IF flotillas were costed equally...

By IceQube MkII, in Star Wars: Armada

Since when is the Nerf bat the preferred method of game balance. These threads used to be about what needs to be added to the game, not what needs to be taken away!

All these issues can also be solved by adding new elements to the game. How about faction specific upgrades that narrow the the roles of the Flotillas, preferably at a cost.

Offensive retrofits

Rebels: Reduce Squadron value by 1 or 2, to increase the range of fleet support upgrades by 1 to a maximum of 5.

Imperial: When attacking, spend a scatter token to add a die set to an accuracy to your dice pool.

Basically we need more upgrades that solve issues within the game, but come with a price, beyond point value.

Tua+ECM+Slicers+Supressor You can't go wrong with this combo, especially if it's followed up by Avenger.

Edited by Norell
3 hours ago, cynanbloodbane said:

Since when is the Nerf bat the preferred method of game balance. These threads used to be about what needs to be added to the game, not what needs to be taken away!

All these issues can also be solved by adding new elements to the game. How about faction specific upgrades that narrow the the roles of the Flotillas, preferably at a cost.

Offensive retrofits

Rebels: Reduce Squadron value by 1 or 2, to increase the range of fleet support upgrades by 1 to a maximum of 5.

Imperial: When attacking, spend a scatter token to add a die set to an accuracy to your dice pool.

Basically we need more upgrades that solve issues within the game, but come with a price, beyond point value.

Additions cost points. Imperial "Fixes" via upgrades have just swung the point differential HARDER in the rebels favor who need far less "fixes" on their ships.

Errata either way, either sheer buffs to imp ships or sheer nerfs to rebel ships at this point is required to regain proper factional balance in the activation game.

3 hours ago, Norell said:

Tua+ECM+Slicers+Supressor You can't go wrong with this combo, especially if it's followed up by Avenger.

Unless they ram it. Still only a 3 hull ship, and by very nature of the kit it is required to agressively move into blue range of enemy ships. It's good against "1 big and a lot of support ships" which is a very wave 6 fleet. You don't see many situations where this kit helps much any more.

And this is coming from the guy that ran tua/ECM/Suppressor last year at worlds, and absolutely loves the kit. It's just not good anymore.

Interesting discussion as always, but I disagree with one point that kind of sounds consensual :

- Yes, small ships are better on the rebel side.

BUT

- I think the Empire has the edge on the large side.

To me, ISD (and their option kit) is heads and shoulders above the three large ship options on the rebel side, making the empire wins the war of 'cost efficiency' on the other end of the spectrum.

Fine asymmetry to me.

I also consider gladiators as very efficient platforms at 56, whatever 'size-range' you consider that to be part of. I think their strength got somewhat hindered by this long period of 3-4+ flotillas they had a hard time black-dicing out, but that they position very well now.

15 minutes ago, Fanfan said:

Interesting discussion as always, but I disagree with one point that kind of sounds consensual :

- Yes, small ships are better on the rebel side.

BUT

- I think the Empire has the edge on the large side.

To me, ISD (and their option kit) is heads and shoulders above the three large ship options on the rebel side, making the empire wins the war of 'cost efficiency' on the other end of the spectrum.

Fine asymmetry to me.

I also consider gladiators as very efficient platforms at 56, whatever 'size-range' you consider that to be part of. I think their strength got somewhat hindered by this long period of 3-4+ flotillas they had a hard time black-dicing out, but that they position very well now.

Which is fine if you want to run double ISD. Super efficient fleet.

If you want to run squads, you still need that ISD since, as you stated, its the most efficient activation. How many points do you have left?

42 minutes ago, BrobaFett said:

Which is fine if you want to run double ISD. Super efficient fleet.

If you want to run squads, you still need that ISD since, as you stated, its the most efficient activation. How many points do you have left?

At least 220 for squads and other stuff!

12 minutes ago, Drasnighta said:

At least 220 for squads and other stuff!

220 fills up awful quick with squads :D

3 minutes ago, BrobaFett said:

220 fills up awful quick with squads :D

Leaving you some 90 0r so

snd really that’s being generous with that first usd and the squads to max.

Edited by Drasnighta

How many ships can you get in with 90 pts? I usually end up with 2 effective ones, or 3 ineffective ones.

32 minutes ago, BrobaFett said:

How many ships can you get in with 90 pts? I usually end up with 2 effective ones, or 3 ineffective ones.

Who cares? You already have an Admiral, tooled up ISD and max points in Squads...

Edited by Drasnighta

How about a Gozanti title that says, “This is no longer considered a flotilla”?

Balance wise I actually think both sides are pretty fine currently. I favor Imperials but that's mostly because I like the design they fit into, rebels work well with expend-ability (ship wise) and speed. Honestly that we're talking about a variance of 10ish points between two ships of generally the same capabilities shows me how effective FFG was in balancing the game.

Lol RIP Armada.