[House rule] Ships carrying squadrons

By Josef747, in Star Wars: Armada

I've only played a couple of introductory games, so this is probably way too premature, but I've come up with a very simple suggestion for a way to allow ships to act as carriers for squadrons.



Each ship can carry a number of squadrons equal to its squadron value. Place these squadrons on the corresponding ship card when deploying. Squadrons on ship cards can only be placed on the board by using a squadron command, which allows them to move and then attack from any point on the motherships base.



This, I am hoping, would create a tradeoff between deploying with your squadrons already active, or keeping them safe (and potentially more mobile) in the hanger bay. Very slow ships like B-wings might be an issue, but I think the cost of having to issue a squadron command to deploy them should help balance this.


Edited by Josef747

That looks like a cool house rule, please post the results of your playtests.

You're right, B-wing drop can be an issue. Also, it would be hard to intercept launched squadrons IMHO.

If I understand your intentions correctly you want to satisfy the need for carriers of Star Wars Freaks. IMHO that's impossible. They will keep bitching anyway, like 'CR90 DOESN'T HAVE HANGAR BAY LARGE ENOUGH TO CONTAIN ENTIRE SQUADRON!' or 'MY IMPERIAL I SHOULD HAVE MAXIMUM CAPACITY OF 6 SQUADRONS!'. Seriously, these men are a curse and no matter how hard you try, they remain unsatisfied. They deserve a solid slap in the face, not a set of cool house rules in already cool game ( ;) ).

I've only played a couple of introductory games, so this is probably way too premature, but I've come up with a very simple suggestion for a way to allow ships to act as carriers for squadrons.

Each ship can carry a number of squadrons equal to its squadron value. Place these squadrons on the corresponding ship card when deploying. Squadrons on ship cards can only be placed on the board by using a squadron command, which allows them to move and then attack from any point on the motherships base.

This, I am hoping, would create a tradeoff between deploying with your squadrons already active, or keeping them safe (and potentially more mobile) in the hanger bay. Very slow ships like B-wings might be an issue, but I think the cost of having to issue a squadron command to deploy them should help balance this.

Just saw something similar on BGG and wrote:

"I totally agree. Its also a matter of tactical dedicions and having reserves. Sure most times I will scramble all my fighters at once. But what if I fear an attack from another party or vector? Or (seen in X-Wing and TIE-Figther) I want to make a hyperjump to release my TIEs from another point?

And shields dont prevent fighters from going through, there are even special shields for the hangars that just keep the air within.

It would just open more tactical decisions and possibilites for scenarios with no downside."

Further this way you can keep the enemy uniformed about what you still have to throw in.

I would also like a rule:

In the Inital deployment Squadrons without their own Hyperspacedrive must be deployed within their speed reating of a captial ship. You cannot deploy more than double the number of squadrons as the squadron value of the captial.

I could even benefit the B-Wing by carring them on a fast carrier towards their target. We all know from TIE-Fighter/X-Wing how mean a close distance scramble can be.

Edited by DScipio

Interesting and fluffy, but somewhat skewed to Bombers.

I'd like to see this implemented by FFG at some point though.

Just double the command cost to deploy any unit with the bomber keyword.

Nice idea but has some serious balance issues. This really favours slow ships like the B-Wing. An AF with Expandaed Hangars flying up to a ship and deploying 4 B-Wings that can instantly move into range and attack is very OP. Even with other fighters I think it will throw things out of whack as it makes it very easy to avoid fighter screens, thus rendering an important part of the game totally pointless.

I think FFG probably tried something like this during the development of the game but abandoned it for reasons like this.

I agree with the sentiment of all this - and it would indeed create some great decisions - such as:

"Should I deploy my squadrons now or wait until later?"

"Should I activate my already deployed squadrons or deploy some more?"

"Do I need to get these out quickly before my ship goes down with them still onboard?"

But...

It seems like the mechanic would need way more of a cost - the current benefits are that your squadrons are untouchable until they're deployed. They're much, much harder to intercept before they get an attack in on a ship. They can move much further than normal by hitching a ride along the way.

Nice idea but has some serious balance issues. This really favours slow ships like the B-Wing. An AF with Expandaed Hangars flying up to a ship and deploying 4 B-Wings that can instantly move into range and attack is very OP. Even with other fighters I think it will throw things out of whack as it makes it very easy to avoid fighter screens, thus rendering an important part of the game totally pointless.

I think FFG probably tried something like this during the development of the game but abandoned it for reasons like this.

And that would be a cause to keep some interceptors close and in front of your capital to protect it. That doesnt seem strange to me.

This definitely feels like the biggest thing "missing" from the game, and I was surprised when I finally digested all the rules and realized that it wasn't in there in any form.

I also agree that it would need to be carefully balanced. It would be no good if keeping your fighters in a hangar became the no-brainer default choice.

I don't think that would be particularly difficult to achieve, though. Lots of ways to do it:

-- make the deployed fighters vulnerable on the turn they deploy (ie. squadrons already on the board get a free shot at the deployed squadrons and can kill them before they activate)

-- make deployment prevent a capital ship from firing its anti-squadron armament that turn

-- limit the speed/clicks a capital may use on the turn it deploys squadrons

-- give deployed ships a temporary negative special rule (ie. they're considered Heavy for a turn, with an additional penalty to squadrons that already have Heavy)

-- limit what they are allowed to do on the turn they deploy

Lots good suggestions and valid points! Riffing off the post directly above, how about keep it simple and say that squadron commands used to deploy squadrons only allow them to move, not attack? This would seriously disincentives deploying close to enemy ships or squadrons, but would allow you to carry friendly squadrons to a more strategic position before deploying.

Good house rule option. I would make a few slight changes.

I would introduce the following rules

"Ships may carry half of their squadron value rounded up in their hanger."

This would eliminate squadron deployment bombs.

Once the squadron deploys from the hanger can it move or attack on that same turn, should it move/attack after the deployment?

"At the start of the match the player can set all non-deployed squadrons to blue/red turn sliders but can't change it until the squad has been deployed."

This would make the player deploying really have to think on when to deploy or you can just treat deployment as the move for the squad and end it's turn.

How would a player be charged to deploy, Should they be charged?

"The (carrier) ship would need to spend say a Squadron Command dial/token?

"Deployed squadrons can not engage enemy squadrons on deployment."

This would just mean deployed squadrons on enemy squadrons don't count as engaged with one another.

Edited by Rottenreason

My thought was that you would place the launched squadrons in base contact with the carrier first and then activate them. That way, if there were enemy fighters around, the launched fighters would either be engaged or have to deploy further away, limiting their bomber range.

Nice idea but has some serious balance issues. This really favours slow ships like the B-Wing. An AF with Expandaed Hangars flying up to a ship and deploying 4 B-Wings that can instantly move into range and attack is very OP. Even with other fighters I think it will throw things out of whack as it makes it very easy to avoid fighter screens, thus rendering an important part of the game totally pointless.

I think FFG probably tried something like this during the development of the game but abandoned it for reasons like this.

And that would be a cause to keep some interceptors close and in front of your capital to protect it. That doesnt seem strange to me.

Wouldn't work though. You park your ship so that when your fighters end their movement, they are greater than distance 1 from the enemy fighters. On a medium size base you would need a lot of fighters spread around to prevent this from happening, in which case I'll just go after a different ship.

So here are a few things....

1. Squadron Command has pretty much no connection to the actual number of squadrons a ship can carry but more to the size of the ship.

2. Game needs Dedicated Carriers

3. Dedicated Carriers could also use 1 Engineering Point to Reinforce Friendly Squadron within range by adding 1 hull (a couple fighters) to the group IF they are within range of movement to the carrier. So a fighter squadron that moves 4 can be reinforced up to 4 move away from the carrier. This can be done with Engineering Commands or Tokens.

4. Allow for Jumping in with squadrons into a battle along any edge of the table. Use Scatter dice to determine location. If you jump into an obstacle...kablooey!

5. Ships can hold and deploy fighters later. Only up to half their Squadron Command. Any enemy fighters within range when the squadron is deployed get a free attack with a -1 to the total number of Anti-Squadron dice used.

6. Fighters deployed in this manner cannot attack that turn but only move and must shift their activation markers to used for that turn. They can be reactivated due to other special commands.

7. Fighters that remain undeployed are placed off the side of the table. The player will use the slider to designate if they will jump in or of they are on the ships. He can write if blue is to be jumped in or on a ship on a paper and is not required to disclose the information to the other player until the units are deployed.

8. Anti-Squadron dice are reduced to half when a ship deploys fighters. Round down.

Edited by Mike1975

Using house rules like this, it might be fun to make a few custom critical hit cards that represent damage to the hangar bay. Either prevent new squadrons from launching entirely, or make it so delayed squadron launches start out with reduced health.

Maybe when they deploy with a squadron command they can move, but not attack.

That seems like a fair cost considering that they get protection, and likely a speed boost while they are in the hangar.

Plus it makes fluff sense - fighters that are busy scrambling are less effective than fighters already out of the hangar.

So here are a few things....

1. Squadron Command has pretty much no connection to the actual number of squadrons a ship can carry but more to the size of the ship.

2. Game needs Dedicated Carriers

3. Dedicated Carriers could also use 1 Engineering Point to Reinforce Friendly Squadron within range by adding 1 hull (a couple fighters) to the group IF they are within range of movement to the carrier. So a fighter squadron that moves 4 can be reinforced up to 4 move away from the carrier. This can be done with Engineering Commands or Tokens.

4. Allow for Jumping in with squadrons into a battle along any edge of the table. Use Scatter dice to determine location. If you jump into an obstacle...kablooey!

5. Ships can hold and deploy fighters later. Only up to half their Squadron Command. Any enemy fighters within range when the squadron is deployed get a free attack with a -1 to the total number of Anti-Squadron dice used.

6. Fighters deployed in this manner cannot attack that turn but only move and must shift their activation markers to used for that turn. They can be reactivated due to other special commands.

7. Fighters that remain undeployed are placed off the side of the table. The player will use the slider to designate if they will jump in or of they are on the ships. He can write if blue is to be jumped in or on a ship on a paper and is not required to disclose the information to the other player until the units are deployed.

8. Anti-Squadron dice are reduced to half when a ship deploys fighters. Round down.

I dont agree. Sure the Corvette has a squadron value, while it has only a tiny hangar. But most ships with a squadron value have a bit corresponding Hangar.

The game and the fluff has no need for decicated Carriers. Star War is all about Battlecarriers. The are only a handful dedicated Carriers (namly the Quasar and the Escort carrier) and they are just cheap escort carriers.

However you are right that the Hyperjump capabilities of ships and squadrons are not explored enough.

I would suggest an keep it easy: No High costs, no speed, Agility or attack die penalty: Just limit the deployable fighters to 2 per turn (3 for TIEs perhaps).

Even if you do not use "Dedicated" Carriers, I think the idea to be able to reinforce squadrons is still a viable one and another reason to use Engineering.

I'd make one fix: the squadrons cannot move and attack the turn they deploy from the carrier.

What need is this trying to fulfill? I'm all for house rules, so if you like it, use it. I'm just curious about this choice. Rebel fighters all have hyperdrives, and don't really have a need to be carried into battle. Imperials are going to launch all their fighters before they engage, so again, don't really need this.

Actually Imperials might be surprised and be in the process of deploying squadrons.

Rebels may want Imps to assume they have deployed it all in a gambit to surprise the Imps.

Either way these are more scenario oriented than anything.

What need is this trying to fulfill? I'm all for house rules, so if you like it, use it. I'm just curious about this choice. Rebel fighters all have hyperdrives, and don't really have a need to be carried into battle. Imperials are going to launch all their fighters before they engage, so again, don't really need this.

No real need, just idle thoughts whilst pretending to work. I tried sneaking my x-wings along behind my ships last game, and I realised this is basically what I was trying to mimic. I agree that the game works fine as-is, so maybe a rule like this is better reserved for scenario or campaign play.

I didn't read the whole thread so sorry If this is a repeat idea.

Since there might be a problem with bombers and such before ing deployed from the ships and attacking before fighters can intercept I would make it so the fighters could not attack the turn they were deployed, it still takes a squad command to deploy them but then the enemy has a turn to respond

What need is this trying to fulfill? I'm all for house rules, so if you like it, use it. I'm just curious about this choice. Rebel fighters all have hyperdrives, and don't really have a need to be carried into battle. Imperials are going to launch all their fighters before they engage, so again, don't really need this.

In X-Wing, I got used to having an IDS (STD, back then) park a few kilometers away, and toss fighter groups at me in waves.

In Empire at War, my capitol ships spawned a few fighters, and when those got dead, spawned a few more.

I liked that feel. I want more of it.

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If I were gonna write this rule;

1) A ship can carry 2 squadrons if it's small base, 4 if it's medium, and 6 if it's large.

2) Squadron command allows you to "activate" a number of squadrons. "Activate" is redefined to include launch. So, higher squadron command, more fighter launches.

3) Squadron launch is a complete activation. Squadrons are placed activated, and do not move or fire. As well, the turn they are launched, they are HEAVY. Fighters that are already HEAVY get a freeby.

4) Launch can be performed before or after firing, and before or after moving, but all launches have to be made at the same time. No splitting your launch.

5) And of course, if a ship is destroyed, all unlaunched squadrons go down with it, and score points for the other guy.

In X-Wing, I got used to having an IDS (STD, back then) park a few kilometers away, and toss fighter groups at me in waves.

In Empire at War, my capitol ships spawned a few fighters, and when those got dead, spawned a few more.

I liked that feel. I want more of it.

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If I were gonna write this rule;

1) A ship can carry 2 squadrons if it's small base, 4 if it's medium, and 6 if it's large.

2) Squadron command allows you to "activate" a number of squadrons. "Activate" is redefined to include launch. So, higher squadron command, more fighter launches.

3) Squadron launch is a complete activation. Squadrons are placed activated, and do not move or fire. As well, the turn they are launched, they are HEAVY. Fighters that are already HEAVY get a freeby.

4) Launch can be performed before or after firing, and before or after moving, but all launches have to be made at the same time. No splitting your launch.

5) And of course, if a ship is destroyed, all unlaunched squadrons go down with it, and score points for the other guy.

Armada isn't that game. Given that squadrons cost points and are limited to 1/3rd your total points, you're only going to have a small number of squadrons with any build, relative to the number of capital ships. Then there's the problem of having your fighter squadrons going down with your ships (#5). Are you really saying that you want to risk fighters, in addition to losing a ship? Not to mention that they will be vulnerable on the turn of launch. The chance to pick off squadrons without the possibility of retaliation would be almost too much to pass up. There would of course be no surprise, since your opponent would have to know exactly what you brought and which ship is carrying which squadron.

I know this seems like a neat idea, but I just don't see then benefit. There's a reason why carriers launch their fighters outside of engagement range.