Does FFG hate fighters?

By landorl68, in Star Wars: Armada

Space combat for fighters is based on ww2 fighter combat. The capital ship was a mixture of 17-18th century naval combat mixed with carrier doctrine in ww2

Then Armada does a poor job of portraying the carrier aspect.

Because Its Abstracted. In Space.

No. By it's very nature carrier nature is a radical departure from what came before. If squadrons were modeled at all on carrier warfare, they would operate independently, at ranges far exceeding gun range.

That would be **** boring - and not at all SW.

Hench my claim that SW in general, and Armada in particular, has little to nothing in common with WW2 warfare at sea.

Anyway. Very tangential.

I have been under the impression that FFG was building cornerstones for the Armada Meta.

The first being the Carrier Cornerstone, aided by ships like the Yavaris, Gallant Hope, and MC-80 Command Cruiser, that focus on fighter heavy combat.

The second being the Strike Cornerstone, that features fighter light / Fightless fleets.

I don't know what the other cornerstones are, ( if they have even been introduced yet.)

The move OR shoot is not particularly thematic for me but I appreciate what it does for the game. The thematic reason I do give myself for it, as that the squadrons don't just point themselves at a cap ship and fly straight in. Instead they organize for an attack run by getting in formation, approaching from the optimal direction, and then getting back out. This all takes time and hence move OR shoot. Moving just gets them in the vacinity. The shoot is the combat run itself. It's just abstracted so we don't track it's movement on the board.

The reason that cap ships allow move AND shoot, is that a ship officer is doing the work of organizing the squadron, helping it take ideal vectors and choose targets vs the squadron leader needing to do this from the cockpit. Yavaris flight officers are particularly good at identifying weak spots and guiding pilots.

In a similar vein, this org downtime also explains why fighters don't seem to move as fast as we might think they should. They're all capable of moving faster, but organizing the squadron takes some time. It's why Corrupter can make bombers go faster. The corrupted flight officers are particularly good at guiding those squadrons to destinations. But those same bombers don't retain their "speed" when not receiving guidance (squad commands).

Edited by Tranenturm

One thing I don't like, is the 1/3 only of total points is allowed to be used on squadrons.

Why not alter it to that it is the total number of Squadron Commands of all ships in your fleet, that dictates how many squadrons you take.

So if you have like 9 Squadron Commands in total in your whole fleet list, then you can maximum take 9 squadrons.

This way people can have fun trying to maximize the number of squadrons they have in their fleet, without worrying that they might pass the magical 1/3 point restriction.

This could give incitement to have ships with high Squadron commands in preference to low Squadron commands, I.e Nebulon B. versus MC30.

It would also reflect that some ships do carry more squadrons on board than others. (Everybody with the smallest insight into the EU, knows that a ISD can carry 6 squadrons, while a MC80 can carry 3 squadrons)

Just another wacky idea from the Kiwi Rat

Edited by Kiwi Rat

Kiwi, the problem with that is that reb fighters have hyperdrives, so you could totally have a reb fleet augmented with squadrons from say a nearby hidden base, that got to the battle on their own.

Kiwi, the problem with that is that reb fighters have hyperdrives, so you could totally have a reb fleet augmented with squadrons from say a nearby hidden base, that got to the battle on their own.

The Empire has the TIE Advanced + what ever comes along the way, the Rouge expansion pack, Wave 3, Wave 4 etc... ???

So we are kind of back to square one on that.

To be or not to be an Assault Gunboat that is to have a Hyperdrive :) :) :)

Kiwi, the problem with that is that reb fighters have hyperdrives, so you could totally have a reb fleet augmented with squadrons from say a nearby hidden base, that got to the battle on their own.

True, but that limits them to operating from those limited hidden bases, rather than the full deep strike capability of a fleet carrier. It's not brought up in the movies (which kinda love to make a billion things happen in a day and a half), but the EU constantly talk about how annoyingly bad for pilots it is to make long journeys stuck in the cramped cockpit of their X-Wing, etc. I like the idea of squadrons being limited not be an arbitrary number, but by the squadron value you can bring to the table by your ships. Of course, I'd also love to see an upgrade card or two that gives "free squadrons" based on that ship's point squadron value, so we could see more fighters in the game.

Edited by Alpha17

generally no. Larger ships = larger engines.

Given an engine's power (supposing that power be proportional with engine dimensions), speed depends on the ship's mass the engine have to accelerate, actually.

Is it just me or can ships in general be faster on the move than Squadrons?

I mean I.e. B-wings can only move 2, while the coming ISD can move 3 and can therefore basically leave B-wings in their wake.

CR90 or Raider is just as fast, if not slightly faster, than the TIE Interceptors or A-wings.

I always had the perception, that Starfighters (Squadrons) in the Star Wars universe always could outpace larger ships.

I know the relative confined gaming area, means that both sides ships in essence, have nowhere to run to, but how much influence thus this abstract difference in speed between Ships and Squadrons have on the game and should squadrons be able to move further per turn than they do now.

Especially when the gaming area has to be larger due to the up-sizing in points.

So please any one enlighten me, a rather baffled Kiwi Rat.

Fighters superiority (speed-wise) is all about acceleration: how long does it take you to move an ISD from speed 0 to speed 2, especially considering the long command chain? It's 3 turns before you increase speed by 1 + another one if you hadn't saved a speed token beforehand.

Now: A wings will change speed from 0 to 5 right the same turn you decide that that's your will. Also consider that fighters move at intermediate speeds (you can move fighters anywhere in between speed 0 and their maximum speed), which gives an extra pro for extreme unpredictability.

Lads,

I created a list with all that is needed to boost Imperial fighters as much as possible, that is Corrupter + Flight controllers + Chiraneau + Rhymer blablabla.

Now: considering that TIEs are extremely fast (bombers have a basic speed of 4), to what avail should I spend points on being able to move them at speed 5 + having them shoot at mediu, distance?

I just see an advantage provided by Flight controllers when using Chiraneau, thus to increase speed of "un-pinned squadrons" from 2 to 3.

Advice welcome.