Clone Wars Squadron Ideas

By The Jabbawookie, in Star Wars: Armada

There’s been a fair amount of discussion about including Clone Wars ships, but the squadron game seems to get overlooked. Some examples of squadron ideas:

Vulture Droid Squadron:

6 pts, 2 red ASq/1 blue AS, 3 hull, speed 4, swarm

Automated: You may not move or attack during the squadron phase (excluding counter attacks.)

Anakin Skywalker ETA-2 Actis Interceptor:

27 pts, 3 blue 1 black ASq/1 black AS, 4 hull, speed 5, escort, Brace/Scatter

When you activate, you may perform one additional attack or one additional move.

ARC-170 Squadron:

16 points, 3 blue ASq/2 red AS, 5 hull, speed 3, counter 1, bomber

What CW squadrons would you like to see?

Edited by The Jabbawookie

Whoops. I think it’s been squarely misused here... fixed.

Edited by The Jabbawookie

I actually think ARC-170’s should have counter due to the rear gunner, and maybe remove bomber(?). The speed is pretty accurate.

V-wings, Delta-7 and V19 are what I would like to see :)

Perhaps also ships like the Scimitar.

3 hours ago, Admiral Litje said:

and maybe remove bomber(?)

They have 6 Proton Torpedoes just like the X-wing does and its the X-Wings predecessor, so bomber is very accurate. Agree with Speed 3 and Counter 1.

3 minutes ago, >kkj said:

They have 6 Proton Torpedoes just like the X-wing does and its the X-Wings predecessor, so bomber is very accurate. Agree with Speed 3 and Counter 1.

Give them more anti-squad and anti-ship dice along with Heavy?

6 hours ago, Admiral Litje said:

I actually think ARC-170’s should have counter due to the rear gunner

I gave them counter 1 as a starting point. Do you think the value should be upped?

2 hours ago, Indy_com said:

Give them more anti-squad and anti-ship dice along with Heavy?

That’s an interesting idea. It’s currently a dual-dice bomber, but upgrading those dice might make sense, or adding a fourth antisquadron die. It feels like an either/or choice tbh, as both choices would establish it as a good fighter or a good bomber. Heavy also could fit. To avoid eclipsing the Y-wing, what about 4 blue/1 blue with bomber and counter 1, for 14 points?

4 blue puts it in X wing territory.

I wouldn’t do that.

Honestly a BWing that trades a black bomber down to a blue bomber (blue-blue) and perhaps heavy for counter 1 seems like a decent trade ...

its at least something to consider, without being explicitly better than the options available at those points...

My thoughts:

Speed 2, no heavy

Speed 3, Heavy.

but more solid on 3 blue anti squad, blue-blue bomber, and counter 1, if we’re aiming for that 14 point mark.

Edited by Drasnighta

Dont give it heavy though. We clearly see them in Anti-squadron role in ROTS.

14 minutes ago, >kkj said:

Dont give it heavy though. We clearly see them in Anti-squadron role in ROTS.

You also don’t see them be very good at it though... the Droids run roughshod over them.

We don't really see ARCs doing amazingly well as fighters at any point. The aforementioned speed 3 + heavy seems like a good compromise. What would you think of this for the tri-fighter? A little like the interceptor, but with a higher counter value to compensate for automated.

Droid Tri-fighter Squadron:

13 pts, 4 blue ASq/1blue AS, 3 hull, speed 5, counter 3, swarm

Automated: you may not attack or move during the squadron phase (excluding counter attacks.)

Edited by The Jabbawookie
Added swarm
1 hour ago, The Jabbawookie said:

We don't really see ARCs doing amazingly well as fighters at any point. The aforementioned speed 3 + heavy seems like a good compromise. What would you think of this for the tri-fighter? A little like the interceptor, but with a higher counter value to compensate for automated.

Droid Tri-fighter Squadron:

13 pts, 4 blue ASq/1blue AS, 3 hull, speed 5, counter 3

Automated: you may not attack or move during the squadron phase (excluding counter attacks.)

If that's the case and you destroy the opponents Carriers, then you've just made an entire squadron compliment "Dead-in-the-water" without even firing a shot at them.

12 minutes ago, Indy_com said:

If that's the case and you destroy the opponents Carriers, then you've just made an entire squadron compliment "Dead-in-the-water" without even firing a shot at them.

That is the implication. I was trying to justify making Vultures dirt cheap and that felt like a thematic consequence, especially if you give CIS carriers high squadron values/resilience. It’s not a fleshed out idea at all, though. Might be fun to test...

Automated: you may not attack or move during the squadron phase (excluding counter attacks.)

Default Program: If no control ships remain this sqn becomes speed 3 and counter 2 but must engage the closest enemy sqns or ship

I feel all later* droids should have default programming of kill the closest enemy... its mentioned in several of the books as being added after the battle of Naboo

*ie any that dont appear in Ep1... the ones that do should get a 1 or 2 point upgrade to have it

Edited by slasher956