With Sector Fleet rules, what old meta ideas become less important

By Mig1921, in Star Wars: Armada

So, after digging through ideas and thoughts on the new sector fleet play, a few ideas came to mind that might alter how you play a larger scale game versus your normal 400 point game. Here are my few thoughts.

First and foremost, I think squads, although still powerful, get a pretty solid nerf in this. Only able to be a quarter of the fleet means that at 600 points (compared to a standard 400 point fleet), at maximum, you add an additional 16 points worth of squads and then a minimum of 184 extra points for your ships. I think this format invites really solid fleet ideas and ship play.

Second major take away, I think having initiative may not be the biggest thing in the world with higher points. Being able to last first is cool still, but it seems that being able to do that might mean you are closer to danger.

What other ideas or contrary ideas do you have?

eh, there are still plenty of solid no squadron fleets going on right now. I actually don't think the new format has much of an impact on the current "meta" aside from making squadron lists slightly weaker, but like i said squadronless fleets were still plenty viable. Games currently pretty balanced, this is just a new format to play with.

One interesting thing about squadrons is that you could bring some with the intent that your teammate activate them for you.

Throw a couple of TIEs in your list to contribute to air defense and just deploy them in range of a friendly carrier.

2 hours ago, Tayloraj100 said:

One interesting thing about squadrons is that you could bring some with the intent that your teammate activate them for you.

Throw a couple of TIEs in your list to contribute to air defense and just deploy them in range of a friendly carrier.

Thats a solid idea, just bake in extra squads and allow one player to manage all the squads.

10 hours ago, Mig1921 said:

Thats a solid idea, just bake in extra squads and allow one player to manage all the squads.

Yes, it has occured to me that you could run Sloane without a carrier of any sort, relying on a partner with (let’s say) an SSD to issue squadron commands for you.

I think the way it works is that a squadron command can activate any friendly squadron in range (plus relay, I guess) but the squad’s owner then manages what the activated squadron does.

Activation advantage is far less prevalent when you have 12+ ships on either side, it becomes about effective trading not stalling out.