Issue with RITR

By Lemmiwinks86, in Star Wars: Armada

Hi all.

I just want to know your opinion on RITR, specially about Allies, as in our group just finished turn 3 and now heading for the first pivotal battle and in all turns we found ourselves fighting to get the Allies locations because that effect is too powerful.

The problem we have now is that we weren't very lucky on those battles and the other team now managed to build bases on both Allies locations, so making it almost impossible for us to get one because if we attack one of those locations we'll have to face 85 extra points of squads (45 from Allies plus the 40 from the base defense objective which I'm sure they have). So if we want to make that attack it will be an almost certain defeat and 2 campaign points to our opponents, and if we resign to try to get an allies location back, then it would be almost granting 1 of the 3 battles to them every turn, which doesn't seem too fair, becase adding around 20% more of points to the fleets is a big difference.

Sure we must try to make the Conquest pivotal battle and those extra 85 points of squads maybe dilute a little more in a bigger battle but it's really difficult anyways.

I want to know what you think, have you found Allies to be too powerful too and fighting every round around them or you don't think it's that much of a deal?

This is something we’ve been talking about. 45 points of fighters (no one ever takes a ship) is a huge boost to one player’s game. Where this is helpful is in mismatched player skill level games.

i haven’t completed a full campaign yet, however this does seem to be an issue in 2 of the 3 I am in. Each group has some ideas, however we are collectively agreeing to wait until the campaign is over before deciding how to help this issue. On a positive note, only one player per side can use the ally token.

Yup same with both the campaigns I'm in. No one who has spent an Ally token has lost yet. Next up is a Pivotal Battle and my side is defending a Conquest so we have the base advantage plus an Ally token. We might as well put the ships on autopilot and play Sabbacc till it's over.

Protip: that 3rd activation is worth it's weight in Beskar.

My group will finally be starting our campaign on January 10. Is there a good case here for reducing the points the Ally token gives?

I thought you could only spend one ally token a turn for the group.

If they're imperials they're getting a pair of aggressors and a jumpmaster which is rougher on squads than on ships.

Edited by mhd

Honestly, if the issue is 45-85 points of squadrons. I would attempt to get more anti-squadron upgrades, I have a dedicated VIC1 anti-squadron design:

Victory I (73)
• Ordnance Experts (4)
• Quad Laser Turrets (5)
• Linked Turbolaser Towers (7)
• Ordnance Pods (3)
= 92 Points

for Rebels I could see the following, but it does cost a lot.

Assault Frigate Mk2 A (81)
• Weapons Battery Techs (5)
• Quad Laser Turrets (5)
• Cluster Bombs (5)
• Linked Turbolaser Towers (7)
= 103 Points

it lets you nuke 1 squadron. But otherwise, ugh. Dealing with that many EXTRA squadrons is rough. I mean, to me the best way would feel like just trying to table the ships to deal with the squadrons, unless that doesnt work in RitR...