Extra admirals commanding individual ships?

By Hamanu1, in Star Wars: Armada

For starters, I'm aware that admirals command fleets, otherwise they'd be captains :)

Still, I like the idea that ships could have their "super captains" who give bonuses only to that particular ship.

What I have in mind is that there's one admiral for the entire fleet and that you can put additional "admirals" in captain's roles onto other ships.

So, Ackbar runs the fleet, with Madine on the Liberty and Dodona running CR90. Tarkin on an ISD in charge with Vader on his Devastator and Screed on Demolisher.

Basically, the "main" admiral gives bonuses to any ships that don't have their own "admiral" but not to them in order to prevent a stacking of bonuses.

Of course, this would be in custom, "many-point games" but I was wondering what the right price would be, point wise, for these "lesser admirals" with limited effect.

Half? Or would this be far too unbalancing considering that Screed is "made for the Demolisher" as Jerjerrod is for a VSD.

On the other hand, an officer that costs 11 (like Jerjerrod) might actually be a very expensive extra 2 yaws on speed 1 so if one is willing to pay its cool :)

Edited by Hamanu1

I don't know that you could just make a single formula and call it a day. As you point out, some commanders have abilities that clearly affect the whole fleet somewhat evenly, while others synergize perfectly with one crucial ship and you rarely use them outside of it. Just look at the Jamming Field thread to see how delicate the process is to balance points costs for upgrade cards.

I think you have two ways of going about this: the easy way, and the hard way. The easy way is just to chop the points values in half and call it a day. You're not playing at the Worlds tournament, and your homebrewed cards won't be played out on thousands of tables across the globe. Just mess around in your living room and go easy. The hard way would be to individually design lesser versions of each commander, and assign them to the officer upgrade slot. As long as both have the dot to indicate a unique card, there's no reason it couldn't fit side by side with the rest of the game. After all, Darth Vader already does this. But if you're designing whole cards, then you have to decide if there's any end to the complexity. What if officer Ozzel had a totally different thematic ability? Then the hard way gets even harder.

Yah, you have a point.

Thing is, admirals seem to be created to give benefits to specific ships anyway. Ackbar and Jerjerrod are perfect examples for this. One is fantastic for the broadside fleet of Home Ones and MC30s and the other solves the very acute and often debated uselessness of the VSD.

I feel like, after Wave 6-7 we'll have so many admirals with abilities that fix or improve one specific issue of one or two ships that they won't really feel like giving abilities to the fleet as a whole anyway.

I'll have to think about this :)

i would look at the number of ships used in a common fleet for that commander and divide the cost by that much. Then dial in individual costs.

Take Mon Mothma. She is best in large fleets of small ships usually 5-ish ships. So start with a cost of 6 for her crew version and dial it in for what feels right.

Ackbar is usually a 3 ship build. So start with 12 for his crew version. I would probably up his cost a little. Maybe 13/14.

I think that the Armada team game allows for extra admirals with each player picking a commander.