1 hour ago, SEApocalypse said:Thats plain false.
And it is exactly false in personal combat as well.
P.32 AoR-GM Kit
" While leading a squad or squadron, a leader may redirect any hit he or his vessel suffers to a minion in his the squad or squadron instead, which destroys, disables, or otherwise eliminates that minion from the encounter, at the GM's discretion. Additional benefits are gained by ordering squads and squadrons into the formations covered later in this section."
Each hit disables one minion. A 4 hits from a squad laser cannon would eliminate 4 minions in one go.
Okay. Fine. There are literally two different conversations going on in this thread, other than complaints that the game doesn't stick to gamers' personal head canon:
1. How to apply damage to a group of minion ships (the "informal squadron"). (Works the same as personal scale combat and is resolved in the same number of die rolls).
2. How to apply damage to a squadron. (An actual squadron, per mass combat rules).
What people aren't getting is that you use the rules for multiple ship engagements that match the scale of the conflict in order to resolve the conflict in the same amount of die rolls.
Five PCs in X-wings vs. 15 TIEs should have 8 parties; the five PCs and 3 opponent minion groups. Fifty Rebel ships vs. 150 TIEs is still run the same way but the five PCs (ideally) have their own personal squadrons which act as damage soaks. The three TIE opponents are individual squadrons lead by a Rival or Nemesis NPC, with their squadrons acting as damage soaks. Add green/yellow dice as appropriate, etc. etc. etc. But in the end the PC heroes and NPC villains are almost always the last to be destroyed because that's narrative and cinematic.
If the players spent 10 game sessions stealing or buying 10 B-wing fighters, those fighters should not be going into squadron level mass combat unless the players don't care that a single shot can wipe out 4. Squadron level combat is for players that have massive resources at their disposal: either command-staff level where significant numbers of ships and troops have been amassed "off-screen" *or* they're mid-level leaders where their higher-ups are supplying them troops and equipment.
A lot of stuff blows up in the Star Wars movies and it blows up at different scales. Unlike the WEG and WOTC takes which graft in-house existing rules sets (D6 and OGL D20 respectively) onto a licensed setting (which limits the narrative scale), the intention of the FFG game is to directly emulate the narrative and action beats of the films through the rules.
Edited by Concise Locket