A Modest Proposal

By MasterShake2, in Star Wars: Armada

We could solve all of Armada's problems by using squadrons as an alternative food source...

On a more serious note, here's some proposed changes to various cards along with some thoughts.

Major Rhymer - Change "Close-Medium range" to "Distance 1-2"

Thoughts- Rhymer may have made sense way back in wave 1, but we're rapidly getting to the point where he's more of a limiter threatening to break the game should a really good Imperial bomber drop, rather than simply being a useful tool. Bringing him back to curve would open up future waves for more Imperial bomber squadron options.

Yavaris - Change the whole text of the card to "Squadron Icon: You may exhaust this card to allow 1 squadron activated by this command to attack twice"

Thoughts- As someone who has used Yavaris a lot, this title never made sense. Assume you allow three X-Wings, a pretty vanilla squadron for the Rebels, to attack twice, you've just added 12 blue to the table for 5 points. That's a level of efficiency that nothing else in the game even approaches. God help you if B-Wings are bombing your ship because then it added 3 black and 3 blue, more dice than an MC30 broadside. I can sort of understand the original idea i.e. you need to buy the squadrons separately and they need to already be in position (although with Adar Tallon that already takes a hit even before you get to FCTs, but whatever), but it's simply too good for it's cost even limited by the mediocrity of the Neb-B.

Rieekan - Change the entire card text to "When a friendly unactivated ship or friendly unactivated Unique squadron is destroyed, it remains in the play area and is treated as if it was not destroyed until the end of it's next activation" and increase cost to 38

Thoughts- Rieekan negating first activation advantage seems to be a case of working as intended, but in my opinion, the ship should be removed after activating, not at the very end of turn and it seems entirely fair for things that have already activated to be immediately removed as this at least gives you opponent a limited form of counter play and at least makes some of the goofy aspects (having to deal with Gallant Haven/BCC auras all turn, a CR90 that ran up and died traffic jamming everything and causing a ton of rams, Biggs passing damage to long dead X-Wings etc) harder to pull off.

Demolisher - Change card text "If you did not attack this turn, you may exhaust this card to make a single attack against a single target after executing a maneuver."

Thoughts- It doesn't completely nerf Demolisher's damage or stop it's ability to jump in and attack, but it does make the controlling player choose right off the bat if you want to shoot before or after moving instead of splitting up shots.

Bomber Command Center - Change text "When a friendly squadron with BOMBER at distance 1-5 of one or more ships with this upgrade is attacking a ship, it may re-roll a die" and increase cost to 10.

thoughts- it was pretty goofy for these things to stack to begin with, so removing that aspect helps, but it still feels like this is at least a 10pt upgrade in any fleet that bothers using it.

Engine Techs - Add text at the end "If this maneuver would cause you to overlap a ship, the maneuver is not executed and it is not treated as a collision."

Thoughts- I'm fine with this upgrade existing, but the double ram seems like a distinct case of "not working as intended".

Turbolaser Reroute Circuits - Change text to "When attacking, you may spend 1 evade defense token and exhaust this card to change 1 red die to a face with a critical icon or 2 hit icons"

Thoughts- While I feel this is a good upgrade, it gets pretty obscene pretty fast when multiple CR90s are all doing it for both shots every turn.

Norra Wexley - Increase cost to 18-19

Thoughts- it's a small change, but odd when you look at her side by side with Biggs and Wedge that are both 2pts more expensive. If you assume all of their pilot abilities are even, she just loses 1 blue die anti-squadron and gains a hull which would be a pretty fair trade, so it was kind of dumb for her to be that much cheaper than them to begin with.

YT-2400 - Increase cost to 17-18

Thoughts- Looking at all of the other Rogues available, this ship is just dumb for it's cost as a generic squadron. I was initially thinking the Imperial ones may need to be cheaper, but I think this just needs to be more expensive.

Toryn Farr - Replace "another" with "any" and remove "or squadron" and drop points to 5

Thoughts- Toryn Farr affecting ships is fine (in fact only affecting ships even if affects the ship with her on it feels a little underpowered for 7), but you can get so many squadrons in range and thus so many re-rolls, that it feels like it would be hard to find a cost for her that is still playable without being amazing.

You will notice there is quite a few "Exhaust this to do a thing". There are two reasons 1), this limits the number of times a player can do it, but more importantly 2) it does present your opponent with a counterplay option as it is possible to exhaust your opponents upgrades and it opens the way for the designers to add more upgrade exhausting stuff in the future if they feel any of these are getting out of hand and would like to reign them in a bit. *shrugs* grano salis

Edited by MasterShake2

Isn't your proposed demo nerf is play as intended, you can only make 1 attack after your maneuver, a second maneuver doesn't allow a second attack. ONE attack, not both?

1 minute ago, Darthain said:

Isn't your proposed demo nerf is play as intended, you can only make 1 attack after your maneuver, a second maneuver doesn't allow a second attack. ONE attack, not both?

Prevents you from just throwing the 2 red dice at your long range target before jumping forward and throwing dice out your side arc. Not a huge change. Also means that if your first broadside finishes off the target, you can't Demolish forward into another ship an fire off your forward batteries into it.

1 minute ago, Valca said:

Prevents you from just throwing the 2 red dice at your long range target before jumping forward and throwing dice out your side arc. Not a huge change. Also means that if your first broadside finishes off the target, you can't Demolish forward into another ship an fire off your forward batteries into it.

Ah read that wrong entirely where was my brain, also, that kind of defeats the whole point of the demo (which was much scarier before the point smearing that was flotilla.)

4 minutes ago, Darthain said:

Ah read that wrong entirely where was my brain, also, that kind of defeats the whole point of the demo (which was much scarier before the point smearing that was flotilla.)

It's not as big of a nerf as you might think. The scary point of Demolisher is jumping into a ship at the end of the turn, throwing 4 black dice, then starting the next turn with 4B and 2B2R. Nothing in this proposed change would stop that, which is fine. Demolisher still needs to be scary. This would stop Demolisher from chaining through multiple ships in a turn, however.

Rhymer? Demolisher? TRCs? Are these things really still breaking the meta?

20 minutes ago, pyqz said:

Rhymer? Demolisher? TRCs? Are these things really still breaking the meta?

No.

Rhymer and Demo are FINE. TRCs too. Torynn Far is FINE. Norra is FINE. YT-2400s are FINE.

edit even Yavaris is fine. What really needs to change is Relay.

Edited by TallGiraffe

The proposed Demo change even strengthens squads, because the Glad2-Demo-anti-squadron double tap is no longer possible...

The Demo nerf is barely any nerf at all. A rewording that say you cannot shoot after the engine tech maneuver would be more helpful.

Your Toryn nerf changes her from strong to virtually worthless except as a buff to ships' blue anti-squad shots. Too much nerf.

I dont mind people suggesting errata or rules changes. It sometimes causes me to seriously rethink cards. I just disagree with a lot of those changes.

Edited by Church14
5 hours ago, Church14 said:

The Demo nerf is barely any nerf at all. A refueling that say you cannot shoot after the engine tech maneuver would be more helpful.

Your Toryn nerf changes her from strong to virtually worthless except as a buff to ships' blue anti-squad shots. Too much nerf.

I dont mind people suggesting errata or rules changes. It sometimes causes me to seriously rethink cards. I just disagree with a lot of those changes.

Agree with this point against Toryn nerf. On ships, blue dice facings all have an icon that can always be used for something(except the uncommon times when you get many blue accs, which in this case sw-7 is your friend) so ships don't need her, whereas on squads the crits count as blanks, hence Toryn seems to be designed more towards benefiting squads.

Edited by Muelmuel
8 hours ago, Darthain said:

Isn't your proposed demo nerf is play as intended, you can only make 1 attack after your maneuver, a second maneuver doesn't allow a second attack. ONE attack, not both?

In theory, this prevents a last-first chain of ship removals by allowing a "last attack intel" to remove a critical defense token, attack to kill as the open, and move to immediately destroy another ship in range that maybe was set up last turn. Basically, it limits the damage to "remove one ship per two turns." And when you look at the cost of a fully kitted Demo, that's a potentially more reasonable rate of damage.

Most of these look a bit unnecessary, to be honest. I do like the change to Rieekan, although he's still troublesome with any unique squadron that has Escort. I guess they could just issue an errata that says Escort stops working if you die, or that Rieekan doesn't work on anything with that ability. I also like the Engine Techs change. I'm not sure Yavaris needs to be an exhaust effect but that might be because I have very little faith in a Nebulon to survive any real hostility, so I tend to look at anything a Nebulon does through a lens of "but it'll die soon, so it's okay."