The Modification Rule

By Mad Cat, in Star Wars: Armada

The jaded cynic in me points out that it leaves them open to add " Modification " to almost any upgrade card that they want to potentially nerf... Since the more they do it, the more choice is forced.

I feel like FFG had a neat idea when Armada dropped for Modifications and Crew damage cards, but it fell off the wagon along the way. Modifications tend to be expensive and under-whelming, as well as having the same slot. And we have 1 card that interacts with the Crew trait - Medical Teams, which barely sees use.

I'm actually disappointed FFG didn't explore Modifications or damage deck traits further since it adds another layer of depth to the game.

2 minutes ago, Undeadguy said:

I feel like FFG had a neat idea when Armada dropped for Modifications and Crew damage cards, but it fell off the wagon along the way. Modifications tend to be expensive and under-whelming, as well as having the same slot. And we have 1 card that interacts with the Crew trait - Medical Teams, which barely sees use.

I'm actually disappointed FFG didn't explore Modifications or damage deck traits further since it adds another layer of depth to the game.

Who knows, might be on future plans going forward....

Sorry, its just... You sound so final with those words :)

12 minutes ago, Undeadguy said:

I feel like FFG had a neat idea when Armada dropped for Modifications and Crew damage cards, but it fell off the wagon along the way. Modifications tend to be expensive and under-whelming, as well as having the same slot. And we have 1 card that interacts with the Crew trait - Medical Teams, which barely sees use.

It's pretty useless Medical Teams.

Only 1/3 crits are Crew.

And with Dodonna such a popular admiral...

SFO is another 1 pt discard, and it is FAR more useful, even when it occupies one of the most coveted upgrade slots.

15 minutes ago, Drasnighta said:

Who knows, might be on future plans going forward....

Sorry, its just... You sound so final with those words :)

Well there is no interaction with this wave. How many more waves do you expect Armada to have? And it seems a bit late to introduce a way to interact with modifications considering there are so few and how little they get played.

If they wanted to do something with mods and traits, it should have been done in the core set. Make all damage cards have a trait, and have a lot more upgrades be modifications.

41 minutes ago, OlaphOfTheNorth said:

I think you're right, but as others have noted, it's not like you ever find yourself torn between two modification cards and have a tough decision to make, so I'm not sure it's actually serving this function either.

It prevents you from including SA and High Capacity Ion Turbines on an ISD. Or SA and QBT.

Happened to me one tournament back in Wave 2, tried running double ISDs with Redundant shields and Q7s and was informed about it. I'd also never remember the rule, but tehy let me modify my lists (as it was an accident) to have ECMs which were much better lol. Never ran into it again.

But ya it's really obscure and very rarely ever comes up.

1 hour ago, Formynder4 said:

It prevents you from including SA and High Capacity Ion Turbines on an ISD. Or SA and QBT.

It doesn't prevent me from doing those things because though I own everything, I mostly play rebels, but I take your point; mine is just that it really doesn't come up all that much.