Hypothetically speaking... (Your Wishlist)

By PathfinderJNW, in Star Wars: Armada

Hypothetically speaking: let’s say FFG hits the forums tomorrow and said…

“Armada Players,
We will be putting out a new product in the future (the second campaign expansions or sum such). With it, we will be printing errata versions of older Wave upgrade cards, bringing them into line with more recent design philosophy/competitive upgrade cards. Previous versions of these upgrades will be treated as if they possess the text of the new versions for purposes of play.

1. What older upgrades should we look at?

2. What upgrades would you want to see in the future?

If you wish to provide an example of what you would like there are two conditions: older upgrade cards MUST remain the same point value, and any upgrade must reflect a benefit in line with its point range. The point ranges are:

Low (0-3), Medium (4-6), High (7-10), Exceptional (11+)”

What do you ask for?

My personal list:

Commanders
Garm & Tagge: I would ask they be able to trigger their ability twice per game whenever the player wanted.

Konstantine: could stand to get his Medium ship restriction slashed to any ship (“maybe” bump his range down if it seems too much).

Cracken: I don’t have anything specific but feel he should at least be improved.

Officers
Most of these are ok/fulfill their niche. The only one I think might need a look at is Damage Control Officer. Give the ship she’s on a Contain token but “maybe” make her unique like Strategic Advisor and allow her to prevent Crit dice from being spent (countering my own design changes, or at least giving considerations to it, see Ion below)

Weapons Team
Most of these guys are solid as is; with the only one I’d say look over is Sensor Team. Ruthless Strategists just needs more anti-starfighter upgrades to work with.

Support Team
Mostly solid again; Engineering Team could do with a flat Engineering Value increase to make those tokens do more work.

Offensive-Retrofit
Pylon Q7 Tractor Beams: Either slash that modification or allow it bump ships down to speed 0, it a little harsh to ask for your modification slot.

Point-Defense Reroute: let the Crits add damage, as it would give a lot of variety to the anti-squadron armament.

Rapid Launch Bays: all that you’re giving up should be rewarded: I’d slash the “cannot move” heck maybe even add them the ability to ignore engagement rules during their first activation.

Defensive-Retrofit
Advance Projectors: Since XI7 nullifies it… a complete change would be desirable. Maybe allow an exhaust to ready a Redirect?

Cluster Bombs: Wide-Area Barrage would be a good template: against Starfighter only, on a Crit: deal 1 damage to another squadron at distance 1.

Ordnance
Expanded Launchers: 13 points!? Why not!? Discard and you can use your Black Dice at Close-Medium Range.

Rapid Reload: Modification still & Add 1 black dice to all hull armaments (not anti-squadron), “maybe” just left/front/right hull armaments if giving +1 Black die everywhere is just too much for your modification and Ordnance slot.

Ion Cannon
NK-7 Ion Cannons: Ho-boy, just Axe the exhaust but put a caveat that it can’t affect the same ship more than once, otherwise I could see a lot of abuse from disposable capacitors with Vader/Screed/Sato

Overload Pulse: Spend a Blue Crit die and exhaust a readied defense token, note that I am avoiding “spend” as it acts a “Ion Cannon Intel Officer” with the price of you are losing total damage by spending those crits.

Turbolaser
Quad Turbolaser Cannon: Exhaust, add a red die set to an icon of another red die already in your attack pool. Bascally, got a crit? Add a crit. got a double hit? Add a double hit.

Slaved Turrets: Would change it so you can’t attack more than one SHIP per round so your second attack could hit squadrons.

As for New stuff I'd to see:
a x2 Turbolaser Upgrade, something unique for the Cymoon & Liberty.
If they did wanted do something like give the Victory a Support team slot, I think the best way to go about would an upgrade that eats up the turbolaser & Ion/ordnance slots. Yea you can keep them in that front sights easier but at the cost of of the best damage slots seems about the right price, and it makes those unused titles more attractive.


Edited by PathfinderJNW
Format cleanup

Raiders need a redirect.

OR Montferat needs to obstruct squadron attacks

A simple rule change to take the edge off Last/First activations.

  • the last ship to activate in a turn may not be the first ship to activate on the following turn unless the owning player has no other ships in play. Bail can override this.