Squadron Foundations – From Planning to Deployment

Squadrons are an crucial part of virtually every game of Armada.   Weather you are going heavy on squadrons, light on them, or focusing more on dealing with enemy squadrons, they are something that every build needs to consider.   In this article I’m going to talk about some of the cornerstones of a squadron build.

Plan

The first thing you need to do is figure out an overall plan of what you are trying to accomplish by adding squadrons to your fleet.  This will help guide how many you need to add,  what keywords you’ll want to include, and what overall point cost you should be shooting for.

One common strategy is to bring some bombers.   Bombers are most effective at hurting your opponent’s ships, but they tend to be weaker when compared to enemy fighters, so you’ll want some supporting squadrons as well.   You may want to consider some Escorts, for example, which will increase the number of squadrons you’ll have to bring overall.  Bomber-Heavy builds tend to usually run alot of squadrons and push very close to that 134 point limit.

Perhaps you only want to bring a few squadrons, merely to help slow down your opponent’s squadrons from hurting your ships.  A handful of TIE Fighters or Z-95s will usually do the trick, but you’ll generally want an even number, since you’ll get more of a deployment advantage by having multiples of 2.   In these cases it can be a good idea to bring at least 2, but perhaps even 4 or 6 if you want a more versatile fleet.

Synergy with Rest of Fleet

Once you have a plan you’ll want to make sure your selections match up to the rest of your fleet’s capabilities.  Make sure that your ships can actually activate your squadrons.  You wouldn’t want to have only Arquitens, or CR-90s and also have 12 Squadrons to support.  Ideally you’ll want to have your carriers, (generally ships with higher squadron values) be able to activate nearly all of your squadrons if they all performed a squadron command.   If you aren’t running carriers, you could also consider running a pair of squadrons with the Rogue keyword, which wouldn’t require squadron commands.

You may also want to add some upgrades to your fleet that enhance your squadrons.  A Bomber Command Center staying near your bombers can have a tremendous impact on your offensive capability.  Similarly, adding Instructor Goran to an Imperial Fleet that also includes Dengar, can have a very high boost on your fighters’ ability to counter attack.

Variety

Adding a variety of squadrons to your build will greatly enhance your flexibility and allow you a greater chance of overcoming most fleets that you face.   Any fleet that has for example, only bombers, might suffer due to their lack of offense to other squadrons.  Any fleet without even a small squadron force, won’t have much to defend against a swarm of enemy squadrons and will quickly face what is often known as “Death by a thousand cuts”.

Intel is one of those keywords that really gives you tremendous flexibility, in that it can prevent a single enemy from locking up your entire squadron force.  It helps bombers attack ships and avoid interruption, and keeps your fighters mobile.  Relay is another keyword that gives you the ability to stretch your squadrons further away from the safety net of your ships.    Adding multiple keywords to your fleet allows them to stay flexible and effective.

Deployment 

Most of the time it is best to include even numbers of squadrons, due to the fact that you deploy them in groups of two.  If you have enough squadrons, you can out-deploy your opponent and delay your important ships until the end.  This is known as Deployment Advantage.  Deploying 2 squadrons, in place of a ship, is one of the biggest advantages in the early game, and it’s a mistake that many new players tend to make, by forgetting their squadrons until the end.  It is almost always best to save your biggest ships until the end when you deploy, and taking larger amounts of squadrons allows you to delay your ships, gives you intelligence on where your opponent is deploying, and allows you to protect your valuable ships.

If you are interested in more information on how squadrons can influence deployment and give you deployment advantage, check out this video demonstration!

 

 

Legion – Barebones AT-RTs

The AT-RT is one of those units that can go from very cheap to very expensive with just a single upgrade.   The price of hard-points tend to be significant, and units that have the ability to take them, often very much want to do exactly that.   But at what point should you leave that slot empty?

At only 55 points the AT-RT is the second cheapest unit available for the rebels at launch.  But it’s price dramatically increases as you add hardpoints.  In fact, you can bring it up to 100 points with enough upgrades – which is almost double the starting price.   This may be a bridge too far for many lists, in which you’ll want extra activations more than simply extra upgrades.  It may be easier to pass on   Let’s take a look at each hardpoint available.

The Extra Guns

F

The AT-RT Rotary Blaster comes in at 30 points, and is the most general purposed hardpoint available.  Like all of the weapons that you can add, it has Fixed: Front, restricting it’s fire to the frontal 90 degrees only.  It does however, offer five black dice, which paired with the AT-RT’s offensive surge to crit, can do some great damage to enemy targets.  It doesn’t have any additional keywords however.

The AT-RT Laser Cannon is the most expensive and has the longest range of the AT-RT’s weapons.   It only has 3 dice, but one of them is red  and combined with the surge ability, this means the AT-RT is virtually guaranteed to get some damage in.  And with it’s Impact 3 keyword, it can be a great tool when used against enemy targets with the Armor keyword.  The downsides are that this weapon can’t be used at Range 1, and that it is the most expensive, at 35 points, nearly the cost of an entire rebel trooper unit.   Is it worth sacrificing nearly an entire unit’s worth of troops and firepower just for an alternate weapon that you can’t use up close?

The Flamethrower has the opposite problem that the Laser Cannon has.  It ONLY works up close.   It makes up for this weakness by costing only 25 points, which might be easier for some to pay for.  Against larger formations of troopers, this weapon can potentially roll the most dice and deal the most damage out of all available options, if you can make it work.   But if you end up not making it work, are those points wasted?

Leaving the Slot Empty

One thing to keep in mind, is that the AT-RT doesn’t have the ARSENAL keyword, like the Snowspeeder and AT-ST.  This means that the AT-RT isn’t sacrificing a free weapon being fired, by leaving the slot empty.  Those other vehicles are virtually required to take at least one hardpoint due to the opportunity cost of missing out on what is effectively a free attack.  The AT-RT doesn’t miss out on this attack.  It still can shoot at Range 3.  It still has an offensive Surge, which means it still has a reasonable chance of being able to suppress enemies that are fairly far away.  And it still can do serious damage to enemy units if it can close into melee range of them.

 

Support

Freeing up points also allows you more room in your squad for extra units – which could go towards another AT-RT.  Having an extra unit can often be more advantageous than simply having an upgraded unit that has several options on which weapon to use.  This is especially true when you consider the survivability and support that AT-RTs can provide your other units.

Troopers behind an AT-RT will receive light cover.  Having a front line of AT-RTs can help keep your troopers safe while you are advancing toward the enemy, or when storming an objective.  And keeping them up front also allows them to have early opportunities to engage enemies with the three red dice from those terrible Grappling Claws!

 

Front Line List

I like the idea of being able to run Naked AT-RTs so much I made a video list about it.   Check it out if you’d like to learn more!