Discussion time: Are flotillas a consequence of Imperial Assault errata?

By Sybreed, in Star Wars: Armada

1 hour ago, JgzMan said:

This was exactly what I was thinking about when I said it. 've passed a copy to the Rebel player in my area.

It made a lot more sense before flotillas came along. Now for 18 points you can achieve the same effect and lifeboat and command squadrons and make it harder for your opponent to table you. So it really needs a revision to be worth bringing.

On 2/11/2017 at 0:28 PM, DiabloAzul said:

Commander - Bail Organa (b)

This card long predates flotillas, which make it grossly overcosted in the current card environment.

I like how professional this looks.

I don't think Rebels really need this one so much. They seem very well equipped to have spare activations. Imperiale may have a great benefit though due to their more expensive ship and upgrade options.

The question of theme is usually an "I feel" thing. Hence, I'm not super fond of every list having squadrons, especially for ships like Gladiators who aren't known for having a bunch around. A lot of ships also don't really have effective hangar bays. Cr90s, Raiders, Transports, Arquitens, mc30s. But, from a gameplay perspective I'm totally down with requiring nearly every fleet have a 18 or 23 point flotilla. even x2, thats 36 or 46 points! its nothing! (Unlike squadrons going upwards of 80).

But let's not argue theme, cuz that's just an "I feel" thing, with random whatever evidence thrown both ways.

Really the main issue is large ship lists and multiple large ship lists or just ship based dmg lists, which feel like a fleet are very cumbersome and have a low success rate statistically. Those are the ones that are hurt by flotillas (and squadrons).

All lists basically gained extra activations, from 5ship msg, we now have 7ship. From 2ISD we now can have 2ISD + 2 Goz. But the disparity remains the same: about 2 or 3 from largest art of activations to the least.

Now, opportunity fire is a weird, imbalanced idea.

If we were gonna have a different way of play, I suggest the simultaneous fire rule: Movement and squadrons as normal, but then all combat is done together in one round. Damage is dealt all at the same time. This still retains the use of small ships, though you might lose one to return fire.

On 2/11/2017 at 0:28 PM, DiabloAzul said:

Commander - Bail Organa (b)

This card long predates flotillas, which make it grossly overcosted in the current card environment.

I'm hoping for a similar effect for Thrawn.

My personal preference would be to also have the ability to exhaust to activate -two- ships. Maybe cost a token or a discard-without-effect dial.

If Armada ever lets you pass... I'm going to run 2 ISDs with Rapid Launch Bays and just delay delay delay, then move and unload everything in their faces. It would be unbelievably terrifying. The only thing stopping me from doing that is the terrible activation disadvantage it would provide.

21 hours ago, Blail Blerg said:

Now, opportunity fire is a weird, imbalanced idea.

I confess a curiosity to your opposition to an idea that's been basically a staple of wargaming for literally decades as a means of addressing the basic "IGO-UGO" mechanic that Armada is hobbling along with.

It at best gives you one attack (in exchange for your regular two), although outside of your typical attack opportunity, as a way of trying to address the 'leapfrogging' mechanic the game has*.

* Of note, most commonly, op fire is implemented as a reaction to opposing ship movement. That is, addressing a fault in various games where an enemy unit could activate from outside your fire range, perform movement potentially right past (or indeed even THROUGH) your unit's hex, and move entirely outside your firing range on the opposite side, in a single action, with no way for you to fire on them. From a "realism" perspective, that'd be ludicrous, so opportunity fire was created as a rule to give you a chance to 'stop them' and fire on them at any position along their movement when you would have a shot. I think going all THAT way (IE., reacting to movement, and particularly causing movement to 'stop' at a specific point to resolve possible fire, before continuing it) would basically break the game. Not from a 'balance' perspective...and it'd certainly boost 'realism' a lot, but...OH. MY. GODS. would it slow down play. So I'm not proposing that. But I think just giving a chance for your 'total attack for the turn' to be a single response to an enemy attack...would work very will with the game balance as it is.

On 2/13/2017 at 4:33 AM, Ardaedhel said:

A bit off-topic, but I couldn't let this pass.

This idea is not new at all. Been around for quite awhile, in fact. Wow, I've been preaching this gospel almost as long as @TheEasternKing, @Caldias and @thecactusman17.


In even further off-topic news, in doing the research for this ridiculous and unnecessarily lengthy series of links, I came back across the genesis of @Drasnighta's nickname, and chuckled lightly to myself.

So we're copying the guy who won at worlds eh Ardaedhel? Shame on us!

Edited by TheEasternKing
1 minute ago, TheEasternKing said:

So we're copying the guy who won at worlds eh Ardaedhel? Shame on us!

Funny thing is, even though it did most of the mop-up work, Admonition actually had very little to do with his victory in the final, at least as I read the game. It was much more about the Y-wings being able to take down Haven so early.

personally i feel Flotillas were sorta designed for that purpose but they gave them a unique flare so they arent literally throwaway activations.

The....flag icon (whatever its actually called) is awesome. The jammer is probably the only one i never use since it works both ways and doesnt guard against ship attacks. Slicers can really mess up a speedy ship (did that my last game, had a Raider going speed4 trying to flank me so i Sliced his dial into a Squadron, denying his +1yaw and 2nd speed reduction (banked nav token let him drop to speed3 atleast). As a result, he completely flew past me and was a nonfactor all game lol.

Im glad there isnt a straight up "pass" mechanic in this game. Even if it was 1 pass a turn and only if you had fewer ships than your opponent it could get out of hand and throw a lot of strats off.

edit: Bail Organa's ability if it ever pops up in the game should be an Imperial thing imo. Rebels typically have more activations as it is.

Edited by Vineheart01