Squadrons provide an important supplement to the capital ships of Star Wars: Armada. As of Wave 1, the Imperial Navy has four basic squadrons and five character squadrons to choose from. Today, let’s take a look at what the character TIE squadrons have to offer.
IN SHORT: Tougher and harder hitting than regular TIE squadrons, character squadrons open up an intriguing set of abilities for Imperial commanders.
“HOWLRUNNER” TIE FIGHTER SQUADRON: Howlrunner is a straight up force multiplier. She makes any friendly squadron with the Swarm rule at distance 1 better by granting 1 additional blue die for attacks against enemy squadrons. Also note that this includes the Counter rule TIE Interceptors have, increasing their already ridiculous attack power even more and making opponents think twice before shooting at them.
Because Howlrunner makes everything around her better, she can quickly tip the scales in larger engagements, but that power also her makes her a choice target. Even though TIE Advanced Squadrons do not benefit from her ability, it can often be advantageous to fly one with her TIE swarm to provide some insurance.
Brace and Scatter defense tokens are great, but accuracy results can negate them, and Howlrunner only has 3 hit points. Still, for 16 points, Howlrunner is an excellent investment in lists with large numbers of TIE Fighters and Interceptors.
“MAULER” MITHEL TIE FIGHTER SQUADRON: Mauler is kind of like Howlrunner in reverse. Whereas Howlrunner wants to hang out with a group of friendlies, Mauler wants to get stuck in with clusters of enemy squadrons. His ability grants automatic damage after he moves, inflicting 1 point of damage to any squadron he is engaged with.
Of course, moving into a big group of enemy fighters isn’t always the smartest idea, and Mauler can’t move while he’s engaged. Fortunately, Imperial players have the tools necessary to give Mauler the support he needs.
TIE Advanced really shine in the protection role, sopping up damage that would otherwise pound Mauler to dust. And Admiral Chiraneau on a nearby ship can permit Mauler to move even while engaged, allowing players to get the most out of his automatic damage ability.
Mauler is a high risk / high reward character squadron and needs adequate support to really shine, but there’s no denying he can inflict a lot of damage when used right. Not bad for 15 points.
SOONTIR FEL TIE INTERCEPTOR SQUADRON: It’s bad enough taking damage from TIE Interceptors just for attacking them. Well, Soontir Fel does this and inflicts damage for not attacking him. Seriously, opponents should just get used to taking damage around this guy no matter what they do. Add in the Brace and Scatter defense tokens, and Soontir Fel becomes very frustrating to take down.
TIE Advanced Squadrons can even be used to force the automatic damage. As long as Soontir Fel is engaging that enemy, they will suffer 1 automatic point of damage whenever they attack the TIE Advanced. The only downside here is the TIE Advanced doesn’t share Soontir Fel’s blistering top speed of 5, which could restrict players under some conditions.
TIE Interceptor or TIE Fighter Squadrons also provide a nice bonus to Soontir Fel by triggering his Swarm rule and benefiting from it themselves. This is even more effective for Soontir Fel because of the combination of Counter of defense tokens. Under normal conditions, Soontir Fel will be dishing out plenty of Counter attacks, and having an extra reroll in those attacks is definitely a nice bonus.
Soontir Fel will inflict damage in just about any combat situation, forcing your opponent to make uncomfortable decisions. That’s not a bad ability for 18 points.
DARTH VADER TIE ADVANCED SQUADRON: Vader is all about dishing out and soaking up damage. With the critical symbol counting as regular damage on his attacks and an additional black die in his anti-squadron attack, Vader can inflict a ton of pain. Note, however, that he does not cause critical effects to trigger.
When targeting enemy squadrons, he will easily out-damage even TIE Interceptors, and his anti-ship attack is on par with TIE Bombers, minus the critical effect.
With 5 hit points and 2 Brace tokens, Vader isn’t going down easily. However, his Escort ability, shared with all TIE Advanced, is something of a mixed blessing. While it does mean Vader can be an effective meat shield for someone else, it also means that regular TIE Advanced Squadrons can’t protect him.
At 21 points, Vader is a very hefty investment for a squadron that is designed to be shot at first. However, his resilience and damage output certainly make him a viable alternative to regular TIE Advanced Squadrons.
MAJOR RHYMER TIE BOMBER SQUADRON: Rhymer is an incredible force multiplier for bombers. Any friendly squadron at distance 1 may attack ships at close-medium range. This is a huge boost in range, and the fact that Rhymer dishes it out to anyone near him makes him a flexible addition for Imperial players.
Also note that Rhymer’s ability does not have any restrictions like Howlrunner’s does. His range increase is not restricted to craft like TIE Bombers, though undoubtedly squadrons with the Bomber rule receive the most benefit. After all, swarm of TIE Fighters can do a surprising amount of damage to an enemy capital ship as all those blue dice start to add up, and Rhymer helps get those hits in.
The range increase has other benefits, too. Bombers rely heavily on Squadron commands, particularly against the faster and more maneuverable capital ship types. However, with the wide strike envelope afforded by Rhymer, bombers have a much greater chance to target enemy ships without moving.
Like most character squadrons, Rhymer can take advantage of a TIE Advanced wingman, but in this case, Rhymer helps out the TIE Advanced as well, extending the range of its black die for anti-ship attacks. He also comes stock with 5 hit points and two Brace tokens, making him a tough proposition to take down. Honestly, his only downside is his lackluster anti-squadron attack.
All this for only 16 points? Yes, he really is just that awesome.
POWER DENSITY: Okay, so regular TIEs are great bargains when you look at their stats in a point for point comparison to the stats of character squadrons. Standard TIEs are potent little troublemakers, especially stock TIE Fighters and Bombers. However, there’s a second side to this discussion, and that is Squadron commands.
The big disadvantage for forces that rely heavily on standard squadrons is the need for higher Squadron values and/or more Squadron commands to get the same mileage from his or her TIEs. I like to call this attribute “power density,” and it’s definitely an advantage that swings in favor of characters squadrons.
2 TIE Fighter Squadrons put out more damage than Howlrunner, but then, they also require twice the Squadron value to get the jump on the enemy. That’s the hidden cost at work. Sure, stock TIEs are cheap, but they also require plenty of love from their capital ships to be the best they can be.
LISTS FOR FUN: How about a look at a list heavy with characters squadrons? Let’s take a look at the Admiral Motti’s Flying Aces.
Victory I-class Star Destroyer (73)
– Admiral Motti (24)
– Admiral Chiraneau (10)
– Flight Controllers (6)
Gladiator II-class Star Destroyer (62)
Gladiator II-class Star Destroyer (62)
Soontir Fel TIE Interceptor Squadron (18)
Darth Vader TIE Advanced Squadron (21)
“Mauler” Mithel TIE Fighter Squadron (15)
TOTAL: 291 points
First, the Victory will be dishing out a generous quantity of squadron commands to support the three character squadrons. Let’s take a look at how that plays out.
Things start off with enemy squadrons taking damage when Mauler shows up (and he can always get that move if needed because Admiral Chiraneau is on board the Victory). Then the enemy takes some more damage when Mauler, Soontir, and Vader unload, and since both Mauler and Soontir have Swarm, they enable each other’s rerolls. Plus Flight Controllers are along for the ride because who doesn’t like TIEs with an extra blue die per attack?
Also, two Gladiators are included, upgraded to Gladiator II’s, for fire support against enemy squadrons as well as general anti-ship destruction. Because while these three aces are awesome, a little help is in order from the capital ships. Then once your opponent finally gets around to attacking your squadrons, Darth soaks up the damage while Soontir inflicts automatic damage on anyone who attacks.
Is it ideal? Probably not, but should be fun, and isn’t that the point? 🙂
SUMMARY: Some bring pure and simply destruction, while other grant huge benefits to nearby friendly squadrons. Either way, there’s no denying that TIE character squadrons are a diverse and powerful group with plenty to offer any Imperial commander.
Check out the complete list of Star Wars: Armada articles here.
Fantasy Flight Games
Star Wars: Armada – TIE Squadron Tactics
Squadrons provide an important supplement to the capital ships of Star Wars: Armada. As of Wave 1, the Imperial Navy has four basic squadrons and five character squadrons to choose from. Today, let’s take a look at what the standard TIE squadrons have to offer.
IN SHORT: Cheap, fast, and more specialized than Rebel squadrons, TIEs provide a versatile set of cannon fodder to throw at your opponents.
TIE FIGHTERS: At 8 points each, TIE Fighter Squadrons are incredibly affordable and can form effective screening forces with minimal investment. With speed 4, TIE Fighters can easily get the drop on the often slower enemy squadrons. They also pack impressive anti-squadron punch for their points.
3 blue dice allow them to tear through enemy squadrons rapidly, and the Swarm rule only makes this better. With nearby friendly squadrons engaging the enemy, they can reroll a single die. This potent anti-squadron ability can be further supplemented with Howlrunner and/or Flight Controllers for up to 5 blue dice (with a single reroll) per squadron.
And don’t discount TIE Fighters when it comes to engaging enemy ships. True, they only have a single blue die to attack with, but that’s 1 blue die … per 8 points! Attacks like that can add up quickly.
So what’s the downside?
Well, TIE Fighters may put out a ton of anti-squadron damage, but they go down fast. With only 3 hit points, they’re easily focused down during a single round of combat. It also doesn’t help that the Swarm rule and Howlrunner both encourages them to bunch up. Enemy ships with strong anti-squadron batteries should be rightly feared, as they will quickly whittle TIE clusters to dust.
Easy come, easy go.
TIE INTERCEPTORS: At 11 points, TIE Interceptors act like TIE Fighters on steroids. They boast a blistering top speed of 5 and come with anti-squadron armaments of 4 blue dice. Like TIE Fighters, they benefit greatly from Swarm, but also come with Counter.
Thanks to the Counter rule, TIE Interceptors get to fire 2 blue dice at enemy squadrons attacking them, and these counter attacks benefit from both Howlrunner’s ability and Swarm, giving them a potential Counter 3 with a single reroll. Ouch!
TIE Interceptors are a powerful, dedicated anti-squadron force, and their Counter ability can make them highly challenging for bombers like Y-Wings and TIE Bombers to handle. Like TIE Fighters, they also combine extremely well with Flight Controllers. But they are also incredibly frail. In fact, point for point, they are the frailest squadron type in the game as of Wave 1. Swarms of interceptors do not like taking fire from a capital ship’s arc, and it should also be noted that, by the very nature of them having Counter, opponents are more likely to engage TIE Interceptors with capital ships instead of squadrons, when possible.
TIE ADVANCED: Weighing in at a cost of 12 and coming with a hefty 5 hit points, TIE Advanced squadrons are a welcomed bit of durability in the TIE lineup. And a good thing too, because they also come with Escort, forcing opponents to target them first. This combination makes them superb wingmen for named squadrons like Howlrunner or Rhymer.
Their single black anti-ship die and 3 blue anti-squadron dice are respectable, as is their speed value of 4, but TIE Advanced Squadrons are quickly outclassed in damage output by other Imperial offerings. TIE Fighters and Interceptors will shred enemy squadrons, and TIE Bombers can quickly pack on the hurt against enemy ships.
In the end, they’re meat shields. Their best uses are defensive, not offensive, either protecting a critical named squadron or slugging it out with bombers trying to get to a capital ship.
TIE BOMBERS: Featuring a black anti-ship die and the Bomber rule (allowing them to inflict critical hits against enemy ships), the role of TIE Bombers Squadrons is clear. With a cost of only 9 points and speed 4, they’re cheap and surprisingly swift for bombers, a trait that can be exaggerated even more with the Corruptor title on a Victory-class Star Destroyer for even more speed. Throw Rhymer into the mix to allow TIE Bombers to attack at medium range instead of range 1, and suddenly these squadrons can strike targets at considerable distances.
On average, a single TIE Bomber will inflict 1 point of damage against an enemy ship per attack with a 25% chance of a critical effect. This is made even nastier because it’s difficult to use defense tokens against them. Brace can only trigger if the TIE Bombers get a double hit, Evade isn’t going to do anything at range 1 unless Mon Mothma is commanding the Rebel forces, and Redirect can only shift a point or two of damage at a time.
TIE Bombers are utterly devastating when they get into range of enemy capital ships. But there is, of course, a downside. They also come with the Heavy rule, which means they cannot engage enemy squadrons. TIE Bombers may come with a plenty of hit points to absorb attacks, but their effectiveness as a screening force is zero. Secondly, they have the weakest anti-squadron attack in the game: a single black die.
(Capital ships with a single blue die shouldn’t be counted as the weakest because they can strike multiple targets at once.)
LISTS FOR FUN: Want to give a squadron-heavy list a whirl? Try Grand Moff Tarkin’s Flying Circus.
Victory I-class Star Destroyer (73)
– Grand Moff Tarkin (38)
– Flight Controllers (6)
– Expanded Hangar Bay (5)
Victory I-class Star Destroyer (73)
– Corruptor Title (5)
– Admiral Chiraneau (10)
– Expanded Hangar Bay (5)
TIE Fighter Squadrons x 5 (40)
TIE Bomber Squadrons x 5 (45)
TOTAL: 300 points
Okay, it may be 300 points, but it’s easy enough to trim an upgrade or squadron (or even substitute out Tarkin) to price it for an effective initiative bid. The basic idea is that each Victory can activate up to 5 squadrons per round (base 3 + Expanded Hangar Bay + Squadron tokens from Tarkin). And by doing this, they maximize the use of their squadron friendly upgrades.
Flight Controllers can turn those 5 TIE Fighters into squadron mulching machines, spitting out a combined total of 20 blue dice (with up to 5 rerolls). And with the Corruptor title and Admiral Chiraneau, those TIE Bombers are going to be speed 5 normally and can easily escape at speed 3 if they get engaged.
SUMMARY: TIEs, ladies and gentlemen. Fast, hard-hitting, and dirt cheap. Just don’t get too attached to them, because they tend not to last long. 🙂
Check out the complete list of Star Wars: Armada articles here.
Star Wars: Armada – Gladiator-class Star Destroyer Tactics
Capital ships form the critical foundation of any Star Wars: Armada fleet. As of Wave 1, the Imperial Navy has two excellent capital ships to choose from. Today, let’s take a look at the Gladiator-class Star Destroyer.
IN SHORT: With good speed, surprising maneuverability with the right upgrades, and a devastating close range punch, the Gladiator is a deadly addition to the Imperial fleet.
STRENGTHS: How about 4 black dice firing out of the left and right arcs? That’s the first thing anyone should notice about the stock Gladiator I. And if it isn’t, then it will probably be made clear when the Gladiator unloads at close range. On average, that’s 4 damage inflicted out of each attack. Start adding in Concentration commands and/or upgrades, and the Gladiator’s damage output can become ridiculously high.
The Gladiator is also a remarkably well-rounded package. It comes with 1 token each for Evade, Brace, and Redirect, giving it a defensive mechanic for just about any situation. It can turn 2 clicks at speed 1, allowing it to execute some very tight turns. 2 Command allows it to react reasonably quickly to the ebb and flow of battle, and 2 Squadron and 3 Engineering are nothing to sneeze at either.
The upgraded Gladiator II exchanges 1 of its black dice on each side for reds and enhances its anti-squadron batteries to 2 blue dice. This gives it an overall boost in versatility while lessening its broadside punch just a little for only 6 points. With generously wide side arcs, the Gladiator II is well suited to assisting TIE squadrons with sprays of blue dice.
It even comes with 2 forward facing red dice (augmented with 2 more black dice) for chipping away at enemies while on approach. Oh, yes. I like this ship.
WEAKNESSES: When it starts receiving hits, the Gladiator-class Star Destroyer is no Victory. A Gladiator II costs 62 points, only 11 below a base Victory I, but it won’t survive enemy fire nearly as long. 5 Hull Points are still respectable, but caution should be used to ensure the Gladiator is supported by the rest of your fleet and not blindly charging ahead of it.
It’s also not much more than a nuisance at anything outside close range. Sure, black dice are awesome, but only when you actually get to roll with them. Fortunately, there are a few options available to the Gladiator to help with this problem.
With the dirt cheap Insidious title (only 3 points), a Gladiator can use black dice at medium range. The catch? It can only use this ability when firing into an enemy ship’s rear hull zone. Not the easiest thing to achieve, but certainly not out of the question for an appropriately upgraded Gladiator (see combos below).
With the Demolisher title, a Gladiator gains the incredibly potent ability to perform one of its attacks after a maneuver. Given the general need to get in tight, this upgrade provides the Imperial player with considerable flexibility over every other ship that must shoot first and then move.
COMBOS: Gladiators like to fly in close and personal to deliver all those black dice to the enemy’s face. Good thing they have some handy upgrades to help them get there.
With Engine Techs, a Gladiator can execute an extra speed-1 maneuver after its regular maneuver with the use of a Navigate command (either dial or token). This is especially good on the Gladiator because its speed-1 maneuver has 2 clicks, resulting in a potential 4 or 5-click turn. Toss in Wulff Yularen with his ability to copy a token once per round, and 1 Navigate token at the start can last the entire game.
You can even throw the Demolisher title into this mix. A base Gladiator I with these upgrades starts to get a bit bloated at 81 points, but it can undoubtedly get where it needs to go and unload a fist full of black dice when it gets there. Not bad at all.
And speaking of those black dice, the Assault Concussion Missiles upgrade can make them even meaner. On a black critical, both adjacent hull zones take 1 point of damage. Granted, you can only have one critical effect per attack, but the big advantage is this effect doesn’t need to hit the hull to trigger. It works just as well on shields, too. Take Admiral Screed as your commander, force those critical hits when you don’t actually roll them, and watch the damage pile up.
LISTS FOR FUN: Here’s a little list I like to call Admiral Screed’s One-Two Punch.
Victory II-class Star Destroyer (85)
– Admiral Screed (26)
– Overload Pulse (8)
Gladiator I-class Star Destroyer (56)
– Demolisher (10)
– Engine Techs (8)
Gladiator II-class Star Destroyer (62)
TIE Fighter Squadrons x 5 (40)
TOTAL: 295 points
The idea here is to utilize Screed’s penchant for critical hits by deploying two effects in a combination. Pick a target that’s in range of the Victory and is close to the Demolisher. The Demolisher should either have a Navigate token saved up or a Navigate dial ready to reveal.
Activate the Victory first and trigger an Overload Pulse critical hit on the unlucky target, exhausting all of the ship’s defense tokens. Then move and shoot with the Demolisher and pummel the now helpless target with black dice. Even if the target activates in between, the Demolisher’s move and shoot, plus the Navigate command, plus Engine Techs should give you the flexibility to get an arc on the target. After that, they’ll either take the hit on the chin or start discarding defense tokens. Either result is good for you.
I’ve shown the remaining points spent on TIE Fighters and a second Gladiator (upgraded to a type II for extra anti-squadron firepower), but there are plenty of other ways to spend those remaining points. I just naturally prefer to keep my upgrades frugal and my ship count high. 🙂
SUMMARY: Ladies and gentlemen, the Gladiator. One lean, mean short range brawler.
TRIVIA: Did you know that the Gladiator is not a new Imperial ship? In fact, it’s a very old Imperial design dating back to the Star Wars: Droids cartoon series from 1985. Check this out!
Oh, and here’s Admiral Screed, too!
Check out the complete list of Star Wars: Armada articles here.
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Star Wars: Armada – Victory-class Star Destroyer Tactics
Capital ships form the critical foundation of any Star Wars: Armada fleet. As of Wave 1, the Imperial Navy has two excellent capital ships to choose from. Today, let’s take a look at the Victory-class Star Destroyer.
IN SHORT: It may be slow and take an entire game just to turn around, but do not underestimate the Victory’s resilience or its frontal attack power. It will take its lumps and then smash the enemy’s face in.
STRENGTHS: With 8 Hull, plentiful shielding, and 2 Redirect tokens, the Victory can easily sop up massive damage before going down. Ignoring any special rules, a frontal assault against a fresh Victory must inflict an astounding 17 points of damage to blow it up (3 shields from the front, left, and right hull facings plus those 8 Hull points). Add in a Brace token, and the Victory is sticking around for a while, during which it can generate 2 shield points each turn with an impressive Engineering value of 4.
Considering this fortitude, the Victory’s base price of 73 points is an absolute steal. Point for point, it is the most resilient ship in the game as of Wave 1.
The Victory also sports a wide and very deadly front firing arc with 6 attack dice (3 reds and 3 more either black or blue depending on the variant). Seriously, who wants to be on the receiving end of that kind of firepower? It also comes equipped with a minimum of 2 red dice in every arc, ensuring that if the enemy can target the Victory, the Victory can fire back.
WEAKNESSES: Sure, the Victory is great at going head-to-head with opposing ships. It’s when faster enemies start maneuvering around to the sides and back that things get dicey. With its top speed at a puttering 2 and only 1 maneuvering click before Navigate commands are considered, the Victory is very much the slow, plodding behemoth.
To make a bad situation worse, its rear hull zone is a clear blind spot. With only 1 shield and 2 red dice, ships that get in behind the Victory or even manage to flank it are very difficult to dislodge.
Also, while it has red dice in every arc, its lack of Evade tokens means it is at a defensive disadvantage in any prolonged long-range engagement. Opponents with Evade tokens can ignore select die results, but the Victory must take every hit on the chin, and those hits will add up despite its raw resilience.
Fortunately, the Dominator title is a good (if expensive) way to help deal with these problems, giving one Victory per list the option of firing an extra two blue dice in any of its arcs. A nasty surprise to be sure, but one that costs 12 points and consumes shield energy with each blue die fired.
COMBOS: The Victory can be kitted out in a huge variety of configurations, but my favorite application is squadron support. With a base Squadron value of 3 and the ability to take the Expanded Hangars upgrade, the Victory is a clear choice for getting the most out of Imperial TIEs. Add in Grand Moff Tarkin dishing out command tokens, and a single Victory can easily support 5 squadrons per round.
This ability is extremely valuable for Imperial fleets because of the lower cost of basic TIE squadrons when compared to Rebel counterparts. In general, it takes a higher Squadron value to make Imperial fighters as effective as Rebels fighters.
Fortunately, the Victory can be customized for a variety of squadron support roles. Combining its already high Squadron value with Expanded Hangars and Flight Controllers gives any TIEs a huge edge in anti-squadron combat. Plus 1 blue dies for everyone? Yes, please!
And let’s not forget the love a Victory can dish out to bombers. With Admiral Chiraneau onboard a Victory with the Corruptor title, enemies will find it very challenging to pin down your bombers. Even if engaged, they’ll still be able to move distance 3 when activated!
LISTS FOR FUN: Victory’s are tough, right? And Admiral Motti makes ships even tougher … so here comes Admiral Motti’s Meat Lovers Pizza!
Victory I-class Star Destroyer (73)
– Admiral Motti (24)
Victory I-class Star Destroyer (73)
Victory I-class Star Destroyer (73)
TIE Fighter Squadrons x 7 (56)
TOTAL: 299 points
It may not be the flashiest list out there, but 3 stock Victory I-class Star Destroyers flying under Admiral Motti means your opponent has a terrifying 30 Hull Points to chew through. That’s a lot of meat on those pizza slices, and that kind of damage is simply not going to happen in most games. Plus, with triple front firing arcs of doom instead of 1, the Victory’s can be positioned to help defend each other’s blind spots, mitigating (to a certain degree) their largest flaw.
After adding the meat, garnish the list to taste with squadrons (I chose TIE Fighters, but it’s really a matter of preference) and take objectives as you see fit.
7 TIE Fighter Squadrons (6 for a more aggressive initiative bid) provide significant anti-squadron firepower to cover the Victory’s from bombers, and the Victory’s come equipped with more than adequate Squadron values to keep those TIEs running at their peak. 7 squadrons won’t stop a determined enemy squadron push, but all they really have to do is dampen it so that the Victory’s can handle whatever gets through.
And besides, playing 3 star destroyers in one list is just plain fun. At the end of the day, isn’t that the point? 🙂
SUMMARY: The Victory may not be the fastest ship or the prettiest ship (far from it on both accounts), but it is a rock solid workhorse for the Imperials and is currently the safest place to put our commanders. This article merely scratches of what the Victory can do on the tabletop.
Check out the complete list of Star Wars: Armada articles here.
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Note: Holo Writing is a participant in the Amazon Services LLC Associates Program and, as such, may earn a small commission from any product purchased through an affiliate link on this blog.
Star Wars: Armada – Core Set Review
IN SHORT: Fantasy Flight Games has just released the Core Set for their new table top game – Star Wars: Armada. Here are my first impressions and thoughts on the core units.
GENERAL: The game itself focuses on the big picture, namely two fleets of capital ships battling it out while the fighters and bombers take a far smaller (though still important) role. The game has a wonderful sense of momentum to it. Capital ships navigate slowly. Orders take multiple turns to execute. The ships are massive behemoths that take time to react to changing circumstances, and this is represented very well in the game mechanics.
Star Wars: Armada also strikes that sweet spot between being pick-up-and-play friendly and a possessing a lot of depth hidden beneath the surface. Despite the limited amount of ships and upgrade cards, I was surprised by the number of options available for configuring my Victory-class Star Destroyer. (I played Imperial for all my games so far. My affinity for awesome villains remains unchanged. 🙂 )
Next, here’s what I thought of the ships and cards in the Core Set.
Grand Moff Tarkin: Every fleet needs a commander, and Tarkin is the only Imperial commander in the Core Set. But, wow, what an ability! The guy dishes out command tokens like candy, imparting a huge level of flexibility to the otherwise lumbering Victory-class Star Destroyer. Command tokens may not be as powerful as command dials, but Tarkin hands them out exactly when you need them instead of being forced to predict what you’ll need three turns down the road. But at 38 points, you pay a premium price for this ability. He’s almost the same cost as a base CR90 Corvette.
Victory-class Star Destroyer: This thing is a beast to take down. With 8 Hull, 4 Engineering, 2 Redirect defense tokens, a Brace defense token, and plenty of shielding, the Victory is not going to fall quickly to anything. Tarkin just makes a tough ship even tougher, since the command dials and tokens can be combined to even greater effect, giving the Victory a potential +3 shields every turn if the Imperial player decides to turtle up.
It also has a powerful front arc with 6 attack dice. However, the Victory’s biggest vulnerability is its rear arc, which only has 1 shield and 2 attack dice. With speeds that go from slow to slightly less slow, the Victory is in trouble if an enemy ship slips in behind it and can stay there.
TIE Fighter Squadrons: Cheap anti-squadron covering units. You want your Victory focused on the other capital ships, and TIE Fighter Squadrons are an excellent way to keep those X-Wings from pecking the Victory to death. They’re low cost-to-squadron ratio does have disadvantages, though, since squadrons really need squadron commands from capital ships to be at their most effective.
“Howlrunner” TIE Fighter Squadron: For the price of 2 TIE Fighter Squadrons, the Imperials can take this elite squadron. Howlrunner is a force multiplier, giving any friendly squadron with the Swarm rule (which TIE Fighters have), an additional blue attack die when they attack an enemy squadron. This allows a good TIE formation to absolutely shred enemy fighters. She also comes with defense tokens, so even though her TIE is a piece of flying confetti, it’s a hard to hit piece of flying confetti.
That being said, Howlrunner encourages the TIEs to clump up even more than they already do (again, thanks to that Swarm rule), which can leave them vulnerable to attacks from ships with decent anti-squadron abilities like the Nebulon-B Escort. A spray of 2 blue attack dice at every TIE squadron in one of its arcs is not a pretty thing to see.
General Dodonna: Like the Imperials, the Rebels only get one commander in the Core Set. At about half the price of Tarkin, he’s not quite as impressive. Where Tarkin provides a steady stream of benefits over the course of the game, Dodonna allows the Rebel player to draw 4 faceup damage cards (when resolving critical hits on enemy ships) and choose which of the 4 effects to apply to the enemy. This may have huge gameplay ramifications since critical hits can be so nasty … or it might have minimal impact. When the cards comply, Dodonna can be devastating, but I personally prefer more dependable abilities.
CR90 Corvette: Man, is this ship a nasty little speed demon! With two Evade defense tokens, the CR90 can be surprisingly hard to pin down at long or even medium range. It’s Redirect token and a good spread of shields adds to that unexpected resilience. It also has only 1 Command, which allows it to respond very rapidly to changing battlefield conditions.
That being said, the CR90 will not last long in a straight up fight, particularly at close range, which is why the A-type is a worthwhile upgrade over the B-type. With long range red dice in each arc, the CR90 Corvette A can maximize the use of its maneuverability and evade tokens while still launching attacks at the enemy.
Nebulon-B: The two versions of the Nebulon-B (Escort and Support) have some striking differences in their capabilities. With wide side arcs and 2 blue attack dice against squadrons, the Escort can shred through TIE squadrons at a surprising rate, and its enhanced Squadron value of 2 allows it to activate 2 X-Wing squadrons at once. In contrast, the Support acts as a discount version of the Nebulon-B without these enhancements.
However, those side arcs present a glaring weak point. With only 1 side shield each and no Redirect tokens, the Nebulon-B can start taking hull damage very quickly. Its 2 Brace tokens do help mitigate that damage, but it still wants to engage other ships with its (very narrow) front facing and at long range, where it has a much beefier 3 shields, Evade token, and 3 red attack dice.
X-Wing Squadrons: The X-Wings are well-rounded when compared to the anti-squadron focused TIE Fighters. First, they come with Bomber, which allows them to resolve critical hits against enemy ships, significantly increasing their threat level. Their anti-ship attack also uses a red die, granting the potential to do double damage during a single attack.
Their second rule is Escort, which forces nearby squadrons to take out the X-Wings before dealing with anything else (for example Y-Wing or B-Wing Squadrons in the upcoming expansions).
X-Wings. Hard-hitting and versatile for only 13 points.
Luke Skywalker X-Wing Squadron: Luke has everything a regular X-Wing squadron has and more. When making a bombing run on an enemy ship, he is not to be underestimated because his attacks ignore enemy shields! This, coupled with the fact that he performs his anti-ship attacks with a black die gives him a high damage potential. And with 5 hull and 2 Brace tokens, Luke can weather a lot of firepower before he goes down.
All this for 20 points? Not too bad, I think.
SUMMARY
I had a ton of fun playing with the Core Set and will be collecting the Imperial faction for this game. I can’t put it any more simply than that. 🙂 Fantasy Flight Games has a great product here, and I am definitely looking forward to the Wave 1 releases, particularly those Gladiator-class Star Destroyers.
Check out the complete list of Star Wars: Armada articles here.