Please FFG, keep balancing Armada.

By clanofwolves, in Star Wars: Armada

I agree that it is a pity that cards, ships etc... are not updated as new mechanics are added to the game. It might very well be that the points on something in the core set might not reflect its current worth.. better or worse.

I assume a second edition will come eventually and fix a few things... first edition will always suffer from feature bloat with new things constantly added.

I understand if this is a problem in a tournament environment, but in casual play you have the power to change things yourself to make the gameplay more varied. I presume most people play the game casually so for the majority playing the game it probably is a minor issue. Not saying FFG should not do anything about it, just that feature bloat are not that big of an issue in general.

8 minutes ago, iamfanboy said:

Yes, but you also have to account for what pushes the fighters. Let's go cheap and say 3 Gozanti Carriers with Expanded Hangar Bays at 28 points apiece - that's nearly 200 points against a 110-point investment. Of COURSE it's going to do more damage! Cut the fighter/pusher investment down to match the ISD and let's do a comparison...

Well... to be perfectly honest you don't really need ships to activate bombers. It is fairly easy to position them in away they get at least two turns of bombing opportunities without activating them.

I rarely find it useful to activate all my squadrons every turn.

Edited by jorgen_cab
6 minutes ago, Kikaze said:

if you wanna go strict, we could talk about the damage 4 x firesprays with BCC put out. we should also mention that actualy *getting to fire at blue range* is not as easy as it sounds for capital ships- usualy you only get to do that 1-2 turns per game, whereas squadrons moveTHENshoot, so can keep firing at things. sure, if all your opponent does is run speed 1-2 ships and come at you, thats fine. but if he actualy uses speed 3+ and good maneuvrability, then dodging away is no problem.

Now this is valid. Let's make a tight package of Carrier w/ BCC (31), Carrier w/ EHB (28), 4x Firesprays (72), and for good measure the final catalyst Major Rhymer (16) for a total of 157 points - that's 10 Blues and 1 Black out to Medium range with 6 rerolls. That's a lot of dice, but by all rights it SHOULD have that much dice - it's over a third of your force! A similarly costing ISD-II might be able to asplode one or both of your Gozantis though, meaning that you'd have nothing to push them with and would be that much closer to outright losing the game.

I mean... yeah. Squadrons are too strong right now. Given. But comparing raw damage output to raw damage output is not quite right in a game that depends on interactions and synergies.