Hanger bays

By GrandAdmiralCrunch, in Star Wars: Armada

I'm thinking it's just a fancy title for a card that will say "add 1 to your Squadron value"

I'm thinking the same thing. I am under the impression the squadron value is both the amount of ships you may activate in the

squadron command and also the amount of squadrons that canbe fielded with a given ship.

I believe it only controls how many squadrons you activate, i dont think there's been anything to point to a restriction on how many squadrons you can field.

Actually I really like this. If you watch the Space Battles from TOT (Battle of Yavin and Battle of Endor) The Fighters get a lot of support. In the battle of Yavin there are people talking to the people in the fighters all the time, telling them about new fighters, telling them what to do, and of course worrying that Luke turned off his targeting computer. In the battle of Endor it isn't so obvious, most of the conversation during the battle comes from Lando directing the fighters. But it is very conceivable that the Falcon was fitted with sensor and tracking equipment to help it coordinate the fighter attack.

This is all speculation, but it makes sense to me that larger ships povide support for the fighters even if they don't actually have hanger bays. Take for example the Covet, it can't actually carry any fighters, but that doesn't really matter so much, since Rebel fighters have hyperdirves and get to the battle area on their own. That doesn't mean that they won't need any logistical support when they get there.

Very well said! I feel like this is an excellent tie-in for the lore to the mechanics (as we understand them).

This is all speculation, but it makes sense to me that larger ships povide support for the fighters even if they don't actually have hanger bays. Take for example the Covet, it can't actually carry any fighters, but that doesn't really matter so much, since Rebel fighters have hyperdirves and get to the battle area on their own. That doesn't mean that they won't need any logistical support when they get there.

True. In Wraith Squadron Wedge commands the starfighters from a CR90. Capital ships provide targeting information, damage assessment, and assign priorities.

Yeah, we can see that already on the CR90 card that it has a squadron value of 1, even though it physically doesnt carry any fighters. So yes, it can act in that limited support role. Though a ship that focuses more on a carrier role would expect to have a much higher number and be more effective at it :)

http://www.waylandgames.co.uk/fantasy-flight-games/star-wars-armada/star-wars-armada-cr90-corellian-corvette-expansion-pack/prod_31015.html

Exactly. It's the Armada equivalent of the Co-ordinate action in X-wing .

It seems likely there will be some sort of limit to the number of fighter squadrons you can field aside from what you're willing to spend points on. I'd also wonder if there would be some room from this for allowing a capitol ship to grant special attacks or so on to the fighters it "bases" or that are assigned to it. The Axis and Allies naval minis use these sorts of mechanics with their fighter squadrons and aircraft carriers.

Unlikely. The Squadron Command applies to any fighters in range (up to the max value), they don't have to be 'assigned' to that ship, so it seems unlikely that we will be able to 'assign' fighters at all (which is a bit of a bummer in my opinion), and as such I also doubt there will be a limit to the number of fighters we can deploy. So far most FF games don't have a Force Organization Chart type point allocation, so I think as long as we meet the minimum requirements (1 Cap Ship + Fleet Admiral) we can go with what ever we want. (Not that it would end up working well)

I really want to see the Flurry .

Flurry.jpg

Flurry_egvv.jpg

She's a death trap as far as her capital ship crew is concerned, only a few hits to break her apart. But she'd have a wicked high squadron command value and bring all the tension having a carrier in the fleet would create. She's vulnerable, effectively useless in a slugging match like actual aircraft carriers, but relies on her long arms and the protection of other ships. If she's destroyed, the remaining squadrons lose their action efficiency and are thrown into dissaray. It screams target but also forces you to protect her at all costs.

Please FFG!

I really want to see the Flurry .

Flurry.jpg

Flurry_egvv.jpg

She's a death trap as far as her capital ship crew is concerned, only a few hits to break her apart. But she'd have a wicked high squadron command value and bring all the tension having a carrier in the fleet would create. She's vulnerable, effectively useless in a slugging match like actual aircraft carriers, but relies on her long arms and the protection of other ships. If she's destroyed, the remaining squadrons lose their action efficiency and are thrown into dissaray. It screams target but also forces you to protect her at all costs.

Please FFG!

Your a evil person for bring a death trap like that up :P

I hope we do get to have Fighter based fur-balls like Rebels attacking Imperial convoys and such. But if it's a regular match up and your just gonna throw thos fighters at me. Thats okay too because I will have my fighters waiting and when I'm done with them in the words of Ronan the Accuser "Then Thanos I'm coming for you!"

Edited by Brigoon

I would have thought that dedicated carriers would have some form of enhanced squadron command. Either allowing them to command squadrons at greater absolute range, or just allowing them to command any fighter within range of any friendly capital ship.

In addition they might have different actions available. Say, allowing them to repair some number of damage points to a friendly squadron every turn.

Unlikely. The Squadron Command applies to any fighters in range (up to the max value), they don't have to be 'assigned' to that ship, so it seems unlikely that we will be able to 'assign' fighters at all (which is a bit of a bummer in my opinion), and as such I also doubt there will be a limit to the number of fighters we can deploy. So far most FF games don't have a Force Organization Chart type point allocation, so I think as long as we meet the minimum requirements (1 Cap Ship + Fleet Admiral) we can go with what ever we want. (Not that it would end up working well)

I will disagree with you entirely here. No force organization chart may be correct however I am beyond doubting that FFG has it in mind that a player in Star Wars Armada can simply run 30 fighter squadrons at 300 points.

Of course in this I could be completely wrong (I pray that I am not). This is Star Wars Armada, it is designed to fix things that Star Wars X-Wing was doing wrong, like introducing Capital Ships that simply do not work as well in X-Wing as they will in Armada. They are also stealing the "alternating activations" in lieu of pilot skill due to the overwhelming number of players attempting to field as high of pilot skill as possible thus leaving the players feeling unable to handle a situation due to a numbers loss. Armada fixes a lot, again I am doubting that this game will advance backwards and allow for a player to field an overwhelming amount of nonsense.

In conclusion this game is about Capital ships, not so much about fighters, I am praying that it stay this way or this game will be a huge bust for me and my mates.

Unlikely. The Squadron Command applies to any fighters in range (up to the max value), they don't have to be 'assigned' to that ship, so it seems unlikely that we will be able to 'assign' fighters at all (which is a bit of a bummer in my opinion), and as such I also doubt there will be a limit to the number of fighters we can deploy. So far most FF games don't have a Force Organization Chart type point allocation, so I think as long as we meet the minimum requirements (1 Cap Ship + Fleet Admiral) we can go with what ever we want. (Not that it would end up working well)

I will disagree with you entirely here. No force organization chart may be correct however I am beyond doubting that FFG has it in mind that a player in Star Wars Armada can simply run 30 fighter squadrons at 300 points.

Of course in this I could be completely wrong (I pray that I am not). This is Star Wars Armada, it is designed to fix things that Star Wars X-Wing was doing wrong, like introducing Capital Ships that simply do not work as well in X-Wing as they will in Armada. They are also stealing the "alternating activations" in lieu of pilot skill due to the overwhelming number of players attempting to field as high of pilot skill as possible thus leaving the players feeling unable to handle a situation due to a numbers loss. Armada fixes a lot, again I am doubting that this game will advance backwards and allow for a player to field an overwhelming amount of nonsense.

In conclusion this game is about Capital ships, not so much about fighters, I am praying that it stay this way or this game will be a huge bust for me and my mates.

I think it'll be self regulating honestly. If you dont take capital ships, you'll just lose anyway due to the "once your last capital ship dies you lose" rule that FFG mentioned at GenCon. If people really want to take all fighters and 1` corvette....well, i assume they love losing games. The fighters wont be able to move and fire on the same turn, and as soon as the Corvette dies the game is over.

Sounds fine to me, i'd happily face that!

**Edited to correct mistake: CR90s lack the slot to take Expanded Hanger Bays.**

As others have said, I do not think that an almost-only-fighter armada (i.e. one dinky cap ship plus a gajillion fighters) will be viable. So, there is no reason for FFG to limit the number of fighters that you can bring to the table--praticality will limit them anyways.

  • The game is won when all cap ships are destroyed. How long can a single Corvette last against the entirety of the opponent's fleet, even if it runs away?
  • Many of the objective cards give bonus points for things that only cap ships can do.
  • Fighters are not nearly as effective without squadron commands to let them move and fire in their first turn of engagement.
  • Anti-fighter attacks become really efficient once there are 3+ fighters in a single arc.

That said, I think that carrier fleets (i.e. 2-3 cap ships with high squadron ratings plus a half-gajillion fighters) will be a thing in this game--and they should be, if the game wants to be consistent with the lore. Here are a few builds (completely speculative with made-up numbers) to illustrate what a carrier fleet might look like:

Double Gladiator
Gladiator (@55?? points) + Expanded Hangers (@5?? points) **Assuming Gladiators have the right slot**
Gladiator (@55?? points) + Expanded Hangers (@5?? points)
Commander: Grand Moff Tarkin (@35 points)
~145 points worth of fighters (up to 18 TIEs! Probably around 12-14 squads with aces, bombers, etc.)

Total Squadron Rating: 6
Max Squadrons Commanded in a Turn: 8 (squadron command+token for all cap ships)

Triple Gladiator
Gladiator (@55?? points)
Gladiator (@55?? points)
Gladiator (@55?? points)
Commander: Grand Moff Tarkin (@35 points)
~100 points worth of fighters (up to 12 TIEs! Probably around 9 squads with aces, bombers, etc.)

Total Squadron Rating: 6

Max Squadrons Commanded in a Turn: 9

Quadruple Corvette
CR90B (@38 points)
CR90B (@38 points)
CR90B (@38 points)

CR90B (@38 points)
Commander: General Dodonna (@25 points)
~123 points worth of fighters (up to 9 X-Wings! Probably around 7-8 squads with aces, bombers, etc.)

Total Squadron Rating: 4

Max Squadrons Commanded in a Turn: 8

Double Corvette+Nebulon B
CR90B (@38 points)
CR90B (@38 points)
Nebulon B Escort Refit (@58 points)
Commander: General Dodonna (@25 points)
~141 points worth of fighters (up to 10 X-Wings! Probably around 8 squads with aces, bombers, etc.)

Total Squadron Rating: 4

Max Squadrons Commanded in a Turn: 7

Corvette+Double Nebulon B
CR90B (@38 points)
Nebulon B Escort Refit (@58 points)

Nebulon B Escort Refit (@58 points)

Commander: General Dodonna (@25 points)
~121 points worth of fighters (up to 9 X-Wings! Probably around 7-8 squads with aces, bombers, etc.)

Total Squadron Rating: 5

Max Squadrons Commanded in a Turn: 8

Corvette+Gallant Haven (AF MkII)

CR90B (@38 points)
Assault Frigate MkII (@75?? points) + Gallant Haven (@8 points) + Expanded Hangers (@5?? pts)
Commander: General Dodonna (@25 points)
~149 points worth of fighters (up to 11 X-Wings! Probably around 9 squads with aces, bombers, etc.)

Total Squadron Rating: 5

Max Squadrons Commanded in a Turn: 7

I speculate that these example carrier fleets would be fun to play with. They certainly fall within the realm of reasonable for the lore and for gameplay. Furthermore, I doubt that you could have fewer than 2 cap ships (mostly because I feel that you do not want fewer than 7 max squadrons commanded in a turn) and produce a list that is as competitive as these examples. So, I do not feel that FFG needs to limit the number of fighters--they will limit themselves.

Edited by chemnitz

As others have said, I do not think that an almost-only-fighter armada (i.e. one dinky cap ship plus a gajillion fighters) will be viable. So, there is no reason for FFG to limit the number of fighters that you can bring to the table--praticality will limit them anyways.

  • The game is won when all cap ships are destroyed. How long can a single Corvette last against the entirety of the opponent's fleet, even if it runs away?
  • Many of the objective cards give bonus points for things that only cap ships can do.
  • Fighters are not nearly as effective without squadron commands to let them move and fire in their first turn of engagement.
  • Anti-fighter attacks become really efficient once there are 3+ fighters in a single arc.

That said, I think that carrier fleets (i.e. 2-3 cap ships with high squadron ratings plus a half-gajillion fighters) will be a thing in this game--and they should be, if the game wants to be consistent with the lore. Here are a few builds (completely speculative with made-up numbers) to illustrate what a carrier fleet might look like:

Double Gladiator

Gladiator (@55?? points) + Expanded Hangers (@5?? points)

Gladiator (@55?? points) + Expanded Hangers (@5?? points)

Commander: Grand Moff Tarkin (@35 points)

~145 points worth of fighters (up to 18 TIEs! Probably around 12-14 squads with aces, bombers, etc.)

Total Squadron Rating: 6

Max Squadrons Commanded in a Turn: 8 (squadron command+token for all cap ships)

Triple Gladiator

Gladiator (@55?? points)

Gladiator (@55?? points)

Gladiator (@55?? points)

Commander: Grand Moff Tarkin (@35 points)

~100 points worth of fighters (up to 12 TIEs! Probably around 9 squads with aces, bombers, etc.)

Total Squadron Rating: 6

Max Squadrons Commanded in a Turn: 9

Triple Corvette

CR90B (@38 points) + Expanded Hangers (@5?? points)

CR90B (@38 points) + Expanded Hangers (@5?? points)

CR90B (@38 points) + Expanded Hangers (@5?? points)

Commander: General Dodonna (@25 points)

~146 points worth of fighters (up to 11 X-Wings! Probably around 8-9 squads with aces, bombers, etc.)

Total Squadron Rating: 6

Max Squadrons Commanded in a Turn: 9

Corvette+Gallant Haven (AF MkII)

CR90B (@38 points) + Expanded Hangers (@5?? points)

Assault Frigate MkII (@75?? points) + Gallant Haven (@8 points) + Expanded Hangers (@5?? pts)

Commander: General Dodonna (@25 points)

~169 points worth of fighters (up to 13 X-Wings! Probably around 10 squads with aces, bombers, etc.)

Total Squadron Rating: 6

Max Squadrons Commanded in a Turn: 8

I speculate that these example carrier fleets would be fun to play with. They certainly fall within the realm of reasonable for the lore and for gameplay. Furthermore, I doubt that you could have fewer than 2 cap ships (mostly because I feel that you do not want fewer than 8 max squadrons commanded in a turn) and produce a list that is as competitive as these examples. So, I do not feel that FFG needs to limit the number of fighters--they will limit themselves.

And then we will just have X-wing on a bigger scale with extra numbers of fighter squadrons at that point IMHO. I'm sure these kinda fleets will show up but I would hope some where deep in the games mechanics it will balance out so that it will remain a game focused on captail ship combat not just X-Wing extra large size.

As others have said, I do not think that an almost-only-fighter armada (i.e. one dinky cap ship plus a gajillion fighters) will be viable. So, there is no reason for FFG to limit the number of fighters that you can bring to the table--praticality will limit them anyways.

  • The game is won when all cap ships are destroyed. How long can a single Corvette last against the entirety of the opponent's fleet, even if it runs away?
  • Many of the objective cards give bonus points for things that only cap ships can do.
  • Fighters are not nearly as effective without squadron commands to let them move and fire in their first turn of engagement.
  • Anti-fighter attacks become really efficient once there are 3+ fighters in a single arc.

That said, I think that carrier fleets (i.e. 2-3 cap ships with high squadron ratings plus a half-gajillion fighters) will be a thing in this game--and they should be, if the game wants to be consistent with the lore. Here are a few builds (completely speculative with made-up numbers) to illustrate what a carrier fleet might look like:

Double Gladiator

Gladiator (@55?? points) + Expanded Hangers (@5?? points)

Gladiator (@55?? points) + Expanded Hangers (@5?? points)

Commander: Grand Moff Tarkin (@35 points)

~145 points worth of fighters (up to 18 TIEs! Probably around 12-14 squads with aces, bombers, etc.)

Total Squadron Rating: 6

Max Squadrons Commanded in a Turn: 8 (squadron command+token for all cap ships)

Triple Gladiator

Gladiator (@55?? points)

Gladiator (@55?? points)

Gladiator (@55?? points)

Commander: Grand Moff Tarkin (@35 points)

~100 points worth of fighters (up to 12 TIEs! Probably around 9 squads with aces, bombers, etc.)

Total Squadron Rating: 6

Max Squadrons Commanded in a Turn: 9

Triple Corvette

CR90B (@38 points) + Expanded Hangers (@5?? points)

CR90B (@38 points) + Expanded Hangers (@5?? points)

CR90B (@38 points) + Expanded Hangers (@5?? points)

Commander: General Dodonna (@25 points)

~146 points worth of fighters (up to 11 X-Wings! Probably around 8-9 squads with aces, bombers, etc.)

Total Squadron Rating: 6

Max Squadrons Commanded in a Turn: 9

Corvette+Gallant Haven (AF MkII)

CR90B (@38 points) + Expanded Hangers (@5?? points)

Assault Frigate MkII (@75?? points) + Gallant Haven (@8 points) + Expanded Hangers (@5?? pts)

Commander: General Dodonna (@25 points)

~169 points worth of fighters (up to 13 X-Wings! Probably around 10 squads with aces, bombers, etc.)

Total Squadron Rating: 6

Max Squadrons Commanded in a Turn: 8

I speculate that these example carrier fleets would be fun to play with. They certainly fall within the realm of reasonable for the lore and for gameplay. Furthermore, I doubt that you could have fewer than 2 cap ships (mostly because I feel that you do not want fewer than 8 max squadrons commanded in a turn) and produce a list that is as competitive as these examples. So, I do not feel that FFG needs to limit the number of fighters--they will limit themselves.

And then we will just have X-wing on a bigger scale with extra numbers of fighter squadrons at that point IMHO. I'm sure these kinda fleets will show up but I would hope some where deep in the games mechanics it will balance out so that it will remain a game focused on captail ship combat not just X-Wing extra large size.

I think the anti-squadron fire hitting every squadron in an arc will pretty much guarantee that builds made around large number of fighters have to be played with a great deal of finesse, and the advantage will usually go to Cap Heavy, or at the very least more balanced, lists.

I think the anti-squadron fire hitting every squadron in an arc will pretty much guarantee that builds made around large number of fighters have to be played with a great deal of finesse, and the advantage will usually go to Cap Heavy, or at the very least more balanced, lists.

And I learned somthing new today. I did not know that Anti-Sqdrn fire hits like that.

It makes sense though and is a humbling mechanic since otherwise one squadron could soak damage for all the others in an unrealistic way.

I think it nicely recreates volleys of massed, but innacurate AA fire that fighters would have to brave approaching a capital target :)

As others have said, I do not think that an almost-only-fighter armada (i.e. one dinky cap ship plus a gajillion fighters) will be viable. So, there is no reason for FFG to limit the number of fighters that you can bring to the table--praticality will limit them anyways.

  • The game is won when all cap ships are destroyed. How long can a single Corvette last against the entirety of the opponent's fleet, even if it runs away?
  • Many of the objective cards give bonus points for things that only cap ships can do.
  • Fighters are not nearly as effective without squadron commands to let them move and fire in their first turn of engagement.
  • Anti-fighter attacks become really efficient once there are 3+ fighters in a single arc.

That said, I think that carrier fleets (i.e. 2-3 cap ships with high squadron ratings plus a half-gajillion fighters) will be a thing in this game--and they should be, if the game wants to be consistent with the lore. Here are a few builds (completely speculative with made-up numbers) to illustrate what a carrier fleet might look like:

Double Gladiator

Gladiator (@55?? points) + Expanded Hangers (@5?? points)

Gladiator (@55?? points) + Expanded Hangers (@5?? points)

Commander: Grand Moff Tarkin (@35 points)

~145 points worth of fighters (up to 18 TIEs! Probably around 12-14 squads with aces, bombers, etc.)

Total Squadron Rating: 6

Max Squadrons Commanded in a Turn: 8 (squadron command+token for all cap ships)

Triple Gladiator

Gladiator (@55?? points)

Gladiator (@55?? points)

Gladiator (@55?? points)

Commander: Grand Moff Tarkin (@35 points)

~100 points worth of fighters (up to 12 TIEs! Probably around 9 squads with aces, bombers, etc.)

Total Squadron Rating: 6

Max Squadrons Commanded in a Turn: 9

Triple Corvette

CR90B (@38 points) + Expanded Hangers (@5?? points)

CR90B (@38 points) + Expanded Hangers (@5?? points)

CR90B (@38 points) + Expanded Hangers (@5?? points)

Commander: General Dodonna (@25 points)

~146 points worth of fighters (up to 11 X-Wings! Probably around 8-9 squads with aces, bombers, etc.)

Total Squadron Rating: 6

Max Squadrons Commanded in a Turn: 9

Corvette+Gallant Haven (AF MkII)

CR90B (@38 points) + Expanded Hangers (@5?? points)

Assault Frigate MkII (@75?? points) + Gallant Haven (@8 points) + Expanded Hangers (@5?? pts)

Commander: General Dodonna (@25 points)

~169 points worth of fighters (up to 13 X-Wings! Probably around 10 squads with aces, bombers, etc.)

Total Squadron Rating: 6

Max Squadrons Commanded in a Turn: 8

I speculate that these example carrier fleets would be fun to play with. They certainly fall within the realm of reasonable for the lore and for gameplay. Furthermore, I doubt that you could have fewer than 2 cap ships (mostly because I feel that you do not want fewer than 8 max squadrons commanded in a turn) and produce a list that is as competitive as these examples. So, I do not feel that FFG needs to limit the number of fighters--they will limit themselves.

Well, I just found a mistake in my own post--CR90s do not have the upgrade slot to take Expanded Hanger Bays. This actually makes perfects sense according to the lore--CR90s don't have hangar bays at all! This realization makes a triple CR90B + Lotsa Fighters list much less viable. I will correct the original post.

Edited by chemnitz

I think there is an option for it, isn't there one CR90 that has a mini hanger bay attached to it? Some sort of CR90 delux? The Farstar had hangers I believe and The Nightcrawler, captured by Wraith Squadron, had decks removed to create space for hangers at the expense of some internal luxuries.

That being said, it makes sense that they either don't have hangers at all or somehow can only take the hanger upgrade itself -- adding a hanger but taking up another slot. Would have been a neat nod to those EU ships above that did exactly that. Still, not complaining.