My attempt at custom squadron cards.

By Thatbillmanguy, in Star Wars: Armada Painting and Modification

I made these to go with some Mel's miniatures ships I ordered.

star_wars_armada___squadron___missile_boat_by_thatbillmanguy-dbnxuma.jpg

star_wars_armada___squadron___tie_avenger_by_thatbillmanguy-dbnxt5v.jpg

star_wars_armada___squadron___assault_gunboat_by_thatbillmanguy-dbnxt1k.jpg

May I suggest adding a slam effect to the missleboat?
Slam: You may attack after you move. You cannot attack squadrons this way.

or

After you move, you may move again.

or

After you move or attack a ship you may move again or attack another ship.

Something, really, because having a slam equipped ship capped out at speed 2 seems off.

I agree. I'll add slam.


My thinking while making these was to basically copy the same attributes and abilities of the Y-Wing and B-Wing and apply them to the Gunboat and Missile boat, so the empire had the equivalent ship.

But I wonder why they made B-Wings so slow, and with less hull than the Y-Wing? If anything, the attributes should be switched (while Y-Wing should keep Heavy) because B-Wings were designed to be faster and more heavily armored and still take on fighters. Anyone who's played the LucasArts game would be familiar with that, so it baffles me that they assigned the attributes the way they did.

On 9/28/2017 at 11:37 AM, FourDogsInaHorseSuit said:

May I suggest adding a slam effect to the missleboat?
Slam: You may attack after you move. You cannot attack squadrons this way.

You can always attack after you move with a squad.

12 minutes ago, Darthain said:

You can always attack after you move with a squad.

Only if you are activated by a ship or are Rogue. I think Slam is meant to apply to squads activating in the squad phase.

On 9/28/2017 at 0:01 PM, Thatbillmanguy said:

I agree. I'll add slam.


My thinking while making these was to basically copy the same attributes and abilities of the Y-Wing and B-Wing and apply them to the Gunboat and Missile boat, so the empire had the equivalent ship.

But I wonder why they made B-Wings so slow, and with less hull than the Y-Wing? If anything, the attributes should be switched (while Y-Wing should keep Heavy) because B-Wings were designed to be faster and more heavily armored and still take on fighters. Anyone who's played the LucasArts game would be familiar with that, so it baffles me that they assigned the attributes the way they did.

I think it's because they were in the first wave of fighters, and X wings were already at 3, ties were already at 4, and thus they had no choice but to put B's at 2 (because they also made Y's as fast as X's OOPS!). But I also think that in Armada squadrons have HUGE problems to begin with. Mainly that you can't run down ships with squadrons but I'm just a bitter 'ol Tie Fighter Player.
EDIT:
If you want just an imperial B-wing there's always the Punisher(interdictor) or Aggressor?

Edited by FourDogsInaHorseSuit
3 hours ago, GhostofNobodyInParticular said:

Only if you are activated by a ship or are Rogue. I think Slam is meant to apply to squads activating in the squad phase.

So rogue :P

Given the EU background on the Missile Boat and the SLAM ( http://starwars.wikia.com/wiki/SubLight_Acceleration_Motor ), you could have SLAM work like...

SLAM: If you forego all attacks against squadrons this round, you may move twice (you may still attack ships). You may not attack ships after this second move.

You should also give them Grit.

This allows them to: (1) move twice either with a squadron activation or during the squadron phase; (2) attack a ship, then move away at double speed (with a squadron activation); or (3) move, attack a ship, then move again (with a squadron activation).

Alternatively, if you want it to be simple and parallel the rule in X-Wing, you could have..

SLAM: If you forego all attacks this round, you may move twice.

Edited by stonestokes

Thanks for the feedback, everyone. I made these before I started playing the game (as I was excited about ordering it, and wanted something to do to pass the time til it got here). Now that I've had a few games under my belt, I'm thinking

10 hours ago, stonestokes said:

SLAM: If you forego all attacks this round, you may move twice.

is probably the best way to go. SLAM wasn't really used to attack in TIE Fighter, but as more of an escape device from missiles being shot at you by rogue TIE Defenders, or to get somewhere quickly. I think I'll bump the speed up to 3 to match the X-Wing.

On 9/28/2017 at 10:01 AM, Thatbillmanguy said:

B ut I wonder why they made B-Wings so slow, and with less hull than the Y-Wing? If anything, the attributes should be switched (while Y-Wing should keep Heavy) because B-Wings were designed to be faster and more heavily armored and still take on fighters. Anyone who's played the LucasArts game would be familiar with that, so it baffles me that they assigned the attributes the way they did.

Make bwings too good and nobody would take anything else. They are speed 2 to make xwings better, and hull 5 to make ywings better.

On 19/10/2017 at 6:14 PM, Thatbillmanguy said:

Thanks for the feedback, everyone. I made these before I started playing the game (as I was excited about ordering it, and wanted something to do to pass the time til it got here). Now that I've had a few games under my belt, I'm thinking

is probably the best way to go. SLAM wasn't really used to attack in TIE Fighter, but as more of an escape device from missiles being shot at you by rogue TIE Defenders, or to get somewhere quickly. I think I'll bump the speed up to 3 to match the X-Wing.

The problem with using TIE Fighter (or almost any other video game) as a reference, which people keep doing, is that video games are generally designed with clear player progression. You start out with a weak character/ship/car/gun and end up with a universe-shattering level-99 demigod. This is the sole reason why in the video games the B-Wing was faster, more maneuverable, better armed and better shielded than the Y-Wing. Same with the ridiculous TIE Defender and Missile Boat stats. These stats are simply unreasonable in any other context.

In the real world there is of course some technological evolution also, and hardware of different generations will coexist in any given force. But the pace of change is far slower and differences in performance among contemporaries tend to be more a matter of design choices and compromises depending on the intended purpose. I'm sure @GiledPallaeon could write has already written a wonderful essay on this topic.

For a strategy game, though, as @Norsehound mentions, you just can't have "good units" and "bad units". I mean, you could , but... that does not a good game design make.

On 19/10/2017 at 8:08 AM, stonestokes said:

Alternatively, if you want it to be simple and parallel the rule in X-Wing, you could have..

SLAM: If you forego all attacks this round, you may move twice.

That's pretty much how I would do it. But I think a more robust wording (adapted from Cloak) would be:

SLAM X*: Instead of attacking, you may move up to distance X, even if you are engaged.

So you get your speed or speed X (even if engaged) if activated in the squadron phase, or both if you are activated by a ship and choose not to attack.

* probably 2 for the Missile Boat, but future units may get a different value. Either way it's important to decouple it from the base squadron speed. For example, you may want to give the Boat speed 3 + slam 1, instead of 2+2. Remember that speed is non-linear, and two speed-1 moves take you much further than a speed-2 move.

What program are you using to make these?

27 minutes ago, 1728maxfirepower said:

What program are you using to make these?

Just cut and pasting with Adobe Photoshop. I little bit of Font Matching here and there.

Ok. Some updates:

Missile Boat. I changed Slam to Slam X. I liked that idea a lot

Star Wars Armada - Squadron - Missile Boat

And TIE Avenger, I thought E-Wing has SNIPE, no Imperial squadron does so lets give the Avenger snipe! Then I saw Saber Squadron existed. So I changed it to Escort / Snipe instead of Snipe / Swarm.

Star Wars Armada - Squadron - TIE Avenger

And another idea for the YT-2000:

Star Wars Armada - YT-2000 Squadron

I’m really digging that Tie Avenger, Escort/Snipe sounds really fun... a bunch of those with Soontir, pick off all the squads not quite engaged with him so all the rest are forced to take autodamage...

I'm hoping Escort doesn't affect anything further than distance 1, even with Snipe. You're technically not engaged unless you're at distance 1, right? Any further, you're not engaged, even if you're sniping people, right? Otherwise, I think the Avenger is overpowered in that case. But I'm pretty sure I'm correct in thinking that you can only be engaged at distance 1.

6 minutes ago, Thatbillmanguy said:

I'm hoping Escort doesn't affect anything further than distance 1, even with Snipe. You're technically not engaged unless you're at distance 1, right? Any further, you're not engaged, even if you're sniping people, right? Otherwise, I think the Avenger is overpowered in that case. But I'm pretty sure I'm correct in thinking that you can only be engaged at distance 1.

The way it is, the Avenger is engaged with anything at distance 1, but can snipe anything at distance 2 regardless, unless the squad it is engaged with is escort and the target it is sniping is not escort. Similarly, any squad at distance 1 of the Avenger is engaged with it, and must attack it rather than snipe or attack another squadron friendly to the Avenger, unless those alternative targets are also escorts.

Perfect. That's what I was hoping for.