Squadrons: Reverse Engineered

By Rocmistro, in Star Wars: Armada

So I think I have a pretty good model in place for determining the points cost of squadrons. I did this exercise because I wanted to make my own custom squadrons for a homebrew 3rd faction that I'm putting together.

Here's what I came up with;

Basic Fighter Squadron Chassis costs 6 points and gives you the following:

Speed: 3

Hull: 3

Squadron Attack: 3 blue

Battery Attack: 1 blue

Abilities: None

Upgrades are as follows:

Speed: +1 per point over 3, -1 refund per point below 3.

Hull: +2 for the first hull point above 3, and +1 per hull point beyond 4.

Squadron Attack: +1 per blue die over 3, -1 refund per die under 3. +1 point for a single black die.

Battery Attack: Here's where things got really tricky and I had to examine this in combination with the "Bomber" Keyword in order to get this to work:

- 1 blue die w/o "Bomber": [no change]

- 1 black die w/o "Bomber": +1 point

- 1 red die w/ "Bomber": +2 points

- 1 black die w/ "Bomber": +3 points

- 1 black and 1 blue die w/ "Bomber": +6 points

Additional Abilities:

Swarm: +1 point

Escort: +1 point

Counter: +1 point

Heavy: -2 point refund.

Using this model gives the correct points cost of every squadron. Personally, I think the B Wing is priced a little heavy, as the speed debuff should be worth a bigger refund, and the black+blue+bomber combo should not cost 6 pts, in my opinion.

Here's the named Pilots costs:

Luke Ability: +3 points

Wedge Ability: +2 points

Tycho Ability: +1 point

Dutch Ability: +3 points

Keyan Ability: +2 points

Howlrunner Ability: +4 points

Mauler Ability: +3 points

Soontir Ability: +3 points

Darth Ability: +4 points

Rhymer Ability: +3 points

1 Brace defense token: +2

- an additional Brace token: +1

1 Scatter defense token: +2

Keyan's Battery Upgrade: +1 point

Darth Squadron Attack Upgrade: +2 points

Rhymer Squadron Attack Upgrade: +1 point

Nice work!

wow, very nice work, dont think I would have had the patience to do this

This has been my estimate for most things as well when doing my squadron cards. Glad to see I am on the same page. Good work.

Edited by Wes Janson

why wouldn't the blue + black combo be worth two black bomber dice?

Blue bomber dice have the same 75% chance of inflicting damage as the black, with the added benefit of the no damage sides being accuracy and the drawback of not spiking.

I'd be all for cheaper B-wings (love the lil buggers), but its already hitting basically twice as hard as a Y for 140% of the cost (+1 anti-squadron, +not heavy, -1 health and -1 speed). Any cheaper and there's very little reason to run the humble Y.

Edited by ficklegreendice

Nicely done dude, this will be a handy resource for people making homebrew squadrons :)

why wouldn't the blue + black combo be worth two black bomber dice?

Blue bomber dice have the same 75% chance of inflicting damage as the black, with the added benefit of the no damage sides being accuracy and the drawback of not spiking.

I'd be all for cheaper B-wings (love the lil buggers), but its already hitting basically twice as hard as a Y for 140% of the cost (+1 anti-squadron, +not heavy, -1 health and -1 speed). Any cheaper and there's very little reason to run the humble Y.

Bk=black die

Bl=blue die

Bm=Bomber ability

Well...I didn't stat out 2Bk/Bm combo because no squadrons currently have that attack schema.

But if they did, by my reasoning, and yours, they would be worth the same cost, yeah. I'd put them at 6 points.

I would pay 2 points more each to have B wings with speed 4 so they can keep up with their own ships even 4 points more.

also because a fighter that is slower then its transport would never be but into combat. or a DD that can't keep up with the CA .

Edited by ouzel

why wouldn't the blue + black combo be worth two black bomber dice?

Blue bomber dice have the same 75% chance of inflicting damage as the black, with the added benefit of the no damage sides being accuracy and the drawback of not spiking.

I'd be all for cheaper B-wings (love the lil buggers), but its already hitting basically twice as hard as a Y for 140% of the cost (+1 anti-squadron, +not heavy, -1 health and -1 speed). Any cheaper and there's very little reason to run the humble Y.

Bk=black die

Bl=blue die

Bm=Bomber ability

Well...I didn't stat out 2Bk/Bm combo because no squadrons currently have that attack schema.

But if they did, by my reasoning, and yours, they would be worth the same cost, yeah. I'd put them at 6 points.

Farlander has 2 black dice.

why wouldn't the blue + black combo be worth two black bomber dice?

Blue bomber dice have the same 75% chance of inflicting damage as the black, with the added benefit of the no damage sides being accuracy and the drawback of not spiking.

I'd be all for cheaper B-wings (love the lil buggers), but its already hitting basically twice as hard as a Y for 140% of the cost (+1 anti-squadron, +not heavy, -1 health and -1 speed). Any cheaper and there's very little reason to run the humble Y.

Bk=black die

Bl=blue die

Bm=Bomber ability

Well...I didn't stat out 2Bk/Bm combo because no squadrons currently have that attack schema.

But if they did, by my reasoning, and yours, they would be worth the same cost, yeah. I'd put them at 6 points.

Farlander has 2 black dice.

Ohhhh. I see what you're saying now.

So, basically, I costed Keyan's battery attack at 1 point higher than the normal B Wing. It is/was kind of a wash (or so it seems to me), whether 2 black dice are better than 1 black and 1 blue. In the end, I figured since he's a named pilot and his attack is considered better than a normal B Wing, it must be an "upgrade" (at least by the folks at FFG). So I costed it at 1 point higher than a normal B Wing, although to me, mathematically, I'm not sure I see a huge difference between the 2.

Wow, that actually really seems to work. I'm impressed (I remember that someone tried to work it out before and it ended up as something with half and third points and I just thought 'nope'.). That's pretty terrific Rocmistro, mate. Very well done! :)

Now I'll have something to double check Z-95's with and maybe look for what a TIE Defender would be like.

They should be dropped by 2 points and given a brace or evade token.

Nice work Rocmistro, I think you've cracked it or at least come so close as to make it useful.

Speed: +1 per point over 3, -1 refund per point below 3.
IMHO: Extra speed worth a point, reduced speed is worth more than 1 point refund (ie Speed 2 makes any squadron much harder to exploit, so Bwings should have been given 2 points back -again, this is IMHO)

Hull: +2 for the first hull point above 3, and +1 per hull point beyond 4.
IMHO: Fair price

Squadron Attack: +1 per blue die over 3, -1 refund per die under 3. +1 point for a single black die.
IMHO: Fair price

Battery Attack: Here's where things got really tricky and I had to examine this in combination with the "Bomber" Keyword in order to get this to work:
- 1 blue die w/o "Bomber": [no change]
IMHO: Fair Price
- 1 black die w/o "Bomber": +1 point
IMHO: Fair Price
- 1 red die w/ "Bomber": +2 points
IMHO: Fair Price
- 1 black die w/ "Bomber": +3 points
IMHO: Fair Price
- 1 black and 1 blue die w/ "Bomber": +6 points
IMHO: May often seem one too high as a percentage of entire ship cost, but can be a bargain with certain combos (Yavaris)

Additional Abilities:

Swarm: +1 point
IMHO: Fair Price
Escort: +1 point
IMHO: Possibly overpriced on all Squadrons that don't also have Counter (ie, all of them so far)
Counter: +1 point
IMHO: A Bargain, even better on Aces that can scatter/brace
Heavy: -2 point refund.
IMHO: A Bargain, I'd have been happy with a 1 point refund


In conclusion: I think I might like super versatile Xwings and Awings even more than I did before reading this page. :D

So, here's why I did this. Introducing, the Necro-Siths Faction!

Concept, using models from a certain other gaming company, I have built and painted a new faction.

Problem: physical items are at a premium, notably, plastic ship bases and command cups.

Solution: Have a larger portion of the fleet set up on "squadron" bases (mainly, X Wing and Tie Fighter bases as they are the most numerous). Make my capital ships using the Small Base ships since I have more of them (9 total small ships: 4 CR90's, 3 Nebs and 2 Glads) and make them "elite" ships. Also, have low "Command" values to make sure all players in a 3 player game can outfit their fleets and have enough command cups for everyone's ships.

manta%20wraith_zpsrhjjfko6.jpg

Basic Chassis: 6 pts.

+1 pt speed

battery: 1 black die with bomber: +3 points

brace: +2 points

cloak ability (see below): +3 points

Total: 15 points

cloak_zps8cwt2jkr.jpg

And then we have a larger attack craft that will sit by itself on a squadron base:

gunship_zpsuqogjatr.jpg

Basic Chassis: 6 points

hull upgrades: +3 points

squadron upgrade: +1 point

battery upgrade: +2 points

brace: +2 points

escort ability: +1 points

split firepower: +4 points

reanimation protocols: +4 points

Total: 23 points

And lastly, the "Screw with your neighbor" ship:

support%20shuttle_zpswvnwqlcc.jpg

Basic Chassis: 6 points

hull upgrades: +3 points

squadron attack refund: -2 points

brace: +2 points

scatter: +2 points

comm relay: +3 points

targeting relay: +3 points

jam signal: +2 points

Total: 19 points

I think the Gunship and Shuttle's abilities might be priced a little high, but with all their possible synergies, I thought it would be best to cost them conservatively. I'm open to other thoughts of course.

Edited by Rocmistro