A squadron points theory
I think this works well enough for middling values, but anything extreme likely needed adjustments based on performance overall. Some impacts are very hard to pigeonhole, given timeline. I think hull points may be somewhat non linear. The rounding may also be due to overall performance, a baseline is all good and well, but it wouldn't be the final say imo
This seems pretty spot-on to me. Of note is the Aggressor, which I have always felt is a little over-costed (compared to a YT-2400- how is counter 1 worth as much as +1 hull and +1 speed?).
This seems pretty spot-on to me. Of note is the Aggressor, which I have always felt is a little over-costed (compared to a YT-2400- how is counter 1 worth as much as +1 hull and +1 speed?).
Doesn't the aggressor have speed 5?
In which case it seems spot on.
No the aggressor has speed 3 ig88 has speed 5
Ahh I see the issue
I had some time:
Rogue squadron / 14 / 14.5
Black squadron / 9 / 9
Saber squadron / 12 / 12 (with the 2pts snipe)
Gamma squadron / 10 / 12 (wow!)
Tempest squadron / 13 / 13.5
Green squadron / 12 / 13
Dagger Squadron / 15 / 16.5
Gold squadron / 12 / 14.5 (this is insane!)
What do you think? Could "unique" keyword means -1pt. It would work with gamma (remember that tie bomber has already -1) , dagger and green. It would work with rogue and tempest too. I am not sure what to think about gold black and saber.
Don't forget that Saber Squadron has Snipe 4, whereas the E-Wing only has Snipe 3. So maybe 2 points for Snipe 3, 3 points for Snipe 4?
Don't forget that Saber Squadron has Snipe 4, whereas the E-Wing only has Snipe 3. So maybe 2 points for Snipe 3, 3 points for Snipe 4?
It could be. Corran seems to pay 2 for those 4 dice too. If unique is something like -1 why would characters work in other way? Maybe we pay 1pt per 0.75 average damage of snipe. The new stuff is hard to rate as we have not many squadrons with those skills to compare.
I had a simple formula that hit all wave 1 costs, was really close to H&V, and looks to be close on wave 5 and CC.
Start at -4
1 point for everything (as in 1 point per speed and 1 per hull) except:
-1 for heavy
0.5 for counter 1
2 for Escort, Bomber, Black anti-ship), all defense tokens,
3 point tax on a second anti-ship die
4 for Rogue, intel
Unique text was 1-4 points depending on Ace.
I havent costed snipe, strategic, or relay. But this formula works pretty well (within 2 points)
I think the most off are the Defender (should cost 14 by this formula) and YT1300s (they would be 11.5 by this). The CC aces seem to be all undercosted as well. Maybe because they are unique (so unspammable).
I had a simple formula that hit all wave 1 costs, was really close to H&V, and looks to be close on wave 5 and CC.
Start at -4
1 point for everything (as in 1 point per speed and 1 per hull) except:
-1 for heavy
0.5 for counter 1
2 for Escort, Bomber, Black anti-ship), all defense tokens,
3 point tax on a second anti-ship die
4 for Rogue, intel
Unique text was 1-4 points depending on Ace.
I havent costed snipe, strategic, or relay. But this formula works pretty well (within 2 points)
I think the most off are the Defender (should cost 14 by this formula) and YT1300s (they would be 11.5 by this). The CC aces seem to be all undercosted as well. Maybe because they are unique (so unspammable).
I am not sure if I understood. What do you pay for the anti-squadron armament or the battery armament? 1 per die? How you rate blue or black anti-squadron dice? How you rate blue anti-ship?
1 point per any die except black anti-ship, which was 2