|This topic is going to relate, I promise.|
- Nate: You never count on the perfect plan. The perfect plan, it has too many moving parts, and it's... you got to expect the perfect plan to fail. I means, that's what I do.
- Hardison: Then what do you count on?
- Nate: I count on the simplest and ugliest plan, not plan "A," no, but, like, plan "G," for example. I start with plan "G." Now, the quick, simple, ugly plan that I know is gonna work if everything goes bad.
|The OTHER reason I chose these squadrons is that it's easy enough to see the difference between the two. YTs and X-wings are easily distinguishable as we zoom in.|
Because we're running Rebel, who are we playing against today? That's right, Imperial mooks!
|From left to right: Grand Moff Tarkin, Princess Leia, Major Rhymer, Marek Stele, and Dengar (without hat)|
|I'll give you green lasers all night, baby! (Cheesy grin)|
|That's right, I made 2 New Kids on the Block jokes. If you're more of a 'NSYNC fan, then I'll try to shoehorn in a terrible pun for them soon enough.|
|It's like if the Polyphonic Spree had a sadness baby and named it My Ships.|
Rebel SFC: I wanted something compact that I can zoom in on and show examples with, while still having a presence. 2 A-wings, Tycho, and Shara work just as well, as do all my other squadron blobs previously mentioned. This is plan G, remember? I'm showing you how, but you'll need to practice and play with these yourself to get a better sense of what you like working with.
SFC: 6 TIE fighters gives me both ample coverage and the ability to show HOW to fight your opponent's version of this, with both squads I'm bringing. It's light, and Eric runs this against me all the time. For anyone who doubts the ability for this group to do well, Eric has managed to make my life difficult with it when I bring the Rebel LFC. He hasn't stopped me completely (remember, you're keeping the other guy honest) but he HAS made me have to think my way out of trouble with it.
MFC: Why no Marek Stele? Because while he's great, I didn't think his ability does enough in our below examples (I won't be showing dice rolls, that's not useful for either of us) for it to be worth putting him in there. He's a Defender that's harder to kill, but in the end he's still a Defender, and he's still hungering for your blood. Follow Eric's examples in the MFC article about taking him, but for our purposes, I didn't need him cluttering up the pictures.
LFC: Because I don't know Imps that well, and because I trust Eric's recommendations of what to do with this. Major Rhymer and Mauler Mithel ARE worth talking about, with regards to squadron fighting, so they got included in this group. The points I'm planning on fighting this is perfectly fine to have this as their representative group.
With all that being said, let's move on to ACTUALLY using them! Round One, FIGHT!
|HOW YOU DOIN' KEN? HOW YOU DOIN' KEN?|
First, while it's not as important to winning (remember my earlier definition for it!) the squadron fight here as some of the other squadron sizes, this will be slightly longer and more detailed as all the other fights and usages build off of this one. Second, as you'll see below, I have several ideas that are bolded. These are applicable for any SFC group, but for now we'll start out with Jan and the 3 X-wings vs the 6 TIEs. (The YT-2400s get referenced a little bit below). Two things to note about this group. First, the X-wings can use Jan's tokens from a good distance away! Second, that leaves plenty of space for your opponent to get in there and roll on your squadrons with a bunch of attacks they don't want to take, and your Escort squadrons aren't going to be Escorting ANYTHING for much longer when Jan starts getting shot.
|"I hope Travis Barker does more Reality TV with his wife!" - No one, ever|
1) Measure and Visualize your ranges
Before the game begins, go around to your opponent's side of the table and see what he's bringing and their general speeds, and if there's any way to increase those. You know the speed of your opponent's squadrons; it's printed on their card. With a good eye for estimation (and the use of the range ruler!), you can see roughly where they can land their squadrons, and WHERE THEY CAN ATTACK FROM. In short, if those TIEs as seen above are speed 4, be a little more than speed 5 away. That way, they can't jump you as quickly. The flip side to this is that you ALSO wouldn't be attacking next turn, as they'd be too far away from you! What do you do about this?
Aim to be in a place where they might START to hit you, with SOME fighters, but hopefully they can't ALL get there, and remember that Range 1 is the longest range. Easier to see below.
|Example 1: I'll reference this later|
Related to this point, if you know you CAN get the jump on enemy squadrons (going first, better or equivalent range), make sure you're ending up in striking distance at the end of the turn before you're going to fire off your squadrons. Nothing sadder than either being out of range to attack OR being out of range to be commanded. If it helps you remember this point better, you can think of this as Red Leader telling you to "Get set up for your attack run."
|Died at Yavin. He was out of range of a squadron command at that time.|
2) Squadrons activated by squadron commands > Rogue squadrons > Unactivated regular squadrons
If you're not activating and moving your squadrons, you're going to get jumped and you're going to get shot. You'll be stuck waiting until the Squadron phase to do damage, and that's not ideal, as you may not survive that long. If you don't have Rogues, you're also NOT moving from that spot on the table, so you'll get jumped again NEXT turn! You don't need to be pushing your SFC every turn, but on the crucial turn where you're trying to jump someone (or having BEEN jumped, the turn you fight your way out! You CAN still move after shooting with a squadron command, so long as you're not currently engaged), you NEED to command them. You may even need to command EVERYONE on that crucial turn, if it gets you the kills/lockdown you needed. I've seen the finest
|And I will! And I will!|
3) When attacking enemy squadrons, one dead squadron beats 2 mostly injured ones
Relatively straightforward, if you have 6 TIE Fighters attacking you, that's a potential 18 blue dice (with swarm, yes). If you cut that down to 5 or 4 TIE Fighters, that's 15/12 only. Act like a lion on the Serengeti and hunt down the wounded and kill them, as that's much less dice coming at you next turn/next attack. This holds true even for things with Counter, like Interceptors. Dead enemy squadrons are the BEST enemy squadrons. Beat them up, be the bully.
|Gimme your 8 points, TIE nerd!|
|Things look bad for our intrepid heroes! Someone let those Imperial players read points 5A and 5B below, the jerks!|
|The Assault Frigate was doing the John Cena handwave, that's why you didn't see it. Not because of the way I framed the picture, nope!|
4) Use your flak shots to HELP damage enemy squadrons when you can.
This point is going to be more important as we go along, but the basic gist is this: everything you kill of your opponent's helps your final score. 8 points of TIE fighter may be enough to get you the victory you need/deserve. It may or may not be a priority, but if you CAN take the shot and it will help you kill them, take it! Nebulon side arcs, Assault Frigates with Gunnery Team, MC80s with Advanced Gunnery, etc. Heck, sometimes it might make more sense to take a shot at the squadrons with your flak instead of taking your regular shot!
The related point to this, is for your flak to be worth it, you need to work WITH your squadrons to get it. The reason I say "HELP" is that basic flak won't kill enemy squadrons on their own.... assuming you don't leave your A-wings double arced by a Raider. MOST of the time, you'll do only 1-2 damage from flak. That puts a heck of a hurting on TIE fighters, and it dings TIE bombers. You'll need your squadrons to help you finish them off, and if there's one thing Rebel fighters love jumping on, it's wounded squadrons. It's a lot easier for your squadrons to kill damaged squadrons (you can't roll 4 Hits on 4 blue dice EVERY time!), which frees them up next turn to attack MORE squadrons. It may not always work, but some damaged squadrons beats all healthy ones, as you can more likely finish off the damaged ones with your squadron rolls.
The OTHER benefit to staying close is that it forces your enemy into 2 choices. They can either come in close to attack your squadrons with theirs (and get flakked!), or YOU can get the jump on THEM by attacking first when you activate YOUR squadrons. It's a complicated dance (So, you want to move in close enough to be able to attack them next turn, but you ALSO want to be able to make sure they can't attack you, except if they CAN attack you they have to get flakked in response to doing so? Should I do this in a formal gown, too?) but with some practice, it's very doable. Imps have it easier, in that Raider flak is basically the devil, but a lot of Rebel ships have blue range flak... along with great side arcs. The game is 6 turns, and while it's great to get in there early and hit your opponent's stuff faster, giving it a turn or two for the situation to develop only helps (and is something I constantly need to remind myself, haha!). You'll need to figure out WHERE to place yourself in order to figure out the best flakking option for you while still getting decent shots from your ships to their ships. This will come down to where your opponent's squadrons are, speed, command, etc etc. The basic point is, flak helps.
|Sometimes I even amaze myself!|
5A) Move in as a group and engage one side of the squadron ball
There's a lot of caveats and "Yes, and-" and "But make sure to-" with this statement. We'll cover it below after I tell you what the other type of attacking and engaging is.
5B) Send in your fighters to engage different sides of the squadron ball, and try to have them meet in the middle.
This is one usually built more for extended coverage, and trying to hold up the squadron ball as much as possible. Let's break down each of these.
5A) With SFC vs SFC, you're trying to gain an upper hand you can exploit and use to push over the enemy fighter ball. The other guy hasn't brought a significant number of fighters, but enough to "Keep you honest." (Props to whoever wrote that before, go that guy!) Jan's ability works tremendously to keep more members of your squadron group alive. You're trying to stay alive long enough to win out on the points you invested in this. When you engage the squadron ball, concentrate your fire to remove squadrons as fast as possible (remember point 2 above!). Going from Example 1, a few pictures and points above, to commanded squadrons on my end, I get something like this:
|The Red X's stand for the 2 I overlapped my attacks on. Each squadron can be hit by 2 different X-wings|
Side notes about fighting and squadron commands: if your enemy has a Lambda-class shuttle providing Relay 2 to their ships, the first thing you want to hit is that Relay shuttle (so they can't Relay commands any more! If you devoted all your squadron attacks to killing that Lambda but then he can't attack outside the squadron phase, that's a great use of your squadron dial). If you see that one side of the squadron ball is in command range and one is not, go for the one that is in Command Range, so his friends can't come in and help him this turn. Again, be the bully. Pick on the weaker squadrons and separate them from the herd. Prevent him from following the First Law (point 2 above), and watch him explode.
5B) Engaging different sides of the squadron bubble for fun and profit!
The other idea here, and this works usually better if you can get the jump on the enemy squadrons, is to lock them in place by engaging 1, maybe 2 squadrons, around the bubble in order to ensure that they can't go anywhere (this is why I brought the YT group!). When your opponent has Intel (we'll get there in a minute...), this doesn't work as much, but when they don't, you lock down several of their squadrons from moving. See below:
|Engaging one TIE each|
|I'm adding this in just to show the YT-2400s can do plan 5A too. Hit the red ones first to turn off swarm from the green.|
From this point in either 5A or 5B, you can either keep commanding squadrons (if you have the range) or let them fight the ball as best as they can, and then move to deal with issues as needed. You don't need to be throwing squadron commands every turn, necessarily (especially if you aren't in range!) but an occasional one wouldn't hurt. When you mop up their squadrons, use them to start hitting ships OR go put them on the station to heal. Yeah, that X-wing may not have done the 1-2 health needed to kill that ISD a turn sooner. It also didn't get flakked to death by that same ISD. Know when to hold 'em, know when to fold 'em when you're chasing ship damage.
|Never gamble with Scooter, he cheats. I know from experience.|
So how does fighting the MFC differ from fighting the SFC? Well, you're starting out at a points deficit, and the enemy squadrons are gunning for you. The best advice I can give for fighting it is by highlighting the changes from above.
1) Measure and Visualize your ranges: No changes here.
2) Squadrons activated by squadron commands > Rogue squadrons > Unactivated regular squadrons: No changes; it's still important to team up and kill healthy huge hit point squadrons.
3) When attacking enemy squadrons, one dead squadron beats 2 mostly injured ones: Mostly. If you can put a solid hurting on any enemy that plans on attacking you later, AND you think your ships can survive an attack from them....
Please note: I am not advocating leaving squadrons half damaged to attack with your ships later, assuming your flak will take them out. What I AM advocating, is below.
|Yeah, this looks survivable!|
|However, the Force will be with you, always|
And which flight pattern, do I recommend, 5A or 5B? It will come down to what you can kill versus what you can lock down. No major changes here, try to hold them off as long as possible before their squadrons start attacking your ships.
And so, we now get to the main reason you're probably reading this. Fighting the LFC
|It's like looking at this...but with more Bombers|
With this section, I'm going to add in one last point that I've been dancing around for a bit.
6) Always remember that the main goal of the SFC is to occupy enemy squadrons as long as possible, potentially even at the cost of their own lives.
The LFC is going to, if it desires, kill you and move on to your ships as fast as it can. Your goal is not to survive, not to keep your squadrons alive. Your goal is to delay them and keep their ability to hurt your ships from triggering.
|Well you ARE!|
The longer you hang on, the longer you're preventing MORE damage from going into your ships. You spent a smallish number of points on squadrons to "purchase" other ships. Your opponent spent 130-odd points and upgrades and the ability to push those squadrons towards your ships, and he's going to get to do that somewhat. You don't get mad that the ISD rolls towards you and shoots up your Assault Frigate, that's what ISDs do.
|It's their nature. Watch out for toads|
Follow most of the rules above (and now below) with the caveats we'll add, and you can hopefully get through this with minimal damage. You'll lose a ship or two, but if you're careful and smart, you won't lose everything. We'll talk about how to fight the LFC when we get to point 5.
1) Measure and Visualize your ranges: No changes here in relation to HOW to do this, but we need to look at other things, too. You want to be able to measure your ranges to the Intel ship, to the Escort ships, and to Major Rhymer himself. Why those 3?
The Intel ship(s) is/are important because that bomber blob lives and dies by that Intel. If you can take out that Intel ship, (or even ONE Intel ship), the bomber blob runs into issues getting all of its activations free to harass your ships. If the Bomber blob has one Intel ship, taking it out hurts its ability to do what it wants to. If it has 2, that usually means both a lot more bombers and a lot less good dice for taking out enemy squadrons with. TIE Bombers and Y-wings have 2 of the least capable anti-squadron abilities in the game, and every time they have to fire on your squadrons, that's a turn they're both A) Not happy as they're unable to hit a ship and B) Not great at their job. It takes 3 Y-wings rolling perfectly to kill a YT-2400 in one turn, and it takes a full 6 TIE Bombers to do it in one turn.
Related to that last paragraph, know where their Escort squadron(s) are. If they're smart, they keep them together, or overlap them enough that you can't get to the Intel ship without having to hit through the Escort first. If not.... see above about hitting the Intel ship. The Escort squadrons are what keeps the Intel squadron alive, so if their bodyguard isn't there, go take out the target.
So you can't take out all of those (you ESPECIALLY can't take out Major Rhymer if you're fighting against Rebels), but it'll tell you where you'll potentially need to be aiming your attacks at. I'd go generally in that order, too. Intel first if you can, but if you can't, hit any escort ship that's preventing you from hitting that Intel, and failing both of those, shoot Rhymer dead. Without Intel, that blob of squadrons is at the complete mercy of dice rolls for whether it moves or not. Which means the TIE Bombers or B wings or what have you may be stuck there, beyond being unable to bomb your ships, because you engaged them. Drive them back into a wave 1 mindset!
On all these caveats, these all assume your opponent has left them undefended. If Rhymer is off on his lonesome, that's who you hit. If he's got the rest of his squadron friends there, you probably won't be able to kill him in one attack with all of your squadrons you activate this turn.... but it's possible! If your opponent leaves a weak spot, strike it as hard and as fast as you can.
2) Squadrons activated by squadron commands > Rogue squadrons > Unactivated regular squadrons: No change
3) When attacking enemy squadrons, one dead squadron beats 2 mostly injured ones: No change here.
4) Use your flak shots to HELP damage enemy squadrons when you can: Yes, immensely. You cannot hope to kill a significant portion of the squadrons just with your 4/6 squadrons worth of attacks. You NEED to add flak in to weaken his squadrons so you have a chance of killing them with your squadrons. I realize this isn't easy, as you want to stay out of range of those squadrons as much as you possibly can, but flak is the only way you have a shot at killing them.
And so we get to 5. Piloting into this mess. So do you go 5A or 5B? As in all things, it depends, haha! I've been saying that you need to hit the Intel, but what happens when you come up on our situation where there's TWO sources of it? And escorts for both? Or the arguably scarier Rebel one with 2 YT-1300s and 2 HWK-290s?
|JJ's Flying Circus of Evil|
|Y-wings have 6! 6 hull, ah ah ah!|
5B) Send in your fighters to engage different sides of the squadron ball, and try to have them meet in the middle.
This is the easier one to describe its usage with the giant fighter blob, so I'll hit it first. This works better against only ONE source of Intel (Jan/Dengar only). You're going to have to abandon your squadrons to let each one attack an individual squadron or two.... but you want to ALSO make sure that the Intel squadrons can't cover all 4 of your YT-2400s at once. See the below graphic for an arrangement idea.
|In this SPECIFIC example, anywhere Dengar tries to move still leaves several TIE bombers tied up by the other 2 YT-2400s. This works here with only 1 source of Intel.|
With 2 sources of Intel, the recommendation is to hit the bombers, and I would recommend using this method to do it. You won't be able to smash through the Intel and escort squadrons fast enough, but you can potentially knock off a bomber or two before they start firing on your ships. When he sends in his Escort ships to attack you, if you can concentrate fire on all those together, you'll be able to hopefully get back to hitting the Intel ships and/or bombers together. 3-4 squadrons worth of attacks makes a lot of squadrons sad, just keep hitting the same ones here to free up your squadrons and engage their bombers. Any squadron you can free up and get to go engage the bombers with is worth it, as you need to prevent those bombers from doing their job by any means necessary. Throwing away a YT-2400 into a blob of 6 bombers sure is sad that you're going to lose that YT-2400, but that's also 6ish (don't forget crits!) damage NOT coming into your ships this turn. That's a trade I would take any day.
So to sum up: 2 sources of Intel, hit the Bombers as best as you can. 1 source of Intel, try to jump around and engage the bomber blob and prevent the Intel squadron from making all of you Heavy at once. Easier said then done, right? Remember to use your ships to focus on shutting down the carriers. With the exception of the ISD/MC80, most other carriers have around 5 hull (Pelta, Yavaris, the new Quasar) and not many shields. You CAN kill it if you focus fire on it with your other ships. And I can tell you that life would be much better with it gone.
|Hey, I got the pun in there! And those hairstyles are TERRIBLE.|
I realize that saying "Practice makes perfect" is an easy out for this, but I promise you with time, you'll be able to command the SFC effectively and minimize the damage being done to you by squadrons and squadron commanders. Keep at it, and if you don't think you did as good of a job as you could have, talk to your opponent after the game. The best way you can learn to use the Small Fighter Coverage effectively is by talking to your opponent about what you did right with it and what you can do better next time. If there's any further questions about using it properly, don't be afraid to ask!