What would you like to see in the future

By Solaris00, in Star Wars: Armada

I am not talking about specific ships, but more classes of ships, upgrade types and potential mechanics. For me I am hoping for the following:

Flotillas

  • Anti ship flotilla for each faction. Maybe this could be the first medium flotilla?
  • Anti squadron focused flotilla for each faction (small)
  • I would like to see a flotilla that interferes with relay.

Medium/Large Ships

  • More medium ships for rebels
  • More large ships for imperials

Campaign

  • A campaign that focuses on large epic battles, that could include special rules for each epic conflict, like the Battle of Endor. I would probably like it to stay on the standard play area size which would restrict the points. I have played a 1200 pt game before with the standard size, got a bit cramped but ships poped pretty quickly freeing up space.

Mechanics/Upgrades

  • As above, rather than nerfing relay, i was hoping for an upgrade or some other mechanic that will interfere with relay forcing the flotillas to come into play. Might not be practical and situational, but I think that would be a good idea. Even if relay is nerfed there is still room for a counter to it that prevents a relay squad from using relay, making positioning of the relay squad more tactical.
  • Would like to see an upgrade that does splash damage to squadrons on a crit. This would have to be an exhaust card.

Anyway, just interested in what people think. Sorry if this doubles up on other discussions, I don't always get a chance to read everything here.

An Executor-class Star Deardnaught (>35" long) with a new sandbox (ie. map-based, rather than (multi-)linear) campaign.

Rebels get nothing.

(Because they already have one ship more than the Empire does)

Personally, I’d like some scenarios for casual play; something without the time commitment of a campaign, but without the symmetry of a standard match. For example, a 2 vs 1 blockade run, or a shipyards raid where the Empire has ISDs they can only activate from round four onwards.

7 minutes ago, The Jabbawookie said:

Personally, I’d like some scenarios for casual play; something without the time commitment of a campaign, but without the symmetry of a standard match. For example, a 2 vs 1 blockade run, or a shipyards raid where the Empire has ISDs they can only activate from round four onwards.

You are talking about alternative standalone scenarios like take the station then?(although take the station itself is symmetrical). ffg tried releasing take the station as an alternative format but it does not earn them any money so it won't be their focus to continue(unless they release a set of them non-tournament scenarios with extra needed tokens? etc. but then what would be the point or the focus of that expansion?[just my 2 cents]). Homebrew/community for one-game scenarios is still the most likely. :)

Edited by Muelmuel

Alternatively, if the scenarios were modular and could fit into a campaign....

13 minutes ago, Muelmuel said:

You are talking about alternative standalone scenarios like take the station then?(although take the station itself is symmetrical). ffg tried releasing take the station as an alternative format but it does not earn them any money so it won't be their focus to continue(unless they release a set of them non-tournament scenarios with extra needed tokens? etc. but then what would be the point or the focus of that expansion?[just my 2 cents]). Homebrew/community for one-game scenarios is still the most likely. :)

That's definitely true... I'd consider it more of a "support" kind of thing. If you make such scenarios, you're not making new merchandise so much as trying to draw in a new group of players/add more depth. It's a fairly low-cost way of making sure your base stays engaged/grows.

Edited by The Jabbawookie

I ts a long shot but, systems open for armada... and in the end the best rebel and imperial players battle it out in a special designed campaign for that open.

-updated rule book!

7 hours ago, Solaris00 said:

  • As above, rather than nerfing relay, i was hoping for an upgrade or some other mechanic that will interfere with relay forcing the flotillas to come into play. Might not be practical and situational, but I think that would be a good idea. Even if relay is nerfed there is still room for a counter to it that prevents a relay squad from using relay, making positioning of the relay squad more tactical.

Ret con jamming field to not suck and make it interupt all squad commands within dis 1-2 instead of causing obstruction to your own squads which never made any sense at all anyway.

Imo this is NOT too extreme of a counter. The squad game needs a hard counter like yesterday. And im not talking upgrades that allow ships to compete with squads, i mean a hard counter. You know why its risky to run no squads? Cause if you play against a max squad list you are hard countered and most likely going to get your face wrecked. I want something like THAT but for the person running max squads. Where when they see it they go, well crap, I'm pretty much sunk, gotta try and salvage some points. Right now, especially with relay, there is just not enough risk to heavy squadplay.

Edited by BrobaFett

SSD Epic play

Medium Ships for Rebels (IMO the biggest need in the game).

Edited by Thrindal

More titles for the pelta and interdictor.

1 hour ago, BrobaFett said:

Ret con jamming field to not suck and make it interupt all squad commands within dis 1-2 instead of causing obstruction to your own squads which never made any sense at all anyway.

Imo this is NOT too extreme of a counter. The squad game needs a hard counter like yesterday. And im not talking upgrades that allow ships to compete with squads, i mean a hard counter. You know why its risky to run no squads? Cause if you play against a max squad list you are hard countered and most likely going to get your face wrecked. I want something like THAT but for the person running max squads. Where when they see it they go, well crap, I'm pretty much sunk, gotta try and salvage some points. Right now, especially with relay, there is just not enough risk to heavy squadplay.

I could actually see getting behind this if it were (a. Distance one and (b. 9-12 points. This would give us a reason to use Rhymer again and might prevent it from just casually getting tossed into every list. It still feels both important and thematic to make fighter clouds viable.

I second the Epic Conflict idea. Maybe 3v3 or 2v2 with certain required ships in each fleet. Multiple ways to earn objective points I.e. destroy the station, capture the VIP, Advanced gunnery, and most wanted all at the same time; because each fleet has multiple goals. If that's too chaotic, make it 2 or 3 objectives. Include scenarios for Endor, Hoth, Atollon, etc. Any large-scale fleet conflict.

Besides campaign/epic games, Empire needs heavy cruisers...give me Vindicators and Dreadnaughts.

I definitely want to see more campaigns / scenarios.

I want at least one more Medium ship for Rebels, and probably another Large for Imperials — maybe an MC-40 Light Cruiser or Assault Frigate Mk I for Rebels; not too sure about the Large for Imperials.

There are particular squadrons that I would love to see:

Rebels:

  • U-Wings (with Assault, and either Strategic or Relay)
  • K-Wings (with Bomber and SLAM)
  • ARC-170s (with Bomber)

Imperials:

  • Xg-1 Assault Gunboats (with Bomber and SLAM)
  • TIE Punishers (with Bomber)

Edit: I also really want to see a Phoenix Nest title for the Quasar that allows it to be used in Rebel fleets (even if it was a 10-point title), and a similar title for Nebulon-B's to make them available for Imperial fleets (they were built by Kuat Drive Yards after all).

Edited by stonestokes

I want FFG to be transparent with us. Tell us content is delayed and we will have to wait X+1 month, so they can deliver before the end of that deadline and make it appear they know how to handle problems.

Sorry, this thread was missing this photo :P

I want Epic play in Armada!

Change some rules as for Epic play in X-Wing or for a campaign and it should fit :)

IMG_8790.JPG

Faction Starter Sets.

$50MSRP

REBEL STARTER:

MC40 (Small Base)

DP20 Corellian Gunship (Combat Flotilla)

x2 X-Wings

x2 Y-Wings

new Damage deck*

new updated rule book

new Rebel specific objectives

dice/dials/templates/etc needed to play

IMPERIAL STARTER:

Vindicator SD (Small Base)

Imperial Customs Corvette (Combat Flotilla)

x2 TIE Fighter

x2 TIE Bomber

new Damage deck*

new updated rule book

new Imperial specific objectives

dice/dials/templates/etc needed to play

* If Needed

Edited by GrandAdmiralCrunch
Added * to new damage decks

What’s wrong with the damage deck?

What could be nice also, is a two factions Dreadnought and a title for a unique Rebel Quasar (like in the serie).

I understand that we can not make this for every ship in the game but those two could be the exception and it will follow the theme.

(I know... there is a lot of Rebel ship that come from the old Empire shipward, but phase out) ;)

20150809_150149.jpg

Edited by DOMSWAT911
20 minutes ago, GrandAdmiralCrunch said:

Faction Starter Sets.

$50MSRP

REBEL STARTER:

MC40 (Small Base)

DP20 Corellian Gunship (Combat Flotilla)

x2 X-Wings

x2 Y-Wings

new Damage deck

new updated rule book

new Rebel specific objectives

dice/dials/templates/etc needed to play

IMPERIAL STARTER:

Vindicator SD (Small Base)

Imperial Customs Corvette (Combat Flotilla)

x2 TIE Fighter

x2 TIE Bomber

new Damage deck

new updated rule book

new Imperial specific objectives

dice/dials/templates/etc needed to play

I'd double like this, if possible. LOL

I think this would make the game more attractive to new players joining existing communities, since they wouldn't be straddled with a bunch of stuff from both factions that may be difficult to trade to other players that likely already have multiples of everything that came in the existing core set already.

I kinda agree though that a "new" damage deck doesn't really seem necessary since the original isn't broken. Including a standard damage deck, along with the other necessary accessories would be required though.

Edited by LeatherPants
clarity
23 minutes ago, Drasnighta said:

What’s wrong with the damage deck?

Nothing in particular.

I know with X-Wing they tweaked the damage deck with the 2nd core. This would be a chance to do it with Armada if they felt it was necessary... or if it would conflict with something they wanted to do in the future.

Edited by GrandAdmiralCrunch
6 minutes ago, GrandAdmiralCrunch said:

Nothing in particular.

I know with X-Wing they tweaked the damage deck with the 2nd core. This would be a chance to do it with Armada if they felt it was necessary... or if it would conflict with something they wanted to do in the future.

M just, you know, leery about stating something I “want” as if it is needed and warranted and would have a positive effect on the game when it.... might not.

esoecislly given the controversy of the x wing damage deck changeover...

A new campaign box set would be great as well. I'm not overly concerned about what the theme of the campaign might be, but it would be a great vehicle to launch some new upgrades for existing ships/squadrons.

* More new unique squadrons for units from Rebel and Imperial "Squadron II" sets, as well as for those in "Rogues and Villains".

* New titles for many of the earlier wave ships, particularly the Pelta and Interdictor.

* More new Red/Yellow/Blue objectives (Really like the idea of faction-restricted ones. Perhaps 2 each for Rebel and Imperial, all 3 types. This would add another 12 objectives to the game). Of course, a set of campaign-only objectives as well.

* New Admirals, 1 per Faction, likely matching the theme of the campaign.

* ???

Just now, Drasnighta said:

M just, you know, leery about stating something I “want” as if it is needed and warranted and would have a positive effect on the game when it.... might not.

esoecislly given the controversy of the x wing damage deck changeover...

Understood.

i thought people like the X-Wing change due to their being some wonky cards in their first deck and a new one was needed?