So I'm all for an amazing Executor Super Star Destroyer for Armada, being an Imperial Centered player. But the one key point that needs to be solved is balance.
I think the other thread on the ship beat this topic to death. Basically, it's one of two things:
- FFG decides that the ship was more of a 'command ship'/carrier literally...with little or no armament, itself...nor even game-breaking shields or defenses...just a TON of fighters and command and control/fleet support abilities (IMHO, unlikely, but certainly the easiest way to handle it)
- Armada gets its own 'Epic' scale, with doubled everything (more problematic to my mind - where on earth could you possibly find 12' x 3' of play space?!), and the ship is the nightmare super-battleship so many people (and certainly the EU) seem to want. But, obviously, only playable in Armada-Epic...not regular-scale or tournament games.
So, I've seen a fair bit of discussion on how you'd treat the SSD to keep it balanced. There's the obvious high points cost, but who wants a ship that makes your navy a single ship versus a flotilla?
There's the valid point of the insane levels of armor, shielding, and weapons this beast would carry.
There's also the concern of size, even given the sliding scale.
To these points, I'd have to say;
1. Size of the miniature: I feel the size is a non-issue. I have the Collector Fleet electronic SSD, and it's about the length of the X-Wing Corvette. I don't think it would break the game that badly size-wise to scale it up just a bit beefier, maybe another 4 to 6 inches or so longer. This should drop the price point at around the same range as the X-Wing Corvette (perhaps 50.00 dollars higher?). A little steep, sure, but hardly a bank breaker.
2. Points cost: I don't have the cards in front of me, but I feel safe in saying if you fielded this beast, the rebel player is probably dropping 2 to 3 MC-80's, several CR-90's, a couple of Assault Frigates, etc. Say, between 2 to 4 of each rebel ship out so far? So yeah, I trust FFG to make the points cost fall in line to balance.
3. Making it balance: Now here we probably have to think outside the box. I don't like the idea of just giving the SSD an insane cost and calling it a day. However, I've seen some talk in the threads about how we might treat Platforms and Space Stations, and it got me thinking. What if...
Instead of giving the SSD an insane shield and hull code, we were to split the ship into zones, and give each hull zone properties. Essentially, treat each section as if it were a ship. Each section would have its own hull code, shields, fire arcs, as well as some synergistic abilities. Players could hammer down and disable/destroy sections of the ship, reducing it's overall effectiveness, while still keeping it on the table and having it be a threat.
It would also add a thematic element to its role in the game. Aft section destroyed; ship can no longer maneuver and weapons in this arc can no longer fire. Forward section destroyed; weapons in this arc may no longer fire, command dials and may no longer be used, commander removed from game (symbolic of the bridge being destroyed). Not sure what to do for port and starboard, but I'm sure something could be cooked up.
Myself, I think I'd prefer this over seeing it come out with insane numbers of attack dice that all fire every round until you chew through its 6 point shields and then do like 18 to 24 damage to its hull.
Just a thought.
Wow thank you guys, great points all around. That would be something I'd be satisfied with those rules if i played as Rebels
... is how big it'll be too we think.