Imperial Lack of Diversity

By Crabbok, in Star Wars: Armada

I typically play Imperials most of the time. But lately I've played rebels a bit and I have got to say, I think they are far more diverse and fun than the Imperials currently. There is just something about playing Rebels that feels like I've got more actual choice when setting up a list. I'm not sure I can explain it well enough but I'll try.

When I play Imperials -

First, pretty much every Imperial List has to have at least 1 ISD. I mean it doesn't HAVE to, I've seen some Rhymerball Lists using Vics, and that is fine an dall, but then it's just going to be a RhymerBall list. And While there may be some variations of Rhymerball lists, to me, all Rhymerball lists just feel the same. I'm not really crazy about squadron heavy lists anyhow, so while I've done a Rhymerball once or twice, It's not something I prefer to do.

So assuming I'm not going squadron heavy, There's really only one way to go, and that's with an ISD centerpiece. Granted I can bring more than one ISD, but in doing that I've got problems having enough points for upgrades. I'd love to bring Vics, but they are so slow and lack maneuverability, I fear they just can't keep up next to any other Imperial ship. So I'm usually left bringing an ISD, Glad, and some Raiders. Maybe a vic. And all my lists end up going that way.

The new stuff doesn't feel like it'll really change much of how I do things either. Gozantis are going to be small and easily killed, similar to raiders in some respects. And Interdictors look like they are going to feel like Victory's in many ways. I don't think Waves 3 and 4 bring enough Diversity to the Imperial side, which is still short 1 ship compared to the rebels.

Summary - With only 4 ships out now, Most Imperial Lists seem to fly and strategize very similarly, and the new ships that are coming seem like they may end up being too similar to existing strategies. My big unknown right now is how impactful the special upgrades on the Interdictor will actually be. I would love an Imperial Heavy Hitter that isn't front-arc centric.

When playing Rebels:

I feel there is a ton more options. The upgrades that come on rebel ships allow for better choices in upgrade cards as well. For example, Turbolaser Reroute Circuits is almost a rebel-only upgrade since the only way Imps can use it is with Cpt Needa. This makes CR-90's very dangerous. The MC-30 is insane - you even have a Turbolaser upgrade slot on EACH model - so you can effectively use Ackbar and roll multiples of every color dice with it's side attacks! Or with Mon Mothma now you have extremely defensive ships that take significant focus fire to bring down - and they are fairly cheap too. Then you have the Assault Frigate which is probably my favorite ship in the game in terms of point value. Crazy tough, great offense from every angle, and it's only getting better next week with new upgrades (Paragon title with Spinal Armament looks to be amazing). The MC-80 is also awesome although it's actually one of the weaker ships in terms of value for the points. Still it's very defensive and can pack a great punch. The only real weak ship the rebels have had was the Nebulon, which really needed a title to be effective. But now with Wave 4, forward arc builds might become a very real thing and we might see a whole new category of rebel builds.

Summary - Seems like there are far more options. Not only having an extra ship, but also the existing ships have much better upgrades allowing for more roles for existing ships. Engine Techs on an MC80, or even on CR-90s for a double bumping swarm! Just way more diversity overall and crazy new options coming which seems to synergize with that diversity even more! Double Turbolaser upgrades WHAT?!?!?!

Did I do a good job of explaining why I feel the rebels have way more diversity in terms of fleet design? Do you feel the same way?

I sense you are providing your own limits.

Tldr you're constraining yourself

This has been said a couple of times, and I think the consensus is you aren't wrong, but STAR WARS. I think the quote goes something like, "If the Imperials needed a Carrier: Star Destroyer. A battleship: Star Destroyer. A Sentry Ship: Star Destroyer." And so on and so forth. The problem is that the lack of diversity stems from the very IP that we all love. For a galactic military force, a small number of mass produced multi-purpose ships makes total sense. But for a board game where you push a small force of tiny plastic models around a table it can lack "Diversity."

Edited by BrobaFett

It does not help that you are. This conundrum on the brink of wave 3/4 coming out.

Once they hit the shelves I think you will have this issue less.

As an Imperial player who recently splashed out on a Rebel fleet, I hear ya. When I play as the Empire, I often feel more restricted in terms of what I can field, whereas with Rebels I feel spoilt for choice.

However, I would say two things in response tot this. Firstly, with Imperials, and after some reflection, I think that what feels like a lack of options is actually a case of some strong, standard fleet designs that it's easy to revert to, where, if I get a bit creative, I can create combinations that are more interesting. Secondly, I think that wave four in particular will make a big difference to this. The Interdictor is not only an exciting ship in its own right with plenty of interesting options, but it's also just a solid medium-base ship that will work nicely with lots of combinations. It's a great support for an ISD at long-medium range, but equally it works nicely alongside Glads at close range.

So essentially, hang tight. Things are going to get fun. :)

The Interdictor adds game-changing gravity wells and major movement manipulation to the game... Flotillas add cheap tactical options.

When you are constrained to the recommended 400 points, you are forced to choose between an ever-growing wide choice of play styles.

I've said before, the existence of Rhymer and Demolisher is due to the overall lack of power and diversity in the Imperial set through Wave 2. While I'm looking forwards to the new stuff, it may not be competent gone until wave 5 at the earliest.

I've said before, the existence of Rhymer and Demolisher is due to the overall lack of power and diversity in the Imperial set through Wave 2. While I'm looking forwards to the new stuff, it may not be competent gone until wave 5 at the earliest.

I have done it in the past as well with dual ISD's and it works out, you just have to figure out how to do the things your are trying to do.

I mean, its not like they're a giant monolithic and faceless fleet, with ranks upon ranks of nameless, faceless, disposable craft, produced and built entirely for their ability to mass produce them, before any consideration on their actual fighting ability, or anything...

Because, y'know, lacking that fact, I'm sure it sucks that they're all the same.

Whenever I build rebel fleets they end up being a bit one trick pony, very good at it.

With my imp lists they are so much more capable of playing multiple facets. The imperial ships are Ll multidimensional, glads can be caerriers, mc30s cannot.

The MC30 is also insanely...fragile vs. certain things, like the XI7...one ISD with XI7...one wrong move and poof, from more or less fresh to dead.

Anyway, yes, Imps need more ships. The Arquitens I have high hopes for.

I don't think it's a lack of diversity that is the issue, just the Imperials have a MUCH steeper curve in learning synergies than Rebels and this will only be compounded with the arrival of wave 3 and 4. Having said that I think Imperial control lists come wave 4 are going to be brutally efficient.

The combination of Gravity Well upgrades, the current speed control Ion Cannons, Slicer tools and Konstantine mean the Rebels are going to need new tactics that are not reliant on going speed three at long range. (somewhat over simplification of rebel tactics)

Also, Slicer tools are going to royally mess with Rebel squadron commands, where we Imps have some very shiny Rogues who can be less bothered about that.

Edited by Englishpete

The MC30 is also insanely...fragile vs. certain things, like the XI7...one ISD with XI7...one wrong move and poof, from more or less fresh to dead.

Anyway, yes, Imps need more ships. The Arquitens I have high hopes for.

same. If we are going to get another frontal arc ship, I wouldn't mind it being a small maneuverable frontal arc ship. Maybe The Arquittens gets 1 Black, 2 Blue, and 2 Red in it's frontal arc and can go speed 3? Something like that might be pretty cool. Additionally I'd like a side arc ship to pair with non-demolisher gladiators in hopes of making a more diverse fleet.

I get the "theme" of the game is Star Wars, but I also think saying that is something of a copout. After all, FFG's other Star Wars games give the Imperial Player a wealth of options, comparable to the rebels. In a game with only a handful of ships per side, being down a whole ship feels rather significant. I'm really hoping they eventually come out with an extra Imperial ship to make up for it - even if it's like the Liberty, in that it's virtually the same as something else, yet it is built totally different.

I've said before, the existence of Rhymer and Demolisher is due to the overall lack of power and diversity in the Imperial set through Wave 2. While I'm looking forwards to the new stuff, it may not be competent gone until wave 5 at the earliest.

"competent gone"? Not sure what you mean by that but I don't think that the Imperials lack power. In fact, I game the challenge to Mikael Hasselstein to play without Rhymer or Demolisher and so far he has been doing good.

I have done it in the past as well with dual ISD's and it works out, you just have to figure out how to do the things your are trying to do.

Should have been "completely."

When you look at Rebel ships, you can generally build each one to perform multiple tasks as necessary. A generic TRC90 can also be passing tokens and commands around with Leia and Tantive IV as an example. The ship and squadron combinations can be built to really excel at multiple objective types, and to resound well to both Rebel and Imperial fleets in a variety of configurations.

Imperial ships and squadrons tend to lack this flexibility. The squadrons are largely hyper specialized and most of the ships are dependant on engaging Rebel fleets in rigidly defined ways at rigidly defined distances.

Demo and Rhymer broke these definitions, allowing Imperial players an opportunity to get some of that same flexibility lacking in the rest of our fleet options.

I only play imperials and I also feel that its constrained. But that eases with Wave3-4.

I assumed we were taking into account 3 & 4

I only play imperials and I also feel that its constrained. But that eases with Wave3-4.

As far as archetypes are concerned, I'm sure that Imperials actually have more power plays.

http://lkhero.blogspot.com/2016/07/armada-wave-34-archetypes.html

Take a look at these for a second:

Demolisher

Rhymer

Interdictor

Firespray

ISD

These elements completely change how the faction is played as a whole, and the amount of lists you can construct with these lists. One of the key take-aways is one of the new Wave 4 ships opens up a completely different playstyle, whereas the MC80 Liberty, not so much. It's still a big fish, and some like myself consider it underwhelming and fulfilling roughly the same roles as the other big ship, the Home One but to a lesser degree of flexibility.

The key difference between Imperials and Rebels in this game is that Imperials have single pieces that dramatically change the entire landscape of the game, whereas Rebels have more synergistic but less defining features.

Currently, IMHO, Imperials define the meta, Rebels merely mold to it.

I only play imperials and I also feel that its constrained. But that eases with Wave3-4.

Wave 3 gives the Imps a flotilla - a less desirable one than the Rebs get (cost).

Wave 4 gives the Imps a VERY BRIGHT NEW TOY. All 4 of the Exp Refits are very interesting. And the Interdictor aint a bad ship either.

Especially when it is doing something that the Rebels simply Flat out, have no Equivalency of....

I feel people ignore ships on the Imperial side. Like the GSD 2, the VSD 2 and even the Raider 2.

They don't seem optimal to people it seems and sometimes I agree but some styles of lists like them. I think we may see more of each in the future.

The existence of Admiral Screed and Ozzel make for some VERY interesting fleet combos that are otherwise not very smart moves to make. I think tasty ion-crit builds really ought to be given as much a chance as the ordnance heavy builds, IMO.

[insert MATRIX meme] with these words...

"What if I told you... the missing Imp ship is the SSD?"

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How awesome would that be?!!! C'mon, FFG this needs to happen!

c0n15.jpg


Seriously. Getting people's hopes up like that, just so their dreams are Crushed?

And people call me a bad guy... :D

The existence of Admiral Screed and Ozzel make for some VERY interesting fleet combos that are otherwise not very smart moves to make. I think tasty ion-crit builds really ought to be given as much a chance as the ordnance heavy builds, IMO.

Well this just piggy-backs on the point that commanders lead to various playstyles right? Ozzel is movement shenanigans, Motti/Tagge is attrition and Screed is crit/effect reliability. Rieekan is anti-alpha/attrition, Ackbar is limited arcs for greater firepower, Mon is durability with ship-class.

I think we're in a very good place in terms of faction and ship diversity, and it can only get better. I can tell you with confidence that ATM, it seems that no archetype is sitting dominant because there's a huge amount of rock-paper-scissors going on. However, this also begs the question whether or not balanced lists have an equal chance against the meta filled with said archetypes. That's a good idea for an article methinks.