Wishlisting: dedicated anti-squad ships [aka Lancer frigate and Corelian gunship]

By Coldhands, in Star Wars: Armada

To start off: Armada is great and I like how it is. This is Just a wishlisting, encouraging different, additional playstyles, no moaning here.

So, Id love to see a small based optionally flotilla ship, dedicated against squadrons. 4 hull, 2-ish shields everywhere, 1 anti-ship dice all arcs, and a special anti-squadron rule: 3 dice, colour depends on distance(3 red/3 blue/3 Black). The more close the Enemy is, he higher the average damage the ship has. Long range might be too much, so restrict to medium and close. Rougly around 30 points. Also, as an officer upgrade: Anti-squadron battery specialist, 2 Points: You may exhaust this card after shooting at a squasron. If you do so, all crit ocon rolled counts as an extra point of damage.

Opinions?

Flotillas are cheap enough to wipe squads easily.

The Raider is the best anti squad ship in the game now that Flechette Torps are out. What you are suggesting would ruin the squadron game. 30 points with 3 anti squad dice???

I'd much rather prefer a turbolaser that increases anti squad by 1 blue die for 8 points and a modification. It's a highly contested slot, but a lot of people want ships to kill squads. Give your ISD 3 blue dice, but no XI7. Seems fair IMO.

What you are suggesting would ruin the squadron game.

I think that's the point. I completely approve too! Make ships great again!

Once nobody takes squadrons, then the anti squadrons ships will phase out - then it'll be safe to bring 1 or 2 squadrons into a match someday. But bring more than that and the anti squadron ships will come back again!

I'd wouldn't mind seeing one more tool for anti-squadrons, even though I personally enjoy playing squadrons - so a different kind of squadron control rather than a better kind (like Flechettes was). The idea of a variable die is really cool; 3 is too much especially on ships that can swarm, but 1 or 2 sounds great. Another ship that is also proficient at anti-squad (a la Raider, Glad-II) would be welcome. I think we can eventually count on a 'modification' in a turbolaser slot that would give us more pleasantly tough decisions.

Who am I kidding?! I'm very impressed with the Armada design. I feel I can count on more subtle improvements to both squads and anti-squad without them breaking either. Good ideas for ships from the OP (maybe toned back a hair) and the Undead (spot on).

I love AAA ships and much prefer to sculp anti fighter into my ship list that get lots of fighters. I think we are ok on the ships we have but would like to see a couple of upgrades that combat rhymer balls specifically, quads needed to be counter at any range as this would have really balanced out large ships against rymer balls.

Other than my quads not working against rhymer I think we are generally OK.in my view in a perfectly balanced game 130 points of bombers would defiantly be able to beat an unsupported 130 point capital ship, but only just and with significant loss. They should have no chance at all against a capital ship with a well thought out mutually supporting set of escorts ( even with no fighter cover) unless they completely outplayed the escorts or had other supporting units to pressure the escorts and blow a hole to the capital ship.

I think you'd be surprised how quickly the anti-squad attacks add up if you really put your mind to it. I expect we may actually get a dedicated anti-squad ship but with a red+blue flak armament. A ship with that kind of firepower and sub 30 points would seriously shake up the fighter game.

Natural Evolution is starting to slowly decrease Rhymers' influence on the game. As fighter-bombers rather than dedicated TIE Bombers start coming in, Rhymer starts to get left aside.... Plus with Jonus wanting to be at Range 1 anyway, that's part of it...

If the Imperials havn't experienced Norra and the Y-Babes yet... They'll learn to hate that. You want all the Anti-Squadron Measures you can, because that ruins things. Ruins things very quickly... And all of that Rebel Bombing is still at Range 1....

There's little you can do to stop these things - but everything you do adds up to mitigate it quickly...

Edited by Drasnighta

Flotillas are cheap enough to wipe squads easily.

The Raider is the best anti squad ship in the game now that Flechette Torps are out. What you are suggesting would ruin the squadron game. 30 points with 3 anti squad dice???

I've come to love the Raider as an anti squad ship, but I still find it getting melted by capital ships. Opponents tend to fire on it to score the points and remove the anti squad rather than try to slug it out just with the ISD or Victory.

You mean like the raider and the neb?

Flotillas are cheap enough to wipe squads easily.

The Raider is the best anti squad ship in the game now that Flechette Torps are out. What you are suggesting would ruin the squadron game. 30 points with 3 anti squad dice???

I've come to love the Raider as an anti squad ship, but I still find it getting melted by capital ships. Opponents tend to fire on it to score the points and remove the anti squad rather than try to slug it out just with the ISD or Victory.

I find the best way to keep Raiders alive is to hide them behind obstacles and anticipate where your opponent will be moving squads. Or tie them up and jump into the fray.

I think this could be achieved with some simple upgrades. I have two raiders which I got anticipating anti-squadron roles for them.

Even 2 AA dice is nuts on a ship since they hit everything in range and in arc. 3 dice would be so easily broken.

Ive taken double Nebs in the past and completely cleaned a Howlie Interceptor/TIELn ball off the board before they ever got to fire. Partly thanks to Toryn i'll admit but still, if you gave me access to that without spending a bit more than 1/4 my list on doing it that would be crippling to the squadron game.

Ships in Starwars typically cant deal with fighters all that well. Thats why fighters exist in the first place. In every Scifi flick where fighters exist theyre there for hitting pinpoint locations on a ship that normally is hard to reach and countering other fighters from doing it to them. I dont even think we should have 2die AA ships as it is, except the Raider.

Hell, just make quad laser turrets straight counter 1 without the range restriction and you might be set.

To start off: Armada is great and I like how it is. This is Just a wishlisting, encouraging different, additional playstyles, no moaning here.

So, Id love to see a small based optionally flotilla ship, dedicated against squadrons. 4 hull, 2-ish shields everywhere, 1 anti-ship dice all arcs, and a special anti-squadron rule: 3 dice, colour depends on distance(3 red/3 blue/3 Black). The more close the Enemy is, he higher the average damage the ship has. Long range might be too much, so restrict to medium and close. Rougly around 30 points. Also, as an officer upgrade: Anti-squadron battery specialist, 2 Points: You may exhaust this card after shooting at a squasron. If you do so, all crit ocon rolled counts as an extra point of damage.

Opinions?

Brahatok!

Do we have any Red anti-squadron yet?

Do we have any Red anti-squadron yet?

I think the Z95 is the literal only AA red dice, even if it is squad to squad.

Red dice are terrible against squads though. Yeah it has a doublehit but it has the lowest hit chance of all the dice. Doublehits would be nice but highly unpredictable.

Tie advanced ace from CC

Do we have any Red anti-squadron yet?

I think the Z95 is the literal only AA red dice, even if it is squad to squad.

Red dice are terrible against squads though. Yeah it has a doublehit but it has the lowest hit chance of all the dice. Doublehits would be nice but highly unpredictable.

It's actually not that much worse than the blue dice. It's one face less (I think) that can cause damage but you add the the double hit to make up for it a bit. What is does really give you though is the ability to reach out and touch a squadron from downtown which is really good.

Do we have any Red anti-squadron yet?

I think the Z95 is the literal only AA red dice, even if it is squad to squad.

Red dice are terrible against squads though. Yeah it has a doublehit but it has the lowest hit chance of all the dice. Doublehits would be nice but highly unpredictable.

Do we have any Red anti-squadron yet?

I think the Z95 is the literal only AA red dice, even if it is squad to squad.

Red dice are terrible against squads though. Yeah it has a doublehit but it has the lowest hit chance of all the dice. Doublehits would be nice but highly unpredictable.

Ship anti-squadron fire follows the normal rules for range though, right?

Red-range anti-squad seems like it could be interesting, at the very least. Red+Blue could be very effective.

The quasar will have red AA dice

The quasar will have red AA dice

If it has that and is a good squadron-command-ship, then the quasar will be my very best friend.

The quasar will have red AA dice

Is this confirmed?

Do we have any Red anti-squadron yet?

I think the Z95 is the literal only AA red dice, even if it is squad to squad.

Red dice are terrible against squads though. Yeah it has a doublehit but it has the lowest hit chance of all the dice. Doublehits would be nice but highly unpredictable.

Ship anti-squadron fire follows the normal rules for range though, right?

Red-range anti-squad seems like it could be interesting, at the very least. Red+Blue could be very effective.

True, there is that. Might be the reason ships dont have red dice because full length reach for AA sounds pretty mean. Often the reason i dont nail an entire ball is 3-4 of them is juuuuust out of medium range.

Read several posts and formed my thoughts on that, so I haven't read every post yet. But my thoughts are this, ruining the Squadrons in the game is just wrong. Squadrons are a integral part of the game. I have seen them use to good effect but they do not win games alone.

I could explain, because I have many times already, but there are players that just don't want to listen, they just want to be right. Well sorry but you're just not right here. Squadrons are a solid part of the game and you can't tell Chess players to just get rid of Rooks because you have been beaten by them. Next will there be threads insisting we get rid of Commanders? Objectives?

Now upgrades like the Flechett Torpedoes on a Raider does horrific things to Squadrons but I think it is a good upgrade. But insisting that Squadrons be just out right wrecked because you want to bring back Squadron free lists is just bad for the game all together. Not well thought out and if that is your position it is very myopic in view.

That is all I will say and I hope this line of thought is dropped soon because we don't need another thread on this topic. It is getting old and causing unneeded stress in the community.

Good day.