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

By Fuzzywookie, in Star Wars: Armada

If i could change one thing i would change the way blocking/freeing bombers from attacking ships works. Make it so that you can always attack ships even while engaged but that squadrons that do so suffer some other sort of disadvantage. Maybe take one or two damage if there is a enemy squadron that enages you. Escort could reduce that down to 1 or something like that. Change Intel completely to do something different because i really dont like how the whole bomber vs ship interaction is so dependant on it.

Gamemechanics that deal in absolutes without prerequirements or exceptions (like pre-nerf Rieekan, Relay, XI7, etc...) are bad ideas most of the time and usually restrain tactical freedom.

Edited by >kkj

I’d change terrain placement so that you take turns dropping them from a height of 12 inches.

Same for deployment... ?

3 hours ago, Tayloraj100 said:

I’d change terrain placement so that you take turns dropping them from a height of 12 inches.

Same for deployment... ?

Only if I can rip the pieces in half a la Chaos Confetti from Magic.

4 hours ago, Tayloraj100 said:

I’d change terrain placement so that you take turns dropping them from a height of 12 inches.

Same for deployment... ?

I actually just played a game of X-Wing where everyone took turns throwing obstacles onto the board. I would love to see this change, I know manual dexterity is something that game designers avoid in turn based games but maybe we could get away with having a Judge toss them over his back and the second player picks which side of the board he wants to start on after that.

On 6/8/2018 at 1:30 PM, Indy_com said:

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.

I just assumed you were running Firesprays.

I don't know what I'd do exactly, but if I got to make a unilateral FAQ or Errata change somewhere it would probably involve Yavaris. I'm not saying that Yavaris is the best ship in the game, or even the best title in the game. But I think it can be stated pretty clearly that it is overwhelmingly the best carrier in the game by a significant enough margin that it makes alternative Rebel ships of any type feel tremendously under-powered by comparison.

After thinking long and hard about it, I would make Objective cards cost points and be completely optional as well as only applying 1 way. Wanna do capture the VIP? Cool, your opponent places it and gets to play keepaway. Needless to say many objectives would need to be re-balanced for this change. I would also like to see all objective tokens be held by ships and dropped when that ship is destroyed. (For squadrons that earn objective tokens they could go to the nearest ship).

If we could get a "Death Match" format that was just 6 rounds of carnage I would be all over it. I respect what FFG is bringing to the game with objectives and how it distinguishes the game from X-Wing but it only ever feels cheesy to me.

UN nerf Rhymer, and add when friendly squadrons attack at range 1 to Slone. I want Imperial bomber wings to be effective again.

cancel the bump.

lighter ship (base type first, then basic points cost to separate) gets attached to heavier, and do not move anymore on its own, but is carried on for the rest of the game (or until heavier is destroyed).

heavier loose 1 speed on shock, but can regain it normally and consider impacted arc as obstructed until impacted ship is destroyed

both can still fire on each other. But having a 100m CR90 stopping a 2km ISD, even for single turn, is crazy

Edited by gounour

Rather then change something, i'd like to add a rule, where the objectives are phased in and out for each new tournament-season. Add a few new objectives along the way and as soon as some of the evergreens are phased out, some new or unexpected tournament-fleets should appear.

Advanced Projectors (AP) should allow to move two shield hits, one in two diferents zones aggainst XI7, I think

Article release schedule xD

Make comms net work every time you gain a command token

On 6/9/2018 at 12:37 PM, >kkj said:

If i could change one thing i would change the way blocking/freeing bombers from attacking ships works. Make it so that you can always attack ships even while engaged but that squadrons that do so suffer some other sort of disadvantage. Maybe take one or two damage if there is a enemy squadron that enages you. Escort could reduce that down to 1 or something like that. Change Intel completely to do something different because i really dont like how the whole bomber vs ship interaction is so dependant on it.

Gamemechanics that deal in absolutes without prerequirements or exceptions (like pre-nerf Rieekan, Relay, XI7, etc...) are bad ideas most of the time and usually restrain tactical freedom.

I think bombers ought to be divided into two types. Bombers (Tie Bombers) and Fighter-Bombers (X-wing or B-Wing like). Bombers would be able to ignore being tied up with squadrons (or perhaps limited like grit), have ability to resolve crits, but have very few anti-squadron dice. Fighter-Bombers could still resolve crits, but would have more anti-squad dice but cannot ignore squads.

This would make bombers more reliant on escorts for protection, but would allow them to keep going in spite of any engagement. Fighter-bombers would have some limitations that pure bombers did not.

Of course, this only adds more rules and complicates. Nevertheless, if you played with point costs, I believe these could be implemented.

8 hours ago, cynanbloodbane said:

UN nerf Rhymer, and add when friendly squadrons attack at range 1 to Slone. I want Imperial bomber wings to be effective again.

Add to this a rewriting of QLT limitation so that it has counter to medium range.

Can I cheat and get two?

a: Deployment - You can only deploy fighters (i.e within range 2 of a ship) up to the squadron value of that ship.
Personally, I hate that a fighter-heavy fleet can massively out-deploy my squadron light build ... especially when it's the likes of a Sloaned BTVenger being plonked down last. I get that lore-wise, hyperspace equipped fighters should be able to deploy where they like, but think breaking that down would OP the rebels.

b: Contain can be used against critical effects (OR the standard critical dice hit).
Just feel that defence token is seriously under-powered - usually the first to be discarded (although, it would make the MC75 even more of a beast than it already is).

(Obvs, I get that neither of these are new suggestions, and perfectly happy to be told why they'd never work by one of the forum's grown ups.)

1 hour ago, ryanabt said:

I think bombers ought to be divided into two types. Bombers (Tie Bombers) and Fighter-Bombers (X-wing or B-Wing like). Bombers would be able to ignore being tied up with squadrons (or perhaps limited like grit), have ability to resolve crits, but have very few anti-squadron dice. Fighter-Bombers could still resolve crits, but would have more anti-squad dice but cannot ignore squads.

Doesn't this kinda already exist in practice?

If I'm bringing Y-Wings, I'm bringing Intel and ignoring your fighters. But if I'm bringing B/X-Wings, I don't really mind getting into a squadron brawl. Wedge and Ten are perfectly happy shooting your TIEs.

8 minutes ago, svelok said:

Doesn't this kinda already exist in practice?

If I'm bringing Y-Wings, I'm bringing Intel and ignoring your fighters. But if I'm bringing B/X-Wings, I don't really mind getting into a squadron brawl. Wedge and Ten are perfectly happy shooting your TIEs.

Sure, so why penalize bombers further by forcing them to bring Intel. Why not just give them grit and get rid of intel. Fighter-bombers like X-wings are already superior to bombers without the extra expense.

2 minutes ago, ryanabt said:

Sure, so why penalize bombers further by forcing them to bring Intel. Why not just give them grit and get rid of intel. Fighter-bombers like X-wings are already superior to bombers without the extra expense.

To add counterplay?

57 minutes ago, Realadmiralsdoitinspace said:

Can
b: Contain can be used against critical effects (OR the standard critical dice hit).
Just feel that defence token is seriously under-powered - usually the first to be discarded (although, it would make the MC75 even more of a beast than it already is).

Just wait till you find out about Damage Control Officer

2 minutes ago, MandalorianMoose said:

Just wait till you find out about Damage Control Officer

Very true... but there's a helluva lot of competition for that slot. Simple fix (with my option) would be to make DCO cancel both crit types... but as an exhaust.

2 minutes ago, Realadmiralsdoitinspace said:

Very true... but there's a helluva lot of competition for that slot. Simple fix (with my option) would be to make DCO cancel both crit types... but as an exhaust.

She lets you resolve any crit (I believe even multiple at once from FCT,) provided you have a contain. Are you suggesting DCO offer a means of ignoring accuracies on contains/giving containless ships her ability? That’s what would change.

I like contain as it is. I would like DCO to be a bit cheaper to really compete in that slot, though.

I know I won't have a lot of support on my side, but i'd let go of the cap limits on flotillas. I think the table rule was more than enough. I think that if someone wants to risk craming 4-5 gr75 an a mc80, imo they're taking a high risk for the reward of having a lot of activation, which balances out the whole thing.

1 hour ago, kaladost said:

I know I won't have a lot of support on my side, but i'd let go of the cap limits on flotillas. I think the table rule was more than enough. I think that if someone wants to risk craming 4-5 gr75 an a mc80, imo they're taking a high risk for the reward of having a lot of activation, which balances out the whole thing.

But it doesn't, try killing your enemies +1 ship when they have 2/3/4 more activations than you.

Casual play, aka anything outside a tournament, you can field as many as you like, they had to make both changes however for competitive play.

8 minutes ago, TheEasternKing said:

But it doesn't, try killing your enemies +1 ship when they have 2/3/4 more activations than you.

Casual play, aka anything outside a tournament, you can field as many as you like, they had to make both changes however for competitive play.

Well I don't know, maybe. I just can't picture myself bringing a 4 x gr75 + 1 x mc80 kinda list to a tourny if that was the case, I'd feel pretty vulnerable.