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Seppie Squads article

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10 hours ago, Petersaber said:

I've played against 12-16 squadron fleets.

Two rounds of blue flak (2 dice for most, 3 dice for some) and they were all gone.

Yeah, generics drop like flies. Especially TIEs. I kind of wish that wasn’t the case.

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37 minutes ago, Rmcarrier1 said:

Yeah, generics drop like flies. Especially TIEs. I kind of wish that wasn’t the case.

Honestly, I think the CIS will be able to avoid that a little easier depending on the strategy you use. For me, I'm going to start with a blockade kind of strategy (let enemy ships/squads come to me and the second they get close enough just maul them with squad-commanded Vultures, Tris, and Hyenas) so that the enemy ships don't have as easy a time picking my squads off.

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1 hour ago, Cruzer said:

Honestly, I think the CIS will be able to avoid that a little easier depending on the strategy you use. For me, I'm going to start with a blockade kind of strategy (let enemy ships/squads come to me and the second they get close enough just maul them with squad-commanded Vultures, Tris, and Hyenas) so that the enemy ships don't have as easy a time picking my squads off.

I don't see what the empire is missing that would allow them to do this. I feel if this would work, the empire could do it now, and I don't really see it.

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1 minute ago, homedrone said:

I don't see what the empire is missing that would allow them to do this. I feel if this would work, the empire could do it now, and I don't really see it.

It's more that the Empire has less reason to hold their squads so close to their ships. TIEs excel when they can bog down enemy squadrons and don't lose effectiveness when not activated by a ship (aside from the usual attack or move requirement of non-rogues). Essentially, non-AI fighters have the advantage of not losing dice and therefore remaining 100% as effective as far as ATK rolls go even if they're doing so during the squadron phase. Droids? If you overextend them, even by just a little, they'll likely get vaporized without offering much in the way of return fire.

Also, Imperial ships tend to be the chonky-bois of the game (aside from the S-Hawk) and don't need as much literal close-fighter-support as the Munificent and Hardcell will.

Finally, in my experience, most people who run heavy squadron builds tend to treat their squads as throw-aways, throwing them super far afield right into enemy fire in the same of making downright suicidal bombing runs :P 

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25 minutes ago, homedrone said:

I don't see what the empire is missing that would allow them to do this. I feel if this would work, the empire could do it now, and I don't really see it.

Well people should do this with TIE's if the followed commandment 8 of the Tie Commandments....

 

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I played a few scenarios with Grievous. Nothing much, just pushing some squads and roll some dice, but there are a few interesting observations.

First, if you want to maximize his efficiency you'll have to invest a bare minimum of half of your squadron points, just to put him on the table. 46 points with a Vulture escort that relies heavily on AI. That's a lot of points to protect one squadron and there is a risk that the opponent brings something that makes it mostly useless (like a pair of uniques or only bombers) Engaging one or more chosen opponent with three squadrons isn't that difficult by the way.

Second, his abilities almost never stack, you either use screen or his crit-hit shenanigan. If he has alpha strike he jumps in first, wipes a generic, his escorts do the rest and the remainder of the opponents will pound the escorts. If he has to alpha against uniques then he won't be able to use his unique ability but will heavily rely on screen. And if the opponent gets the alpha strike he can disperse his squadrons just enough to engage all his squads to reduce his screen's effectiveness, so he'll rely more on shooting down generics before he is destroyed flees the battle.

Third, Delta-7's seem to work better against him than Torrents because they can survive the escort's strike and shot back. ARCs are great because they almost never can be one-shotted by him.

Overall I love how his ability adds some more importance to squadron strategy, but one that usually doesn't require the millimeter-adjustments like for example Mauler does.

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16 hours ago, Cruzer said:

Honestly, I think the CIS will be able to avoid that a little easier depending on the strategy you use. For me, I'm going to start with a blockade kind of strategy (let enemy ships/squads come to me and the second they get close enough just maul them with squad-commanded Vultures, Tris, and Hyenas) so that the enemy ships don't have as easy a time picking my squads off.

What advantage does the CIS have over Empire that prevents it being wiped by flak, like TIEs are?

Also, Gunnery Team is your nightmare.

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Your opponent should almost always have to choose between attacking ships or squadrons.  Gunnery teams makes this harder to pull off, but its change will make its ability less consistent.

Edited by xero989

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Some people have hit on why vulture swarms will fair better against flak, but I think it comes down to 2 things:

1) CIS with access to hyperwave means no boosted and no expanded. If my vultures NEED my squadron command to do anything of value due to AI, vultures are going to stay naturally closer to their command ship. The likelihood that my ship and squadrons will be in the same arc, that we will be long or moving into medium at least, and you not having gunnery team are high (higher than would have been expected for that last one because of the change). So, do you flak 6 vultures and probably not kill them this round and miss out on a shot on me? Or do you shoot me and let my vultures take another turn around the block?

2) spike damage. Vultures are slightly less likely to hit, but can inflict a double. Just one round of 3 vultures can do 6 damage. Admittedly unlikely, but still. Vultures can make the above decision hurt even worse with a double arcing muni at long range sharing the same arc.

Imps are similar, yes. But I see enough of a difference if CIS isnt going to take boosted Comms too much and if that red anti ship die means anything to you.

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