So as I'm sure nearly everyone here is aware, squadrons are a contentious part of the game. There are some positive developments in Wave 2 (Rogues, Grit, higher hull point squadrons, etc.) that may see squadrons used more widely but at the very least going completely without squadrons is a legitimate and perhaps even strong build for the moment. When squadrons do see play, it's frequently large numbers of bombers (relying on a lack of serious enemy fighter squadrons to interfere with them), creating a kind of rock paper scissors arrangement. It's very meta- and matchup-dependent.
As a fan of Star Wars (which... I mean I assume all of us are, otherwise why are we playing Star Wars: Armada instead of something else?) it seems very jarring to set up for a game of Armada and see no to minimal squadrons on the board. There should be TIE Fighters zipping around and X-Wings shooting at them and all kinds of dogfighting and so on, yet there's just an empty place where all these 1 to 2-man spacefighters should be.
Concentrate Fire! had a great pair of articles about this:
http://concentratefire.blogspot.ru/2015/09/quicker-easier-more-seductive.html
http://concentratefire.blogspot.com/2015/09/the-other-path.html
Even the second article which argues for some reasons for including more squadrons comes down to "you can find some means of overcoming some of the downsides of a squadron-heavy list if you're careful." It also recommends (wisely) including primarily anti-capital ship squadrons (i.e. bombers, primarily), as capital ships are the core of Armada.
This comes down to the fact that you know your opponent is bringing capital ships. You win the game when your opponent has no capital ships. Thus having more of them and having more activations of them is useful in a number of ways (both as a buffer to losing and an active means towards winning by out-activating your opponent). In an extremely imbalanced fantasyland where there was no limit on squadron points and you only lost once every single model was tabled (not just capital ships), you might hesitate to bring a Victory-class Star Destroyer knowing that the other guy might bring a fleet of only bombers, rendering your big front arc basically worthless and now you're relying on your miserable 1 blue anti-squadron flak dice. That example sounds ridiculous, but it is exactly the situation that anti-squadron fighters are in right now - if your opponent shows up with no squadrons at all, those TIE Interceptors are hot garbage that could've been something much more useful (this is a less-pronounced but still extant problem for the more well-rounded Rebel squadrons). This is also true of any other capital ship upgrades that deal with enemy squadrons (like Point Defense Reroute or Quad Laser Cannons or Ruthless Strategists or the like) and to a lesser extent true of points "spent" on capital ship variants with superior anti-squadron firepower compared to other variants that are more dedicated to anti-capital ship attacks (if only slightly).
So I've been pondering the situation and I think the simple way to make the squadron list decision less of a crapshoot (particulalry for dogfighter squadrons as opposed to bombers) is to look into making changes that ensure that both capital ships AND squadrons are present in games of Armada on each side. All it would require is three changes:
- When a points size is determined for a game, each player may spend those points only on ships and upgrades (herefore known as "ship points").
- In addition, each player receives 25% of the points value of the game in bonus points that can only be spent on squadrons (herefore known as "squadron points"). For example, in a 300 point game, you will have 75 squadron points and in a 400 point game, you will have 100 squadron points.
- When determining the total number of points for each fleet, add the ship and squadron points together to determine which player gets to determine initiative.
I'm not married to the 25% just in case anyone wanted to flip the 1/3 we currently have as a limit into bonus points instead.
Basically, this means everyone is bringing squadrons. They become an important part of determining your fleet composition and you better make sure your squadrons support what your ships would like to do and vice versa. Don't care much about squadrons? Keep your current 300 point list and use your squadron points on cheap fighters and rogues. Do care about squadrons? Buff them up with squadron upgrades on ships (Expanded Hangar Bays, Corrupter, Yavaris, Adar Tallon, Flight Controllers, Boosted Comms, Wing Commander, etc.). Want to run a bunch of bombers? Make sure your capital ships have the anti-squadron flak power to shoot down enemy fighters that try to stop them.
Basically it would mean you're never disadvantaged by taking squadrons because the points pool you draw them from is entirely separate from the points pool for ships. Plus it means bigger games, which are fun
.
Just putting it out there. My buddy and I have been thinking about running this as a house rule, but I figure it can't hurt for others to consider it as well. Hell, maybe someone from FFG can give it some consideration.
Edited by Snipafist