Lando Calrissian Squadron

By bleezy, in Star Wars: Armada

lando_squadron2.jpg

Hey guys, here is my custom Lando squadron. This card represents Lando as a general, commanding the attack on the second Death Star. He isn't a rogue, so if he activates in the squadron phase he cannot move and attack. However, he essentially has a squadron value of 2, so any squadron he activates will be able to move and attack, regardless of the phase. He has Bomber and powerful anti-ship armament to represent his ability to destroy the Death Star's central reactor.

What do you think? Is he costed fairly? I want to use him for a special Battle of Endor scenario, but I'm not sure if he should be more expensive for a standard competitive game.

I like thea idea but seems low cost for the 2 squadron command, it can basically turn 1 squadron command from a ship into 3

I like thea idea but seems low cost for the 2 squadron command, it can basically turn 1 squadron command from a ship into 3

Yeah, actually he seems close to Nym, plus the utility of Expanded Hangar Bay (and the utility of Boosted Comms in some situations) plus the ability to get a large number of activations very early in the squadron phase. He might be better costed around 27 points.

I think its kind of weird, that I the other day thought, that Lando's main ability in the Millinium Falcon, should be activating other squadrons.

Well that saves me the time writing a post suggesting that ;)

PS: Feel the Anti squadron dice should be the same as the Han Solo version, dosn't seem right that the firepower is less, when it still carry the same weapons.

It might be worth making the Millennium Falcon itself unique and clarifying that only one of them can be on the table at a time or else it would be legal to run both Han Solo and Lando in clone Millennium Falcons.

"While Lando is activated, each other squadron at D1 gains the Rogue keyword."

Interesting idea, tho I like keeping it scoped to a small number of squadrons that then are activated at the top of the squadron phase with temp rogue .... so at D1 and say 2 squadrons otherwise a blanket D1/D2 would make any ol Rhymer ball look like an amateur!

Also 22 points? Eh ... no. More like 40. After all you're into tricked out GR75 territory here.

I sort of wish they did a little bit more with squadrons in Armada. Docking Hyperspace Astromechs Co-pilots all of those mechanics could have some real good effects on the game. But we don't so oh well.

I sort of wish they did a little bit more with squadrons in Armada. Docking Hyperspace Astromechs Co-pilots all of those mechanics could have some real good effects on the game. But we don't so oh well.

Well, it's an entire new game then! ;)

Alternatively he could act as a squadron activation relay- any capital ship could activate squadrons within medium range of itself, or within medium range of Lando. This would have the same thematic feeling but it would be a much less powerful effect.

Nice idea, but as others have said, 22 points is way too cheap for something that gives 2 squadron activations. And as Kiwi Rat said, it should really have the same dice and stats as Han (its the same ship).

Where does one get blank armada cards to make their own? I'm looking to do a ship and a squadron.

They don't need to have the exact same stats as Han. Perhaps Han is better at dogfighting, so he gets more use out of the same weapons load out.

First of all, I love the idea of the 'Gold Leader' Lando. Now, armament, I actually like a Han equivalent armament given that Lando's version had a full gun crew and sure nailed some Imperial ships quicker than Han did in the films. I do think the points should go up a tad. I can see D1 Rogue being a thing, or even just an intel toting sort instead (though I prefer Rogue). You'd need a pretty concentrated ball with an HWK to get the most out of that (about ~40pts for the pair).

And for the record, on the normal card there is no 'range 1-2' it's 'at distance 2' or at 'short range'.

I sort of wish they did a little bit more with squadrons in Armada. Docking Hyperspace Astromechs Co-pilots all of those mechanics could have some real good effects on the game. But we don't so oh well.

I know! I would love to better represent fighters in Armada.

First, I'd love for fighters to take all sorts of cool upgrades and unique abilities. You could make every squadron feel unique!

Then, we should get rid of the pesky points cap on squadrons. In fact, you should be able to run an entire fleet of nothing but squadrons if you want!

Because we're dealing with larger numbers of squadrons, we should probably increase the size of the models to make them easier to see and move around.

And speaking of moving around, we should probably change the squadron movement rules to make each one do unique maneuvers.

And if we're going to increase the size of the fighters, we should also increase the size of the capital ships to keep the scale a bit more consistent. This may cause some size issues with the larger ships, but I'm sure we can work it out later.

And voila: a new version of Armada with improved focus on squadrons:

01419-ships.jpg

I sort of wish they did a little bit more with squadrons in Armada. Docking Hyperspace Astromechs Co-pilots all of those mechanics could have some real good effects on the game. But we don't so oh well.

I know! I would love to better represent fighters in Armada.

First, I'd love for fighters to take all sorts of cool upgrades and unique abilities. You could make every squadron feel unique!

Then, we should get rid of the pesky points cap on squadrons. In fact, you should be able to run an entire fleet of nothing but squadrons if you want!

Because we're dealing with larger numbers of squadrons, we should probably increase the size of the models to make them easier to see and move around.

And speaking of moving around, we should probably change the squadron movement rules to make each one do unique maneuvers.

And if we're going to increase the size of the fighters, we should also increase the size of the capital ships to keep the scale a bit more consistent. This may cause some size issues with the larger ships, but I'm sure we can work it out later.

And voila: a new version of Armada with improved focus on squadrons:

01419-ships.jpg

*slow clap*

since not enough +1's exist for the sarcasm here.

Where does one get blank armada cards to make their own? I'm looking to do a ship and a squadron.

To make this card I used a Photoshop template that was posted on BGG by RogueKnight. Check it out here: https://boardgamegeek.com/thread/1355130/armada-templates

Neat idea. One slight improvement. Millennium Falcon should be unique in itself, so you wouldn't be able to use Han and Lando at the same time.

Edit: I missed that this was already mentioned. I'll just fade back into the background.

Edited by WuFame

lando_squadron2.jpg

Hey guys, here is my custom Lando squadron. This card represents Lando as a general, commanding the attack on the second Death Star. He isn't a rogue, so if he activates in the squadron phase he cannot move and attack. However, he essentially has a squadron value of 2, so any squadron he activates will be able to move and attack, regardless of the phase. He has Bomber and powerful anti-ship armament to represent his ability to destroy the Death Star's central reactor.

What do you think? Is he costed fairly? I want to use him for a special Battle of Endor scenario, but I'm not sure if he should be more expensive for a standard competitive game.

Not an equal, but still useful comparison:

put him at the same points as han. Playtest with lando and adjust the points according to how much it affects your game compared to han. Granted that limitations of this comparison include the fact that each pilot works well with different lists. Also note taking one means u cannot take the other(only one falcon)(well I mean u could cause it's not official..)

I can see a corvette build being his best buddy as he and his henchmen only need one squadron command. S Tokens would also be awesome with him.

rulewise, if lando activates during squadron phase, does the squadrons he activate count toward the two squadrons a turn that each person activates?(eg I lando and lando activates 2 others, now opponent can move his 2 squadrons, then I move 2, etc.)

p.s. attacking*

Edited by Muelmuel

They don't need to have the exact same stats as Han. Perhaps Han is better at dogfighting, so he gets more use out of the same weapons load out.

I don't think they need the same dice either- Dutch flies a regular Y-Wing yet he has more anti-squadron dice, and many of the aces have extra anti-ship dice.

"While Lando is activated, each other squadron at D1 gains the Rogue keyword."

sadly that would do nothing for the other squadrons, because squadron activation takes place and ends during the ship activation and rogue happens in the fighter part of the game.

They don't need to have the exact same stats as Han. Perhaps Han is better at dogfighting, so he gets more use out of the same weapons load out.

I don't think they need the same dice either- Dutch flies a regular Y-Wing yet he has more anti-squadron dice, and many of the aces have extra anti-ship dice.

also when lando was flying it it was in planned combat, with a full crew and gunners. :D

"While Lando is activated, each other squadron at D1 gains the Rogue keyword."

sadly that would do nothing for the other squadrons, because squadron activation takes place and ends during the ship activation and rogue happens in the fighter part of the game.

"When Lando is Activated in the Ship Phase, each other friendly squadron at Distance 1 of him gains the Rogue Keyword until the end of the turn."

Problem Solved.

A little tricky to Track. But Wording problem Solved.

It only works when he gets activated by a Squadron Command... Which means you need to ship-activate him... But that lets him coordinate others to be able to move-and-shoot come their turn.