I'm not the biggest fan of squadron play in Armada, I'll be the first to admit. When I first started playing, shortly after the coreset was released, I was under the impression squadrons would have a very light role and these fleets would revolve around larger ships. Not to say I was expecting line up-punch out matches where both teams just fly directly at each other, but rather using maneuverability or special upgrades and objectives to win conflicts.
Now that we're in wave 5, with a preview of what's ahead, and squadrons are an essential part of the game, I can't help but think FFG dropped the ball on squads.
The first thing that comes to mind is the fleet building... "1/3 of your fleet point total" sounds like they weren't quite committed to making squads as powerful as they are during the creation process. It just doesn't really make sense to me. Ships have slots for commanders, officers, upgrades, titles, modifications and so on, but squadrons are these daft little cards that cannot be customized at all. The bases are unweildy and the gameplay involving them is often inaccurate. I feel FFG could have made a much more dynamic squadron system. If you're going to force players to use squadrons by making them very powerful, why not make it whole?
I guess I just think it could be done better... here's what I came up with
*fleet building*
-Each fleet gets a 100 point squadron allowance.
-Each individual squadron type would have applicable upgrade slots (Ace, weapons, shields, boosts, titles ect).
-The cost of the base squadron, without upgrades comes out of the squadron allowance. (basically allowing up to 8-10 squads)
-The cost of squadron upgrades comes out of the standard fleet cost.
(with this system, even people who want to build with big ships would still get a very basic fighter screen without digging into their ship funds, meanwhile opponents who put extra points into their squadron upgrades would have a much easier time cutting through that screen or doing damage to ships with squads)
*gameplay*
-Squadron bases would be slightly larger and square (maybe almost as wide as the short side of a small ship) with a single shield-dial-like number dial on the rear representing HP
-Squadrons would have 4 firing arcs and hull zones similar to ships but no shields (shields accounted for in HP totals).
-Squadrons have separate armaments for squads and ships, ships can only be attacked out of the front hull zone
-Squadrons are weak to attack on the rear hull zone, critical hits count towards the damage total when targeting the rear of a squadron
-Deployment rules are the same
-Movement rules are the same (a squadron can be placed to face any direction the player wants)
-Engagement rules are similar (a squadron must attack a squadron they are engaged with first, when possible, when engaged they are prevented from moving, however, engaged squads can rotate their base in increments of 90° until facing the direction desired instead of a movement. Rotating a squadron this way counts as moving. IE, a squadron that is engaged, that can only attack OR move, may either choose to attack OR rotate their squadron base )
-Obstruction rules the same.
-Overlap rules are the same.
-Activation: A squad can be activated 1 of 3 ways each round. Through a ship's squadron command, Pairing, and during Squadron phase. A ships command works exactly the same as now. Pairing: instead of activating a ship a player may select two unactivated squadrons within range 1 of each other, squadrons activated this way may move or attack. squadron phase remains the same as well. The ship phase ends when both players have activated all their ships, remaining unactivated squadrons are activated during squadron phase. squadron phase rules are the same.
-Attack steps are the same.
-Destroyed squadrons, and all upgrades onboard, count towards the score total
To me, this gives big ship builds the delays they need sometimes by allowing fighters to pair activate as well as a decent fighter screen without making small ship builds weaker. It makes squads way more accurate and designs weakness into the fighters themselves. Gonna shoot a ship? you'll have to turn you back to enemy fighters. Gonna lock down enemy fighters? be ready for them to tear you up. With upgrades and titles as well as aces, it could make the squadron dynamic really fun with annoying the hell out of people who want to see big ships do the shooty thing.