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Consider running 3 TIEs and 2 Advanced if you feel comfortable. (I'm not just saying that because that's what I am running right now)
Important maneuvers to note for each ship is the 1- 90 degree turn for the T/L, the 1- 45 degree bank for the T/A. 5 Straight maneuvers, and the 3 K-turn. No rebel ship has a 5 Straight or a 1-90 degree turn.
When spacing your ships during set up, mind their relative distance from each other to assist flying in formation. This will help you keep from bumping your own ships into each other. Also, know that the length difference between a 1 Straight and a 2 Straight is one ship length, and so on. This will also help you when you want to move one ship a little further, but want to maintain a formation, or get back into a similar formation on the next turn.
Finally, don't panic. :)
He who thinks only about himself will destroy himself.
R5Don4 said:
I think you mean Storm Squadron not Tempest. You're 4 pts short.
yeah, sorry about that, i was trying out some variations to this squad recently, something along the lines of downgrading the TIEadv and getting both 15pt pilots for the TIEs, or dropping even howlrunner's squad leader and getting both 16pt TIE pilots
either way, the idea is to blast away at one target with TWO concussion missiles on the very first opportunity you get, thus immediately removing one threat from the game/ evening out the number odds. TIEadvs will allow you to rather safely pursue targets hiding within dense asteroid fields without too much of a worry due to their slightly higher hp, and the squad leader on Howlrunner is to allow you to do things like TIEadv pulling off a target lock + focus combo and so on, thus making them a fake Darth Vader of sorts.
if you are quite comfortable with predicting opponent movements, you can try running tempest TIEadv and both 15pt TIEs. either way, you have howlrunner's squad leader to help your lower skilled pilots get the correct actions if you are not too sure
:>8o8<: Xwing
O=O=O Ywing
||-O-|| TIE
{=O=} TIE adv
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