A squadron points theory

By ovinomanc3r, in Star Wars: Armada

First of all, the following is not official. It even could be wrong and probably do. I could talk about how I came to this but I won't. I just put my work about squadron points rates and how much you pay for their skills.


1. All this embrace the fact that, at least some squadrons are well balanced.


2. The points value of each skill has been deduce from the actual cost of the squadrons.


3. I had to work with some decimals even when I tried to do not. Anyway, they are all 0.5. This 0.5 are rounded up or down to get the final squadron cost. I don't realize a "round" rule yet. You will see how ffg round in that case. I suggest you to round however you want and then say if you think the squadron is overpriced or not. I won't fight for that, everybody has the right to think whatever they wanted about squadron prices. All this doesn't change the fact that you have to pay what ffg say you have.


4. Some skills change their values depending on external things. I will explain later.


5. My rates start from a minimum value to the basic attributes. This basic values have a cost cheaper than the increments of the value.


6. The armament values are avarage damage.


Well. Let's go!


THE BASIC VALUES


SPEED 2 - 1pt

HULL 3 - 1pt

ASA 0.75 - 1pt

BA 0.5 - 1pt


This would mean that for 4 points you would have an squadron with the values above. I didn' work with less cause there is no reason for a speed 0 squadron or hull 0. We need a minimum and I decided with any reason at all to start with the minimum values we had already. It is interesting that those minimum values have no changed with the CC and the new wave.


SPEED: 1pt per +1

HULL: 1pt per +1

ASA: 1pt per +0.5 (+0.25 means 0.5pt)

BA: 1pt per +0.25


This was the easy part. Why ASA increases more than BA per the same cost? I am not sure. I worked a lot trying to figure out how the squadrons costs works with no result but I realized that the BA was more expensive than the ASA.


The skills rating is harder but looking for the correct squadron you can deduce some skill prices.


SWARM: 0.5pt (this was an easy one as long as it means +0.25 with the blue die. With z-95 it has changed but I don't care about such little difference)

HEAVY: -1pt

ESCORT: 1pt (I consider this skill possitive. The only situation it could be negative was with some characters but to condition the enemy attack even when it means nothing at all can't be negative)

BOMBER: 1pt per bomber die (if the bomber has 1 BA die this cost 1 pt, B-wings, Firesprays and other pay 2pt for this)

COUNTER*: 1pt per 2 dice.

INTEL: 4pt (I can't talk about if it is right or not. This is the cost we pay for it.)

ROGUE: 3pt

GRIT: 1pt


*Counter would have some interactions with hull and/or escort. If you take YT-1300 you will see that it is overpriced with the stuff above. The reason could be the crazy things you could do with counter 1, escort and 7 hull points. Of course it is a theory but YT-1300 is a squadron I think is well balanced as it is. Anyway I don't know how to rate these interaction. I usually add +0.5 with 5 hull suquadrons and +1 with 7 hull squadrons.


All this work was done with wave I/II squadrons.


Squadron/actual cost/rated cost


TIE FIGHTER / 8 / 8

TIE BOMBER / 9 / 10

TIE INTERCEPTOR / 11 / 11

TIE ADVANCED / 12 / 11.5

JUMPMASTER / 12 / 12

YV-666 / 15 / 14.5

AGRESSOR / 16 / 14 (14.5 with the interaction between counter and hull)

FIRESPRAY / 18 / 18.5

Y-WING / 10 / 10.5

A-WING / 11 / 11.5

X-WING / 13 / 12.5

B-WING / 14 / 14.5

HWK-290 / 12 / 11.5

YT-1300 / 13 / 11 (Could the hull-counter-escort cost +1.5? I think it could but if you think it do not is your right)

SCURRG / 16 / 15.5

YT-2400 / 16 / 15.5


As I said I don't know why ffg round up here and down there. I'll just say that I am ok with almost all of them. Anyone can say that I am being impartial as imperial player cause the empire has just 2 squadron rate over the actual price. Some comments:


- The price of the bomber could get our attention with this difference between the rate and the actual cost. I am not sure but is cleat that an y-wing has more hull and ASA (0.25). It could not be much but is a difference and we must add the 2 damage potential and the accuracies. I think the differences are enough so if we round down the y-wing we should do something with the TIE bomber.

- I already talked about the yt-1300.

- If we round up the advanced we must do the same with x-wing to show the difference between them (speed angainst bomber and ASA)

- I want to point to the agressor, the yv-666, the scurrg and the yt-2400 as these squadrons always look a bit overpriced to me. I thought they must be 14, 14, 15, 15 respectively. Maybe 15pt to the agressor but, for me, the differences with yt-2400 are clearly favorable to the last one. This was my though before I did all this and I keep my opinion.


Anyway all this doesn't mean a **** as long as it was done from the actual squadron values. The test would be new squadrons and now I have them!


Z-95 / 7 / 7

LANCER / 15 / 15.5

VCX / 15 / 10.5 (before relay and strategic. Comparing with the Lambda I would say strategic is 2pts and relay is 2pts per relay-point throwing the price to 14.5. As happened with Intel, I can't say more than that as we have just 2 squadrons with these skills. Since I don't have other options I don't know if I would look for these skills at others prices)

E-WING / 15 / 12.5 (before snipe. Would snipe be 2 pts? I don't know)

LAMBDA / 15 / 8.5 (before relay and strategic. As I said if we rate them with 2pts we would have 14.5)

TIE DEFENDER / 16 / 15.5

TIE PHANTOM / 14 / 11.5 (before cloak. Would it be 2 pts? I don't know)

VT-49 / 22 / 19 (before counter as it is the first counter 1 with 8 hull points and the first squadron with a BA of 3 dice!!)


If we take the squadrons that don't came with new stuff I think it is not bad at all. I am not sure if I could apply all this to the CC squadron as all of them are unique and I don't know how it could affect the rates. Maybe they could be underpriced, maybe not, I didn't yet.


As a summary of the new stuff (I don't know if it is worth it. It just the rate I do if all the above is right).


STRATEGY: 2pts

RELAY: 2pts per value (relay 1, 2pts; relay 2; 4pts)

CLOAK: 2pts

SNIPE: 2pts


As I said before, all of this could be wrong. If anyone has other theory maybe it could be help to improve it, I don't know. I just found that it support my precious thoughts about some squadrons from the wave 2 and keep some consistency when you work with the new squadrons as long as they didn't came with the new skills as the TIE defender, lancer or z-95. I thing is not far even with the decimator. I think ffg don't care mcuh about potential damage but it could be a thing with 3 dice or to round up or down in some situations. Anyway I could imagine the designers laughing as they read this XD

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