Hints at the Squadron Points Formula?

By Tirion, in Star Wars: Armada

Now I'll preface with it is entirely possible that each faction has a different formula although I find this unlikely. So with black squadron and the yt1300s we now have two squadrons with identical dice against ships and squadrons. They also have identical keywords. The only thing separating them are their speed and hull. I'm sure we all know the stats but here is a quick review;

SPEED HULL POINTS
Black Squadron 4 3 9

Yt1300 2 7 13

From these numbers we can infer that hull are worth a lot more than speed. Because for the YT1300 to be 56% more expensive even after the lowered speed, I'm thinking hull maybe the most influential thing when it comes to a non ace's point cost.

Edited by Tirion

Yt1300 has escort

I was thinking about rogue not black squadron so ignore

Edited by Ginkapo

Also, Black Squadron is unique (that allows it to be cheaper) and is imperial (that matters as well)

Also, Black Squadron is unique (that allows it to be cheaper) and is imperial (that matters as well)

So let's break down the YT 1300.

7 hull = 7 points

Speed is 1 point per 2 speed.

Escort is 2 points

Blue As dice are half a point per

Blue Battery dice are half as well.

Counter is 1 point per

Hmmmm 1 point short on that for Black Squadron. . .

Also, Black Squadron is unique (that allows it to be cheaper) and is imperial (that matters as well)

Unique may be another variable but I acknowledge and doubt the imp difference.

Also, Black Squadron is unique (that allows it to be cheaper) and is imperial (that matters as well)

So, we can see that 4 Hull is worth 1 point per hull.

So let's break down the YT 1300.

7 hull = 7 points

Speed is 1 point per 2 speed.

Escort is 2 points

Blue As dice are half a point per

Blue Battery dice are half as well.

Counter is 1 point per

Hmmmm 1 point short on that for Black Squadron. . .

How do we see that hull is 1 point per? We have to take into account the lower speed.

I don't think we can derive a flat out formula. It isn't just about hull, speed, special abilties, Imperial vs. Rebel, and ace status. It is about how all of those abilities fit together.

There's also a huge problem in every game at the very low cost level because there isn't much room for granularity in costing. This can show up when a unit's abilities come up to about 12.5 points in value. If you cost it 12, it will get overused. If you cost it 13, it will likely be underplayed.

Unique should be a minimal effect on cost. That basically means if you want to aggressively cost something, at least no one can spam it.

Unique should be a minimal effect on cost. That basically means if you want to aggressively cost something, at least no one can spam it.

Rieekan.

And thats why factions matter.

Yavaris, Independance, Adar, Toryn, Kallus, impetus, Instigator, Warlord, Tarkin and Garm

Unique should be a minimal effect on cost. That basically means if you want to aggressively cost something, at least no one can spam it.

Rieekan.

And thats why factions matter.

Yavaris, Independance, Adar, Toryn, Kallus, impetus, Instigator, Warlord, Tarkin and Garm

Exactly my point. That's why there cannot be a magic formula. All of it has to be taken together.

I don't think we can derive a flat out formula. It isn't just about hull, speed, special abilties, Imperial vs. Rebel, and ace status. It is about how all of those abilities fit together.

This. The best you'll ever get is pretty close, because no formula is going to account for how staggeringly good escort, counter, and scatter would all be together, or how much more important speed is on anti-squadron ships than on bombers, or for any of the unique abilities, etc.

They're definitely going to be costed differently across factions too: the quintessential example is Rhymer and B-Wings, but imagine how good Fel would be with Haven; Mauler with Adar; Howlrunner interceptors with Yavaris; B-Wings with Corrupter/Chirpy; YT-1300's with Fel and Vector. The faction's options matter a LOT in designing and costing the squadrons.

Once you figure out each squadron's hypotenuse, then you can figure out the point formula.

I think they have a magic formula that gives them the starting cost before play testing starts. Then they massage the number as the unit is played until they feel it seems about right.

I don't think we can derive a flat out formula. It isn't just about hull, speed, special abilties, Imperial vs. Rebel, and ace status. It is about how all of those abilities fit together.

This. The best you'll ever get is pretty close, because no formula is going to account for how staggeringly good escort, counter, and scatter would all be together, or how much more important speed is on anti-squadron ships than on bombers, or for any of the unique abilities, etc.

They're definitely going to be costed differently across factions too: the quintessential example is Rhymer and B-Wings, but imagine how good Fel would be with Haven; Mauler with Adar; Howlrunner interceptors with Yavaris; B-Wings with Corrupter/Chirpy; YT-1300's with Fel and Vector. The faction's options matter a LOT in designing and costing the squadrons.

Everything above. Both quotes.

Also, even if there is a formula, I'm sure they tweak after playtesting. So it may start at whatever the formula says, but then they gotta see if its too high or low by putting it on the table.

Also what about individual abilites? Why is howlrunner worth more than Mithel?

I don't think we can derive a flat out formula. It isn't just about hull, speed, special abilties, Imperial vs. Rebel, and ace status. It is about how all of those abilities fit together.

This. The best you'll ever get is pretty close, because no formula is going to account for how staggeringly good escort, counter, and scatter would all be together, or how much more important speed is on anti-squadron ships than on bombers, or for any of the unique abilities, etc.

They're definitely going to be costed differently across factions too: the quintessential example is Rhymer and B-Wings, but imagine how good Fel would be with Haven; Mauler with Adar; Howlrunner interceptors with Yavaris; B-Wings with Corrupter/Chirpy; YT-1300's with Fel and Vector. The faction's options matter a LOT in designing and costing the squadrons.

Everything above. Both quotes.

Also, even if there is a formula, I'm sure they tweak after playtesting. So it may start at whatever the formula says, but then they gotta see if its too high or low by putting it on the table.

Also what about individual abilites? Why is howlrunner worth more than Mithel?

Howlrunner affects counter and normal attacks. Mithel can easily be locked down or well, was easily locked down.

Ok so back to the OP lets talk about non aces........