It's official, one squadron has five pilots

By Muelmuel, in Star Wars: Armada

EA said so

Cut up and hot glue all your squadron plastic trees, and make 5 snubfighters a stand 😄

Edited by Muelmuel

I'm more excited to see that there was a Starhawk, General Syndulla, an MC75, Arquitens Light Cruisers, did I mention GENERAL SYNDULLA????, and other cool ships in the trailer. And a LOT of corvettes that are in a million pieces now. I've played Armada a bunch- It takes more than a single bomber to take one down! It's at least TWO!

Also, a) who flys a U-Wing into a dog fight on purpose and b) we not only need 5 snubfighters a stand, we need 5 MIXED subfighters a stand.

Rebels are now- 20 pts- 8 hull, speed 3, 5 blue dice against squads, 2 black 1 blue against ships, bomber, escort, counter 1, relay squads (to represent ywing, xwing, awing, and uwing in that squad)

Imps are now- 14 points- 6 hull, speed 4, 4 blue dice against squads, 1 black 1 blue against ships, bomber, counter 2, swarm (to represent tie bomber, tie fighter, tie intercepter, tie reaper)

No more aces, just mixed squads!

You type that like it wouldn’t be cool to see a few unique squads in Armada that are ad hoc combinations.

With General Syndulla, a Starhawk , and the prominent line about fighting for the New Republic (and the fact that this basically looks like Alphabet Squadron: The Game ), this looks like it could be set post- ROTJ . Right on. As a kid who grew up with the original trilogy, all I ever wanted was stories that took place after Episode VI. Give us more. The Mandalorian . The Sequel Trilogy. And now potentially this. I approve. Dare I hope for a Rebels sequel series set between VI and VII?

1 hour ago, erikwm said:

I'm more excited to see that there was a Starhawk, General Syndulla, an MC75, Arquitens Light Cruisers, did I mention GENERAL SYNDULLA????, and other cool ships in the trailer. And a LOT of corvettes that are in a million pieces now. I've played Armada a bunch- It takes more than a single bomber to take one down! It's at least TWO!

Also, a) who flys a U-Wing into a dog fight on purpose and b) we not only need 5 snubfighters a stand, we need 5 MIXED subfighters a stand.

Rebels are now- 20 pts- 8 hull, speed 3, 5 blue dice against squads, 2 black 1 blue against ships, bomber, escort, counter 1, relay squads (to represent ywing, xwing, awing, and uwing in that squad)

Imps are now- 14 points- 6 hull, speed 4, 4 blue dice against squads, 1 black 1 blue against ships, bomber, counter 2, swarm (to represent tie bomber, tie fighter, tie intercepter, tie reaper)

No more aces, just mixed squads!

If the stats Represents 5 fighters, removing the u-wing which we don’t have and adding another x-wing, just cause it makes sense you should (1a+1y+1b+2x)/5 which makes:

points 12,2, let’s say 13; Hull 5; AA 1,5 average, 3U maybe; AS 1 average, 1B with bomber; speed 3,2; let’s say 3

congratulations captain, we have got expensive y-wings.

your stats makes little sense. If a squadron of 5 x wings is 4 blue dice, removing 3-4 of them for less fire power cannot add up to 5U dice. Neither the anti ship fire may be on pair with a full b-wing squadron if you remove b-wings for ships with less bombing capabilities.

10 minutes ago, ovinomanc3r said:

If the stats Represents 5 fighters, removing the u-wing which we don’t have and adding another x-wing, just cause it makes sense you should (1a+1y+1b+2x)/5 which makes:

points 12,2, let’s say 13; Hull 5; AA 1,5 average, 3U maybe; AS 1 average, 1B with bomber; speed 3,2; let’s say 3

congratulations captain, we have got expensive y-wings.

your stats makes little sense. If a squadron of 5 x wings is 4 blue dice, removing 3-4 of them for less fire power cannot add up to 5U dice. Neither the anti ship fire may be on pair with a full b-wing squadron if you remove b-wings for ships with less bombing capabilities.

I was going just off the cuff- I'm not an aramda game designer, nor pretend to be. The real question is the uwing- while it doesn't bring anti-fighter help, what can it bring to fight ships?

I'm all for ad hoc squads in armada- it'd add some variety, and be really interesting to see the combos they come up with.

I just want the lasers from my TiE's that three of them will cut a CR90 in half, and one missile/bomb will take one out.

Edited by Rmcarrier1
2 hours ago, erikwm said:

I've played Armada a bunch- It takes more than a single bomber to take one down! It's at least TWO!

Not if you give them beam weapons like that...

I’m just happy to see that Trandoshan pilot, fighting their stereotype of being a “bad guy” species.

Edited by The Jabbawookie

Last I checked, bwings have some nasty anti ship firepower

14 minutes ago, The Jabbawookie said:

Not if you give them beam weapons like that...

I’m just happy to see that Trandoshan pilot, fighting their stereotype of being a “bad guy” species.

As a rebel lover, I would pay for this ability. Bwing- unique- "Instead of attacking, deal 7 damage to an enemy ship at range 1. This attack ignores shields. Your opponent may not spend defense tokens, redirect, or in any way change this damage. You may use this ability when you are engaged." Bring back the heavy squad fleets we have ALL Been missing!

This bwing was a bit... overpowered..... I LOVE rebels but yeah, it was crazy good!

I just loved the old X-wing/TIE fighter PC Game reference at 0:17.

10 hours ago, The Jabbawookie said:

Not if you give them beam weapons like that...

I’m just happy to see that Trandoshan pilot, fighting their stereotype of being a “bad guy” species.

The TIE Bombers in the trailer seemed to be using a Turbolaser. Hope we can get that variant and this Bwing variant in a squad pack.

Edited by Muelmuel
11 hours ago, ovinomanc3r said:

y our stats makes little sense. If a squadron of 5 x wings is 4 blue dice, removing 3-4 of them for less fire power cannot add up to 5U dice. Neither the anti ship fire may be on pair with a full b-wing squadron if you remove b-wings for ships with less bombing capabilities.

Maybe it's the power of combined arms!

What's missing from Armada is the granularity of squads losing firepower as they lose members, so maybe for a mixed squad they could have more stats to represent their effectiveness in mixed assets but have a keyword that causes them to lose firepower for every loss of hull, showing the loss of key snubfighters

41 minutes ago, Muelmuel said:

Maybe it's the power of combined arms!

What's missing from Armada is the granularity of squads losing firepower as they lose members, so maybe for a mixed squad they could have more stats to represent their effectiveness in mixed assets but have a keyword that causes them to lose firepower for every loss of hull, showing the loss of key snubfighters

🤔

[Keyword]: When attacking, for each remaining hull points you must choose one die in your attack pool. Remove the others.

?

23 minutes ago, ovinomanc3r said:

🤔

[Keyword]: When attacking, for each remaining hull points you must choose one die in your attack pool. Remove the others.

?

Something like that, maybe one for squadron, and another for anti-ship. Say a 6 hull squadron, lose one die of anti-squardron per missing hp, lose one die of AS for every 2 missing HP

19 minutes ago, Admiral Theia said:

Something like that, maybe one for squadron, and another for anti-ship. Say a 6 hull squadron, lose one die of anti-squardron per missing hp, lose one die of AS for every 2 missing HP

Of course you could try to make it more progressive but at the end there is always a limit to correctly escalate the effect. The problem of linking it to missing hull points is that unless the pools are bigger than the hull itself, there is a point where the squadron do nothing, so you should add, at least, "to a minimum of 1". I directly solve that linking it to the remaining hull. Sorry, no dice, mainly cause you're dead. I guess it could still be a problem if the squadron has counter, though.

The other thing I tried was to make it really simple, no maths, just pick and remove dice.

Also, accidentally I created interesting situation where small pool squadrons get some "advantage" due to keeping their natural pools longer.

But I just figured this rule out in three minutes. Isn't something I put any real thought on.

The other idea that came to my mind was an enemy reroll effect.

While attacking for each damage you have, your opponent may choose one die and force you to reroll.

Not sure if "damage" is something for squadrons though. Ships actually keep count through damage cards. Even Bossk is written using remaining hull points instead of missing hull points so I guess it is not.

6 hours ago, ovinomanc3r said:

🤔

[Keyword]: When attacking, for each remaining hull points you must choose one die in your attack pool. Remove the others.

?

This was basically the idea I kicked around with local guys for droid fighters. Makes them a massive blob of fighters that lose effectiveness as they take damage.

14 minutes ago, Church14 said:

This was basically the idea I kicked around with local guys for droid fighters. Makes them a massive blob of fighters that lose effectiveness as they take damage.

Is that thematic? I mean, droids are like zombies, you're not gonna defeat them by killing them one by one. It would be more thematic that no matter how many kill you do, there are always more and therefore their lethality is never reduced.

To me would make more sense low pool but with a keyword that make them repair one hull each round.

It sounds like this would be along the lines of the game Hero Clicks, where as you take a damage you rotate the dial and it displays a different strength of attack, until you turn it and you get nothing in which case it's removed from the board.

So after one damage, a standard tie would go from 3 blue with swarm to 3 blue no swarm to 2 blue to dead. Or something along those lines.

9 hours ago, ovinomanc3r said:

The other idea that came to my mind was an enemy reroll effect.

While attacking for each damage you have, your opponent may choose one die and force you to reroll.

I think that would make generic squadrons even less useful. And we already rarely see more than one or two generics to round out a squadron contingent.

3 minutes ago, Irate Pooka said:

I think that would make generic squadrons even less useful. And we already rarely see more than one or two generics to round out a squadron contingent.

We’re talkings about a keyword, not a general rule.

Sure. But is that keyword only applicable to a very specific ace, or to generic squadrons as well? Maybe that's what I'm not following?

8 minutes ago, Irate Pooka said:

Sure. But is that keyword only applicable to a very specific ace, or to generic squadrons as well? Maybe that's what I'm not following?

To be honest, no idea, lol.

The thing started here:

11 hours ago, Muelmuel said:

Maybe it's the power of combined arms!

What's missing from Armada is the granularity of squads losing firepower as they lose members, so maybe for a mixed squad they could have more stats to represent their effectiveness in mixed assets but have a keyword that causes them to lose firepower for every loss of hull, showing the loss of key snubfighters

I just came with the “keyword”. I don’t actually like the idea of loosing firepower but it doesn’t hurt to toy with it.