So let's talk Intel and support squadrons.
|Jan Ors actually has a ship, you know. She's not just a floating person in space. Some people even actually USE these!|
So when the Rogues and Villains showed up, the HWKs and Jan were the most important "Villains." (It's a long running joke in our meta. Because the Firesprays/Boba Fett, IG/Aggressors, and YV-666s/Bossk all got Rogue (6 total), while only Han, Dash, and the YT2400s (3) got Rogue on the Rebel side..... to quote Aaron Burr from Hamilton "Now I'm the Villain in your history....")
|Shots he's not throwing away: those at enemy commander ships, or those at Major Rhymer|
*12, if you only bring one HWK. 24 if you bring 2, 19 if you bring Jan. I've never SEEN a HWK and Jan, but I can believe it might exist somewhere.
I will go on record right now and state that should you be bringing a heavy squadron blob of any type and if you're not bringing some type of Intel, you're doing it wrong and need to rebuild your squadron plans. This is true for Rebels and Imperials. Lemme say it again, in bold and in its own separate line, to emphasize its importance.
If you're bringing Bombers to hit enemy ships, you NEED at least 1 Intel ship.
You can have your Vector Gozanti with Admiral Chiraneau and Expanded Hangar Bays, and I still maintain you're doing it wrong. Good placement on the side of your opponent can negate all of those advantages from that one ship. You can command 3 different engaged Firesprays from the Vector, and good placement of my squadrons will keep them engaged. Without Intel, you are entirely at the mercy of the enemy throwing squadrons at you in the arrangement they want and you being able to kill them early enough that your OTHER squadrons can then move and attack the ships you want them to.
I keep finding new ways to try to say it, but Intel lets you choose the order and path your squadrons go in the way you want. It lets you come back to having some control in the squadrons game. When they throw 2-3 TIEs or A-wings at you and the edges of your squadron bubble, you can respond in the way you want that lets you have the upper hand next activation. Your Intel ship moves to weigh down the enemy fighters, and then your squadrons can get free. Your Bomber squadrons can do the job that you put them in the list to do, and that's EASILY worth 12 points. Think of it as a 12 point investment that lets X more Black (and maybe Blue, because B-wings!) dice hit your opponent's ships. Isn't that worth it?
Changing topics a bit, the 2 blue dice against squadrons are competent (but not great), and the Counter 2 attempts to make it so there's less of a reason to attack the Intel squadron. Having played against it and used, though, the minute the Intel goes down, the squadron blob hits SIGNIFICANT problems. It's worth any amount of Counter against your squadrons if you can take out the Intel. So how do you keep the Intel alive? Escort squadrons. We talk about squadron group composition in this series of posts, now that we've hit Intel. You're really paying for the Intel ability, though, and the 2 blue dice are just icing on the Heavy cake. Mmmm, heavy cake....
|How does she cost 1 point LESS than Dengar but does so much more?|
As I said at the start, Intel is the most important squadron ability from Wave II. Using it correctly takes your squadron list from annoying to deadly.
How to Use Them
I've basically covered it above, but bring Intel and weigh down the squadrons your opponent brings. Let the squadrons you brought who want to engage/fire on opponent's squadrons do that while your bombers go hit their ships. With Intel, YOU get to choose.