Rebel Squadron Commanders

By EbonHawk, in Star Wars: Armada

The only 3 who have interactions with squadrons:

Rieekan - Less useful with squads since his nerf down to 1 ship or squad per turn. But the only real squadron commander that exists for rebels.

Sato - He loves squadrons but does nothing for them.

Dodonna - Blanket effect fleet wide, like Sato doesn't really benefit them, just any crits they can get onto a ship.

Edit: Garm and Leia also affect squads by allowing more to be activated.

What're ideas people have for a Rebel Commander who does something for the squad game, which was meant to be Rieekan originally but post-turn 3 he is usually proccing his ships now.

Maybe something like ships gain +1 squadron activation, or squads with counter at distance 1-3 of ships increase by counter 1.. or like AFFM squads activated by ships increase speed by 1.. I dunno

Many options for Generals with Luke, Hera, Lando, Wedge..

Edited by EbonHawk

I would argue that Garm and Leia also support the squadron game due to them both being able to push more squadrons through his tokens or her ability.

23 minutes ago, Admiral Calkins said:

I would argue that Garm and Leia also support the squadron game due to them both being able to push more squadrons through his tokens or her ability.

Recently played a larger game with Hammerheads and Leia. Turns out Hammerheads can lead the charge with some squadrons pretty nicely.

49 minutes ago, Admiral Calkins said:

I would argue that Garm and Leia also support the squadron game due to them both being able to push more squadrons through his tokens or her ability.

Yea but they are not squadron based commanders like Slone

6 minutes ago, XR8rGREAT said:

Yea but they are not squadron based commanders like Slone

Completely agree with you on Sloane, but the OP specifically asked about ideas that people had about a Rebel Commander who does something for the squadron game. While more multi-purpose, Garm and Leia definitely do something for the squadron game and I didn’t want them to get left out.

1 minute ago, Admiral Calkins said:

Completely agree with you on Sloane, but the OP specifically asked about ideas that people had about a Rebel Commander who does something for the squadron game. While more multi-purpose, Garm and Leia definitely do something for the squadron game and I didn’t want them to get left out.

Your completely right. Just looking now unless you could a Raddus dropped ship carrying fighters a squadron helping commander then I guess not

1 hour ago, Admiral Calkins said:

I would argue that Garm and Leia also support the squadron game due to them both being able to push more squadrons through his tokens or her ability.

Didn't really think of Leia but argue her point cost usually means taking a hit in ships/squadrons.

31 minutes ago, XR8rGREAT said:

Yea but they are not squadron based commanders like Slone

Yeah this was Rieekan would be nice to have a commander who directly interacts with Rebel squads considering the presence they have in nearly all media. Imperials is usually lots of ships, while Rebels are focused more on squadrons, you don't really feel that in Armada imo

19 minutes ago, XR8rGREAT said:

Your completely right. Just looking now unless you could a Raddus dropped ship carrying fighters a squadron helping commander then I guess not

You could profundity a GR with rapid launch bays, and a 80/Pelta/65 with the same for up to 6 squadrons (4 with command 80 + gr). But in the metas of Slone/Moralo rebels seem at a loss

32 minutes ago, XR8rGREAT said:

Your completely right. Just looking now unless you could a Raddus dropped ship carrying fighters a squadron helping commander then I guess not

You can: You equip Rapid Launch Bays on the ship that Raddus will set aside and then set aside a number of squadrons equal to that ship's squadron value. I've done this before. It's a great way to drop 3 or 4 B-Wings at range 1 of an enemy ship; and you don't have to deal with the B-Wing's slow speed or getting engaged by enemy squadrons.

In that regard, Raddus does help squadrons. Of course, the Hyperspace Assault objective card does something similar.

Regarding the OP's point, its curious that the Rebels don't have a Commander that caters exclusively to squadrons, like Sloane does for the Empire. Wedge Antilles would probably be a good candidate for a new Rebel Commander whose ability helps squadrons.

Also, Han Solo and Lando Calrissian became generals in the Rebel Alliance in the Original Trilogy, so they'd be candidates for new Rebel Commanders, and could be squadron-focused.

I think Rebels could benefit from a Commander that helps same-model squadrons.

Something like the following:

Squad Command: When a ship resovles it's squadron command, if it activated at least three of the same squadrons, it may activate one non-ace squadron of the same type or chose one activated squadron and make an additional attack with that squadron. If you do, remove one die from the squadrons attack pool.

this would help promote generic use and synergize well with the Rebels squad 3 ships. Liberty and Yav with a squad token could also benefit, but will need to keep up those tokens.

Or even a Krysta like commander for squads:

Squad Command: You may choose not to make any attacks each round. If you don't, treat your printed squad value as double.

SHENANIGANS, SHENANIGANS EVERYWHERE!

Edited by eliteone
16 minutes ago, eliteone said:

I think Rebels could benefit from a Commander that helps same-model squadrons.

Yes, this is what I like about Officer Wedge so much.

Leia turns a lot of odd ships into pocket carriers. So she’s sort of a squadron commander.
Rieekan makes the aces zombies one at a time.
Dodonna makes bombers scary. Though he doesn’t work until bombers get through shields.
Sato is a squadron commander that certainly exists and doesn’t buff squadrons.

Like others mentioned, officer Wedge buffing generics has been received well as it doesn’t overemphasize Rebel aces. Same with the new hangar decks for generic swarm.

So yeah, a Rebel commander that buffs only generics would be a nice addition. So pretending we get a wingless liberty expansion that is a chimaera treatment of the home one or the liberty class (an Endor pack), Lando could work as a squadron commander. I’m sure there was somebody else involved but I’m blanking.

7 hours ago, eliteone said:

I think Rebels could benefit from a Commander that helps same-model squadrons.

I would actually do the opposite. Rebels always had a hodgepodge of squadrons. Give me a Rebel commander that adds something like Swarm to commanded generic Rebel squadrons as long as the ship commanding them only activates one of a type.

Edited by Church14

It would be nice to see squadron focused admirals for both sides, particularly for generics who get a raw deal. Here are a couple of my ideas.

Rebels - when attacking a ship, if another non unique squadron is at distance 1 of your target, you may reroll 1 red dice.

This one gives a lift to X Wings, Z-95s and E Wings but doesn't negate Bomber command centre.

Imperials - if you are a not a unique squadron, when you are attacking a unique enemy squadron, you may reroll 1 blue dice.

This one works a bit like Swarm but only for generic squadrons.

9 minutes ago, flatpackhamster said:

Imperials - if you are a not a unique squadron, when you are attacking a unique enemy squadron, you may reroll 1 blue dice.

While a friendly squadron without Rogue is attacking, it may spend 1 die with an [ACCURACY] icon to choose and spend one of the defender's defense tokens. While attacking a ship, it may also reroll 1 die with a [CRIT] icon.

That's the baseline you'd need a compelling reason not to take; the swarm generics would benefit more from Sloane (in terms of bombing.) Granted, one could bring Aggressors and Firesprays etc, but that's exactly what Woldar covers, without a color restriction.

What about "when a friendly, non-unique squadron is attacking, it may suffer 1 damage to add 1 red or blue die to its attack pool?"

17 minutes ago, The Jabbawookie said:

While a friendly squadron without Rogue is attacking, it may spend 1 die with an [ACCURACY] icon to choose and spend one of the defender's defense tokens. While attacking a ship, it may also reroll 1 die with a [CRIT] icon.

That's the baseline you'd need a compelling reason not to take; the swarm generics would benefit more from Sloane (in terms of bombing.) Granted, one could bring Aggressors and Firesprays etc, but that's exactly what Woldar covers, without a color restriction.

What about "when a friendly, non-unique squadron is attacking, it may suffer 1 damage to add 1 red or blue die to its attack pool?"

That would be thematic and interesting. Do you think it would be overpowered or ok? You could have tie phantoms rolling 3 red anti ship dice. Although nobody uses them at the moment so it probably wouldn't hurt.

5 hours ago, Church14 said:

Dodonna makes bombers scary. Though he doesn’t work until bombers get through shields.

Luke sez 'wut?'

Yavaris with Luke and Dodonna is...very annoying.

Especially if you have Adar out somewhere on a GR75 to do an initial activation move+attack with Luke to get him in position before Yavaris activates him again. Triggering Luke three times in a turn with Dodonna-selected crits can be... infuriating . And, of course, if you have Biggs in the area to help cover him... (oh, look, we've made a thematic list...)

15 hours ago, EbonHawk said:

Imperials is usually lots of ships, while Rebels are focused more on squadrons, you don't really feel that in Armada imo

Eh, I think Armada does what we see in the movies pretty well. I mean, you say 'lots of ships' - but when did the Empire ever actually HAVE 'lots of ships' outside of Endor? First scene in first movie was just one Imperial ship chasing one Rebel ship. One of the bigger battles we saw outside Endor was over Scarif, where the Rebels had VASTLY more ships than the Empire did.

It's more true that the Empire has usually a few very BIG ships, supported by swarms and swarms of generic fighters - while the Rebels have a larger number of smaller units and fewer, but much higher-quality, squadrons in support.

I think Armada does that pretty well. Even Rieekan's limited use for unique squadrons emphasizes that characteristic of the Rebellion focusing on fewer numbers of higher quality units, while the Empire prefers swarms of generics.

37 minutes ago, flatpackhamster said:

That would be thematic and interesting. Do you think it would be overpowered or ok? You could have tie phantoms rolling 3 red anti ship dice. Although nobody uses them at the moment so it probably wouldn't hurt.

It would kick their damage up to 1.5, which is the same as a Firespray, but much swingier; the difference is they have to drop down in hull every time they use it.

The biggest problem I'd foresee would be obsession with station placement, which could completely make or break a game.

52 minutes ago, xanderf said:

Luke sez 'wut?'

Yavaris with Luke and Dodonna is...very annoying.

Especially if you have Adar out somewhere on a GR75 to do an initial activation move+attack with Luke to get him in position before Yavaris activates him again. Triggering Luke three times in a turn with Dodonna-selected crits can be... infuriating . And, of course, if you have Biggs in the area to help cover him... (oh, look, we've made a thematic list...)

Luke is very easy to kill, and you would be very unlikely in todays game to ever bring him against squad-less.

46 minutes ago, EbonHawk said:

Luke is very easy to kill, and you would be very unlikely in todays game to ever bring him against squad-less.

Not Luke on his own, obviously - but Luke, Biggs, a generic X-Wing and Jan Ors does pair well with an Adar GR-75 and Yavaris for a solid core of a threat with Dodonna. I'd had some fun with that, paired with an MC80-cc with RLBs holding on to 3x generic B-Wings and Norra as the second squad threat vector.

(At least, before this last wave. When going cheap commanders, Krysta does rather enjoy riding in an MC80-ac with LTTs and the loss of squad command with that one makes the vomit-o'-B-Wings less impressive. And then of course once THOSE cuts are made you are all 'why not just dump all the squads and run Shara and Tycho on their own and ruin the day of squad groups 10 times your size' and etc...)

Edited by xanderf
14 hours ago, The Jabbawookie said:

It would kick their damage up to 1.5, which is the same as a Firespray, but much swingier; the difference is they have to drop down in hull every time they use it.

The biggest problem I'd foresee would be obsession with station placement, which could completely make or break a game.

That's true.

Here's a thought for rebels - "When a squadron is at close range of an enemy ship, you may remove that squadron from play for the remainder of the game. The enemy ship gains one faceup damage card".

Suicidal A-wings vs Executor FTW.

Solves the station placement bugbear!