Squadron fix idea: Squadron command option: Far Flank

By Blail Blerg, in Star Wars: Armada

The main problem squadrons face is their diminished returns against a list with all capital ships.

Now that I've played a little more, I now see there are certain setups where even if you spammed the board with fighter, you would not be able to catch and continue to kill most capitals easily. (There are definitely ways though.)

What about a variation to the squadron command:

When resolving a squadron order, you may, execute it as normal (close medium range), OR you may give a Far Flank order.

Activate a number of squadrons within distance1 of each other equal to half or the larger half of your squadron value. When moving these squadrons, they may not come into close-medium range of the ship that gave this order.

This gives us a half value use for squadron also. Like repair. and brace.

Sorry, I am a little confused on what this is supposed to do. Are you saying that you can activate any squadrons, equal to half, or larger half (this really confused me) that are within distance 1 of each other, and then they can move as long as they don't come into close-medium range of the ship that gave the order?

This seems really confusing and doesn't seem to really solve or add any gameplay value.

But I may just be reading it wrong....

I.. . Nope. . . No clue what this is trying to do. . .

No need to be snarky. It obviously allows activation of a group of squadrons (e.g. a Rhymer ball) outside the ship's normal command range. Only half the usual number (rounded up), and they can't approach the activating ship.

The purpose appears to be to help bombers chase down fast-moving starships, which is something they simply can't do right now.

No need to be snarky. It obviously allows activation of a group of squadrons (e.g. a Rhymer ball) outside the ship's normal command range. Only half the usual number (rounded up), and they can't approach the activating ship.The purpose appears to be to help bombers chase down fast-moving starships, which is something they simply can't do right now.

No need to be snarky. It obviously allows activation of a group of squadrons (e.g. a Rhymer ball) outside the ship's normal command range. Only half the usual number (rounded up), and they can't approach the activating ship.

The purpose appears to be to help bombers chase down fast-moving starships, which is something they simply can't do right now.

Ok, if this is what the OP was describing, than that makes more sense. I wouldn't mind if this was in the form of an upgrade, or even a commander ability, but I do not think that this should be part of the standard rules.

I'm not sure there's a need to rewrite rules. Perhaps what is suggested above could be is an upgrade card to allow units to do something like that.

I'd wait till Wave 2 comes out to see if anything in there helps squadrons before I'd want to see revisions to the base rules.

I'm not sure there's a need to rewrite rules. Perhaps what is suggested above could be is an upgrade card to allow units to do something like that.

I'd wait till Wave 2 comes out to see if anything in there helps squadrons before I'd want to see revisions to the base rules.

This man right here knows what he is talking about :D

We should hold off on coming up with more rules/alterations to current rules, until we see how the game plays at the level it was meant to be played at (400 points).

Plus, this is a fleet battle and squadrons (except very few that will come in Wave 2) aren't meant to operate on their own at full efficiency. I can understand that the range based on the minis doesn't seem to make sense in terms of comms though :P Somebody talked about it being jamming frequencies and only by being close would the signal be strong enough.

Also, I imagine that the scales of the models is much bigger (for details and pleasure of the eyes) than they appear and that ranges are actually quite larger than they appear. This is a spaceship battle and I would beleive that guns can shoot farther than 2.5 kilometers (going with the size of the Victory compared to the size of the range ruler).

One should also consider that there is a very possible chance that there is an upgrade card that will let squadrons be commanded from close-long range.

One should also consider that there is a very possible chance that there is an upgrade card that will let squadrons be commanded from close-long range.

Theres is Boosted (Signal?) from the MC80 expansion that looks to do just as much.

Oh, the elusive MC80 kiting away with Boosted Signal and Slaved turret, I can't wait to play with that :D