Additional squadrons for campaign play

By Green Knight, in Star Wars: Armada

5 minutes ago, TallGiraffe said:

Just give him an ability that adds a dice when he is at full HP then maybe? It wouldn't be too crazy if he added a black or blue dice to his pool for those good first strikes. Or add a dice against damaged squads.

Maybe a bonus vs full health. Already have a squad that gets bonus vs damaged squads. I try to change things up.

TIE BOMBER

TIE Bombers remain largely unchanged, with the exception of an added blue AS die, same as the Y-wing. No longer is it completely helpless if unescorted. Add FC and you've got 2 blue + 1 black. Not great, but not horrible.

Version: 1.1

GENERIC

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TIE Bomber: Adds 1 blue AS. Still not a great dogfighter, but not worthless. It's 1 pt less than the Y-wing bc speed is worth less than hull and blue-black is worse than 3xblue AS.

LIMITED

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Gamma: Same as before.

Bombard: Non-bomber bomber (inspired by Rebels S02E16).

Scimitar: Imperial Gold Squadron.

Cutlass: Conceptually before they got their TIE Punishers. Blue-black bomber with grit! It's heavy and costs 13 pts tho.

ACES

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Deathfire: From X-wing 2.0. Gamma squad ace. Not a big fan of splash damage, but it's only once - when he dies.

Captain Jonus: Scimitar 2. Same as before, except the +1 blue AS.

Major Rhymer: Limited to non-rogue bombers to open design space. Double blue battery to compensate.

Tomax Bren: A 2-blue bomber with double braces, speed 4 & 5 hull. That's pretty good. Has a special ability that lets him live longer. 17 is 1 more than both Rhymer and Jonus and this guy doesn't have an aura or help with dice fixing.

Moff Kohl Seerdon: Villain from Rogue Squadron, a pretty cool computer game from back in the day. He didn't actually fly a TIE Bomber, but I wanted to do something that reminded of the game.

Edited by Green Knight

My only issue - Gold squad pays 2 on 10 points on a ywing.

The gamma guys pay 4 on 9 (nearly a 50% markup)

32 minutes ago, Ophion said:

My only issue - Gold squad pays 2 on 10 points on a ywing.

The gamma guys pay 4 on 9 (nearly a 50% markup)

Agreed. 1 more speed, 1 less hull, should be 12 also. Although Gold is rather cheap at 12.

Rogues and Villains was a lot harder to do than the regular squads.

First of all, there aren't that many rogues, especially on the rebel side. Secondly, some of the squads in this pack are good, some bare bad, and some are niche. Design space was...limited.

This was the best I could come up with (assumes new Intel rules):

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HWK: So basically a HWK with rogue. With Intel being toned down, this should be fine. 14 pts, which feels like quite a lot for such a slow, weak squad.

Kyle: He's a little bit forecy, so he can spend tokens to gain adept/dodge. And he can hit ships fairly hard. 19 pts, same as Jan. But Jan is just...maybe too good, even after Intel.

Roark: Duplicate's Han's ability, bc that's pretty much what he does in X-wing. That a potent ability, but he's still squishy for 20 pts.

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Lok Revenant: Basically a rogue heavy bomber, Rebel version of Firespray.

Sol Sixxa: Can make an extra bombing run. Expensive.

Captain Nym: Ran out of ideas, so made alternate Nym with Rogue and a less horrible (for the enemy) ability to compensate.

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YT-1300: No longer an escort, but a meaty rogue.

Chewie: Tanky.

Leia: Can free up Grit squads to move even with multiple engagements.

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YT-2400: Since the standard 2400 is just so laughably good, with was almost impossible to do. So I tried the new Scout keyword, and red dice aren't too bad with veteran tokens. But meh.

Leebo: Rerolls.

Eaden: Also rerolls, and cloak. But wants to fly solo.

Shouldn't the YT-1300 be speed 2?

And Imperial Villians.

Like with the Rebel rouges, this was very hard, and I'm unsure about costing.

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Merc Pilot: Non-unique. It's faster and has grit compared to the generic one, and different armament.

IG-88C: Speed 5, rogue and snipe.

IG-88D: Doesn't ignore escort, but if an escort blocks your shot, it suffers 1 damage.

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Bounty Hunter: Not very different, but has a more mixed AS dice pool. And can be veteran. 18 is the same as the old Firespray.

Andrasta: Can do some serious damage vs squads, a mini-Vader ability.

Marauder: Works well with generics, which can add up to 2 blue to the attack pool (2 TIEs and this can roll 4 blue vs a ship or 6 dice vs a squad).

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Scout: JumpMaster with rogue, that changes swarm for counter.

Nom: Weakish, but decent counter ability. No scatter tho.

Manaroo: Has no scatter, but should work well in a scatter-ace fleet.

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YV-666: Basically makes the YV interesting. Decent speed, decent battery. Still heavy tho.

Latts: Grants a swarm-like aura ability. Maybe too powerful.

Bossk: Ran out of YV pilots, to I did an alternate Bossk. No acc, but 2 hits. And when he dies, he pops out in a Z-95!

Small batch today, E-wings, from Rebel Squads II:

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Knave: Super-escort-bombers-with-snipe. 16 pts, same as a generic defender. Worth it?

Rogue: Rogue squad on steroids (not the title is unique, so can't be combined with the X-wing squadron). But 17 pts? Ouch.

Gavin: Gives snipe squads swarm (including himself). Note this SCATTER. No rogue tho.

The time as come for the Lancer, and boy was that a challenge. It's such a weird squadron. Doesn't resemble it's X-wing counterpart at all. It's just shoehorned into a niche role as a fast, squishy rogue bomber. And well, it doesn't work too well and also leaves little design space. Fortunately @ThatRobHuman helped me add some of the new keywords to KDYards v1, so I had some more toys to play with. And it actually turned out pretty well, I think. I'd rather redesign the whole Lancer, but that's out of scope for this project, so here they are:

* What does Mandalorian do, you intrepid and tireless squadron designer, I hear you say. Well, it's a good question. Nothing at the moment, but maybe it will in the future? Besides, who doesn't want to have MANDALORIANS in their fleet!?

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Shadowport Hunter: This is your "generic" lancer. It has the new DODGE keyword, which helps a little bit vs squads. It also has counter bc turret in X-wing. No bomber, but 2 blue battery. 16 pts. Kind of expensive.

Mandalorians: Much the same, only with slightly different dice pools.

Sabine: Scatter ace, with an extra blue AS (it's Rebels, after all). Hands out/boosts dodge. Good counter. 23 isn't too much. Feels kind of cheap compared to the non-unique mandos.

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Asajj Ventress: Just for fun, and to celebrate Clone Wars. A Rogue for the Seppies. So you try to swarm me with Y-wings? Or use your Grit to get around me? Eat droids and red flak with extra rerolls! 26 is definitely not too much, more likely too low.

Edited by Green Knight

I see what you're going for for IG-88D, but consider the following:

IG-88D goes to attack a blob of 4 bombers and a Biggs Ball.

Each X-Wing is now at 1 hull, before any attack dice are rolled.

14 hours ago, BiggsIRL said:

I see what you're going for for IG-88D, but consider the following:

IG-88D goes to attack a blob of 4 bombers and a Biggs Ball.

Each X-Wing is now at 1 hull, before any attack dice are rolled.

Good feedback. Card needs to be reworded.

VCX-100 was another tough one, but I landed on something I can live with.

3 of today's squadrons are the same unique squad, which is kind of a bummer, since Hera is already a Ghost pilot.

You might consider allowing each fleet to contain a copy of the same unique squadron, as long as they have different pilots. So one fleet could have Kallus, another Chopper, and the third Kanan or Hera. Thematically it's OK, as the Ghost is always in the thick of everything. I guess this mostly helps rebels. Empire has Boba/Hondo, but not many more. But it's your campaign, so it's up to you.

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Lothal Rebel: Pretty standard VCX, but with Rogue and without Relay. Rogue + Strategic is nice, but not that much more powerful the Strategic and no Rogue.

Chopper: Same as Lothal Rebel, only he's really tanky.

Kallus: Resembles Hera, but has Relay 2 instead of her special ability. His special ability is inspired by the Empire officer card. He gets +2 dice since a squadron only shoots once.

Kanan: I wanted to both use the new Jedi keywords, and reuse some of the themes from the Kanan HWK card.

Is knave squadron the only appearancd of the ewing in the fluff?

Roadmap:

  • Tomorrow is the Z-95.
  • Then I do the Defender, Phantom, Lambda, and Decimator.
  • Finally the Gauntlet.

Then all the squadron types have gotten extra squads.

After which I'll need to look through all the squads and make sure they are appropriately costed and there are no game-breaking wording, like the one @BiggsIRL pointed out for one of the IGs.

That will conclude Phase I of the project.

For Phase II, I'm still brainstorming, but it could include (there are just some examples):

  • Some cross-faction squadrons (example: Sabine in her TIE)
  • More stuff (Ezra in a Y-wing, Inferno Squad, Kir Kanos, Carno Jax, etc.)
  • Alternate versions of official squads (example: Tycho costs more bc of Intel nerf, Shara gets Grit and costs more)

For a possible Phase III:

  • New squads, like Fang fighters, Star Wings, TIE Adv v1, G-1A (Zuckuss) , Star Vipers, TIE Reapers and Strikers (from R1), and more
    • This can be solved using proxies, 3D prints (own or bought), or Vassal

3 minutes ago, Ophion said:

Is knave squadron the only appearancd of the ewing in the fluff?

You also have Blackmoon Squadron.

And in X-wing you have a late period Rogue Squadron that flies E-wings.

Those are the ones I know of.

I will probably add Blackmoon and an E-wing pilot from X-wing 1.0 that was replaced by Darklighter in 2.0 on my next pass. If I can find images and come up with interesting versions.

I don't like Knave squadron all that much because they completely invalidate regular E-wings.

19 minutes ago, TallGiraffe said:

I don't like Knave squadron all that much because they completely invalidate regular E-wings.

True. However, regular E-wings suck a lot, so it's a bit tricky. But yeah, fair point.

1 hour ago, Green Knight said:

True. However, regular E-wings suck a lot, so it's a bit tricky. But yeah, fair point.

Hey hey hey. Why the hate?

Z-95 Headhunters today. They weren't too hard.

This concludes Rebel Squad II btw, so on to Imps.

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Bandit: It's very similar to stock, but has 2 blue AS, so it's more reliable. And it can be a veteran.

Tala: Significantly improved dice pool. But is it worth 9 pts? Maybe.

Tierfon Yellow Aces: No swarm, but adept and dodge, to see if that works to represent an ace squadron. Also bomber.

Cracken: Maybe he should be named General Cracken, as he's the same guy as the rebel commander. Has counter and a decent dice selection, and an useful ability. Scatter ace, but still just a 3/3, so 15pts is quite a lot.

Suhlak: This guy steals away bounties from bounty hunters and gets paid for it. Apparently the best in the business. I used Assault to represent this, but I dunno. Rogue + Scout and a reroll ability - if he's alone.

I really love all these squads. Good work!

Today's special feature: Ezra Bridger, Gold Squadron Pilot

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Ezra: His ability is both inspired by the episode he's flying a Y-wing and a joke at Sloane's expense. At this point in Rebels he's a fairly strong Force user, hence the Adept/Dodge thing. His price was set based on Anakin's price.

TIE Defender

These guys were great fun to make. I took advantage of the new Dodge keyword to simulate the epic agility of the Defender: 6 hull and Dodge 1 makes it even tougher. For the aces, a mix of movement buffs and attack boosts. I gave defenders brace-evade. When pricing them I have ignored Maarek, bc he's so obviously undercosted.

Version: 1.1

GENERIC

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TIE Defender: As before, with dodge added.

LIMITED

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Delta: Grit. 17 seems fair wo invalidating the basic Defender.

Onyx: Adept and black bomber, unique. +2 over the generic.

ACES

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Vessery: Using rerolls gives a high max damage ceiling.

Ryad: Can zoom in, attack, and then disengage. Cute. Dice pools changed up, bo bomber.

Rexler: Bomber, Grit AND Dodge. Double Brace. Black bomber. His ability lets him ignore Contain, plus is good for flipping up that Structural again and again.

Maarek: As before w/dodge, but a significant hike in price.

Vader: Vader in a TIE Defender.

REBELS ACES

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Vult Skerris: Defender version.

Edited by Green Knight

Today's special feature: Crimson Empire

Kir Kanos is the "good guy" here, Carnor the villain. I've continued what I began with the Royal Guard interceptor, giving them 4 hull (inspired by the 2 mod slots in X-wing). Not sure it's a good idea, but it makes them stand out.

No idea what Royal Guard (included for reference) does just yet :)

Hope I haven't over-priced them, but I compared them to the new Jedi aces and had to bump 'em 2 pts each (I had them at 21 and 23).

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Royal Guard: Version wo tokens.

Kir Kanos: Lando-ish ability, but you add a die set to HIT. Speed5, 4 hull, and powerful keywords.

Carnor Jax: Can force both ships and squads to discard tokens. He's adept 2, which is a total killer with counter. Costs a LOT tho.

Edited by Green Knight
10 hours ago, Green Knight said:

Saturday is Defender day!

These guys were great fun to make. I took advantage of the new Dodge keyword to simulate the epic agility of the Defender: 6 hull and Dodge 1 makes it even tougher. For the aces, a mix of movement buffs and attack boosts.

All squads are based on their X-wing counterparts. When pricing them I have ignored Maarek, bc he's so obviously undercosted.

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Delta: Dodge 1 help mitigate damage from squads. 17 seems fair wo invalidating the basic Defender.

Onyx: Having Grit makes it able to fully use its epic speed to strike forward, then reposition. 18 isn't too much, but it's unique so ok.

Vessery: Using rerolls (double if a veteran) gives a high max damage ceiling. 21, same as Maarek.

Ryad: Can zoom in, attack, and then disengage. Cute. Dice pools changed up, bo bomber. 22 is 1 more than Maarek.

Rexler: Bomber, Grit AND Dodge. Double Brace. Black bomber. His ability lets him ignore Contain, plus is good for flipping up that Structural again and again. 23 is 2 more than Maarek!

(if I did Maarek, he'd get Dodge 1 but cost 24)

Seem great, but where's Vult Skerris? You never see him anywhere in the games!