First of all, i am maybe one of the most extreme squadron players and love them. My opinion on squadrons is, that everyone should bring them, just because they are the best answer against them. But some want to play without any, and are shocked if the opponent is bringing some, and they have no answer against it. Thats like going to a gunfight and complaining that everyone else has a gun but them
😉
. For me are squadrons just a part that has to be in a fleet. But this is my opinion.
The easiest fix would be if the fleet build rules would be changed that each fleet has to include at least 100 points in squadrons (i know, a bad joke
😀
).
The biggest problem with cards against squadrons is, that the most upgrades are doing nothing if the opponent has no squadrons (Flechette Torpedos, Quad Laser Turrets, ...). There are so many great cards against squadrons, that just cannot be used so well, because it would be wasted points when there are no squadrons on the opponents fleet (again, easy fix: see above
🙄
). This is why most player use cards that work against squadrons and ships. Sadly this cards are, most likely, squadrons. So currently the best way to deal with squadrons are squadrons.
This is why i present my idea of a fix (no, not again the fix from above).
At first i thought about dual cards. Cards that can be used at one or the other side when deploying the fleet (like the old Adaptability in X-Wing 1.0).
But than i came up with another idea.
A new slot for the ships. Similar to the Titel slot. Each ship has this slot and can place a card in this slot (just as the Titel). Lets call it Modification Slot (or Alteration Slot, if you find Modification to confusing with modification as keyword on upgrade cards).
And here are a few card ideas for this slot:
Flak Specialists
[Cost 0, slot modification]
Before deploying fleets, you have to discard
Veteran Gunners
or this card.
Before you reveal a command, you may exhaust this card to increase the anti-squadron armament of one hull zone by 1 blue die until the end of the activation.
Energy Techs
[Cost 0, slot modification]
Before deploying fleets, you have to discard
Engine Techs
or this card.
<Concentrate Fire>: this command is not spend when used against squadrons. You can resolve the same command again, as long as you attack squadrons. Discard all command tokens at the end of the activation.
Diffused Turbolaser Battery
[Cost 0, slot modification]
Before deploying fleets, you have to discard a Turbolaser upgrade card with a cost of 4 or more or this card.
Before you reveal a command, you may exhaust this card. Deal 1 damage to a squadron at distance 1 of you and all squadrons (friendly and enemy) at distance 1 of this squadron. You cannot attack this activation.
Ion Pulse Modification
[Cost 0, slot modification]
Before deploying fleets, you have to discard an Ion Cannon upgrade card with a cost of 4 or more or this card.
While attacking a squadron, you may exhaust this card and spend all dice to toggle the targets activation slider to the activated side.
Point Defense Upgrade
[Cost 0, slot modification]
Before deploying fleets, you have to discard an Ordnance upgrade card with a cost of 4 or more or this card.
While attacking squadrons each of your <Crit> icons add 1 damage to the damage total.
This way you can alter your ships a bit before the deployment to react on the enemy. It is basically a sidedeck for your fleet.
You can either use the normal card, or discard it and use the modification card.
As you notice these cannot be used on Flotillas. Basically to prevent an abuse of these against squadrons. And to bring back some balance to the
force
ships. We have already enough Flotilla in the lists.
These could as well be done with all kind of cards, as well some that are not against squadrons but, for example, against small/medium/large/huge ships.
What do you think about this idea?