Hi all,
FFG doesn't entertain us with news, so lets entertain ourselves. If you have an idea or anything you'd love to see in Armada, share it with us. No **** throwing please, constructive criticism only. Keep it civil, fellow admirals (not you, rebel scums).
Here are few from me:
1. A dice should be re-rolled once. Maybe limit effect stacking as well, like Toryn+BBC, or LS+a weapons team re-roll. Bombers deal those 3-4 damages too consistently. I'm okay with them dealing damage and the squad game, but look at the results...bombers, bombers everywhere. They need to be a threat otherwise you'd ignore them, but a small tuning down is needed.
2. Squadron phase. I think move or shoot is a bit dumb. Imagine yourself as a fighter pilot. If you get no orders, you won't fly into the middle of a battle and see what happens and not shooting at all. I think I'd engage the closest threat and shoot at it(its me, you might be acting other way). A, lets rename the command to Coordinate squadrons. B, no changes if activated by a ship, but: if activated in the squad phase the squadron has to fly towards the closest enemy squadron if its possible to get into engagement and shoot at that target. So, if you were lazy to command them, there is a random element in the game, also, your opponent can exploit this with its squadrons position, luring into trap, etc. If you cannot get into range 1, fly towards the enemy squadron, stopping at the edge of the closest friendly ships command zone. Squadrons with bomber keyword would have to fly towards the closest enemy ship and shoot it if possible.
Also, to avoid being alpha-ed out without a chance to react: your unactivated squadron may elect to shoot back if shot at by an enemy squadron, even if it was destroyed by the attack. Phantoms could be changed from cloak to ambush: enemy squadron you attacked may not shoot at you with return fire.
For these changes, rogues should receive a small compensation. They'd be unchanged in squadron phase, but should receive a buff if activated by a ship(like extra speed, extra die, re-roll, anything balanced). The change to rogues could happen in any FAQ by the way to bring them back to the table, apart from YT-2400-s, you barely see any of them on regular basis.
3. New maneuver. I think ships should be able to spin. These would be speed 0 moves, but for some reasons speed 0 is punished hard. Also I think its a bit toooo unrealistic to execute it at high speeds, so: if you have a maneuver dial and the ships speed is 1, you can chose to spin instead of moving normally. Using two triangles from the core set, its not that hard to achieve: you put one of them to the back just like when you remove it from the play area for whatever reason. Then you put the other one to the first ones side which is paralel with the ships side. Step 3: move the ships same side front corner to the second triangle turning it 90 degree. I think this would be a nice tactical move enriching the game.
4. Concentrate fire is the worst command(for medium-large ships). I'd make the commands a bit more meaningful and a hard decision. Squadron and maneuver command is already strong, repair lags bit behind in usefulness.
-Repair shouldn't reach unkillable levels, but maybe a small flat bonus when you reveal a repair dial. Lets say, 1 shield or being able to flip a critical damage facedown.
-Concentrate fire: Rename to Coordinate weapons. Current adding an extra die is sometimes just a waste of dial, and you don't feel like you achieved anything with the extra die. I'd suggest adding 3 effects you can choose from when doing this command:
-effect 1: Concentrate fire: after rolling the attack pool, you may change one of your dice to another dice with the same colour with any face. This way your shot becomes meaningful. Yes, critical damage farming would end with this, but you still need to time this command, and you can only have 1 command dial a turn(except for Thrawn). Token unchanged.
-effect 2: Hold fire: your ship receives a hold fire token, and skips attack phase. Any time after an enemy ship moves, you may remove the hold fire token, and execute an attack phase for the ship. I'd introduce this for the pure reason, that a ship to ship combat is not done with a single salvo from one ship(normally) destroying the other one with that not being able to shoot even once. If you imagine two ISD-s wanting to shoot each other, getting closer and closer, those ships open fire simoultanously. You'll be shot at first, there is no change in that, but you won't waste a complete turn not shooting. I hope you understand the idea.
-effect 3. split fire: sometimes you want to shoot a ship at long range, but that is just half of your guns. What do the other gunners do? Well, if they are told to, they'll shoot a different target. OR, the enemy is about to go down, all you need is a small spit. What does your ISD do? ALL GUNS SHOOT THAT SHIP, THAT ONE HULL MUST GO!. Of course a 'good commander' would use its ship resources wisely(if he is busy commanding the guns). So, yeah the idea is as long as the hull zone you selected to fire has 'unused' dices, you may pick an enemy ship and shoot it. Collect all the dices the arc has, then you may select any number from the pool, and attack with them. Continue until you have no dice left from the pool. Obviously current restrictions stay, shooting a ship once per hull zone.
5. Flagship. It feels like a punishment(maybe its just me) to be the flagship. Command upgrades are fun, but not really utilised. Let the flagship have a command upgrade slot by default. (even the cymoon or pelta)
Yeah, so these are mine, not saying they are perfect or anything like that, they just reflect my opinion. They can be tuned, played with. The only goal is to make the game even better.