Let's give this one last try, yea? If we can check the preconceptions about the discussion and each other, we might be able to figure out viable suggestions as a community. This requires neither party put a line in the proverbial sand and refuse to budge.
The skinny of it is, if flotillas weren't a problem/issue/point of contention, they wouldn't come up all the time.
Allow me to preface this discussion with this. I am not for or against flotillas as they are. I understand the tactic to use them as lifeboats (the primary point of discussion) and have less than no problems with them in a supporting role utilizing upgrades. I use them, I even look for ways to make them more effective.
I can kill them....but that is part of the problem.
For this initial discussion, I'm going to use a Rebel fleet vs an Imperial fleet, just for examples and for ease of differentiating mechanics. The Rebel flagship is a flotilla that has chosen to separate itself from the fleet in a lifeboat role. It's assumed it is only the flotilla and the Admiral, no upgrades, no title.
First, let's remember the rest of the game. Everything has ranges. Everything has measurements. Everything has restrictions.
Except Admiral abilities.
The primary point of contention in the flotilla lifeboat strategy (for me)
: How can it be viable for an Admiral to command a fleet from 3 measurement tools away in a corner when squadron commands are, at best, close-long range only (without use of Relay)? That's a break down in not only thematic quality but a violation of existing game mechanics and restrictions.
Moving on, let's talk about what defines the concept of "balance", which is counter-play. A lifeboat flotilla introduces an imbalance in counter-play and is possibly the only thing in Armada that does. There's a difference between "hard to play against", like the Demolisher, and counter-play. In the case of the Demolisher, this defines player skill cap and are another discussion entirely. In the following post, I'm going to attempt to illustrate how lifeboat flotillas introduce an imbalance by not having efficient or effective counter play when the game as a whole is considered.
The imbalance of lifeboat flotillas in a corner is defined by points values. Anyone can send a Raider to kill a flotilla. Anyone can send a couple squadrons (one to try and force the scatter, the other to take advantage of it). Let's label the Raider option 1 and the squadrons option 2.
Preface
:
Because an Admiral can apply his effect regardless of range to any ship, the lifeboat flotilla is effectively an 18-23 points investment. The Admiral is not factored into this because he's not a factor in the tactic of placing a cheap unit in a corner. He adds nothing to that specific ship because he factors into the cost of the fleet since he affects the entire force. If you'd like to include the cost of the fleet admiral into this discussion, the viable way to calculate his cost is on a per-fleet list basis. In order to calculate his cost for that specific lifeboat flotilla, you'd have to average his cost per ship. For simplicity sake, let's call the Admiral Dodonna in a 4 activation fleet. He effectively increases the cost of that lifeboat flotilla but +5. Because this increase in cost is on a per-fleet basis, feel free to adjust any of the following effective counter-play costs by -.5.
Option One: Ship
In order to counter it with option one, you have to send a ship out to kill it. This ship not only\ has to be capable of killing the flotilla,but it must also be fast enough to try and then turn and get back to the main battle. To this point, it wouldn't be relevant if turns were not limited. Since we're talking about traveling across the map, killing a ship, and returning, turn count is a huge factor in this imbalance discussion so please keep it in the back of your mind.
Given that a base Raider is 44-48 points, we're already talking about a cost imbalance of x2.4 - x2.67 (44 and 48 divided by 18).
Now let's talk about what it takes on that Raider in order to achieve it's mission. Sensor Team to kill the scatter? That's another 5 points, raising the imbalance to x2.7-x2.9.
A cheaper option might be Ordnance Experts, but what if you have 2 bad rolls? That's x2.67-x2.89 more points invested on a gamble.
Ok, so maybe we try Advanced Proton Torpedoes? That's the same investment as Sensor Teams without the ability to stop Scatter so x2.7-x2.9 more points invested on the gamble you'll be able to double arc (probably needed twice).
So now we need to factor in how to build the Raider to guarentee a kill against that lifeboat flotilla while still remaining viable for other engagements incase they don't even have a lifeboat.
To me, that would be Sensor Team and Advanced Proton Torpedoes. So now we're at 44 or 48 + 5 + 5 = x3 or x3.2 more points invested in order to achieve reasonable counter-play with a ship.
This is entirely based on closing to close range so that the flotilla cannot use Evade, meaning that a single ship must close to close range and be an investment of x2.7 - x3.2 more points to efficiently kill an 18 point flotilla. That is imbalance because of the skewed cost of counter-play.
So let's take a look at option 2.
Option 2: Squadrons
So this is really open to debate because of the sheer amount of squadrons available. Because of this, we're going to have to establish a few things. How many squadrons are required to kill the flotilla? Should they include a bomber? Should they include a Relay (more on that in a moment)? Should they all be Rogues so they can move and shoot when they finally close the gap? This Option is fairly open to healthy debate and I hopefully look forward to it.
Universally, speed and kill potential are still important factors to consider along with points investment. That said, I'm going to start it now.
Option A: Invest in enough cheap fighters to just split them from the main force. To this end, one must consider these fighters will be out of range of squadron commands. Because of this, the earliest these fights would be able to fire a shot is turn 3 or 4 since they are out of command range and do not have rogue. That's only if the flotilla does not move and is completely stationary. To this end, let's agree this is not a viable option. The reasoning behind this is effectiveness. We're talking about being forced to send 3+ squadrons across the map to engage a ship that can scatter. Unless we're using TIE Phantoms (3x14 = 42 or x2.3 more points) for their 2 red anti-ship batteries, or x4 TIE Interceptors for their speed 5 and swarm rerolls (4x11 = 44 or x2.4 as many points), or x3 TIE Advanced for their black dice (3x12 = 36 or x2 as many points) then this option is not an option at all and still more costly than the flotilla. You'd have to include Intel or risk your opponent sending a single squadron over to block a disproportionately large amount of your fighters, increasing the investment by a minimum of 12, making the over all cost 2.67 to 3.1 more than the flotilla with fighter squadron based blue and black dice....
Option B: Invest in enough bombers to efficiently kill the flotilla. For this we have the choice between TIE Bombers or TIE Defenders since we're not talking about Rogue or Aces (yet). So how many would it take to effectively kill a Flotilla? Considering we need to include forcing atleast 1 Scatter, let's assume 4 TIE Bombers and 3 TIE Defenders, plus the Intel. So we're at 9x4 = 36 (x2) for Bombers, 16x3 = 48 (2.67) for Defenders. Including the Intel ship, thats a range of x2.67 - x3.3 and thats on singluar blue and black dice.
Option C: Rogues. The Empire has access to generic Rogue units so let's try and use them to effectively kill a flotilla in a reasonable amount of time. What immediately jumps to my mind is 3 Firesprays since they are Rogue and Bombers....but they're speed three so you'd effectively be throwing those points away since they'd never return....so thats 18x3 = 54 + 12 (Intel) = 66 = 3.67 more points invested on a one-way trip to kill a flotilla. We could use 3 Aggressors for a slightly less costly options but we're right back to not having the bomber tag. 16x3 = 48 + 12 = 60 or 3.3 times as many points. So who do we send? The Aces?
Option D: Aces. The first one that comes to mind is Darth Vader because he pretty much has the bomber tag against everything. You'd have to send something with him to try and force atleast 1 Scatter, as well as Intel. So let's go with the absolute, cheapest option? Well, TIE Fighters aren't going to proc a scatter. Niether are any fighters, to be honest. Will generic bombers? So what can we partner Vader up with to get rid of that scatter? My vote goes to the Zertik/Bossk Combo. So Vader, Zertik, Bossk, and a Jumpmaster.....21+15+23+12 = the most expensive option at 71 points or 3.9 times as many points as the 18 point flotilla.
Option E: Split your entire fighter wing and send a Relay (or two) with a massive gaggle of cheap fighters to swoop over, try and 1 turn the flotilla, and rush back. I'm not even going to theorycraft this entry because it's not viable due to the fact it would effectively have you without your squadrons for 4 or 5 turns, maybe the entire game.
None of the above options are balanced counter-play to a lifeboat flotilla, which mathematically disproves flotilla balance when used as a lifeboat.
Possible Solutions
Short of changing how flotillas work entirely, these are possible solutions. Some are mine, some are not, and they're all mixed together. If you see a solution you proposed, full credit goes to you with my apologies for not citing you. In no particular order:
Introduce an upgrade card for the offensive slot that limits the ability of ships to be effected by Admiral abilities unless that Admiral is within long range of of ships within long range of the ship with it equiped. This would preserve flotillas being in the back and protected but keep them within 1 range ruler of friendly ships with a maximum of within 2 range rules of the opposing ship with this upgrade equiped. Modification: 10 points.
Introduce an upgrade card for the Fleet Support slot that extends an Admirals range to encompass the entire map (would require instating the rule that Admiral abilities have a range). Modification: 8 points.
Release an update that states flotillas cannot be flagships, thereby eliminating the skewed points imbalance. This would still allow players who choose to separate their admiral the freedom to do so but at a substantially higher points investment, thereby balancing the option of engaging the flagship with the impact and cost of investing in doing so. Even if the cost of pursuing the flagship increases, one must still factor in the fact that any forces that separate from the opposing fleet are effectively lost for the rest of the battle.
Darlorian:
A Flotilla cannot be a Flagship unless the entirety of the fleet consists of Flotillas
Baltanok:
Use an asset whose value has already been paid.
Ouzel: Use a fast ship equip with Rapid Launch Bays.
Please feel free to politely, respectful, and tactfully discuss this here. You have my word that I will do the same.
I'm aware the other options is to effectively ignore the flotilla and not plan to kill it. This is the only point in this article where the price of the fleet Admiral is factor in. Why? Because it removes the opponents ability to eliminate a contributing factor of a fleet. By being forced into ignoring a lifeboat flotilla in a corner, the lifeboating player has less points "at risk" than someone not utilizing this strategy, effectively giving them a cost of lifeboat + admiral points advantage of 38-56 (flotilla 18 + Dodonna 20 - flotilla 18 + Ackbar 38) since those points are not at risk and their protection has no cost effective counter-play.