2 minutes ago, thecolourred said:I think adding more AA flotillas pushes 3 hitpoint fighters like the interceptor or the tie fighter further from the game. These were supposed to be the things that would kill fighters, but they are laughably easy to kill. Particularly when you compare them to the 5-8 hitpoint squads that are effectively immune to AAA in a 6 turn game.
Maybe we need an upgrade that makes all of your 3 point fighters count as obstructed against ship anti-squadron shots? or something that gets a bonus of like 2 blue dice against anything that starts with 5-6 or more hit points?
Give us a reason to take the more fragile squads.
This is my thought about AA flotillas - it punishes the squadrons that AREN'T being used, and further rewards the squadrons that ARE being used. It's also an example of power creep being used to address a problem in the rules, rather than, ya know, ADDRESSING the problem in the rules.
Adding "All squadrons attacking a ship take an AA hit" means that it's a matter of attrition getting those high-hull Ys and Bs down, so they're still USEFUL and can make several attacks, but it also means that there's risk/reward involved in making those attacks - and doesn't impact the low-hull squadrons any further.
It makes squadron-lite formations viable again. A Raider with Instigator and Quad Laser Turrets becomes a 53-point dead stop for a squadron ball - yes, they can kill it, but they'll take losses on the way, and it might well weaken them enough that attacking the bigger ships is a suicide run.
But there are a lot of potentially good ideas being tossed around to address the problem, many of which have easy errata to issue.
Just now, Eggzavier said:Mate, that is gonna happen regardless of what Insert Game Company Here releases.
Literally it has been the only thing consistent in any game
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Fixed that for you.