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TheRealStarkiller

About generic wave 2 'squadrons'

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Has anybody figered out yet about the use and roles generic pilots of the Rogues and Bountyhunters in the lists?

 

I mean, the named ones have cool abilities, at least on paper.

Boba Fett (of course I start with Boba Fett) Boba Fetts ability is so cool. Its not because ... it it because I imagine this ability comes from Seismic Charges that he drops, just like in Empire at War. So, thats cool for me.

But we are were talking about the generics.

 

So tell me why you would use generics in your list and what are their roles, how you would use them and why they are better then generic wave 1 squadrons.

 

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Firesprays are double blue bombers that can still bomb in the Squadron Phase, Jumpmaster5000 has intel just like the HWK, the YT-1300 has escort and keeps pace with the B-Wings, the list goes on. 

 

I like the YT-2400 because it has Rogue and I can use it in the squadron phase to good effect. 

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Counter and Escort on the same ship is going to give your opponent second thoughts about their attack plans, making the YT-1300 a natural B-Wing escort (much like Lando in RotJ).

 

The HWK also pairs well with Bomber groups by allowing them to engage ships.

 

The YT-2400 is an X-Wing that can move and shoot in the squadron phase, and will probably work best going after fighters that you tied up previously.

 

Not super sold on the Skurrg. Decent enough as a bomber thanks to Grit, but will probably need Squadron commands to be effective.

 

Firesprays are solid ships at every role. Bomber plus Rogue makes them great anti-ship weapons, with three blue dice to deal with fighters and average speed.

 

The YV-666 is to fighter groups what the B-Wing is to ships. Slow speed, but will do massive damage if it gets in range and can take a beating.

 

JumpMasters will probably be needed for Bomber groups due to Intel, but the ship itself is largely lackluster.

 

Aggressors are basically a counterpart to the YT-2400. Strong anti-fighter dice with Counter and Rogue, doesn't have the versatility of the Firespray.

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Phantom nailed it for the case by case basis. As far as the meta, I fully expect to see a good number of Firespray builds. They are going to be very dangerous and easy to use. That will in turn help the squadron meta over all. After all, the best way to deal with bombers is fighters. I think the days of no squadron builds are over. It will be far too dangerous to not have at least some fighter cover.

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Pretty much Firesprays for bomber support or Jumpmasters for intel are all that interest me, personally.

Boba's ability is not that great for the cost (The same number of points can buy a ship upgrade that will yield much more damage per turn on average). Bossk is utterly uninteresting, as is his ship. Dengar is alright I guess, but expensive for his ability. IG-88 is potentially powerful, but far too situational for my tastes.

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I find the HWK-290 is a great escort for Y-Wings, since anything within range 1 of the HWK is heavy, it can sometimes function as a throwaway decoy. Things move up to engage your Y's, HWK moves in, Y's move out. Same place I put the Scurg actually, since I look at it as an upgraded Y-wing rather than anything to do with the B-Wing. To a more limited extent I imagine the HWK can do the same with X-Wings, since they can soak up a round of fire for the HWK's safety and then peel away to engage as needed.

 

The YT1300 I intend to use as an escort for B's and Y's for the most part, but I'm also looking at it as a bullet into an enemy swarm. Using the Mon Cal title that lets a ship move 4 and then not attack means it can shoot out into the front, ideally into enemy fighters, and then still rely on its counter 1 and seven hull to make an impact in whatever fight follows.

 

The YT-2400 I look at as a bulked up A-Wing and basically intend to use in the same way. At speed 4 it can shoot around engaging what it needs to, or jumping on stragglers, with the Black anti-ship die giving it some solid weight against Capitals. Just a very solid overall kind of ship IMO. Edit: Also it might make a decent partner to a 1300. The 1300 can't keep up with speed obviously, but its Escort would let it soak hits for the 2400, which can smack things with four dice.

Edited by Cuthawolf

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Boba's ability, regretfully, is kinda trash.  At least as far as rules as written go.  The damage versus ships is allocated where ever your opponent wants it to be.  This is still the case, right?

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::shrug::  One Damage is One Damage.  Especially to an Ace Squadron that can neither Brace nor Scatter it away, even under the nose of Gallant Haven...

This.

One damage can't possibly be a *bad* thing, but it most certainly can be overpriced.

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::shrug::  One Damage is One Damage.  Especially to an Ace Squadron that can neither Brace nor Scatter it away, even under the nose of Gallant Haven...

This.

One damage can't possibly be a *bad* thing, but it most certainly can be overpriced.

 

 

I was commenting on the premise of 'comparison' to all the Elite Pilot abilities we've seen to date...cost included.

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::shrug::  One Damage is One Damage.  Especially to an Ace Squadron that can neither Brace nor Scatter it away, even under the nose of Gallant Haven...

This.

One damage can't possibly be a *bad* thing, but it most certainly can be overpriced.

 

 

I was commenting on the premise of 'comparison' to all the Elite Pilot abilities we've seen to date...cost included.

 

 

Well, when you compare it to Mauler, its worse because its only on one target...  But its better because it might smack a ship, AND when against Squadrons, it can't be Ignored like Mauler is by Obstruction.

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Pretty much Firesprays for bomber support or Jumpmasters for intel are all that interest me, personally.

Boba's ability is not that great for the cost (The same number of points can buy a ship upgrade that will yield much more damage per turn on average). Bossk is utterly uninteresting, as is his ship. Dengar is alright I guess, but expensive for his ability. IG-88 is potentially powerful, but far too situational for my tastes.

I kinda dig Bossk. For eight points, he adds a lot over the stock YV-666: a point of speed, boosts average squadron damage from 2.5 to 3, gains a black die when attacking ships, a Brace token, and a free Accuracy once damaged. All that, plus Grit and Rogue.

 

Dengar is going to be strong when paired with the TIE Advanced, while IG-88 is there to kill your Dengars and Soontir Fels.

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Firespray - it's a ship independent bomber with a very surprising range due to move, then shoot; not worthless against squadrons

 

Aggressor - anti-squadron rogue that isn't worthless against ships

 

YV-666 - weird anti-squadron "escort;" doesn't engage so has to kill enemy squadrons but that's a lot of dice for the points and a surprising range due to rogue. 100% dedicated anti-squadron, though; garbage v ships

 

Pogostick - intel on a stick

 

HWK - intel on a stick, the stickening

 

YT-1300 - anti-squadron/sponge for your more important squadrons (escort, 7 health)

 

YT-2400 - anti-squadron rogue that isn't useless against ships

 

 

 

now, spammability!

 

1.) Firespray

 

"flexibility" is the name of the game. Not helpless against squadrons; painful for enemy ships and completely command independent with good speed. I couldn't mind flying nothing but firesprays in the right fleet

 

2.) Silly Bombers

 

these may actually outdamage Akbar and could be a linchpin in rebel mirrors. Just imagine a command cruiser flinging 4 of them around...ouch

 

3.) YT-2400

 

very inefficient v ships, but solidly built and, most importantly, fast. A pair or trio may find a good home in fleets without much Squadron (shrimp/cr-90 spam)

 

4.) Aggressor

 

imo, a strictly worse yt-2400. Has counter, but is slower and it has to compete with the spray. Unless the meta goes squadron heavy, I don't see these guys being flown too often.

 

5.) YT-1300

 

very inefficient offensively, you'll want a few to form a squadron blob of death (esp if supported by ors) but you don't want the bulk of your squadron points to be made up by these guys; they won't kill ****

 

6) YV-666

 

this thing is weird and I have no idea how to effectively use it or which fleet wants it. It's amazing anti-squadron fire for its cost and has rogue, but that's literally it.

 

7) HWK/Pogostick

 

Intel or bust...how many do you think you'll need? Hell, how do you justify fielding them over their unique versions??

Silly Bomber - B-wing that trade in all its anti-squadron capability for much better engines; can actually catch faster ships such as Afmk2s which may soon become very relevant due to akbar

Edited by ficklegreendice

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Pretty much Firesprays for bomber support or Jumpmasters for intel are all that interest me, personally.

Boba's ability is not that great for the cost (The same number of points can buy a ship upgrade that will yield much more damage per turn on average). Bossk is utterly uninteresting, as is his ship. Dengar is alright I guess, but expensive for his ability. IG-88 is potentially powerful, but far too situational for my tastes.

I kinda dig Bossk. For eight points, he adds a lot over the stock YV-666: a point of speed, boosts average squadron damage from 2.5 to 3, gains a black die when attacking ships, a Brace token, and a free Accuracy once damaged. All that, plus Grit and Rogue.

 

Dengar is going to be strong when paired with the TIE Advanced, while IG-88 is there to kill your Dengars and Soontir Fels.

 

 

Bossk is awesome. He is useful against ships and squadrons and once he's taken a hit he's actually pretty dangerous to both because of Rogue and Grit allowing him to pursue. Bossk is a lot of points but is rare because he does everything and does it well.

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The Yt2400 is ideal for people who dont want to mess around with squadrons but want and anti squadron 6 health rogue speed bump that also has a black vs ships if they dont bring squadrons. 

 

The H-bomber or Silly is pretty much the B wing replacement and a shame because Bwings look cooler and are easier to get more of.

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I foresee the firespray being the squadron that changes the meta. With two blues, bomber, and rogue, you just can't ignore it. I can see it now: 4 Glads with APTs led by Screed backed up by 6 Firesprays. Excuse me while I cry in the corner.

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The Yt2400 is ideal for people who dont want to mess around with squadrons but want and anti squadron 6 health rogue speed bump that also has a black vs ships if they dont bring squadrons. 

 

The H-bomber or Silly is pretty much the B wing replacement and a shame because Bwings look cooler and are easier to get more of.

B-wings are not obsoleted by the H-6. There will be times and lists where the speed 3 is important, other times not. The big problem for the H-6 is that it's THE least efficient anti-squadron ship out there. You can run B-wings without fighter cover. Running H-6s without fighter cover is taking a gamble the enemy isn't bringing squadrons. They have heavy and grit doesn't help vs a TIE swarm.

It will take a very specific list for me to replace A-wings with YT-2400s. Basically a list that requires a fast anti-squad squad that also doesn't have command dials or tokens to spare for the activations. At 5 pts per squad over an A-wing, it's a hefty premium.

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The Yt2400 is ideal for people who dont want to mess around with squadrons but want and anti squadron 6 health rogue speed bump that also has a black vs ships if they dont bring squadrons. 

 

The H-bomber or Silly is pretty much the B wing replacement and a shame because Bwings look cooler and are easier to get more of.

B-wings are not obsoleted by the H-6. There will be times and lists where the speed 3 is important, other times not. The big problem for the H-6 is that it's THE least efficient anti-squadron ship out there. You can run B-wings without fighter cover. Running H-6s without fighter cover is taking a gamble the enemy isn't bringing squadrons. They have heavy and grit doesn't help vs a TIE swarm.

 

 

agreed

 

B-wings and SIlly Bombers are superficially similar (dem anti-ship dice!), but really they serve completely different roles

 

 

B-wings are inefficient but nonetheless effective anti-squadron squadrons that can lock down bombers and duke it out with fighters long enough for Neb-Bs to pull their ass out of the fire

 

Sillies can't fight or engage squadrons for ****. With Grit, they're actively encouraged to ignore enemy squadrons entirely

 

B-wings have the slowest possible squadron speed in the game thus far, and therefore work best with upgrades that don't give a **** about your speed (enter Yavaris and Independence). Furthermore, their slow speed doesn't hamper them at all if the enemy has to come to you (see all imperials ever)

 

Sillies move 150% the distance than B-wings and can catch up to flightier targets such as the Afmk2. It's worth mentioning, however, that they're also 2 points more expensive. Considering you'll want multiples, that investment stacks up right quick.

 

 

 

my practice with B-wings say they're an amazingly solid core when used with Nebs. They completely compensate for the lack of close range punch and they can duke it out long enough for Neb anti-squadron to even the odds, or even engage bombers before they rip out the side arcs. They're great anti-imperial tech.

 

my theory says Sillies are a more well-rounded counter to enemies, but especially other rebels. B-wings (without Independence) are so ****** against Afmk2s that it isn't even funny. Unless the rest of your fleet is so stacked with long range firepower that you can "herd' the enemy into the B-wings, they're not going to acomplish much without a lot of foresight (note, not the shrimp title).

 

The Sillies at speed 3 are far more effective against these types of enemies, especially when Akbar comes out to dominate the long range game. Imo, Sillies will be the rebel method of keeping him in check (imps have rhymer or firesprays)

 

Furthermore, because of their threat range and because I believe B-wings are far more potent with Nebs (yes, even more potent than Nym's coin toss with Yavaris; reliability always wins out for me...go Keyan!) I'm going to try to fit Sillies more with Mc-80s and Afmk-2s, two ships which can very conveniently take boosted comms :)

Edited by ficklegreendice

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Pretty much Firesprays for bomber support or Jumpmasters for intel are all that interest me, personally.

Boba's ability is not that great for the cost (The same number of points can buy a ship upgrade that will yield much more damage per turn on average). Bossk is utterly uninteresting, as is his ship. Dengar is alright I guess, but expensive for his ability. IG-88 is potentially powerful, but far too situational for my tastes.

I kinda dig Bossk. For eight points, he adds a lot over the stock YV-666: a point of speed, boosts average squadron damage from 2.5 to 3, gains a black die when attacking ships, a Brace token, and a free Accuracy once damaged. All that, plus Grit and Rogue.

 

Dengar is going to be strong when paired with the TIE Advanced, while IG-88 is there to kill your Dengars and Soontir Fels.

 

If you are worried about getting damage on him to trigger the ability, I feel like rutheless strategists will be perfect.

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it's a nicebit of synergy, but I don't think you need it for Bossk

 

 

dude's just fine even without his ability triggered, and if you need you can always fly him around with the bulk of your squadrons to protect from anti-squadron batteries. If they shoot bossk as part of the clump, then you're getting some ACC results in return

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it's a nicebit of synergy, but I don't think you need it for Bossk

 

 

dude's just fine even without his ability triggered, and if you need you can always fly him around with the bulk of your squadrons to protect from anti-squadron batteries. If they shoot bossk as part of the clump, then you're getting some ACC results in return

I agree its not necessary, but I love the flavor of the card, so I will be running it anyway!

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Boba's ability, regretfully, is kinda trash.  At least as far as rules as written go.  The damage versus ships is allocated where ever your opponent wants it to be.  This is still the case, right?

 Yes, but he can also do it to fighters, and if he does do it to ships it can't be blocked, then he can throw two dice at them.  Position Fett on the far "protected" side of a ship with advanced projectors and whittle them away before bigger ships go for the kill on the more defended side.  What seemed like a harmless gnat has now drained a critical chunk of health the enemy was counting on to survive a big hit.

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Boba's ability, regretfully, is kinda trash.  At least as far as rules as written go.  The damage versus ships is allocated where ever your opponent wants it to be.  This is still the case, right?

 Yes, but he can also do it to fighters, and if he does do it to ships it can't be blocked, then he can throw two dice at them.  Position Fett on the far "protected" side of a ship with advanced projectors and whittle them away before bigger ships go for the kill on the more defended side.  What seemed like a harmless gnat has now drained a critical chunk of health the enemy was counting on to survive a big hit.

 

There's no need to go to the far side of the ship.  Might as well drain the near side and if the attacker gets a well timed double acc, so much the better.  Why do their work for them?

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