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Star Wars: Armada» Forums » Strategy

Subject: Squadrons rss

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Einar J Wetaas
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With all the New squadrons and squadrons cards Armada is beginning to be much more difficult as a commander.
Now I feel that the battle is won not by tactical play of your capital ship, but how good you choose your squadrons and how well you play them.
Well it is more realistic if you think about it. Armada is starting to be same as the carriers in the Second World War dominated the sea.
Obsolete old battle ships was an easy match for some bombers.

When the game came out it was the big ships that dominated, but now it is the squadrons. Any thoughts out there about this :-)
 
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Robert Fox
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Chandler
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My only reservation about the incoming squads are they seem undercosted compared to their generic counterparts. I'd prefer the named squads be more rare, but I guess people have more fun having lots of special abilities everywhere.

Since squads are still limited to 1/3 the points cap, many games are still going to be decided by how well the ships maneuver and concentrate firepower on the other side's ships.

Luckily, there are ship upgrades you can take if you feel squadrons are becoming too powerful. One ship with the right upgrades can do a lot of damage quickly to squadrons. Said ships will be less effective against other ships, so there's your rock-paper-scissors fleet decisions.
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Eric Taylor
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I don't think it's as extreme as you believe it to be. Every fleet since wave 2 (when Intel shook things up pretty dramatically and shut down token fighter meat shields holding up a bomber blob) has required a plan for how to deal with bombers. That continues to be the case. Fleets that show up with no plan are going to have a bad time; maybe not every game, mind you, but sooner or later bombers are going to wipe the floor with them.

The only thing that's changing is we'll have more options for both how to use squadrons as a credible threat against our opponents AND more options for how to use our own fighter squadrons to prevent that.
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Alex G
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Playing good squadron game is not separate from ship command - it's an essential and integral part of it. Squadrons are only strong with proper ship support.

1) Destroy carrier and most squadrons are sitting ducks. Rogue squadrons don't have this weakness, but they are usually quite expensive.

2) Deny Squadron Commands. One flotilla with slicer tools throws a massive wrench into your opponent's squadron game.

3) Don't discount anti-squadron upgrades. The beauty of anti-squad fire from ships is that it covers every squadron in arc. Sustained fire from 3 ships on a squadron blob puts ~4 blue dice on every fighter. Better yet, these shots come as 1-2 blue dice each, so they are that much harder to brace. PDR is only worth 5 points, and will result in more extra squad hits than a single 8 pt TIE fighter that has to be babysitted.
 
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Chris Montgomery
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Joliet
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unonameless wrote:
Better yet, these shots come as 1-2 blue dice each, so they are that much harder to brace. PDR is only worth 5 points, and will result in more extra squad hits than a single 8 pt TIE fighter that has to be babysitted.


With the caveat, of course, that you are in a position to have multiple of your ships spend one of their two firing options on enemy squadrons, yes.

Which just goes to bolster your point that sqaudrons are an integral part of the whole game, not just a subgame going on -- it's integrated, as you say.
 
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Allen T
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And don't forget the entire game ends if all your ships are destroyed. Sure, if you bring 1/3 of your fleet as squadrons you might have an advantage in the squadron phase, but that's 1/3 fewer points of SHIPS your opponent has to destroy.
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Robert Fox
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Chandler
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monkeykins wrote:
And don't forget the entire game ends if all your ships are destroyed. Sure, if you bring 1/3 of your fleet as squadrons you might have an advantage in the squadron phase, but that's 1/3 fewer points of SHIPS your opponent has to destroy.


I almost always max out the squadron contingent. With those I game with I'm mostly Empire, and it doesn't feel right having a fleet without a large group of tie fighters escorting them.

I definitely don't want to lose the squadron battle. Having 6-8 squadrons plinking away at the rear shield of a ship does a surprising amount of damage given ship's tokens are almost completely useless against that many dice being rolled one at a time.
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