Some quick post-Worlds 2017 thoughts...
1 - Congrats to Norm and Team Toronto. While 3 of the Final Four were Rieekan A-Holes, I want to stress that Toronto did work to optimize their squadron mix.
2 - Justin and Nathan have two consecutive Final Four finishes. Given the scoring format of Armada, you gotta give them props for consistency.
3 - I think "2+3" (2 combat ships + 3 flotillas) is different than traditional MSU (multiple ship units).
4 - On Rieekan, Yavaris, Flotillas, Squadrons + Relay...
This is probably more useful to newer players (we want the community to grow and we ARE the best FFG community - Nathan let Norm do a missed opportunity in the Finals!) but I need to discuss a brief history of Armada for context... I apologize for not giving proper credit where due but I figure I'll be corrected and this was not meant to be disrespectful. As always, YMMV.
Wave1:
GenCon 2015 - The GenCon Special. Squadrons suck!
Worlds 2015 - Jon R. beats the GenCon Special. A-Wings are OP'ed!
Wave 2:
With Ackbar Gunline being OP'ed, Rhymerballs and Demolisher define the meta and are needed by Imps to counter. World Vassal Cup 2016 leads to the "Clonisher" builds (hey, Raiders get used). Rieekan is needed to stop the Demolisher triple-tap.
Regional Season... PT106's 2x ISD + 3 Raiders wins two Regionals. No squadrons!
US Nationals 2016 - 8YT (Rogue) defeat Rhymer and Demolisher.
GenCon 2016 - Norm wins GenCon against D. Lee's "mirror" with a 2-ship build! 2 activations! New players should study Norm's squadron mix - it's very elegant. Kristjan has a 2 Vic + 3 build that does well in Canada. This author notices that Team Toronto is a squadron heavy meta and these guys appear to be very strong at optimizing squadron mixes.
Wave 3 & 4: Flotillas can't be easily killed by Demolisher. Cheap squadron pushers can alpha Rogues.
Thanks @CaribbeanNinja the existence of flotillas and Most Wanted does pretty much kill all other RED objectives which is boring.
German Nationals... Tokra's 8 Flotilla build is just the stereotype of German efficiency - he designs the most efficient build ever! It's super hard to score off him.
Worlds 2016 - JJ wins with double-intel Y-Wing rolling thunder vs. Justin's Flotilla Cage (both are 2+3 builds).
Regionals 2017 - Sean's SuperWhale build wins two Regionals including a 50-player field in Maryland. Britt wins Michigan Regional with a variant.
Ardhaedel(sp?), Ginkapo, and Caldias make Ram City and trad MSUs viable.
Note: Brawlers like Admo and Demo are rightly feared but they involve the RISK of getting stuck in.
Wave 5:
Worlds 2017...
Looks like Armada is having two Waves every year... perhaps, the meta has not changed significantly between this shortened Worlds schedule (e.g., bringing a better squadron mix)...
My thoughts- YMMV:
a) Rieekan - He eliminates the alpha strike. imagine a card that says... "Counter with your full battery." Sounds strong, right? In a game where activations and order is a big part of the game, it doesn't matter which order you choose. By eliminating this choice, the game is less interesting. An ace squadron zombie can pin your squadrons down. Rieekan players are hard to score big on... (haha, sorry I did Table Biggs 10-0 at US Nats but this was BEFORE flotillas and we both had to be super aggro because we took byes and had to catch the leaders after Round 1).
Note: At that time, to me, Rieekan was not top tier because he didn't help you DIRECTLY win by a bigger margin if that makes sense. I mean... you were losing a ship so how big could you be winning by?
b) Yavaris - I have killed countless Yavarisi (plural? LOL). The thing is a bullet magnet on the table. It does work but always dies.
c) Squadrons and Relay... I will admit that I'm not a squadron expert. At Nats and above, I've only used YT-2400!
I'm OK with squadrons being very point efficient. The drawback is that if you lose your ships, you get TABLED! To me, it's a fair trade-off of RISK-REWARD.
Relay... it does seem reasonable that the Relay Squadron has to be within the range of the ship that is activating it. But, hey, you can kill the Relay (well, with 6 and 8 hull... you likely need 3 attacks to take them out)... heck, they are effectively escorts! Using three squadrons to take one out leaves you open to counterattacks... Oh wait, your controlling ship is in the corner? There's no RISK of losing it and getting TABLED!
d) Flotillas
The most efficient ship in the game! The most durable/pts costed ship in the game. Requires a perfect roll of 4 red dice (1/8)*(1/8)*(1/8)*(1/8) probability at long range to kill. A large ship is not guaranteed to kill them with shooting... heck, if an ISD is shooting at my flotilla, I'm super happy!
Sure, you have Home One, H-9s, Raiders, etc to hunt flotillas... you can see from the recent Finals that Nathan's Admo was out of the game chasing a cheap flotilla. He was using 25% of his points to kill a squadron ace effectively. It's not that easy to attack an opponent's backfield.
With the prevalence of 2+3, you just don't have enough combat ships to chase down flotillas so squadrons is the most effective way of doing this.
TL; DR - Conclusion
Squadrons (most efficient) + Flotillas (most efficient)... TABLING would make it worthwhile to send a dedicated hunter in the backfield. There needs to be more RISK-REWARD in taking them.
Finally if you think this make Ram City too good... I think strong players will use flotillas as shields so they are destroying all the capital ships anyways.
I think Flotillas counting as TABLING would fix alot. Rather, I think it would make games more interesting/engaging.
Note: I like Beauty and the Beast and Disney movies...hence, the title. LOL
Edited by Q-DOWg