Hey everyone,
For a long time my play group has hated using squadrons. The reason for this is moving them on the board and positioning them tends to take way more time than normal ships. We have several "Lawyers" when it comes to squadron engagement and positioning so it is never fun. We all know that the game is balanced around squadrons and how they interact with the ships that carry them. I have been working on an alternate set of rules that change how squadrons work. I realize that this has balance implications and I am all ears to any adjustments that anyone has as feedback. This is a pre-alpha version of the rules in my mind, a framework for play testing and balancing. I know that some of you may hate this concept entirely but I am hoping that at least some of you will have some constructive feedback or ideas I could add to this framework. My hope is that squadrons become more about rolling dice, the portion of the game we find enjoyable and quick, rather than positioning and movement.
Squadrons 2.0
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Each squadron is attached to a ship.
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Each squadron can be activated once per round.
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The attack range of the squadron from the ship is based on that squadron’s speed. I.E. the range ruler with 1-5 can be used to determine if a squadron may participate in an attack of a ship.
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The number of squadrons assignable to a ship is determined by the squadron value of the ship.
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Once a ship is destroyed all squadrons assigned to that ship are destroyed. Destroyed is defined as removed from the table for the purposes of effects that keep a ship on the table after its hull is 0.
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All offensive attacks require a squadron command. A ship may send all or a subset of its fighters to attack when executing a squadron command. The attacker may choose to send the activated fighters to attack up to as many targets as the ships command value. I.E. a command 4 ship could divide its squadrons between up to 4 target ships. When an attack is declared using a squadron command a defending ship may scramble any squadrons it possesses defend against that attack.
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If this happens the scrambled fighters are counted as activated for that turn.
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Scrambled fighters may be used on an attack per attack basis. The defender can choose to activate all, none, or a subset of his squadrons for each attack depending on which squadrons are available to be activated. The defender assigns which of his fighters are attacking which squadrons. (unless rules force matchups E.G. escort)
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There is one round of combat, damage done to both the attackers and the defending counter fighters using the ANTI-SQUADRON armament. At the end of that one round any surviving attackers begin the attack run on the ship.
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The ship rolls its ANTI-SQUADRON attack against each of the attacking squadrons.
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Damage is calculated normally as if the attacking squadrons were participating in a ship to ship engagement. I.E Hits, crits, acc all count per ship to ship rules. Both the attacking squadrons and the defending ship suffer damage at the same time. **The effect of crits on squadrons are yet to be determined. Possibly just a damage or maybe a special effect.**
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When a squadron suffers enough damage to be destroyed it is removed from play. It is removed from play at the end of the current attack. I.E. If a squadron was destroyed by a defending fighter it does not attack the ship but any damage done to the defending squadrons is resolved.
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The Grit keyword will allow a squadron to shrug off one damage per combat round. I.E. 1 against all combined squadron vs. squadron combat and also 1 against ship vs squadron.
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The Cloak keyword will let it avoid one defender when attacking.I.E. when the defenders are assigned it reduces the defending squadrons by 1 at the attacker’s choice before combat is rolled. The avoided ship participates in no combat that attack and counts as activated as normal. **This would force the defender to assign two squadrons to attack this craft to do damage to it in this round of combat.**
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The Counter keyword will let you steal one dice from an enemy attack pool and add it to your own.
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The Heavy keyword will mean that any damage caused by this squadron is reduced by one against other squadrons unless the target is heavy as well.
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The Escort keyword means that the defender must assign at least one squadron to this attacker if able.
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The Relay keyword will allow “Relay #” attackers to make a second attack run on the defending ship. They will be exposed to ANTI-SQUADRON fire from the ship again during the second run. This run will count as a second round of combat meaning ships destroyed in the first round may not participate in the second.
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The Bomber keyword will let you re roll your dice against ships / Add one extra damage for a crit. **Not sure which I like more. I am leaning toward rerolls**
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The Assault keyword will work as normal.
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The Intel keyword will provide the heavy debuff to any enemies that ship is engaged with. Engaged meaning in squadron vs squadron combat against.
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The Snipe keyword will let you enter a pre-attack phase against interceptors. I.E. the squadrons with snipe all apply their damage before the non-snipe squadrons. Any destroyed squadrons do not get to return fire. If both attacker and defender have snipe damage is applied at the same time for those snipe units, then non-snipe units participate.
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The Rogue keyword will allow squadrons to be activated on both attack and defense once each per round. ** Still working on this one. Possibly changed to “can always be used on defense”.**
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Squadrons may not ready defensive tokens unless they are “activated” on their carrying ship in a “repair” activation. For the round they are being repaired they are activated and may not conduct any actions outside of their launch bay. **Not sure if this should be an engineering command or a squadron command or neither… totally up in the air still. **