Squadron design - what would you build?

By Church14, in Star Wars: Armada

There is the topic about the best existing multi-role squadron. Given the existing keywords, what would you design as an ideal multi-purpose squad?

I personally would adjust the Xwing a bit:

Speed 4, 5 hull, black anti-ship, escort, 4 blue anti-squad. 13 points.

Speed 8. 40 hull. Triple black anti ship, counter 7, 1 red anti squad dice. 2 points

Need to add grit or Shara can stop that thing

3 minutes ago, Church14 said:

Need to add grit or Shara can stop that thing

Well its only 2 points so what did you expect?

mechanically, I'd like to see the rebels a Relay 3 ship with intel. I realize this would be a VERY powerful combination so I'd balance it by either giving it escort or giving it only 2 hull. (or both). Probably a bad idea though, because it's probably TOO much of a min-max type squadron - even if it's expensive it would end up making other stuff obsolete.

So here's a better option. A slower speed anti squadron ship for the rebels. Maybe the arc 170? not sure what would be that slow but also able to shoot down TIE fighters pretty well.

Speed 2, 4 hull. Squadron dice - 2 blue, 2 black. Ship- 1 blue

Reasoning: The rebels already have 2 speed-2 squadrons. B-Wing for Bombers, and the YT-1300 for Escort. A dedicated anti squadron ship that is the same speed would round out that bracket... and be another option towards possibly taking the Independence title.

REC Defender-Class starfighter:

Speed 4

Hull 4

4 Blue Anti-Fighter

1 Blue Anti-Ship

with Escort and Counter 2

somewhere in the 12-14 point range.

5 minutes ago, idiewell said:

REC Defender-Class starfighter:

Speed 4

Hull 4

4 Blue Anti-Fighter

1 Blue Anti-Ship

with Escort and Counter 2

somewhere in the 12-14 point range.

Seems too close to the stock YT-1300.... I'd field a ton of them, personally. Toryn Farr would make that squadron too good.

Boarding transports - have similar effects to boarding troopers or engineers. They should come in a pack split between Rebels and Imperials.

Imperials: Stormtrooper transport x2, Assault transport x2

Rebels: don't really know, maybe quad-jumpers x2 and captured imperial shuttles x2?

Just now, Crabbok said:

Seems too close to the stock YT-1300.... I'd field a ton of them, personally. Toryn Farr would make that squadron too good.

Perhaps. Could always knock the anti-fighter to 3, maybe drop the counter to 1. Or always increase price. But i'd like to see a fast escort fighter for the rebels

6 minutes ago, D503 said:

Boarding transports - have similar effects to boarding troopers or engineers. They should come in a pack split between Rebels and Imperials.

Imperials: Stormtrooper transport x2, Assault transport x2

Rebels: don't really know, maybe quad-jumpers x2 and captured imperial shuttles x2?

The u-wing might work for the rebels.

I'd add droid star fighters that are mega cheap....like 2 blue dice or something but are fast, and have to have a dedicated carrier, IE only work with squadron commands.

19 minutes ago, ninclouse2000 said:

The u-wing might work for the rebels.

U-Wing and the Bantha-Class Assault Shuttle, so when i lose one in combat i can say "bantha pudu!" :D

TIE Avenger: take a TIE Interceptor, add 1 hull, black anti-ship

2 hours ago, D503 said:

Boarding transports - have similar effects to boarding troopers or engineers. They should come in a pack split between Rebels and Imperials.

Imperials: Stormtrooper transport x2, Assault transport x2

Rebels: don't really know, maybe quad-jumpers x2 and captured imperial shuttles x2?

Can you make this its own thread? I'm not saying that because it doesnt belong here, it does, but its interesting enough i wouldn't mind seeing a discussion on the concept.

We know the Empire has boarding shuttles again that look exactly like Tie Bombers, and the Rebels have U Wings. These would be potentially very cool.

Edited by Forresto

Mandolorian Wild Weasel (available to both sides): [unique]

All non-Weasel squadrons lose all abilities, keywords, and defense tokens.

12 hull

5 speed

0 antisquad

0 battery

2 scatter tokens

1 point

Edited by Thraug
5 hours ago, Crabbok said:

mechanically, I'd like to see the rebels a Relay 3 ship with intel. I realize this would be a VERY powerful combination so I'd balance it by either giving it escort or giving it only 2 hull. (or both). Probably a bad idea though, because it's probably TOO much of a min-max type squadron - even if it's expensive it would end up making other stuff obsolete.

So here's a better option. A slower speed anti squadron ship for the rebels. Maybe the arc 170? not sure what would be that slow but also able to shoot down TIE fighters pretty well.

Speed 2, 4 hull. Squadron dice - 2 blue, 2 black. Ship- 1 blue

Reasoning: The rebels already have 2 speed-2 squadrons. B-Wing for Bombers, and the YT-1300 for Escort. A dedicated anti squadron ship that is the same speed would round out that bracket... and be another option towards possibly taking the Independence title.

You beat me too it. I really would like a 2 blue 2 black option on the rebel side of the table. Currently Han and Hera are the only ones, and quite spendy at that.

I don't know if I'd want it to be speed 2 though. Compared, to the defender that would be a little of a let down.

I'd design an Imperial droid squadron that would make an additional attack in the event it is destroyed. Not counter, just an attack that could be directed against any eligible target. This would hopefully make Imperials a bit more dangerous with their cheaper massed squadrons.

Example:

TIE Striker:
Speed 3, Hull 2, 3 Blue anti-squad, - anti ship, Swarm, Sacrificial, 7 points

Sacrificial: If you are destroyed by an attack, you may immediately make an attack against an enemy squadron you are engaged with.

Sith infiltrator, only ship I like from the first movie. Give it 7 hull, speed 3, cloak, snipe.

maybe 2 blue 1 black anti-squad, 3 blue snipe, 1 red 1 blue anti-ship. Not sure on the price though.

not really a jack of all trades but an interesting theory.

id like to see an info war kind of shuttle that does the opposite, all squadrons engaged by it lose intel and escort, maybe the escort part could be a special rule for a character? could balance it by giving it heavy so would need other squads to do the locking up. the losing escort part would be from the scrambling effect breaking up formation flying. would make intel balls have to actually try and do their own sniping to try and wipe out the squad so they can free their ball up, but obviously taking this and other squads might mean they dont have intel squads themselves as an opportunity loss

Tie hunter speed 5 hull five counter 2 and escort. 2 blue 2 black AS 1 blue anti ship.

Missile Boat:
Speed 5
Hull 4
1 Red Anti-Squadron
3 Black Anti-Ship
Bomber, Snipe 4 and Grit
27 points

Unique: Mu Squadron - Any Missile Boat squadrons within distance 2 of you can reroll any dice while attacking a ship.
31 points

Urgh, that'd be an always take... Keyan on Steroids. Because he's **** nasty as is, but this isn't limited to the Speed 2/3... And has better Anti-Ship...

.... and then Mu....

2 hours ago, thestag said:

Missile Boat:
Speed 5
Hull 4
1 Red Anti-Squadron
3 Black Anti-Ship
Bomber, Snipe 4 and Grit
27 points

Unique: Mu Squadron - Any Missile Boat squadrons within distance 2 of you can reroll any dice while attacking a ship.
31 points

Yeah ouch. Put a few of my tie hunters and say what fighter screen.

For anyone else familiar with the Missile Boat from the old TIE Fighter game, they know what a beast that was. It had so many missiles and torpedoes and heavy rockets and space bombs... it was a God among fighters.

I tried to balance as true to the original as I could using what we have, I feel I did a pretty good job, although it's probably priced a little cheap. It was built to destroy TIE Defenders and as a side effect it was a fantastic anti-ship platform. It's only downside was that it was limited to a single laser. I'd love to hear any improvements or changes anyone has.

Yeah but the laser was not real powerful, so red is probably too much. They killed Defenders by launching mass missile/torp attacks, which i'm not sure how you'd pull off in armada.

Maybe give it 2 blue anti-fighter and 2 black/2blue anti-ship, sort of the "reverse-defender". Maybe the unique could have the ability to use his anti-ship as anti-fighter attack, but only against fighters that have already activated.