[Errata Changes] That would be most welcome

By RikkiP, in Star Wars: Armada

Well we wait on the wave and FAQ these are a few changes I would not mind seeing along in the FAQ. Any other suggestions are welcome.

Some here are a lot easier than others and should be included such as the upgrades for sure and the flotilla rule change would be very interesting.

Commanders

Leia Organa – Cost too high.

Commander Sato – increase distance to 2 of a squadron just to make him a little more useful.

Garm Bel Iblis – Gain tokens on first, third and fifth (Still probably useless)

Grand Moff Tarkin – Cost too high

Titles

Gladiator: Demolisher – During your activation, you must perform one of your attacks after you execute a manoeuvre.

MKII: Paragon – While attacking a ship you have already attacked this round by this ship or another, add 1 black die to your attack pool.

Interdictor: Interdictor – Stays the same but costed at -10 instead of 3

Upgrades

Quad Laser Turrets – While defending at close range, if the attacker is a squadron, you have counter 1

Cluster Bombs – After a squadron performs an attack against you, discard to roll 4 blue. That squadron and all others at distance 1 take damage equal to the number of hit icons.

Squadrons

Darth Vader – Lose Escort, Gain Grit or Rogue

Hera – Increase to 3 other squadrons gain rogue.

Rule Changes

One Player Defeated: At the end of a game round, all of one player’s ships are destroyed excluding flotillas. The player with at least one ship remaining excluding Flotillas earns a win and the opposing player receives a loss

Edited by RikkiP
regulations used instead of rules book

Agree on all mostly. I would keep the interdictor title as is and maybe just give the ship a flat points break as the title is pretty cool.

I think (and i said this in another thread) that tarkin and leia should both be 30 points, as should motti.

Most of the rebel generals are pretty specialised which is a cost in itself, so maybe there is room for a points break for some of the more expensive ones.

The other general to fix is tagge - he should work every turn. Even then he would be quite situational and a high opportunity cost.

The Interdictor title is great. You just have to learn to use it effectively. At -10 points it would be a "must have" on any dictors only for the extra points.

31 minutes ago, Ophion said:

I think (and i said this in another thread) that tarkin and leia should both be 30 points, as should motti.

I agree, Dodonna could probably use a bit of a bump in price also.

Im a little worried about the cost of Thrawn but we will have to see.

I like the rule change where flotillas don't count as ships for still having ships on the table to end the game. I would still say the game should continue until the end of the turn as happens now with only squadrons left alive.

2 hours ago, RikkiP said:

Interdictor: Interdictor – Stays the same but costed at -10 instead of 3

Ah, no! Keep that spooky method of balancing in X-wing!

The day Armada goes down the " this 0 point title grants you another title slot and reduces the price of your other upgrades by 1 each " balancing route is the day I sell my spaceships.

Sato with distance 3 would make him the best commander in the game. Even 2 makes him pretty **** good. He is fine where he is right now. People just don't know how to leverage his strengths.

2 hours ago, RikkiP said:

Squadrons

Darth Vader – Lose Escort, Gain Grit or Rogue

Really, They should have done Vader differently.

25 points

Grit

While a friendly squadron with the keyword "swarm" is at distance 1 of you it gains "Escort".

While attacking each of your [crit] icons adds 1 damage to the damage total.

It never made much sense to me that the tie advanced had escort anyways.


12 minutes ago, svelok said:

The day Armada goes down the " this 0 point title grants you another title slot and reduces the price of your other upgrades by 1 each " balancing route is the day I sell my spaceships.

It still could use a tweak to price but just changing it without the title and just changing it out right is alot more complicated.

5 minutes ago, Undeadguy said:

Sato with distance 3 would make him the best commander in the game. Even 2 makes him pretty **** good. He is fine where he is right now. People just don't know how to leverage his strengths.

Sato with 3 would be far to good yes but i think 2 would bring him into use a fair bit more. I really like seeing sato out in the tournaments and the lists you build round him.

3 minutes ago, Darth Sanguis said:

While a friendly squadron with the keyword "swarm" is at distance 1 of you it gains "Escort".

Really like this one, it does make far more sense but he would be a beast.

1 minute ago, RikkiP said:

Sato with 3 would be far to good yes but i think 2 would bring him into use a fair bit more. I really like seeing sato out in the tournaments and the lists you build round him.

Maybe make it close range instead of 1 or 2. kinda splits the difference. I could see this making Sato worth a little more. Honestly though he's quite good at distance 1

I want a Green Lantern ring! I read it in a book once so I should get it!

Wow. How about no. Just to cover the worst suggestions in the OP’s list:

-Sato’s issue is leveraging crit effects at long range, not getting squads into place. That fix does nothing.

-Forcng Demolisher to move before taking the second shot isn’t a meaningful punishment. I see the intent and approve of the idea of trying to curve Demolisher’s ability to triple tap and get away. The problem is that if I’m going to run a DemSU, I am writing off my Demolisher anyway. The title certainly needs another errata or banning from tourneys, but that fix doesn’t do enough. The ability for a ship naturally inclined to burst damage to move and then shoot is the issue. If we are opening the can for cost changes, then make Demolisher a 20 point title and start from there.

-The Interdictor does not need a points decrease. Players need to spend the time learning how to use it. The complaints are always about its combat abilities when the ship is meant to leverage the experimental upgrades. See Nose Punch. See my comments about strapping High Capacity Ion Turbines to it. -10 points for that title means I will NEVER run an Imperial fleet without that.

-Vader has Escort for balance. Remove that and shave those 1-2 points off and you basically made a cheaper Maarek Steele. Hooray for Jendon double tapping something that hits like a hammer for even cheaper!

2 hours ago, RikkiP said:

Rule Changes

If all ships in a fleet are destroyed, ignoring squadrons and flotillas, the game immediately ends. The player with one or more ships remaining in the play area is the winner.

I am a big fan of the “flotillas do not count towards tabling” change. Removing the chance for squads to activate is pointless and feels like an “I don’t like squads” addendum. The flotilla change is a suggestion directly from observing flotillas abuse specific game mechanics in a way that I think playtesters missed or underestimated. FFG clearly tried to use a soft nerfhammer on that strategy when they said commanders can’t be on flotillas. Not counting towards tabling is the next soft nerfhammer to use.

Squadrons not getting to activate does not address any known exploitation. 8 2400s isn’t a prevalent screen and there isn’t a major tournament where over half of the players at the top table abused that ability. So that change needs something that isn’t overpowered.

I agree on Sato being a bit underwhelming, my fix would be to keep him as It is now, but the change dice would happen after the initial roll, adding a limited reroll to his Current effect. For 4 Point higher and with an easier to meet effet, Vader does a lot more damage boost. In Case of Sato, switching red or Blue to Black is 0.25 dmg boost on average, plus some room to play with any colour crit effects. Sort of underwhelming for 32 Points with a harder criteria than Vader.

2 hours ago, RikkiP said:

Garm Bel Iblis - (Still probably useless)

Someone get @BiggsIRL or @shmitty ...

8 minutes ago, Church14 said:

I am a big fan of the “flotillas do not count towards tabling” change. Removing the chance for squads to activate is pointless and feels like an “I don’t like squads” addendum.

I just ripped the line from the rule book about the game ending immediately when all ships are dead, Im fine with it continuing until the end of the round and that is the current rule, it just needs flotillas attached :P

• One Player Defeated: At the end of a game round, all of one player’s ships are destroyed excluding flotillas. The player with at least one ship remaining excluding Flotillas earns a win and the opposing player receives a loss

That is how it should read

Edited by RikkiP
wrong rule book
34 minutes ago, Darth Sanguis said:

Maybe make it close range instead of 1 or 2. kinda splits the difference. I could see this making Sato worth a little more. Honestly though he's quite good at distance 1

TBH Sato played well works well at range one, you just have to 1 build a list around him then play to his specific play style. To really work well you need rogue/intel/grit to be able to reposition and pin down other fighters to keep yours mobile. I have not managed to get him to work for my but he really does not suit my play style.

1 hour ago, geek19 said:

Someone get @BiggsIRL or @shmitty ...

I mean I did manage to win Store Championships with both Garm and Sato this summer....

And if I could play in a Regional I’d be taking one of them.

19 minutes ago, shmitty said:

I mean I did manage to win Store Championships with both Garm and Sato this summer....

Sounds useless to me!

How about this, the effectiveness of the commander should depend on the size of the ship in which he is:

- Large ship, as always.

- Medium ship , the commander ability only works for any ship or squadron at distance 5 or less.

- Small ship, the commander ability only works for any ship or squadron at distance 1 or less.

Also, lemme be THAT GUY. @RikkiP , why do we need ANY of these changes? With the fact that people have won Regionals with all of these commanders (possible exception: Sloane and Leia? We're they out yet?) And people HAVE brought these cards, why do we need most of the edits? Why does Vader need to lose Escort? Why does the Interdictor need to cost less? Until we see the data from this Regionals season, I don't think we want to start making any changes that may or may not be needed.

5 minutes ago, Lannes said:

How about this, the effectiveness of the commander should depend on the size of the ship in which he is:

- Large ship, as always.

- Medium ship , the commander ability only works for any ship or squadron at distance 5 or less.

- Small ship, the commander ability only works for any ship or squadron at distance 1 or less.

No. Just no, no for days, no forever. You're killing Cracken and Mothma, potentially Screed and Ozzel too, and small ships in general. That's not healthy for the game.

Sorry I'm gonna be THAT GUY yelling on the internet, and I'm not trying to turn this into a "game's fine, quit complaining" thread (I'd actually be ok with the quad laser one and the flotilla idea!) But there's a lot of design issues I can see with some of these proposed changes.

8 minutes ago, geek19 said:

Also, lemme be THAT GUY. @RikkiP , why do we need ANY of these changes? With the fact that people have won Regionals with all of these commanders (possible exception: Sloane and Leia? We're they out yet?) And people HAVE brought these cards, why do we need most of the edits? Why does Vader need to lose Escort? Why does the Interdictor need to cost less? Until we see the data from this Regionals season, I don't think we want to start making any changes that may or may not be needed.

@geek19 they are all very good points, no need to feel that your being THAT GUY, i was after opinions and ideas, you presented some :)

One thing i am going on is from what we see and dont seem much of at the tournaments but i would love to see the specifics of all the combined data. regional's upwards.

4 minutes ago, geek19 said:

Also, lemme be THAT GUY. @RikkiP , why do we need ANY of these changes? With the fact that people have won Regionals with all of these commanders (possible exception: Sloane and Leia? We're they out yet?) And people HAVE brought these cards, why do we need most of the edits? Why does Vader need to lose Escort? Why does the Interdictor need to cost less? Until we see the data from this Regionals season, I don't think we want to start making any changes that may or may not be needed.

No. Just no, no for days, no forever. You're killing Cracken and Mothma, potentially Screed and Ozzel too, and small ships in general. That's not healthy for the game.

Sorry I'm gonna be THAT GUY yelling on the internet, and I'm not trying to turn this into a "game's fine, quit complaining" thread (I'd actually be ok with the quad laser one and the flotilla idea!) But there's a lot of design issues I can see with some of these proposed changes.

Those commanders could be still useful on medium ships, a 5 distance range is quite big. But yes, the key it's I feel large ships are a bit disadvantaged with small ships because the point cost doesn't compensate the advantage in activations and deployment.

No. Just no.

3 hours ago, Undeadguy said:

Sato with distance 3 would make him the best commander in the game. Even 2 makes him pretty **** good. He is fine where he is right now. People just don't know how to leverage his strengths.

I think it is because on paper he is garbage.