Nice unnecessary passive aggressive ****-stirring.
It's called disagreeing with a daft idea that comes up a lot when it isn't thought through and gets shot down just as frequently.
Case in point: Black Squadron TIE was pretty crap then Crack Shot came out. That was an increase in diversity Now there were reasons to play Academy Pilot and also reasons to play Black Squadron TIE. Introduce the 'Obsidian Patrol' with an appropriate ability/cost (thining for five seconds: rerolling a green dice dice for each Obsidian TIE at range 1) and now you've got a reason to run Academy Pilots (raw cost, flexible squad building), a reason to run Obsidian TIEs (they cost more but die less), and a reason to run Black Squadron TIEs (the EPT). That's more diversity not less.
Obsidian Squadron Pilots are a very cheap pilot skill boost over Academy Pilots: they get used when a swarm of what would otherwise be Academies needs to PS kill PS2 or PS1. Neither are really seen much at the moment because the current metagame isn't kind to two die attacks: Crackshot Black Squadron Pilots are much more expensive but they can punch through high agility so we see them at the moment. The composition of the TIE swarm changes with the metagame as it always has.
Give an insane buff like that to Obisidian Squadron Pilots and you achieve two things. If the meta ever shifts back to a position where the Academy Pilot is favourable again then Obsidian will take its place because you've buffed it. The tactics for a TIE swarm become limited by your Range 1 restriction, forcing the TIEs to fly in blocks or be penalised. Furthermore, by forcing the Obsidian Pilots to come as a three TIE unit you limit mixed compositions in a mini-swarm and effectively turn Obsidian TIEs, a ship that can slot into a lot of lists because of its low cost, into a 39 point package.
The diversity reduction comes from how this idea forces composition. To take an example from earlier, provide a buff to Luke and Biggs when they're run together. If they're being buffed to a balanced state when together then they aren't in a balanced state when apart: you're forcing them to be run together or not at all to be viable. Why on earth would you do that when you could just as easily create a buff (as FFG has invariably done in the past) that affects the ships individually? You're effectively forcing ships into bundled packages in a game which has a fairly small number of ships anyway.
I can see no sensible argument for buffing specific groups of ships when you could buff those ships individually.
Indeed. The point is to improve the pilots who aren't used, by giving them a leg up. A lot of them have a 'thematic' place they should be used, and - more importantly - lack the ability to be 'fixed' by modifications or elite upgrades (because they already have an auto-include of the former or don't have the latter).
A "Saber Squadron" formation isn't there to reduce the ways you can take Soontir Fel, because you can still take him wherever you like and he becomes no less good. What the formation needs to do is provide a rules benefit such that fielding Fel's Wrath in the vicinity of Soontir Fel becomes as 'worth it' as another elite interceptor.
Or you could improve Fel's Wrath without imposing a condition that he has to be in the same list as Soontir Fel. There's no reason to impose list homogenising build restrictions where you don't need to.
Edited by Blue Five


