Upgrades on Squadrons

By Darth Sanguis, in Star Wars: Armada

Just now, eliteone said:

I like the idea, but almost a more general version of it, what I would like to see is a removal of all the keywords from all generic squadrons, and have them as potential upgrades - so a base TIE/f with no swam at 8 points, but add the "Swarm Upgrade Card" and now all your TIE/f have swarm. Make the upgrade card affect every generic squad it's attached too , (So if you're running 5 TIE/f at 30 points, adding Swarm to all 5) and have the upgrade card worth 9 or 10 points, effectively making the five TIE/f 9 points with the upgrade. Have the upgrades make sense, so TIE/f get Swarm, and Escort, TIE/i get Counter 1-3 and Swarm, A-Wings with Counter 1, Counter 2, or maybe an expensive Snipe 2, , VCXs can get Relay 1 or 2, etc.

The more of one type of squad you have the more effective and cost efficient that particular upgrade will become. It would open up a lot of play without changing much.

I made a system like this when I was complaining about squads back in 2017, very hard to track which squads have what on the field though, especially if you're running a lot of 1 fighter type but in different groups of keywords.

9 minutes ago, Darth Sanguis said:

I honestly understand where this is coming from, but I'm not convinced it's 100% of the picture any more.

Locally we've had max squadron builds come out a bit more lately after wave 7 created a squadronless meta here. Heavy squadrons don't seem to be the cause. If anything, I'd say more ships seem to slow games more than the squadron play.

If anything, from what I've seen, it's a solid combination of player familiarity with their squads, the number of ship activations , number of squadron activations and the tools used . We have a players that run 2 ISDs and full 134 and blow through games where others have 7 activations and either no or a small fighter compliment that takes the full allotted time in matches.

? ? ?

I already think that unique squadrons should be capped. Yes, squadrons are important for our WW2 naval combat space boat game... however, the precision of the capital ships is frustratingly offset by how nonchalant the squadron side is, where precision is key, until its knocked over, just pick it back up and put it where it sorta was. Id rather tone down how good aces are rather than buff generics. Its the same thing as the VSD vs ISD. Its not the VSD that needs buffed. Its how everything else is just, better.

16 minutes ago, ovinomanc3r said:

? ? ?

I mean, it could be part of why squadron play has sped up, all our locals use 'em.... but without proper insight I wouldn't wanna credit 'em. All I can say is they're handy AF.

kJA6MBB.jpg

1 minute ago, Ling27 said:

however, the precision of the capital ships is frustratingly offset by how nonchalant the squadron side is, where precision is key, until its knocked over, just pick it back up and put it where it sorta was.

Unfortunately, as I have said many times, this is not a precision game.

It has all the elements of a precision game, but with the aforementioned imperfections in the active game state, manufacturing defects -not just on their ship tokens but measurement and movement tools- and the lack of reliable materials used for products.

You gotta take the game with a grain of salt.

If only they'd release a console or PC based digital version. They be able to maintain a precise game state.

Oh yeah, I get that, and thats why I dont play super competitively or hardcore into it. But some people do.

I would like to believe that the intention of squadrons at the game's birth were to provide a SMALL threat to ships and, inversely, a balanced deterrent to that threat, ie, the Xwings and TIEs from the core set.

This is not the case anymore. They are in many ways, BIG threats to ships, and less so deterrents.

11 minutes ago, chieftom22 said:

I would like to believe that the intention of squadrons at the game's birth were to provide a SMALL threat to ships and, inversely, a balanced deterrent to that threat, ie, the Xwings and TIEs from the core set.

This is not the case anymore. They are in many ways, BIG threats to ships, and less so deterrents.

While I hear what you're saying... scenes like this are also cannon....

tumblr_omzj2mTWhS1r72n6yo2_540.gif

Squadrons are a real threat.

And I wanna be able to put overload pulse on one to do this in-game lol

17 minutes ago, Darth Sanguis said:

While I hear what you're saying... scenes like this are also cannon....

tumblr_omzj2mTWhS1r72n6yo2_540.gif

Squadrons are a real threat.

And I wanna be able to put overload pulse on one to do this in-game lol

One question: why spend 25 points+8 on a squadron to exhaust defense tokens when you can spent the same on 3 y-wings and get a similar effect?

Just now, ovinomanc3r said:

One question: why spend 25 points+8 on a squadron to exhaust defense tokens when you can spent the same on 3 y-wings and get a similar effect?

well, honestly I'm looking for an IMP version...

IT HAS NOTHING TO DO WITH WANTING TO MAKE THE PULSE TAP GREAT AGAIN!!

I promise.

11 minutes ago, Darth Sanguis said:

well, honestly I'm looking for an IMP version...

IT HAS NOTHING TO DO WITH WANTING TO MAKE THE PULSE TAP GREAT AGAIN!!

I promise.

Sloane?

4 minutes ago, ovinomanc3r said:

Sloane?

Yeah, I may be making a thread encouraging squadron play, but honestly more than 4 squads on the board and it feels tedious to me lol Sloan works, but not as well as you'd think for a PT too much has to be invested in squadron pushers and anti squadron to get your squads through their squads.... just meh. lol

That said I am serious when I say it's not just for the PT, I like the idea of a 2 or 3 squads with some high threat ordnance or ions like HIES or ACMs, or maybe 4 or so with MS-1s...

Edited by Darth Sanguis

I wanna run max tie fighters. Thats it. No aces, no extras. Just, bog standard ties... and I want it to be reasonably capable.

#makegenericsviable

Edited by Ling27
bad joke
19 minutes ago, Ling27 said:

I wanna run max tie fighters. Thats it. No aces, no extras. Just, bog standard ties... and I want it to be reasonably capable.

#makegenericsviable

Because it is so effective screen. ;)

2 hours ago, Darth Sanguis said:

well, honestly I'm looking for an IMP version...

IT HAS NOTHING TO DO WITH WANTING TO MAKE THE PULSE TAP GREAT AGAIN!!

I promise.

Raider II (48)
• Disposable Capacitors (3)
• Overload Pulse (8)
= 59 Points

2 minutes ago, TallGiraffe said:

Raider II (48)
• Disposable Capacitors (3)
• Overload Pulse (8)
= 59 Points

This point still applies.

As a self proclaimed "Jankmaster" and someone who has run the pulsetap many MANY times I will assure you, the raider is not the way to deliver the OP.

A.) Easy target, even at red range.
-picking off raiders is pretty easy, with so many ships having dice modification the lack of redirects really makes this ship vulnerable. All it takes is 6 damage in one zone. A couple of TRC 90s, a solid shot from an Mc80, a quick blast from an mc30 (Heck I've sank one with an akbar mc75 broadside)

B.) Weak damage output
- A few blue dice is extremely weak damage output. Even if you're just trying to deliver an OP shot, most enemies will ignore the raider completely and focus the ISD as the obvious threat and source of damage output. If you're gonna bring a ship to deliver a PT, BRING ENOUGH SHIP. (That was one of the first things I learned).

C.) One shot one trick pony.
-Because the only conceivable way to run a raider for a PT is to use the D-caps, get the OP, and GTFO before it gets targeted, it's a massive point sink and waste of space. You have exactly one shot before either losing 59 points or never using it for the rest of the game. At 59 points I'd almost rather take my chances putting Boarding Troops on a Quasar and use that to deliver a tap.


Never the raider. Not for a PT.

Besides, the squads I'm proposing are MUCH more efficient. For just 7 points more you could get 2 OP squads. They attack at close range so barring Mothma, the opponent can't just cancel or force a reroll on the crit. Over their collective attacks they have a peak damage output of 6 per round against ships. They have a total of 10 hull which is 2 more than one hull zones worth of shields and the raiders hull combined. They have complete freedom to navigate depending only on range bands.

I'd rather have 2 or 3 of the proposed fighters over a raider or two any day. Even if they end up costing more. lol

1 minute ago, Darth Sanguis said:

This point still applies.

As a self proclaimed "Jankmaster" and someone who has run the pulsetap many MANY times I will assure you, the raider is not the way to deliver the OP.

A.) Easy target, even at red range.
-picking off raiders is pretty easy, with so many ships having dice modification the lack of redirects really makes this ship vulnerable. All it takes is 6 damage in one zone. A couple of TRC 90s, a solid shot from an Mc80, a quick blast from an mc30 (Heck I've sank one with an akbar mc75 broadside)

B.) Weak damage output
- A few blue dice is extremely weak damage output. Even if you're just trying to deliver an OP shot, most enemies will ignore the raider completely and focus the ISD as the obvious threat and source of damage output. If you're gonna bring a ship to deliver a PT, BRING ENOUGH SHIP. (That was one of the first things I learned).

C.) One shot one trick pony.
-Because the only conceivable way to run a raider for a PT is to use the D-caps, get the OP, and GTFO before it gets targeted, it's a massive point sink and waste of space. You have exactly one shot before either losing 59 points or never using it for the rest of the game. At 59 points I'd almost rather take my chances putting Boarding Troops on a Quasar and use that to deliver a tap.


Never the raider. Not for a PT.

Besides, the squads I'm proposing are MUCH more efficient. For just 7 points more you could get 2 OP squads. They attack at close range so barring Mothma, the opponent can't just cancel or force a reroll on the crit. Over their collective attacks they have a peak damage output of 6 per round against ships. They have a total of 10 hull which is 2 more than one hull zones worth of shields and the raiders hull combined. They have complete freedom to navigate depending only on range bands.

I'd rather have 2 or 3 of the proposed fighters over a raider or two any day. Even if they end up costing more. lol

Challenge Accepted

Just now, TallGiraffe said:

Challenge Accepted

tenor.gif

5 hours ago, Darth Sanguis said:

I'M NOT SHAMELESSLY SELF PROMO- **ahem**

22 minutes ago, Darth Sanguis said:

This point still applies.

As a self proclaimed "Jankmaster" and someone who has run the pulsetap many MANY times I will assure you, the raider is not the way to deliver the OP.

A.) Easy target, even at red range.
-picking off raiders is pretty easy, with so many ships having dice modification the lack of redirects really makes this ship vulnerable. All it takes is 6 damage in one zone. A couple of TRC 90s, a solid shot from an Mc80, a quick blast from an mc30 (Heck I've sank one with an akbar mc75 broadside)

B.) Weak damage output
- A few blue dice is extremely weak damage output. Even if you're just trying to deliver an OP shot, most enemies will ignore the raider completely and focus the ISD as the obvious threat and source of damage output. If you're gonna bring a ship to deliver a PT, BRING ENOUGH SHIP. (That was one of the first things I learned).

C.) One shot one trick pony.
-Because the only conceivable way to run a raider for a PT is to use the D-caps, get the OP, and GTFO before it gets targeted, it's a massive point sink and waste of space. You have exactly one shot before either losing 59 points or never using it for the rest of the game. At 59 points I'd almost rather take my chances putting Boarding Troops on a Quasar and use that to deliver a tap.


Never the raider. Not for a PT.

Besides, the squads I'm proposing are MUCH more efficient. For just 7 points more you could get 2 OP squads. They attack at close range so barring Mothma, the opponent can't just cancel or force a reroll on the crit. Over their collective attacks they have a peak damage output of 6 per round against ships. They have a total of 10 hull which is 2 more than one hull zones worth of shields and the raiders hull combined. They have complete freedom to navigate depending only on range bands.

I'd rather have 2 or 3 of the proposed fighters over a raider or two any day. Even if they end up costing more. lol

So what exactly is the Imperial Variant? And how do you plan on guaranteeing the Crit? A Raider has several options, but squadrons only have 1.

14 hours ago, Do I need a Username said:

So what exactly is the Imperial Variant? And how do you plan on guaranteeing the Crit? A Raider has several options, but squadrons only have 1.

well, to be honest even the y-wing is just a shell. A visual example. A name to flop over stats I'd desire for a squad on either side. Of course point balancing and and actual ships would be applied for their relative sides but the basics would remain... that said, I'm glad you asked this. There's no way to guarantee that hit. but the way I see it with 3 or 4 squads throwing a black and a blue the damage output is high enough and the risk of loss low enough that it's still a much better option that taking a raider to try to land an OP.

14 hours ago, Ginkapo said:

Not sure the point you're trying to make here Gink. Use your words man.

37 minutes ago, Darth Sanguis said:

well, to be honest even the y-wing is just a shell. A visual example. A name to flop over stats I'd desire for a squad on either side. Of course point balancing and and actual ships would be applied for their relative sides but the basics would remain... that said, I'm glad you asked this. There's no way to guarantee that hit. but the way I see it with 3 or 4 squads throwing a black and a blue the damage output is high enough and the risk of loss low enough that it's still a much better option that taking a raider to try to land an OP.

See, but I can make that raider 100%, and with something like this if you don't give it defense tokens a screen will tear it apart - its less survivable than you think.

9 minutes ago, Do I need a Username said:

See, but I can make that raider 100%, and with something like this if you don't give it defense tokens a screen will tear it apart - its less survivable than you think.

Maybe. It's meta dependent, and list dependent. I haven't actually developed and tested a list centered around the idea lol we were just talking about it.

As for the raider, I have never seen a successful pulsetap raider fleet. The raider may get it's tap off, but either the Avenger doesn't have enough punch to finish the job, or get's avoided entirely while the opponent preys on the raider(s). The Pulsetap is just too janky to rely on a ship like the raider. Anyone with half a wit is gonna see a PT coming from miles away, and the raider is too easy to exploit. That comes from experience, waves 2-5 I ran some form of a PT 80% of the time.

Now, that's not to say the a squadron based pulsetap would be better, but it certainly sounds better to me. However, I'm basing that on my local meta where more than 3/4 of our locals are not running squads at all...

On topic but a bit off center...

If they keep pumping up squadrons, all they need to do is continue to pump up viable counters as well. A perfectly missed opportunity a while back was jamming fields on the flotillas, it should've blocked all squadrons in range from being given squadron commands instead of obscuring attacks.