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Post by Eryst on May 28, 2016 11:19:20 GMT
I thought I'd start a quick thread on squadrons. After a bit of a break to focus on Xwing I'm coming back around to the elegant design and strategic pacing of Armada.
One part which I'm not sure we've figured out fully (I know I'm still struggling) is how many fighters and how to run them (ie carriers etc)?
I seem to have hit on a reasonably efficient fighter CAP of Howlrunner, Dengar and three interceptors. At 69 pts it can be run with a bare bones VSD1 with expanded hanger and flight controllers with a token. The only downside is five squadrons doesn't get you that extra deployment if you had 6.
Also looking at bombers and how to maximise them. At 9 pts each, they are fast, hit hard and are durable. The only downside is taking enough carriers to move them around. the new flotillas will help I think, particularly with bomber command giving you a reroll but until then I've taken a second bare bones VSD1 with boosted coms (these guys do benefit from commands once the battle is joined.
One last thought is do you alpha strike out to your range limit knowing that you'll be out of command for several turns while the carrier catches up or do you hold them back to get the jump in once the enemy has committed?
The other thing I'm considering is maxing out on basic TIEs and seeing how they go (though with 3 hp, two blue AA dice will mince them)
Any thoughts?
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Post by smurfwedge on May 30, 2016 8:46:25 GMT
To be honest mate I think you habe the squadrons game quite well down. That howl runner circus you fly is really potent anti squadron. However it does suffer from the same downfall as the ties from flak fire. You don't really tend to fly them near ships which is good so I wouldn't really worry too much about that. Maybe try out some ties sometime and see how they do. Only problem I see with that is spamming ties you will need more squadron commands to activate them.
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Post by Eryst on May 30, 2016 22:40:44 GMT
Thanks Marc, I did get a good bit of practice in on Sunday. What about Rebel builds, any which come to mind beyond the Jan and 4 Xwings or an all Ace ball?
Edit:- I am going to try the TIE spam, maybe after Yavin
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Post by smurfwedge on May 31, 2016 11:32:45 GMT
I'm still thinking A-Wings are a great all rounder. Great speed, decent hull, ok-ish firepower but the counter 2 helps. All in all a decent all rounder at 11 points. Although was considering a 5 A-Wing, 4 B-Wing with a HWK build. B-Wings mostly to act as mobile mines. Also they could be a decent screen against demolisher.....but I'm unsure as yet.
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Post by Eryst on May 31, 2016 11:45:27 GMT
I think you're right about the Awings, there was a reason 8 of them were in the World Champs list last year.
And I also think you've got Bwings right as well, haven't really been able to picture how they would be used effectively but after the weekend, if they were used as screening ships against demolisher or MC30s they could be very painful
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Post by Eryst on May 31, 2016 11:51:29 GMT
I hadn't really looked at rebel squadrons before but I think I've spotted the perfect protection for your Bwing screen.
Throw in a YT1300, same speed, 7 hull, escort and counter. Saves them from my TIE Interceptor Alpha strike.
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vae
Junior Member
Posts: 58
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Post by vae on Jun 1, 2016 8:26:48 GMT
I'm not sure about B-wings as a screen vs Demolisher or MC30's. You'll have 1 chance to do something with them before their target has moved on and they're now out of position (and never coming back). Against slower ships (i.e. ISD/VSD/MC80 or even AF/Neb) I think that tactic would be better. However then they become more vulnerable to enemy squadrons and AA fire. Perhaps then the YT1300 is then the perfect counterpart to protect them from squadrons. I think it would mean playing your squadrons more defensively though, only a short distance out from your ships. Perhaps 4 B-wings, 4 YT1300 and Jan backed up by Yavaris and either Independence (MC80 command) to boost the fighters to speed 4 to chase something or Gallant Haven (with expanded hangers and flight controllers).
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Post by smurfwedge on Jun 1, 2016 11:20:45 GMT
Yeah point taken mate The above sounds very complicated and stressful. I think maybe I'll just stick to my A-Wings or YT2400's Haha
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Post by Eryst on Jun 2, 2016 9:57:20 GMT
How about 4 B's in a cloud around a transport flotilla with bomber command, provides a pretty big deterrent to whichever flank you put them on. But I do take your point, they get one shot and then they are out of the match. That speed two is so limiting.
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