Relay "fix"

By ryanabt, in Star Wars: Armada

Although I'm not sold that Relay needs to be fixed. What about it a half-way fix, like you can relay when the shuttle/vcx is in long range? It would boost the range substantially but not go from the far side of the board.

3/4 ties. Alpha strike. Vcx or lamba gone.

Is 3/4 ties that hard to activate?

But but but escort. 2 ties per escort with alpha, usually only 1/2 escorts, cant afford more cause they brought vcx/lambas instead and need the rest of the points for bombers.

Better yet bring interceptors, or maybe even.... phantoms *le gasp*. Get in and counter or get in get out.

Honestly, without the very-much-so-definitely-unneeded sarcasm ive put above^, i dont think its an issue. As long as when you see thier fleet you recognise what their going to try and POSITION your fleet so you can alphastrike them, you can ruin their plan turn 1/2. Those fleets wont have much else going for them, maybe one or 2 combat ships cause theyre all focused on using their bombers to win. Remove relay and youve severely crippled their plans.

Back to topic at hand however....... if their range is restricted then the restriction on the number of sqds you may activate should be removed. You can relay as many orders as you want through a phone.

Being that nobody wants to give the rebels access to that i think relay is good as it is.

6 hours ago, DrakonLord said:

3/4 ties. Alpha strike. Vcx or lamba gone.

Is 3/4 ties that hard to activate?

But but but escort. 2 ties per escort with alpha, usually only 1/2 escorts, cant afford more cause they brought vcx/lambas instead and need the rest of the points for bombers.

Better yet bring interceptors, or maybe even.... phantoms *le gasp*. Get in and counter or get in get out.

Honestly, without the very-much-so-definitely-unneeded sarcasm ive put above^, i dont think its an issue. As long as when you see thier fleet you recognise what their going to try and POSITION your fleet so you can alphastrike them, you can ruin their plan turn 1/2. Those fleets wont have much else going for them, maybe one or 2 combat ships cause theyre all focused on using their bombers to win. Remove relay and youve severely crippled their plans.

Back to topic at hand however....... if their range is restricted then the restriction on the number of sqds you may activate should be removed. You can relay as many orders as you want through a phone.

Being that nobody wants to give the rebels access to that i think relay is good as it is.

Well, if they deploy their squads completely to the other side of the board, that may in the end basically remove most fighters from the game. Splitting up 3/4 squads for the relay and another 1/2 for the escort in the opposite direction of your fleet, spend time to get there, roll dice at least with average results, get past possible damage mitigation, and get back to the fight. That's almost the game over.

That's just less fun than it could be. Extreme range bombing runs should be a risk-reward deal emphasizing squadrons, not potentially turning the game into "266 points/no squadrons". This is pretty much the only time relay gets annoying, and range limits would probably fix that without hurting relay or anti-relay squads in any other capacity.

Don't get me wrong though, other than that, I can only agree. It's not even an occurence that's all that common, and pretty much the only reason I see for a "fix". Just for the sake of immersion and strategic thinking.

Edited by DampfGecko

the only thing I really hate about Relay is Relay 2. Relay 1 I have less of a problem with. kill 1 of 2 Ghost and it hurts the Rebel Squadron game kill 1 of 2 Shuttles and its less of a issue.

10 minutes ago, X Wing Nut said:

the only thing I really hate about Relay is Relay 2. Relay 1 I have less of a problem with. kill 1 of 2 Ghost and it hurts the Rebel Squadron game kill 1 of 2 Shuttles and its less of a issue.

Come to think of that (I play exclusively Imperials), I would absolutely be fine with Rebels get some sort of Upgrade to help with their range, but I'd like that to be an Option. After all, I'd wager most players could work around building a Lamda/VCX-Comlink-Conga.

I'm in the small field of Relay is fine as is. But I definitely can see how it can make a playing experience not very fun.

16 hours ago, SkyCake said:

1. if your relay gets knocked out, your relay from across the table game plan is wrecked and you probably lose the squad game from there.

2. engaging your squads away from your ships throws away the benefit of added AA firepower, which can easily turn the battle.

3. bringing relay(s) waters down your 134

4. activating 1-4 squads at a time leaves vulnerable to 5-6 squad alpha strikes, where they get the bulk of their firepower in, before you can get all yours in, thus minimizing return fire.

There are downsides, they are many, and they are highly significant.

Hmm.... In general you are not wrong. As I read your post I think maybe the issue I have is only with Jendon.

He is kind of an exception to all your points, as he is incredibly hard to kill (and usually hiding in an asteroid to boot) and doubles your biggest ace each turn.

Light squadron fleets will really really struggle to kill Jendon. In these cases, "kill the carriers" still feels pretty impossible.

Considering how much you have to invest in relay to get them to work this would do more harm then good. If you require the relay squadron to be in range of the carrier for it to work, you would be forced to either leave them unprotected to get the most of the range out of them which would make them easy to jump. The problem here is no with relay, but with people not wanting to adjust their lists with big ships and lots of upgrades to counter the squadron ball. If you focus on the relay ships and they are way out of range of the activating carrier, just destroy them and that player is now SOL. I have done this a few times which sealed the win for me. Stop taking token CAP forces.