twice. Both times against sloane max sqds. The first time salvation lost all his defence tokens round 2 but sloane had also lost all of his 10 tie fighters. By round 5 his imp star, all sqds and quasar was gone but his 2 flotillas survived. I lost salvation and a single pelta (IF)

Second game was harder, motti dual vics and a quasar and almost max sqds. He overextended his squads and got them destroyed, i destroyed one vic and ran for it while the other vic smashed through a unnamed neb and IF. We ended up roughly even at the end, i only just won.

Ive also played a similar list against high health max squads sloane and lost, so its not perfect but it was close then, i lost 200 odd points he lost the quasar and a couple sqds so eh.

The follow up list got rid of a neb for some squads and that worked amazingly well against anything up to a vic

Also against a rebel max bomber list with yavaris and GH i have not verse, so i will bow to your experience with that.

However against imp bomber and max sqd lists ive had the misfortune to verse many times :/

2* + 3** OP, FFG plz nerf.

Edited by The Jabbawookie
*Peltas **Nebulons
7 minutes ago, The Jabbawookie said:

2* + 3** OP, FFG plz nerf.

Its entirely dependant on setup.

You setup wrong, u die.

@Blail Blerg while i cant entirely agree with you opinion, i never meant to imply you know nothing about this matter for that you have my apologies.

Thanks much @DrakonLord <3

Just now, DrakonLord said:

Its entirely dependant on setup.

You setup wrong, u die.

@Blail Blerg while i cant entirely agree with you opinion, i never meant to imply you know nothing about this matter for that you have my apologies.

Another point,

if you face demo, you die.

And if you face decimators your equally screwed hahaha.

But its really the only fleet i can use neb-bs in lol

2 hours ago, Blail Blerg said:

Playing with squads on both sides, esp with Sloane, has shown we actually might have a lot of room to add for possible squad ideas. Some of these might not be good for the game exactly, but they are missing possibilities of what the faction might want for squads. I suspect we will be getting some new squads within wave8 or 9.

Imp:
Some sort of non-Rogue bomber with 2 dice (any color, recommend blue).
A rogue in the 14pt area with bomber
A generic snipe squad. Maybe something with 3 snipe.
A multirole fighter/bomber (maybe not a good idea)

Super bombers?
Something that helps Tie Bombers, since they require so much investment in squad commands, nearly any 2 die bomber added will obsolete them.)
2 die blue black or black black bombers at a high cost, (possibly dedicated bomber not good for AA, blue-black AA only)
A healing squadron?
Squads that are much better when acting alone or far away from support (without being a super Relay-enabler)
A bomber good vs high shields

Rebel:
Something cheap around 10-13pts with 5+ hull with 3 speed meant for more dedicated AA, and lasting on the field instead of high AA output. (Or maybe generic YT1300s should be used more, but I have the feeling they're rarely used because people find them too cumbersome at speed 2. And as opposed to Awings, which are meant to attack and strike with speed, then add more dice by countering and dying off rather quickly.)
Resistance bombers (ho ho ho, bad idea)
An ability disabler squadron?
Squads that are good not clumped together

...

1 hour ago, stonestokes said:

I like many of these ideas, except the ones that I've bolded. To me it feels too much like "The Rebels have these things, so the Imperials should too." That is something that I don't want to see in the game. I like that Rebel and Imperial squadrons behave so differently, and I would hate to see that watered down.

All of the other suggestions I can get behind.

A couple of things that I found interesting, first I would have to agree with you on the rogue/bomber, and a generic snipe 3, but the I think that the 2 dice bomber is not unique to the Rebels especially if you keep the Empire it is a fighter or a bomber going, so it has two (maybe more) dice against ships but only one (maybe two) against other squadrons that still very much feels like a Empire bomber to me, not a rebel squadron that can do it all. As for the multi-role fighter/bomber I kind of like the gunship idea somebody put out there. I would say something like the VT-49 but not heavy, so technically not a bomber but has enough dice to be effective at either job but still expensive enough to not likely be the main squadron of your fleet. I also think that the Empire could use a snipe but would make it a snipe one maybe two so they have to decide do I attack with my three maybe four anti-squadron dice or snipe for one? This still makes snipe mainly a rebel ability but gives enough to the empire that the rebels can not totally disregard it.

Second thing you do not think that the empire should get something that the rebels have, but you are fine with the rebels getting what the empire has? Dedicated anti-squadron squadron (most empire fighters) and ability dis-abler squadron (Gauntlet fighter) or am I missing something?

5 minutes ago, DrakonLord said:

Another point,

if you face demo, you die.

And if you face decimators your equally screwed hahaha.

But its really the only fleet i can use neb-bs in lol

Knowing I have a hate for squads, I'm on record saying its a great thing that FFG made special titles like Yavaris. Cuz otherwise my Nebs would never have another day in the sun to be on the table. I've found the others to be lack luster (even Salvation).