Small Ships

By Commander Kahlain, in Star Wars: Armada

(So -- please! -- no force Chokes, Sith Lord Extropia!)

You may live....for now ;)

I'e been wondering similar myself actually. But then i think that there's actually very few of this size ship that is even remotely the equal of a full fighter squadron.

Falcon, Slave-1 (maybe)....perhaps 1 or two others, but in general no.

Regarding to the earlier post about health:

At present it looks like FFG have made the health of a SQUADRON of ships equal to the health of 1 X-Wing ship. So thats 12 Ties = 3 health in Armada. So to find the Armada health of 1 fighter, divide the X-Wing health by 12.

Suddenly a lone Falcon is looking pretty damned fragile. I make that 1 health just about, 2 if you round up.

However, they wont stick to this 100%. They have already changed some fighters health for Armada.

For purposes of playability, Slave I and the Falcon would need to be about as tough as a a whole squadron of fighters. Yeah, I know that sounds like a crazy assertion. But I believe they'll just die too fast otherwise.

Granted, they could make them some sort of limited Capital ship: a low number of 360 degree shields, and a few hit points. I believe that would make them too tough versus fighter stands: Which do represent more than a handful of fighters, after all.

And could they be affected by Capital ship batteries? The movies seem to make them really hard for cap batteries to hit, so maybe they only get hit by criticals from Cap ships?

For purposes of playability, Slave I and the Falcon would need to be about as tough as a a whole squadron of fighters. Yeah, I know that sounds like a crazy assertion. But I believe they'll just die too fast otherwise.

I dont think its crazy. I think it would be fine to have the falcon/slave 1/lambda with 5-6 hit point. smilar to a tought fighter squadron. in the movie /eu thses are pretty tough little ships in comparison to star fighters, and as mentioned above/before by somebody else, even being able to take a hit or two from capital guns.

Granted, they could make them some sort of limited Capital ship: a low number of 360 degree shields, and a few hit points. I believe that would make them too tough versus fighter stands: Which do represent more than a handful of fighters, after all.

And could they be affected by Capital ship batteries? The movies seem to make them really hard for cap batteries to hit, so maybe they only get hit by criticals from Cap ships?

I personally dont think it needs to go that far (as in adding more rules), again I think just giving them 5-6 hitpoints like a full squadron, would represent their shields and hull.

If they are tough for caps to hit, then they should only take hits on accuracy results.

If they are tough for caps to hit, then they should only take hits on accuracy results.

That would be OP, caps can hit normal squadrons of tiny ships on a hit, but a fatter falcon only gets hit on accuracy (making them immune to Black Dice)?

FFG doesn't really do funky rules like this, thankfully.

Can't recall who said it above (i.e., I'm lazy, sorry) but I love the idea of starfighter-base sized ships with some kind of unique ability, among both generic and legendary ships. Just like the Lambda in X-wing is essentially a support ship. I also like the idea of having them carry the heavy keyword, with turreted ships getting the counter keyword. Simple, elegant.

Possible ships:

Lambda

Heavy / Grants a single scatter token & adds a free accuracy result to friendly squadrons within range 1-2

Acts like a control or overwatch unit, warning of incoming danger and setting up attacks

VIP Lambda w/ escorts (2 TIEs, 2 X-wings)

Heavy / Friendly squadrons within range 1 with the escort keyword gain the counter 2 keyword.

Inspires escorting ships to greater performance and acts as an objective piece.

YT-1300/Falcon

Heavy / Counter 2: Falcon loses heavy keyword, gains the bomber keyword and adds +1 to counter . Friendly squadrons within range 1-2 gain.... I'm getting lazy again.

YT-2400/ Outrider

Heavy / Counter : I'm lazy, somebody else do this one.

VT-49

Heavy / Counter : Still lazy.

FIrespray/Slave 1

Heavy / Bomber : Still Lazy.

Assault Transport

Heavy / Counter 2 / Bomber : Enemy capital ships within range 1 cannot use defense tokens & friendly squadrons within range 1 gain the escort keyword.

Boarding craft that enlist nearby friendly squadrons to cover them & excel at damaging capital ships.

Lady Luck

Heavy : SUPER LAZY.

Cargo Containers (3x to a stand)

Heavy

Objective piece

BFF-1 Bulk Freighter

Heavy

Objective piece

Rebel Escape Pods (3x to a stand)

Heavy (as in bulky more so than massive): Friendly squadrons within range 1 gain the escort keyword.

Objective piece

Imperial Escape Pods (2x to a stand --to differentiate)

Heavy : Friendly squadrons within range 1 gain te escort keyword.

Objective piece

Add in speed, hull, attack, anti-squadron attack, and elite attack differences and that's a lot of wiggle room! Be easy to print cards and reversible templates, done.

Let's have some fun creating some fluffy abilities!

YT in ROtJ - see it being fairly agile and capable dog fighter especially with full crew. Maybe instead of just be being able to move or shoot, it can perform either a move + 1/2 shot (ie if it's squadron attack value is 4 it could in theory move its distance and perform a 2 attack), of if its already in combat perform a shoot + 1/2 shot ( representing the multiple independent weapon platform.

I think it should get a full attack since at has dedicated gunners - why would moving make them unable to attack? In fact, it really should be making 2 attacks per turn in addition to moving it is to accurately represent the movies but then it becomes more like a small cap ship rather than a fighter. For a fleet-battle game like this, ships of this type really fall somewhere between squads & cap ships.

Edited by Ghost Dancer

Yes, the game already has a defined "small ship" category, and that's the Corvette and Neb-B. Falcons/Decimators would need a different category, but should probably still come out of the squadron budget.

YT in ROtJ - see it being fairly agile and capable dog fighter especially with full crew. Maybe instead of just be being able to move or shoot, it can perform either a move + 1/2 shot (ie if it's squadron attack value is 4 it could in theory move its distance and perform a 2 attack), of if its already in combat perform a shoot + 1/2 shot ( representing the multiple independent weapon platform.

I think it should get a full attack since at has dedicated gunners - why would moving make them unable to attack? In fact, it really should be making 2 attacks per turn in addition to moving it is to accurately represent the movies but then it becomes more like a small cap ship rather than a fighter. For a fleet-battle game like this, ships of this type really fall somewhere between squads & cap ships.

Edited by GrossRouge

There's a point a think we are missing: a squadron of fighters is represented by 3 models.

So a YT or FS model could very well represent more than one ship. Either multiples of that hull, or one hull plus miscellaneous escorts.

The Takeaway for me on this: Shouldn't the FS or YT model be large enough to look ok next to the Fighters, but not so large as to look silly next to the CR, Neb, etc? If I'm eye-balling it right, that would make the model about the right size to fill up a fighter base.

If they are tough for caps to hit, then they should only take hits on accuracy results.

That would be OP, caps can hit normal squadrons of tiny ships on a hit, but a fatter falcon only gets hit on accuracy (making them immune to Black Dice)?

FFG doesn't really do funky rules like this, thankfully.

KonradKurze: you have pointed out an error in my post: sloppy language on my part.

I fully agree that YT's & Firesprays should be fully affected by Anti-Squadron fire. My question is how effective main capital class turbo-lasers, concussion missiles, ion cannons and so on should be against them.

My intent was to say that main capital class guns should have a more difficult time hitting a ship of this szie than they do engaging another Capital ship.

Edit: changed some additional sloppy language :angry:

Edited by Commander Kahlain

Let's have some fun creating some fluffy abilities!

Well, the two unique ones that we really see in the original trillogy are Slave 1 and the Falcon .

For the Falcon - go with 'Han Shoots First' - let him get his Counter attack in before the attacker rather than after.

For Slave 1 - some sort of 'relentless pursuit' - let him get a move when enemy squadrons near him move.

There's a point a think we are missing: a squadron of fighters is represented by 3 models.

So a YT or FS model could very well represent more than one ship. Either multiples of that hull, or one hull plus miscellaneous escorts.

If these ships do make an appearance in some form, it should be as a single ship, not a squadron. I see where you are coming from, but thematically these ships tend to be individual (or supported by squadrons as has already been pointed out).

For the most part it would seem sensible to have them use most of the squadron rules, but they should def be able to move and shoot. I also think ships of this size should be able to take some limited upgrades (probably different ones to those used for cap ships).

A few months ago when this idea originally surfaced I floated the idea of a "Scoundrels and Villains" pack containing several notable "large small" ships that could occupy a single fighter base on their own. e.g.

Millenium Falcon / YT-1300

Slave One / Firespray

Mouldy Crow / HWK-290

Wild Karrde / Action VI

IG-2000

Hound's Tooth / YV-666

The reason I wouldnt pair such ships with an escort of fighters is twofold, firstly it would have to make the centre model tiny - the same size as the fighters themselves so as to fit, which would just look rubbish, and secondly, when you look at the legendary impact that some of these ships have under the command of heroes (and their tendancy to just do their own thing), pairing them with a squadron permenantly just doesnt make sense. If you want fighters with them then your challenge is to fly the squad near them. If FFG follow their current patter that the health of a "squadron" is equal to the health of the X-Wing ship, then the Falcon would have a whopping 13 hit points. (though personally I think something like 8 would be far more reasonable and manageable).

The good thing about these ships is that with the heroes they are epic powerful additions to a battle, but their generic versions could also be used for a range of purposes, from simple moving "civillian" scenery, to objectives to hunt down and capture.

:D :D :D :D :D Looks like I even got close on the Falcon's hit points

CAU5F1_UMAAnVE7.jpg

Edited by MaverickNZ

The problem with putting the Falcon with fighters is that actually for 90% of the film times we see it, it operates alone. It would be far easier to have thematic abilities that reflect the falcon better without having to think about the fighters with it. Eg its legendary speed and mobility. With traits you could possibly even make it "heavy" but with "counter" to represent it's turrets. It wouldn't make sense to do this if you are saying "yeah it's the Falcon but it also has some x-wings" You can always add a squadron of fighters along side it, but you can't "take them away" if you make it part of the unit.

Going by x-wing, we know FFG considers the falcon a "beast" with 13 hit points, so to add fighters you would be looking at least that area of health, at least a solo falcon (pun unintended) could be lowered a little and given some cool defense tokens

I wonder how close to the mark I am with this comment now :D

Very well called -- apologies for not crediting you with the idea when I Necro-ed the thread.

My hat is off to you... In your honor, I may never wear a hat again!