BSG invasion!

By hereticjon, in Star Wars: Armada Painting and Modification

1 hour ago, Megatronrex said:

This is harder than I thought it would be. I see why you're having difficulty statting these.

Yup. There are no good candidates for flotillas (possible exception Jem'Hadar Attack Ships as the first really shooty flotilla), so they have to be powerful enough to stand up without activation advantage, without also being overpowered. I've left them badly hamstrung in squadron play to try to offset how heavily armed they are, and I'm welcome to a comprehensive list of changes, whether to stats, armament, upgrades, cost (most were costed with the old formulas that @Wes Janson @DiabloAzul and I used when that thread was active), but a total overhaul is in order. I really like Sisko though, so he's going up once I'm done grading these position papers.

EDIT: Double post because Firefox. Nothing to see here, move along.

st_move_along.jpg

Edited by GiledPallaeon
Double post
2 hours ago, GiledPallaeon said:

Yup. There are no good candidates for flotillas (possible exception Jem'Hadar Attack Ships as the first really shooty flotilla), so they have to be powerful enough to stand up without activation advantage, without also being overpowered. I've left them badly hamstrung in squadron play to try to offset how heavily armed they are, and I'm welcome to a comprehensive list of changes, whether to stats, armament, upgrades, cost (most were costed with the old formulas that @Wes Janson @DiabloAzul and I used when that thread was active), but a total overhaul is in order. I really like Sisko though, so he's going up once I'm done grading these position papers.

It's really hard to gauge the relative power of ships within the Star Trek universe much less how they compare to the Star Wars ships we have in Armada. I spent a good while today just trying to figure out the sub-light speeds of different versions of the Enterprises. I don't think there are really any true analogs of Trek ships in Wars and vice versa. I'd want to make a Trek fleet, regardless of in universe faction, feel different than a SW fleet I think the best bet is to focus on different upgrade slots that are unavailable to Imperials and Rebels. Substituting a phaser slot for turbolasers, Torpedo launchers instead of Ordinance, while leaving slots like officers and weapons and support teams slots. They have to have transporters though if they want that real star wars feel.

MACO Team - Transporter slot - Federation Only - 2 points - When you reveal a command you may discard this card to choose 1 enemy ship at close range. That ship must discard all command tokens.

Security Team - Trans slot - 1 point - When an enemy ship ends its movement at close range of you. You may choose and exhaust one of its upgrade cards.

Plasma Charge - Tran - 4 points - Red Crit: When attacking a ship at close range cancel all attack die and exhaust this card to deal 1 face up damage card to the defender.

Thursdays are pretty slow at work so I should have some time tomorrow to go on KDY and try making some cards. I'll let you know what I come up with.

16 minutes ago, Megatronrex said:

It's really hard to gauge the relative power of ships within the Star Trek universe much less how they compare to the Star Wars ships we have in Armada. I spent a good while today just trying to figure out the sub-light speeds of different versions of the Enterprises. I don't think there are really any true analogs of Trek ships in Wars and vice versa. I'd want to make a Trek fleet, regardless of in universe faction, feel different than a SW fleet I think the best bet is to focus on different upgrade slots that are unavailable to Imperials and Rebels. Substituting a phaser slot for turbolasers, Torpedo launchers instead of Ordinance, while leaving slots like officers and weapons and support teams slots. They have to have transporters though if they want that real star wars feel.

MACO Team - Transporter slot - Federation Only - 2 points - When you reveal a command you may discard this card to choose 1 enemy ship at close range. That ship must discard all command tokens.

Security Team - Trans slot - 1 point - When an enemy ship ends its movement at close range of you. You may choose and exhaust one of its upgrade cards.

Plasma Charge - Tran - 4 points - Red Crit: When attacking a ship at close range cancel all attack die and exhaust this card to deal 1 face up damage card to the defender.

Thursdays are pretty slow at work so I should have some time tomorrow to go on KDY and try making some cards. I'll let you know what I come up with.

So I agree, and I took a route very intentionally beside that. My figuring was that there's no point figuring out if a Sovereign is an equal match for a Victory, so I got the scale of Imperial/Rebel power, laid down the relative power of different Starfleet ships next to it, and just started subbing them in. A D'deridex is the only thing near as large as an MC80, let alone an ISD, so I cut to the chase and reapplied the scale evenly.

For that Trek feel, I'm open to depowering the ships some and allowing them to use upgrades to get parity with SW combatants, but it'll be delicate. One of the first changes I made was the Electronics Retrofit, a new upgrade to cover the "science" powers of Starfleet ships, so we can use that. I'd rather keep Turbo, Ion, and Ordnance just so we don't have to start from scratch, but I'm also open to ideas there. I'd put transporter craziness in support teams, but we can do case by case.

One final thought: should we start a new thread just to give this one back?

2 minutes ago, GiledPallaeon said:

One final thought: should we start a new thread just to give this one back?

Yeah we should probably move this to off topic sorry for the derail @hereticjon