Hello guys !
So, this thread isn't to discuss upgrades that have a negative synergy between each other, but rather than to discuss the fact that, at a strategic level, upgrades that synergize with one another can actually hamper your fleet or bring completely nothing.
We all want to min/max, but am I the only one to feel that sometimes with Armada min/maxing opens up missed opportunities and big weaknesses in a fleet ?
Example : We all know how many anti-squadron dice Howlrunner + Flight Controllers + Interceptors or even regular TIEs throw, and I think that this is part of the reason why squadronless fleets were a thing during the time of GenCon.
We all know the usual build : Howlrunner + TIE Fighter + TIE Interceptor x 2 + Flight Controllers + Expanded Hangar Bays.
Compared to running a Vanilla 2 x TIE Fighters + TIE Interceptors, that is a premium of 30 points (6 + 5 + 11 +8) and quite literally overkill, and sometimes useless.
So, what at first glance seems like a decent synergy ends up being extremely specialized and redundant. Let's take a VSD for instance with 3 Squadron value to which is assigned a TIE Fighter wing. You could add flight controllers for 6 points for a cheap extra anti-squadron dice (3 total) or you could upgrade to Howlrunner for 8 points for 2 extra anti-squadron dice. Or you could upgrade to Expanded hangar bays and add another 3 blue dice through another TIE Fighter, for 13 points total and you throw in an extra anti-squadron.
In essence, the 3 options add a similar effect for a similar cost, but each provide their own unique twist :
- Flight Controllers is the cheapest
- Howlrunner adds some defense tokens, especially the strong Scatter, at the expense of less damage
- Expanded Hangar adds 3 more squadron hull and an extra anti-ship dice
My point is, have you felt that sometimes combos seemed a lot redundant, and started to look at them as multiple ways to achieve simiar results but each giving their own specifics ?
I know that the example I took is specifically linked to squadrons, but I'm sure there are other ways. Once again, I'm looking at things at a fleet wide perspective and how it integrates to the unknown of not knowing what your opponent will field, not as a ship (or ship+squadron) build.