IF you had the power to change one rule (FAQ) what would it be?

By Fuzzywookie, in Star Wars: Armada

12 minutes ago, Indy_com said:

The Quasar exists to punt an insane number of squads across the board.

It was "balanced" for 134 squadron points. It wouldn't have as much versatility if the squadron-cap was lowered.

(btw, this is entirely my opinion. I'd honestly be happy if they removed the point limit entirely on squadrons...)

I always wanted to play a game with 20+ yt2400s

35 minutes ago, Indy_com said:

I have 5 bombers.

Hey presto! NO more squadron points for any bomber support!

I might as well have brought a VSD at that point.

5 bombers = 45 points. You got 55 points for squadron support.

Edited by TallGiraffe
1 minute ago, TallGiraffe said:

5 bomers = 45 points. You got 55 points for squadron support.

It appears I can't maths today...

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4 hours ago, svelok said:

Advanced Projectors should allow redirecting one damage to each hullzone against XI7 Turbolasers!

This. Such a pointless ruling.

14 minutes ago, Indy_com said:

It appears I can't maths today...

?‍♀️

Sorry, I'm not trying to be argumentative, I was just puzzled. The quasar can push 4 or 5 or 6 squadrons in a single activation no matter how many points a fleet has in squadrons. That's why I was confused by your statement - the thing it does well isn't really based on the squadron points, really the number of squadron bases. In any case, I also enjoy running fighters and I definitely think they ought to be a big part of the game.

1 minute ago, Ken-Obi said:

Sorry, I'm not trying to be argumentative, I was just puzzled. The quasar can push 4 or 5 or 6 squadrons in a single activation no matter how many points a fleet has in squadrons. That's why I was confused by your statement - the thing it does well isn't really based on the squadron points, really the number of squadron bases. In any case, I also enjoy running fighters and I definitely think they ought to be a big part of the game.

My maths comment is about the fact that I had somehow believed that TIE Bombers were around 20 something points due to today's stress.

My fault for the stupid TIE comment. I seriously cannot do any maths today.

1 hour ago, RapidReload said:

I always wanted to play a game with 20+ yt2400s

A GR-75, CR90B, Dodonna, and 20 YT-2400s fits in 400 points.

Deploy the GR first, spend the next 10 deployments dropping angry frisbees around it, and then drop Dodonna on a CR90B out in the middle of nowhere for your 12th deployment and have him run away for the rest of the game. Sounds like fun the kind of thing that gets tables flipped.

Nebulon B frigates should get 2 shields on each side. You see one in Return of the Jedi broadsiding at black dice range with an ISD....

"A fleet may not take more than three unique squadrons."

Something to make demolisher and yavaris not auto-titles.

Yavaris: one squad you activate may attack twice if does not move.

Demolisher: not sure. Maybe: With this title you may not attack the same ship more than once per turn.

I’m just sick of both. (But thank you FFG for your nerfs so far!)

Change a lot of the blue crits for "discard a blue die with a hit or crit icon" Heavy ion emplacements would remain the same though.

You lose a bit of damage to have it trigger reliably. Ions are more for disabling systems than causing damage.

1 hour ago, JauntyChapeau said:

"A fleet may not take more than three unique squadrons."

With 22 Imperial Aces, and 21 Rebel aces, having a limit of three is a bit ridiculous. (not saying you are, just only allowing three out of 22/21 is.)

We have had many excellent suggestions over the years for limiting squadrons, by far my favorite suggestion was squadrons that are attacking a ship, are treated as a whole, IE if you have 5 bombers, then you roll all of them, total it, and then use defense tokens.

Personally I have no issue with Unique squadrons, I mean we use famous StarWars Admirals for our poxy little engagements, every time, unique ships etc etc, and lets be honest Imperials use Tie Fighters way more than any other type in the films..and as an Imperial player, I don't want to field 3 hp Tie fighters they are boring and die way to easily.

3 minutes ago, TheEasternKing said:

squadrons that are attacking a ship, are treated as a whole, IE if you have 5 bombers, then you roll all of them, total it, and then use defense tokens.

This would be great, and would bring squads more in line with ship based firepower in that it could be meaningfully defended against

I'd like to see Toryn Farr changed to "While another friendly ship or squadron at distance 1-3 is attacking, it may reroll 1 blue die."

Just too good of a card.

1 minute ago, smashthedean said:

I'd like to see Toryn Farr changed to "While another friendly ship or squadron at distance 1-3 is attacking, it may reroll 1 blue die."

Just too good of a card.

Right, sooo can Xwings and a bunch of other rebel squadrons get swarm then so they have a way of rerolling their attack dice? Or will the imperial swarm squadrons lose their swarm ability?

If toryn far only worked on squadrons, not ships, i would be ok with that, cause the whole point (for me) of toryn is to give the rebels access to a reroll ability that most imperial squads have naturally.

2 minutes ago, DrakonLord said:

Right, sooo can Xwings and a bunch of other rebel squadrons get swarm then so they have a way of rerolling their attack dice? Or will the imperial swarm squadrons lose their swarm ability?

If toryn far only worked on squadrons, not ships, i would be ok with that, cause the whole point (for me) of toryn is to give the rebels access to a reroll ability that most imperial squads have naturally.

I’d be ok with that too. Or give Imps some way to reroll their blue ship dice. My flak glads sure could use some reliability to their AA shots...

Edited by MandalorianMoose
2 minutes ago, DrakonLord said:

Right, sooo can Xwings and a bunch of other rebel squadrons get swarm then so they have a way of rerolling their attack dice? Or will the imperial swarm squadrons lose their swarm ability?

If toryn far only worked on squadrons, not ships, i would be ok with that, cause the whole point (for me) of toryn is to give the rebels access to a reroll ability that most imperial squads have naturally.

I'm pretty the extra attack dice and extra hull points enjoyed by Rebel squads outweighs the value of Swarm. Plus Toyrn gives rerolls on anti-ship dice from squadrons too, which Swarm does not.

3 minutes ago, DrakonLord said:

Right, sooo can Xwings and a bunch of other rebel squadrons get swarm then so they have a way of rerolling their attack dice? Or will the imperial swarm squadrons lose their swarm ability?

Can Imperials get an escort with swarm too? Or an Interceptor that works against ships? Or a generic heavy bomber? We’re not meant to have symmetry. A 7 point card gives all Rebel squads what makes Imperial superiority fighters good.

As for an FAQ:

Change Heavy to “you do not prevent engaged squadrons from moving.”

3 minutes ago, The Jabbawookie said:

Can Imperials get an escort with swarm too? Or an Interceptor that works against ships? Or a generic heavy bomber? We’re not meant to have symmetry. A 7 point card gives all Rebel squads what makes Imperial superiority fighters good.

As for an FAQ:

Change Heavy to “you do not prevent engaged squadrons from moving.”

Then make another new squadron that gives the effect you want!

Imps needed another counter squad? Dengar!

The standard imp fighter wasnt throwing enough dice? Howlrunner!

Want a generic heavy bomber? Make a new squad!

Im a 100% of the opinion that for most of these issus that adding to the game helps more than taking away options.

Sure some things must have an errat, or a change, or a nerf. Yavaris and demolisher may be 2 of these, but one of what, 2 things (toryn, BCC)that give rerolls to a large amount of rebel sqds and the only one that gives rerolls while attacking sqds? With the range restriction?

3 hours ago, DrakonLord said:

Im a 100% of the opinion that for most of these issus that adding to the game helps more than taking away options.

I generally agree with the sentiment, and would agree with you here if she weren't a. toting a better version of an already specialized ability around, and b. sharing that specialized ability with every type of squadron. Escorts? Shoot like a TIE fighter. Interceptors? Shoot and counter in the way your fragile Imperial counterpart paid points to shoot and counter. Bombers? Bomb... like a TIE fighter shoots. Introducing something else on the same level as Toryn is how we get power creep. And the problem with the squadron disparity is this: 134 points of squadrons that do everything will always be great. 134 points of squadrons that do one thing well will be great half the time. Short of giving the Imps a generalist fighter (something I think makes the squadron game less interesting,) everything else is a halfway measure to compensate for that. Forcing everything to be a specialist is how we get variety, which to me is just more fun.

Edit: Also, There are only two upgrades in the game for squadron rerolls. Imps can use one of those, but aren’t as strong with it. Again, we don’t need symmetry, but it’s not an expansive class of upgrades where we currently have parity.

Edited by The Jabbawookie
6 hours ago, The Jabbawookie said:

I generally agree with the sentiment, and would agree with you here if she weren't a. toting a better version of an already specialized ability around, and b. sharing that specialized ability with every type of squadron. Escorts? Shoot like a TIE fighter. Interceptors? Shoot and counter in the way your fragile Imperial counterpart paid points to shoot and counter. Bombers? Bomb... like a TIE fighter shoots. Introducing something else on the same level as Toryn is how we get power creep. And the problem with the squadron disparity is this: 134 points of squadrons that do everything will always be great. 134 points of squadrons that do one thing well will be great half the time. Short of giving the Imps a generalist fighter (something I think makes the squadron game less interesting,) everything else is a halfway measure to compensate for that. Forcing everything to be a specialist is how we get variety, which to me is just more fun.

Edit: Also, There are only two upgrades in the game for squadron rerolls. Imps can use one of those, but aren’t as strong with it. Again, we don’t need symmetry, but it’s not an expansive class of upgrades where we currently have parity.

Why aren’t they strong with it?

Their Basic Bomber is faster and cheaper than the comparative basic Bomber on the Rebel side, which quickly makes up the GR/Goz point disparity, leaving them with, essentially, the same power but a flotilla that shoots...

58 minutes ago, Drasnighta said:

Why aren’t they strong with it?

Their Basic Bomber is faster and cheaper than the comparative basic Bomber on the Rebel side, which quickly makes up the GR/Goz point disparity, leaving them with, essentially, the same power but a flotilla that shoots...

Sorry, I should have been clearer. Point for point you can get more BCC value for the Empire. The problem is the whole specialist vs. generalist thing again: the TIE Bomber is useless against squadrons, whereas B and Y-wings are not. In a casual setting bombers remain fine; in a competitive environment, Rieekan Aces or Sloane fleets are utterly lethal matchups that prevent Imperial bombers from being taken. And if you aren’t using the fleet, you aren’t getting BCC value.

14 hours ago, maxster said:

though reinstate Yavaris ability to move squadrons with FCT and then shoot twice is also good point for me.

Yavaris should have been nerfed along with Rieekan and Rhymer. That it got away for so long without being addressed is upsetting- especially as we had one player in the local meta abusing this to frustrating degrees of second-player objective farming camping.

1 hour ago, The Jabbawookie said:

The problem is the whole specialist vs. generalist thing again: the TIE Bomber is useless against squadrons, whereas B and Y-wings are not.

Empire has to pay for two squadrons to get what the rebels get out of one. Yavaris is fantastic because it magnifies already good Rebel fighters into grotesque attack potential. Rebels don't need large balls of fighters to do what they need to- about the only place the Empire edges out are TIE Interceptors being better generic fighter killers than any generic in the Rebel lineup.

If Empire had a fighter whose only purpose is to be a two-dice ship-activated bomber then we'd probably see more competitive bomber lists. Nothing's really taken the place of the old Rhymerballs since he got FAQ'ed... probably because the only squadron released since the change were the Gauntlets.

Maybe if such a hypothetical squad was speed 3, VSD Corruptor might have a purpose, along with AFFM in combination.

1 hour ago, The Jabbawookie said:

Sorry, I should have been clearer. Point for point you can get more BCC value for the Empire. The problem is the whole specialist vs. generalist thing again: the TIE Bomber is useless against squadrons, whereas B and Y-wings are not. In a casual setting bombers remain fine; in a competitive environment, Rieekan Aces or Sloane fleets are utterly lethal matchups that prevent Imperial bombers from being taken. And if you aren’t using the fleet, you aren’t getting BCC value.

Don’t get this argument either.

TIE Bomber throws a black which is 0.75 damage.

Y Wings throw 2 Blue, which is better overall...

But I personally don’t find it hard to factor in Imperial Flight Controllers, Since almost all of their “dedicated, non flotilla” carrier ships have the gunnery slot, but in the Rebel side it’s really only the AFMK2B and Armoured MC75 - which don’t do Carrier the way an ISD or VSD really do.

This again puts the TIE Bomber ahead of the Y Wing, for everything but hull.

Niw, when you’re going to compare to the BWing, it’s another level indeed... At that point, nothing you’re comparing to is going to match the B.. You’re basically having to compare 3 TIE Bombers to every 2 BWings, since that’s basically how the math works out.

I really think the TIE Bomber is under appreciated.