Background: We've (my local group) dusted of the Corellian Conflict and are having a blast. Talking about doing RitR after, but with larger fleets. Or just another round of CC. Point is: campaign play is clearly more popular than tourneys locally.
Catch: We're not really loving the amount of unique squads available. They are the same old, with a few really good ones, a bunch of ok, and those scraping the bottom of the barrel. But the real annoyance is that generics can't be veterans - so boring. With the upgrade pack coming out, it's also tempting to give squads a similar treatment (why didn't you FFG?).
Solution: Make new squads that give extra options. The general idea is to make them about equal to existing squads in terms of cost/power (not always easy). But we're not playing competitive here, so it's not a big deal if a squad turns out to be good for the points - or vice versa.
Scope: Every published squadron, including recosting/tweaking existing squads. Will also add some custom squads, like U-wings and TIE Reapers. For now, only Empire and Rebel, but I'll probably expand to Clone Wars once we've more experience with the new factions.
A checklist will be provided where you can check off which squads will be used or not, with space for cost adjustment if you feel my pricing is off.
RULES
"Additional squadrons for campaign play" changes some of the rules governing unique squadrons:
Unique/non-unique: Any squadron with exactly 1 • before the name is unique . There can be only 1 unique squadron OF THE SAME SQUADRON TYPE in any fleet (or across fleets in campaigns). A squadron that's not unique is by definition non-unique.
Limited/unlimited: New keyword. Any squadron with 1 or more • before the name is limited (so unique squads are also limited). The number of dots is the number that can be included in any fleet (or across fleets in campaigns). A squadron that's not limited is by definition unlimited .
Italicized squadron types: Unchanged. There can be only 1 Millennium Falcon or Slave I , even if they have different pilots.
Non-italicized squadron types: If the squadron type isn't italicized, the unique/limited restriction only applies to THAT SQUADRON TYPE. So Blue Squadron B-wings are not checked against Blue Squadron X-wings, for example.
Subtitle: Some unique pilots, such as Wedge Antilles, have multiple versions. These squadron cards will have a subtitle in the name, such was "Wedge Antilles, Rogue Leader." The subtitle is a means to differentiate between versions - it has no game effect - and does not apply when checking for uniqueness. Thus "Wedge Antilles" and "Wedge Antilles, Rogue Leader" is the same unique card and only 1 version can be included in a fleet or fleets.
(Ace: Informal reference to any unique squadron with defense tokens. It's not used in game text or rules.)
A-WINGS
A-wings are already awesome. Lighting fast, reasonably cheap and packing counter, they can go where they need to be and tie up enemy squads. They don't hit as hard as TIE Ints offensively, but they have a decent battery armament. With the intel nerf, they will be even more valuable. To add insult to injury, they are CHEAP. So I ended up not tweaking the A-wing baseline at all
Aces were more of a challenge. Generally speaking, they are probably priced too low. Combo of counter, brace/dodge, speed 5 and hull 4 is worth quite a bit. I didn't want to revise things too much, but still increase the price somewhat.
Version: 1.1
GENERIC
A-wing: No need to change anything. Excellent for its role. 11 pts is a steal. I did consider going to 12, but instead I adjusted other squadrons to make them about equal in value.
LIMITED
Phoenix: The guys that get shot down all the time in Rebels. Weaker counter, but adds escort (mostly so they'll die first - very thematic). 12 pts, 1 more than a generic.
Shepherd: Adds Grit, which means they can move in, tie up enemy squads at the edge of the furball, and easily reposition (or run away). 12 pts, 1 more than a generic.
Green: Alternate version of Green Squad. Tweaked AS battery to make it slightly more appealing. 12 pts, unchanged.
ACES
Arvel Crynyd: Green 1, the guy that killed the Executor. Basically Green Squadron with defense tokens and a thematic ability. 16 pts, 1 less than (new) Tycho), seems a bargain for brace/scatter and minor ability.
Gemmer Sojan: This guy was a pilot card in 1ed X-wing. Green 2 at Endor. His stats are similar to Green/Arvel, with a limited Ciena ability. 16 pts, same as Arvel, probably a steal.
Tycho Celchu: Unchanged. Up 1 pt, bc he's both cheapish to being with, and with Intel nerfed he's even better than he was.
Jake Farrel: This guy is in X-wing old and new. He's got the aura ability to hand out counter (maybe he's related to Plo Koon?). Stick him with some X-wing escorts. 18 pts, 1 more than (new) Tycho, 1 less than (new) Shara.
Shara Bae: She adds grit, so she avoids being "stuck" vs a single scatter ace. 19, up 2 pts, bc mobility and her low original cost.
REBELS
Ahsoka Tano: Fulcrum in an A-wing. Ability is a variant of her Delta-7 ability. It's both easier to proc and more limited. The main reason she's 21 (vs 23 for Delta-7) is the lack of the squad synergy the Republic has - this A-wing is more of a loner/blocker.
Hera Syndulla: Hera from Rebels. Has a variant of her Ghost ability. 23 pts is a lot, but she's a rogue that can make another gritty rogue. Price is based on Ahsoka, but assuming Rogue tricks are worth more than Fulcrum's ability.
Edited by Green Knight