Armada Changes - Speculation

By Thrindal, in Star Wars: Armada

I have all kinds of ideas in my head. I thought I would get them out there before we get news next week.

I don't consider this likely but lets consider changes to Deployment, specifically deployment zones.

The best change to the game would be limit 125 pts of squadrons in 400 point games. Down by 9 pts.

after that, I’d suggest trying squadrons roll 1 blue die to land on harmful obstacles. If hit, suffer 1 damage. This hasn’t been table tested. (Alternatively to reduce thinking fatigue, disallow squadrons from landing on harmful obstacles at all)

other than that it might be nice to see more help for all small ship compositions but don’t know what.

I’m betting they change all the cards and make us buy two sets of update packs, rebel and imperial but they will only provide 2 sets of updates per ship and we will need to get 2 of each set to cover some lists.

Here is video #2...

Edited by Thrindal
12 hours ago, player3691565 said:

I’m betting they change all the cards and make us buy two sets of update packs, rebel and imperial but they will only provide 2 sets of updates per ship and we will need to get 2 of each set to cover some lists.

I don't think that will be the case. It didn't go over well for X-wing. In either case, the only thing that looks to be coming is a card pack of some sort. Maybe this will include some card errata. I'd like to have my cards updated without being sleeved and have a small print out in front of them. I'm sure new stuff (keywords and upgrades) will probably come with Clone Wars.

Today I start talking about possible points adjustments. Here I talk about Upgrade Cards.

I have a crazy idea, what if they borrow the idea of "Orbital Layers" from Dropfleet Commander? Firing between layers imparts penalties, except for certain ships, and you can use a nav dial to change between adjacent layers.

Your backdrop is awesome! Great looking wall.

My money is on them going the digital route like they did with X-Wing 2.0. Have digital cards that they can errata easily with points values.

Edited by GrandAdmiralCrunch
2 hours ago, GrandAdmiralCrunch said:

My money is on them going the digital route like they did with X-Wing 2.0. Have digital cards that they can errata easily with points values.

I think that would be smart because virtually every Armada player uses a digital app to build their fleets.

However, the revealed CWA upgrade cards did have point values on the cards, so unless they've been changed, it appears that new cards will have points printed on the cards.

2 hours ago, GrandAdmiralCrunch said:

My money is on them going the digital route like they did with X-Wing 2.0. Have digital cards that they can errata easily with points values.

So I don't think they are going the full digital route like X-Wing. That received mixed reviews at best. What I do think we might get is a living rules document like Legion has. No more flipping between rules and FAQs, everything in one doc.

I’m expecting some new cards will create interactions that will make old cards need an errata. Even if not changed mechanically, maybe tighter wording.

Im hoping for something with activation to reduce last-first as a viable strategy to build around and reduce it to a mechanic that you can take advantage of turn to turn.

2 hours ago, Church14 said:

I’m expecting some new cards will create interactions that will make old cards need an errata. Even if not changed mechanically, maybe tighter wording.

Im hoping for something with activation to reduce last-first as a viable strategy to build around and reduce it to a mechanic that you can take advantage of turn to turn.

Defensive Retro or Officer slot?

"If you are the first ship to be attacked this round, you may exhaust this card. If you do, while suffering damage, reduce the total by 2."

7pts.

edit: maybe 3/4...since it takes up your ECM and it's unlikely you'll be able to brace. Maybe 8 or 9pts for that much damage reduction, but its also limiting in itself, just attack someone else first, like Gunnery Teams would just ruin it's day, so maybe cheaper actually.

Edited by eliteone
more thoughts

Not tied to anything specific, nor have I thought of the best or a balanced way to do it, but I’d like to see other means, besides Local Fire Control, for salvo to get attached to ships from earlier waves.

4 hours ago, Church14 said:

Im hoping for something with activation to reduce last-first as a viable strategy to build around and reduce it to a mechanic that you can take advantage of turn to turn.

I don't want to see too much messed with in terms of First Player. It is a huge part of planning your list, either you go with a bid (which can be 5-20+ points depending on competitiveness and locale) or you go max points and make the list work with the objectives you have chosen. I think this is a major component of the competitiveness of the game. We already have a couple officers that try to change things up in this way and wouldn't want anything more drastic.

43 minutes ago, Thrindal said:

I don't want to see too much messed with in terms of First Player. It is a huge part of planning your list, either you go with a bid (which can be 5-20+ points depending on competitiveness and locale) or you go max points and make the list work with the objectives you have chosen. I think this is a major component of the competitiveness of the game. We already have a couple officers that try to change things up in this way and wouldn't want anything more drastic.

Going first is one thing. Building your entire list around last-first is another. That’s why I tried to specify that I don’t want to completely remove the advantage of being able to last-first somebody. I just want something in activation mechanics that prevents it from being a viable tournament strategy that you can build a lost around. Just something to take advantage of when opportunity arises.

Very few people get last-firsted by a BTAvenger, Demolisher, Concord, or any Pryce build and went “what a fun way to play!”

Edited by Church14
3 hours ago, cadetvw said:

Not tied to anything specific, nor have I thought of the best or a balanced way to do it, but I’d like to see other means, besides Local Fire Control, for salvo to get attached to ships from earlier waves.

Ship titles like they did with Vanguard?

1 hour ago, Church14 said:

Going first is one thing. Building your entire list around last-first is another. That’s why I tried to specify that I don’t want to completely remove the advantage of being able to last-first somebody. I just want something in activation mechanics that prevents it from being a viable tournament strategy that you can build a lost around. Just something to take advantage of when opportunity arises.

Very few people get last-firsted by a BTAvenger, Demolisher, Concord, or any Pryce build and went “what a fun way to play!”

I don't know. I think that my grumble about your grumble, so to speak, is that by tinkering with a game to remove a set of particularly advantageous circumstances, the sort of people who live for taking advantage of those circumstances will just move on to the next one and abuse it.

Several upgrade cards have been altered to reduce their effectiveness over the life of the game, because they were very obviously overpowered.

I feel that it's much harder to say 'this style of play is overpowered so must be stopped' and get the end result that you want. Particularly when what you want is not to stop it happening but for people to stop abusing it.

The problem seems to be not the game mechanic but the people, and I don't think FFG can fix that.

1 hour ago, Church14 said:

Going first is one thing. Building your entire list around last-first is another. That’s why I tried to specify that I don’t want to completely remove the advantage of being able to last-first somebody. I just want something in activation mechanics that prevents it from being a viable tournament strategy that you can build a lost around. Just something to take advantage of when opportunity arises.

Very few people get last-firsted by a BTAvenger, Demolisher, Concord, or any Pryce build and went “what a fun way to play!”

Well Pryce only forces it one time a game and you have to tell your opponent when the game starts what round they are going to try and do it in. Those other lists are low activation lists so you won't truly be able to last first often. At least around here the BTAvenger, Demo 2 ship did not last long. Folks figured that one out fairly quick. Thanks to Covid I still have not gotten my Starhawk on the table. I have to deal with it giving me the sad eye on a daily basis.

Restrict squadrons to 25% of fleet size. Max 100 points for a 400 point match, 50 for a 200...

Less squadrons will put the focus back on ship to ship combat (and not getting needled by single hits that overwhelm defense tokens) and in turn, speed up the game a bit.

10 hours ago, Kasuvari said:

Restrict squadrons to 25% of fleet size. Max 100 points for a 400 point match, 50 for a 200...

Less squadrons will put the focus back on ship to ship combat (and not getting needled by single hits that overwhelm defense tokens) and in turn, speed up the game a bit.

Mhm. Though I reckon at 400, 120-125 is the balance point. It needs to be a sliding scale. at 200pt/75squads, 300pt/100squads, 400pt/120-125pts, 500-600pts, 150squads max. While 800-1000pts might suggest 200pts of squads, the problem will be they will simply nuke anything they want out of orbit with no counter play, including 2 ISDs at a time. So its likely that 800-1000pt/150squads still.

Unfortunately, squadrons just build-on-themselves in effectiveness. Also they're simply bad design by being their own counter, which also makes any non-participatory counterplay moot.

Edited by Blail Blerg
50 minutes ago, Blail Blerg said:

Also they're simply bad design by being their own counter, which also makes any non-participatory counterplay moot.

Stares in OrdPods, Wide Area Barrage, Annihilator, Unity, Kallus. Looks at other flak buffs.

Stares at his default fleet with zero squadrons and his second default fleet that still runs zero squadrons, both of which do fine against heavy squad builds.

No. I can’t say I agree.