[House rule] Ships carrying squadrons

By Josef747, in Star Wars: Armada

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.

But you just ignore that the Rebel Fighter hyperdrives are worse than that of the capitals. So timing is difficult and its nearly impossible to do really long jumps for them. It can also be a benefit to have your pilots fresh and not already spending hours in their fighters before the fight even began.

And why do you assume both forces had the time (and the will) to launch all fighters?

Here are two things that I think would make it both work from a mechanics view, and also a "fluff" view.

Ships may carry upto their squadron value in fighter squadrons, however, they may have at maximum 1 each of the following "slots": Bomber, Counter, Escort. These slots may be filled by squadrons with the matching title regardless of any additional titles. If expanded Hangers are used then an additonal slot of the players choice can be added. Generic squadrons without these titles do not have a limit beyond the ships squadron rating.

i.e. An Assault Frigate MK MKIIA has a squadron value of 2 and can take the following combinations:

Bomber - Y-Wing

Counter - A-Wing

Or

Bomber - X-Wing

Escort - X-Wing

Or Bomber - B- Wing

Escort X- Wing.

A Victory Star Destroyer has a squadron value of 3 and could take the following

Bomber- TIE Bomber

Counter - TIE Interceptor

No slot - TIE Fighter

Or

No slot - TIE Fighter

No slot - TIE Fighter

No slot - TIE Fighter

Or

No slot - TIE Fighter

Escort - TIE Advanced

Counter - TIE Interceptor

etc etc

To simulate the focus and effort required to launch and dock squadrons:

When a ship spends a squadron or command token in place of its regular command effect it may place from (or remove onto) it's base, upto its squadron value of squadrons, within range 1 of the activating ships base (Or a single squadron in the case of a command token being spent).

Deploying Squadrons must be placed with their activation slider spent for the turn they are deployed and docking squadrons must have an unactivated slider for that turn. If a squadron wishes to dock whilst it is engaged by an enemy, the enemy squadron may choose to resolve its activation immediately to attack the docking squadron.

So basically its a squadron command to place within 1 or retrieve within 1. But it means no turn that go and a free shot if someone already has them in their sights (to avoid docking heroes etc just before they die).

You also should remember that most rebel ships (and the TIE Advanced) have hyperdrives, so they would be exempt to the deployment rules/limits (other than the hard cap 1/3rd limit) if they wanted to deploy seperately from a capital ship ;)

Edited by MaverickNZ

I would disagree with the point that Hyperspace jumps are hard to coordinate.....See Return of the Jedi.....a big fleet with lots of ships showing up simultaneously.

What about just letting capital ships spend engineering points on replenishing squadrons in figher-range 1 for 1 engineering point per fighter?

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.

But you just ignore that the Rebel Fighter hyperdrives are worse than that of the capitals. So timing is difficult and its nearly impossible to do really long jumps for them. It can also be a benefit to have your pilots fresh and not already spending hours in their fighters before the fight even began.

And why do you assume both forces had the time (and the will) to launch all fighters?

Yet somehow it worked at Endor. And it's worked in the EU. So, I guess I'm trying to understand why you would assume the worst possible outcome. Now, for a scenario, having a Midway-type battle would be fine. I just don't see anyone choosing to do so in a regular game. There's a whole lot of potential pain for very little benefit.

What about just letting capital ships spend engineering points on replenishing squadrons in figher-range 1 for 1 engineering point per fighter?

How would you explain that, since each damage point doesn't represent one fighter?

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.

But you just ignore that the Rebel Fighter hyperdrives are worse than that of the capitals. So timing is difficult and its nearly impossible to do really long jumps for them. It can also be a benefit to have your pilots fresh and not already spending hours in their fighters before the fight even began.

And why do you assume both forces had the time (and the will) to launch all fighters?

Yet somehow it worked at Endor. And it's worked in the EU. So, I guess I'm trying to understand why you would assume the worst possible outcome. Now, for a scenario, having a Midway-type battle would be fine. I just don't see anyone choosing to do so in a regular game. There's a whole lot of potential pain for very little benefit.

You dont know if it it worked there. True some fighters jumped in, but others might be deployed at arrival (as any wise tactican would do). And in the EU fighters were also often deployed on arrival. And you dont even mention that most TIEs must always be deployed on arrival.

There's a whole lot of potential for very little more complexity of the game.

I would disagree with the point that Hyperspace jumps are hard to coordinate.....See Return of the Jedi.....a big fleet with lots of ships showing up simultaneously.

The Rebel fleet we see isnt so big. And its easy to coordinate the captials, the fighters with their worse hyperjump engines are the ones that are hard to coordinate with the faster capitals.

MonCalfleetatEndor.jpg

Edited by DScipio

What about just letting capital ships spend engineering points on replenishing squadrons in figher-range 1 for 1 engineering point per fighter?

How would you explain that, since each damage point doesn't represent one fighter?

While I dont really like the refreshing/reparing idea. Why should he explain that? He didnt even mention such thing.

You dont know if it it worked there. True some fighters jumped in, but others might be deployed at arrival (as any wise tactican would do). And in the EU fighters were also often deployed on arrival. And you dont even mention that most TIEs must always be deployed on arrival.

There's a whole lot of potential for very little more complexity of the game.

Clearly it did. The Second Death Star was destroyed, and the Imperials were defeated. And yes, most Imperial fighters don't have hyperdrives. They are launched before the engagement, when the ships are out of range, rather than when the ships are right on top of each other.

Much of the 'potential' is negated by the way the game works. You already know what ships and squadrons you are facing, so there's no real element of surprise.

What about just letting capital ships spend engineering points on replenishing squadrons in figher-range 1 for 1 engineering point per fighter?

How would you explain that, since each damage point doesn't represent one fighter?

While I dont really like the refreshing/reparing idea. Why should he explain that? He didnt even mention such thing.

"replenishing squadrons in figher-range 1 for 1 engineering point per fighter?" (bolding for emphasis)

Clearly, he did.

Fighter Hull is a combination of Hull and Shields. By sending out a fighter or two to add to a weakened squadron could increase the hull by 1. Same concept when a fighter is over a base. You just allow ships to do the same. I would limit this too though.

Small ships can reinforce only 1 Squadron 1 Hull in a turn at the cost of 1 Engineering Point....

Medium ships can do up to 2 Squadrons at 1 Engineering Point each....

Large Ships can do up to 2 Hull per squadron and up to 2 Squadrons for 1 Engineering Point for each Hull Point....

This limits the amount of extras that can be launched by the size of the ship each turn. You would expect a ship to have some and in a battle situation maybe trying to get all pilots up if things are dicey.

Just an idea.

Edited by Mike1975

You dont know if it it worked there. True some fighters jumped in, but others might be deployed at arrival (as any wise tactican would do). And in the EU fighters were also often deployed on arrival. And you dont even mention that most TIEs must always be deployed on arrival.

There's a whole lot of potential for very little more complexity of the game.

Clearly it did. The Second Death Star was destroyed, and the Imperials were defeated. And yes, most Imperial fighters don't have hyperdrives. They are launched before the engagement, when the ships are out of range, rather than when the ships are right on top of each other.

Much of the 'potential' is negated by the way the game works. You already know what ships and squadrons you are facing, so there's no real element of surprise.

You dont know it, thats the points. As I already said: Its possible that most fighters were deployed after arrival (bolding for emphasis). Other question: When begins an engagement?

And on top of that, by holding back some fighters you could add an element of surprise to the game.

What about just letting capital ships spend engineering points on replenishing squadrons in figher-range 1 for 1 engineering point per fighter?

How would you explain that, since each damage point doesn't represent one fighter?

While I dont really like the refreshing/reparing idea. Why should he explain that? He didnt even mention such thing.

"replenishing squadrons in figher-range 1 for 1 engineering point per fighter?" (bolding for emphasis)

Clearly, he did.

Clearly he meant Healthpoints or Squadrons with this.