So some members of my local group think of leaving Armada...

By Sybreed, in Star Wars: Armada

12 hours ago, MasterShake2 said:

I would also posit that there probably needs to be some inherent benefit for larger ships. As far as the game is concerned, an ISD and a CR90 is basically the same. There is no inherent bonus for the ISD being the size of a city and it gets a whopping 1 extra defense token (oh, a Contain token? You shouldn't have), but it involves a pretty massive opportunity cost. The real reason, though, that I want to see big ships get a buff is because when someone walking by an Armada game sees an ISD or one of the Mon Cals, they're like "wow that's a sweet model" and you basically never get that with any other ship size.

While I agree with just about everything else you've said, the ISD does have over twice the hull value, can activate 4 squads natively and can repair two damage cards a turn if it can get a token. It gets a lot of benefit for being twice the cost of the TRC90. Now whether or not that's enough efficiency is up to a matter for debate. I think the ISD tends to hold up pretty well, but the Imperials lack medium sized ships that can match it which hurts their fleet composition a lot I think.

I think this could be the solution for everyone, make Flotillas a class apart from ships and squadrons. They could be play between those two phase.

That was my creation before wave 3-4. It was a GR-75 for the Rebel. Used between the ship phase and the squadron phase. It was really working well. And Wave 3-4 just came and... I just put them aside because I did'nt want to have two kind of the same model at differant scale. I bougth my GR-75 from a old Star Wars Game that was looking a little bit like Armada (Star Wars Miniatures Starship Battle). The scale was a little bit too big but didn't look that awfull on the map with other Armada stuff. He had a round plate like squadrons and move like those. ;)

They had the ability to activate 2 squadrons that where not already activated in this turn and perform is action after those two. My GR-75 had Rogue, Grit-2 and heavy. This way, you can move and shoot, don't get stuck when there is only two squadrons against you and because of the size of this ''ship'' it's normal to have the mention heavy.

The Coruscant Transport for the Empire got all the same stuff as for the GR-75. I took the model of the New Order transport (a die-cast miniature model sold whit is peg after the release of TFA). The size was the same of my GR-75 and it was already paint. Now you could only change my Curuscant Transport for the Gozanti.

Now how to move them? The same way as a squadron and it's the final position that is important for all your angle for attack and shield (because they are not squadron, they are more like a hybrid ship).

Used this way, Flotillas could be good for every one. The total point is not count with squadron, they could do their stuff like FFG did want it (like BCC, Coms Net, Slicer Tools, etc..), will not count for ship activation, you cannot use them as life boat. All the good thing without all the bad side that seems to put Flotillas in a bad spot.

(Sorry for the french card, didn't make one in english)

P.S. I made this post in the Flotillas phase post earlier but i think it's relevant to be place here too.

Edited by DOMSWAT911