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What I would like to see in 2019

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I want:

Clone Wars: but I doubt there will be news of this until the new series has another trailer. Or we will have another hyperspace report... incident. It will be anounced for Armada, Q1 2020. There is no way Armada is getting anything other than the SSD.

SSD to succeed: because it if it doesnt... well. People begged for the SSD for years, so, if it fails... then I don't think it will bode well for Armada.

Generic Admirals: cheap fleet commanders who only effect a single ship with an effect similar to the big boys, but don't cost as much. Thus, allowing you to take more upgrades.

Squadron Rework: As much as I am annoyed by someone spending ten minutes figuring out their movement... I loath the squadron step. I loath how many unique squadrons some people take, and how they work. I wish we took WINGs instead, and the uniques were upgrade squadrons you purchased in the WING. IE: You have to buy a Tie Wing, which has a minimum of 3 squadrons or whatever. You can purchase Howlrunner for another drop of points, and replace one squadron in the wing. Then Wings have to be within a certain distance.

Upgrade pts rework: some are just 'to expensive'... I want them adjusted so people stop bothering me about taking them.

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Posted (edited)

Aye, if you can't kill the SSD just ignore it (assuming you can pick up points elsewhere - if not, you may admittedly be in bother)

 

Edited by Dreadnowt

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18 hours ago, axe238 said:

1. FAQ incorporated (such as additional flotilla restrictions)

2. Card revisions (such as Relay)

3. New rules from wave 2 on (such as contain)😊

Try https://starwars-armada.wikia.com/wiki/Star_Wars:_Armada_Wiki

All FAQ incorporated

All rules updated, CC rules included.

All content fully linked and categorised.

Interactive and helpful admin.

Better and more complete than any RRG could be!

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On 1/5/2019 at 2:43 AM, Ling27 said:

SSD to succeed: because it if it doesnt... well. People begged for the SSD for years, so, if it fails... then I don't think it will bode well for Armada.

 

I think to hold the game to ransom for that is silly. First off if you play only rebels they your most like not going to buy it which is a big chunk of the player base. Second expecting people to drop $200USD, $350NZD for me or else is a bit unfair not everyone can justify that sort of spend on a single ship. I know I cant.

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34 minutes ago, Norell said:

I want what I want since wave 2: Dual-faction Dreadnoughts. Even if it would be the only expansion in this year. Come to think of it, I would consider it a success if there would be any new expansion announced...

Or some pirate / guns for hire ships that both sides can use. Frigates, fighters, bombers, destroyers. Sort of like the Zan consortium for empire at war but not as a third faction.

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So a few people mentioned having a 2.0 update to the game to do a hard reset. One of my idea's would be to make Fighter squadrons independent to the larger ships. or at least fighters that have their own Hyperdrives.  While yes, this would give the rebel fleet over all stronger fighters (minus Tie defenders, tie phantoms, etc), but of course, they would be come at a higher point cost or some other balancing mechanic. This can also allow bonuses to carrier based fighters, like the standard tie, and z-95s. from the carriers they are screening or deployed from. keeping them from becoming obsolete from power creep.

Other idea is to allow carrier based fighters to KEEP fighters in the hangers, until you WANT to send them out.

Official Ship expansions id like to see is....

Multi Faction

Venator Cruiser (Medium Multirole Ship) - This ship can have 3 Variations for each faction following these themes - Defensive, Offensive, and Support, and each faction will express this differently, such as the Rebels having stronger shields and the empire could be cheaper point cost (Best Defense is more ships in the Imperial Doctrine).

V-Wing Intercepter

Arc-170 Heavy Fighter (Bomber Ish Role)

Empire

Victory II Frigate - Empire - Bonus if in close formation to larger ships

Tie Droid

 

Rebel

Viscount-class Star Defender - Because Obvious Reasons

K-Wing

U-Wing

 

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FFG is great at developing mechanics that eliminate "fiddliness."  I think the movement system for ships, the movement system in x-wing, runewars, and legion all demonstrate a lot of finesse and thoughtfulness.  I want something like that for Armada fighters.  I want to "make a series of interesting decisions," not test my dexterity in placing and removing circular bases on a mat that have trees of pointy poky fighters on them.

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Posted (edited)
On 1/4/2019 at 8:43 AM, Ling27 said:

Squadron Rework: As much as I am annoyed by someone spending ten minutes figuring out their movement... I loath the squadron step. I loath how many unique squadrons some people take, and how they work. I wish we took WINGs instead, and the uniques were upgrade squadrons you purchased in the WING. IE: You have to buy a Tie Wing, which has a minimum of 3 squadrons or whatever. You can purchase Howlrunner for another drop of points, and replace one squadron in the wing. Then Wings have to be within a certain distance.



I agree with this, the Squadron Dynamics have basically killed a lot of the enjoyability of tournaments for me (and I say this as someone who was playing Reikaan AceHoles all the way back in 2015 and has flown squadron-heavy fleets for years).

I love the idea of squadrons being coordinated and dogfighting and being impactful in the battle.  I love the look of squadrons on the tabletop, especially when players beautifully paint them.  But my god, after a few years of playing Armada I've come to loathe the squadron mechanics in the game, as you so often run into two problems:

(1) Players who don't spend enough attention and caution with their squadrons, and the imprecision of moving them, picking them up and replacing them, etc. is constantly mucking with the game state.
(2) Players who do spend a lot of meticulousness and attention with their squadrons, measuring and re-measuring engagement ranges to a dozen different squadrons for a few possible placement spots, then actually moving their squadron to the new spot and still sliding it around for a minute or more as they remeasure everything.


Both experiences are less than ideal and supremely frustrating, for entirely different reasons.  Really, it's a lose-lose, as there's no great way to play squadrons--either you go quickly and are too sloppy with the board state or you go slowly and cautiously and 75% of the game time is spent pushing squadrons around.  There's not any clear middle ground and both experiences make me want to just groan.  Then factor in how often squadrons' physical presence complicates moving ships and checking ranges between ships and the like...


That said, I don't think Squadrons can fundamentally change unless there was a Second Edition (god forbid, the community is far too small and disillusioned to survive that), so I think the best hope is seeing a Squadron Cap of 25% (100pts) put into place, because at least then you're limiting how many obnoxious fiddily little timesinks can be on the board at once.




PS: Regarding these supposed 500/800/1000 point games everyone is so excited to play... I can only imagine what a game of Armada with 666pts of squads would look like... I imagine Round 2 alone would take about four-and-a-half hours... :D  I'd rather piss glass than suffer through a game of Armada with 400+ points of Squadrons on the board...

Edited by AllWingsStandyingBy

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Posted (edited)

I would love to see a whole set of new objectives come out for Armada.  Basically, just toss the current ones out and replace them.  If they made some objectives use a 3x3 mat instead of 3x6, that'd be super interesting to me.  Most Armada games I play tend to just be on a 3x3 section of the board anyway.

I also would love squadrons to not be so fiddly.  Looking at the regional results, max squadrons tends to get great results, but if I wanted to play with squadrons, I'd be playing X-Wing.

If I could dream, I'd want to see if I could steal the Runewars dial system for Armada.  I think that'd work great, but it'd be too big a change IMO for too little gain.

Oh, I'm also a little worried when I look at the Regional results, and see that the Rebel/Imp split is almost even in total lists, but then skews pretty far in favor of Imps as you go up in results.  And Imperials are the only faction getting an announced release this year...

 

Edited by pheaver

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Shameless plug for Squadron Command Plates here. They don't "fix" the problem with over/under fiddly squadrons, but they do make it a little easier to not have to touch them. The largest push back I got concerned tracking the HP and activation but I've stood firm that it really isn't an issue. That said I have to agree with @AllWingsStandyingBy

FaQX2uw.jpg

 

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1 hour ago, AllWingsStandyingBy said:

That said, I don't think Squadrons can fundamentally change unless there was a Second Edition (god forbid, the community is far too small and disillusioned to survive that), so I think the best hope is seeing a Squadron Cap of 25% (100pts) put into place, because at least then you're limiting how many obnoxious fiddily little timesinks can be on the board at once.

I agree, but I would go to the point that right now, limiting squadrons to the your fleets Squadron Value. While this does limit Rebels a little (as they dont have a dedicated carrier) I'd say its a realatively fair price. This isnt a massive rules change that would break everything, just change how many of powerful squadrons you can take, and what ships to carry them, basically. I've actually brought it up as an idea for our next campaign, because squadrons.

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2 hours ago, Ling27 said:

I agree, but I would go to the point that right now, limiting squadrons to the your fleets Squadron Value. While this does limit Rebels a little (as they dont have a dedicated carrier) I'd say its a realatively fair price. This isnt a massive rules change that would break everything, just change how many of powerful squadrons you can take, and what ships to carry them, basically. I've actually brought it up as an idea for our next campaign, because squadrons.

Except that it would mean Yarvaris only being more dominant as Imperials now have less squads to attack with comboed with Adar. If that changed happened, most players would switch to rebels, myself included. 

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1 minute ago, Karneck said:

Except that it would mean Yarvaris only being more dominant as Imperials now have less squads to attack with comboed with Adar. If that changed happened, most players would switch to rebels, myself included. 

Why would that buff Yarvaris any? That ruling that you can only have as many squadrons as your total squadron value, with my normal build right now would allow me to use 7 squadrons, which is more than I use normally anyway. I dont see how limiting it so that a fleet cant have more squadrons than their total squadron value helps a squadron value 2 ship title.

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10 minutes ago, Karneck said:

Because yarvaris and Adar is 15 ship points, they are not taken from the squadron total. It means an extra 3-4 squadron attacks. Do the math.

But that already exists in the game. So your arguement is something that already exists and is proven to be a powerful thing, will remain powerful.

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Just now, Karneck said:

Except that imperials will stand even LESS of a chance against it. DO. THE. MATH.
If you won't bother, I'm not going to spell it out for you.

An arguement of DO THE MATH doesnt make a point, but I will.

A Nebulon-B Escort Frigate has a squadron value of 2. Yavaris allows you to fire twice with squadrons as long as they dont move during your activation, with Adar that means that one can fire a third time, either during their normal squadron activation or after being activated by another ship.

So, 5 total shots fired, without moving.

Vader, who has counter, and Fel, who would do automatic damage, would either kill or almost kill those squadrons. Throw in Dengar, and Vader now had counter 2, increasing his probability of doing damage.

I can have both Vader and Fel, for the price of a Arquitens Command Cruiser.

Nebulon-B Escort Frigate, Yavaris + Adar = 72 points.

Arquitens Command Cruiser + Centicore = 62 points.

My imperial fleet averages 7 total squadron value, the number of times I run 7 squadrons at once is never. And I dont plan to. My normal rebel build has a total squadron value of 6. Imperials have more options for ships with high squadron values. Fleets would still have to be within 400pts.

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Posted (edited)

@Karneck I agree with you 100%, but calm down.  Nothing good happens from all caps on the internet.

@Ling27  What it boils down to is this:  Rebels have access to 4 extra squadron attacks unaffected by the squadron cap, squadron value or otherwise.  The Imperial tricks that balance that out currently, like Jendon, are affected by the cap.  Proportionally, the smaller the cap gets the more significant the resources outside of it become, and those are mainly Rebel.  Honestly though, I think the main consequence of a squad value-based cap is nobody takes generics.

Edited by The Jabbawookie

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