Haven't played in a while, what did I miss?

By HERO, in Star Wars: Armada

I'm would be in favor of another 100 points. My only concern is what really skewed fleets look like at that point level.

Well whilst you all add flotillas.

I am adding two MC30 and rolling with 5 MC30's a TRC90 and Tycho. Cant go without Tycho.

So dont add points. Its not more room for support units.

I'm still against it.

Take pride in your picks, calls and decisions.

Getting everything you want isn't as challenging.

Not sure how getting 100 more points is getting everything you want :D At best it's another ship with a few more squadrons.

Then stick with 400. If you can't get everything you want under either, then stick with the quicker game :D

I'm would be in favor of another 100 points. My only concern is what really skewed fleets look like at that point level.

Well whilst you all add flotillas.

I am adding two MC30 and rolling with 5 MC30's a TRC90 and Tycho. Cant go without Tycho.

So dont add points. Its not more room for support units.

See gink nailed my concerns

I'm would be in favor of another 100 points. My only concern is what really skewed fleets look like at that point level.

Well whilst you all add flotillas.

I am adding two MC30 and rolling with 5 MC30's a TRC90 and Tycho. Cant go without Tycho.

So dont add points. Its not more room for support units.

+++ DtO Bonus points (490pts) +++

++ Rebel Fleet (Standard) (490pts) ++

+ CR90 Corvette (233pts) +

Intel TRC90 - CR90 Corvette A (71pts) [Turbolaser Reroute Circuits (7pts), •General Dodonna (20pts)]

Intel TRC90 - CR90 Corvette A (51pts) [Turbolaser Reroute Circuits (7pts)]

Intel TRC90 - CR90 Corvette A (60pts) [intel Officer (7pts), Turbolaser Reroute Circuits (7pts), •Jaina's Light (2pts)]

Intel TRC90 - CR90 Corvette A (51pts) [Turbolaser Reroute Circuits (7pts)]

+ MC30c Frigate (192pts) +

Heavy TRC30 - MC30c Scout Frigate (100pts) [Assault Proton Torpedoes (5pts), Intel Officer (7pts), Ordnance Experts (4pts), Turbolaser Reroute Circuits (7pts), •Admonition (8pts)]

Heavy TRC30 - MC30c Scout Frigate (92pts) [Assault Proton Torpedoes (5pts), Intel Officer (7pts), Ordnance Experts (4pts), Turbolaser Reroute Circuits (7pts)]

+ Rebel Transport Flotilla (65pts) +

GR-Slicerbeams - GR-75 Medium Transports (33pts) [Phylon Q7 Tractor Beams (6pts), Slicer Tools (7pts), •Bright Hope (2pts)]

GR-Slicerbeams - GR-75 Medium Transports (32pts) [Phylon Q7 Tractor Beams (6pts), Slicer Tools (7pts), •Quantum Storm (1pts)]

Just from my experience from playing a lot of other games, (40k, WFB, Warmahordes etc...) raising the points actually helps stop skews lists from being so powerful. Skew lists works against all comers lists because the idea is to overload one aspect of the game, in this case the example most of you are talking about is numbers. Raising the points helps combat this because it's makes it more likely people can take what they want and still have enough left over to cover certain bases against skews. Lets say you want to take a 2 ISD list in the current 400 point format. More than likely you'll get eaten by heavy numbers lists like DeMSU. If you raise the points by another 100, yes DeMSU can take another 100 points in small ships like raiders, but now so can the 2 ISD list which actually helps a bit more because the ships ratio actually drops more. Instead of 2-1, it'll more likely drop to about 3-2. Smaller lists actually help skews because it is less likley for you to have the answer to them with the limited resources.

Note though that there is a point where is you make the game too big you can go too far and people can create something monstrous or you completely unbalance the game. Examples of this were when you could spam tons of choices in WFB once you hit 3k points (for those familiar with that game). I don't think you'd actually have that problem until you start pushing 700-800 points in Armada because at that point I would see the table get too clogged and i firepower, high durability ships, would probably turn the game into something like a tower defense exercise.

Just from my experience from playing a lot of other games, (40k, WFB, Warmahordes etc...) raising the points actually helps stop skews lists from being so powerful. Skew lists works against all comers lists because the idea is to overload one aspect of the game, in this case the example most of you are talking about is numbers.

Those games have an organisational structure to army building. So as you increase the points you force players to Generalise as they have to start taking units in that structure that don't work to the skew concept for the list. About the only effect you have here is you diminish the effect of Unique cards as the ratio they cost to the overall points diminishes. So Demo that costs 25% of 400 will cost 20% of 500. From that there will be some Fleet Building Strategic changes to the game, maybe not as significant though as you would have it?

Now this is not to say that 500 points wouldn't be a nice change, produce different styles of lists. Taking more toys, or for that matter less, isn't bad by its nature. 400 points isn't perfect, it's just what we are used to. I do agree that there is a top limit and perhaps a lower limit too.

Just from my experience from playing a lot of other games, (40k, WFB, Warmahordes etc...) raising the points actually helps stop skews lists from being so powerful. Skew lists works against all comers lists because the idea is to overload one aspect of the game, in this case the example most of you are talking about is numbers.

Those games have an organisational structure to army building. So as you increase the points you force players to Generalise as they have to start taking units in that structure that don't work to the skew concept for the list. About the only effect you have here is you diminish the effect of Unique cards as the ratio they cost to the overall points diminishes. So Demo that costs 25% of 400 will cost 20% of 500. From that there will be some Fleet Building Strategic changes to the game, maybe not as significant though as you would have it?

Now this is not to say that 500 points wouldn't be a nice change, produce different styles of lists. Taking more toys, or for that matter less, isn't bad by its nature. 400 points isn't perfect, it's just what we are used to. I do agree that there is a top limit and perhaps a lower limit too.

Overall unit composition became less and less of an issue in 40K over time as unit composition rules changed, in a way that made lists more susceptible to skew (the community has to self-impose certain rules now to combat "cheese" in design without banning units).

One of the key things that would help in Armada is separating the ship and squadron fleet points entirely. This would allow players to build fleets that can fight ship-to-ship while also supporting squadrons. Just like the 300 to 400 jump increased the number of under-represented squadrons in the game,

If the game jumped to 400 points with 100 additional points dedicated for squadrons only, we'd see a change that probably focused on adding in more large and medium ships. In fairness, some of those ships might seem like auto-includes in the current meta, but with some rebalancing for the new cost point it could really promote a greater degree of fleet diversity.

Me and my friend's are playing casual games at home, what we decide to do is simply throw a 6D to know the amount of point that we wil play. 1 - 250 pts. 2 - 300 pts. no large ship. 3 - 300 pts. 4 - 400 pts. 5 - 500 pts. and 6 - 600 pts. If we know that we don't have to much time to play we will limit to 400 pts. games. We really enjoy the fact that we never know before the roll the kind of game that we are about to play.

It's a idea like other's but it's bringing something fun and not repetitive for each day of game.

I know the first thing I'll be trying with floatillas is double MC80 AckbarBBs with Home One and Defiance :>

The only thing that prevented that from running rampant under my command in Wave 2 was the lack of activations. Oh man oh man oh man.