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MDeliso

Squadrons 3

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You also dont have to play on a space may. Its just what most people play on. I actully prefer using a standard game mat with grass, dirt, ect when playing rather than 2 3x3 mats. Because 2 3x3 mats has a seam, might not be perfectly lined up, ect. I can portion off a standard play mat just fine.

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Posted (edited)

I would def. love to see the following:

Rebs:

Lando Falcon (Relay 2 for Rebs, friendly squads at distance 1 of you are obstructed when defending against attacks)

Porkins X-Wing, (Escort, Bomber, when an enemy squadron attacks Porkins, if Porkins would be removed from the play area the attacking squadron suffers 3 damage)

Kyle Katarn in the Ravens Claw, (Rogue, Counter 2,  if Jan Ors is at distance 1 of you, she can't be attacked by squadrons she is engaged with, unless the enemy is performing a counter attack)

Imps:

Mara Jade - in an Imperial Navy Gunboat, (Rogue, Grit, when attacking an Ace or unique squadron, add 1 die of any color to your attack pool)

Skerris - TIE/i (Counter 2, Swarm, when defending against attacks,  you may choose to suffer all damage between any number of generic or unique TIE/i at distance 1)

Lothal Ace Pilot (TIE/f with 1x blue 2xblack anti squad armament)

Edited by eliteone

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Posted (edited)

The U-Wing and TIE Reaper seem like obvious candidates, as they have unique looks and were featured in a movie. Also, as others have suggested, making them Raid platforms gives them a role. If the TIE Reaper is as dedicated as the rest of the TIE series, being a cheaper and more fragile (and non-Rogue) Raid delivery system differentiates them from the Mandalorian squads. For the unique U-wing, instead of Assault I'd try to give it a way to carry boarding teams (even if that's only to allow boarding teams on a ship to trigger against enemies within 1 of the U-wing). Maybe what the Assault keyword needs to take off is more squadrons that use it, so these would top my list.

The TIE Striker seems like a similarly obvious addition, except I'm a bit stumped over the best way to represent it. You don't want to accidentally replace existing squads. Maybe like a TIE Interceptor except Speed 3, Hull 4? A slow TIE Fighter with Bomber (and a blue bomber die)? 

I would second the motion for the Imperial Gunboat. It has a good look that stands apart from other Imperial squads and can easily be very different from what we already have. Others have suggested an Imperial heavy bomber, which might be a good alternative to the Gunboat... The Imps have a lot of ways to make squadrons faster but often don't need to, so maybe a Speed 3 (or even 2) Bomber with blue/black dice? Personally, I would not have separate Imperial and Rebel squad packs, but just have a single Squadrons 3 set that offers three different squads for each faction (2 or 3 copies of each, ideally).

What else for the Rebellion? The K-wing is the only thing that really comes to my mind, but the Rebels have a whole lot of bombers already. I guess a SLAM mechanic would make it different, but you wouldn't want it to replace Bs or Ys. 

Besides the K-wing, I don't have any ideas for the Rebellion that sound good to me.

Someone suggested the Skipray Blastboat, which made me wonder about a set of squadrons (or even a ship or two!) representing vessels that could easily be on either side, or used by independent operators. Seems like something that should be paired with new objectives, or a campaign, though.

Edited by Tayloraj100

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Posted (edited)
2 hours ago, Darth Sanguis said:

Well, it's important to remember that the in game role doesn't have to perfectly match the lore roles.


Well, I mean it's one thing to talk about the appropriateness of deviating from the lore and another thing to talk about deviating from another game's interpretation of the lore.  I assume here you're saying that the Armada designers giving the B-Wing only Speed 2 to create an interesting design space for them in the game was, in fact, a deviation from the lore.

To take that example, while the old PC Flight Sims established the B-Wing as roughly as fast as the X-Wing, this is not necessarily an accurate interpretation the lore.  For instance, the B-Wing is supposed to be slower than an X-Wing.  For instance, here's a famous reference chart created by ILM for it's model filming department, that clearly puts the B-Wing as slower than the other snubfighters all the way back in 1983:

latest?cb=20090518183931

According to this chart, B-Wings and the Falcon are supposed to be about 75% of the speed of X-Wings and Y-Wings, and in Armada the generic YT-1300 and the B-Wing's Speed 2 (vs Speed 3 on the X & Y) is a pretty decent approximation of this.


Of course, if your point is to say "hey, look the old PC Flight Sim deviated from the lore for its gameplay, and that was fine" and that by comparison it wouldn't be impossible or unreasonable to come up with a role for the Striker in Armada that is less true to the intended lore, well sure of course.  But then I don't see the point of pointing to an old 90s computer game to justify such design liberties, given that we can find plenty that already exist in X-Wing and Armada.

Edited by AllWingsStandyingBy

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2 minutes ago, AllWingsStandyingBy said:


Well, I mean it's one thing to talk about the appropriateness of deviating from the lore and another thing to talk about deviating from another game's interpretation of the lore.

To take your example, while the old PC Flight Sims had the B-Wing roughly as fast as the X-Wing, this is not necessarily an accurate interpretation the lore.  For instance, the B-Wing is supposed to be slower than an X-Wing.  For instance, here's a famous reference chart created by ILM for it's model filming department, that clearly puts the B-Wing as slower than the other snubfighters all the way back in 1983:

latest?cb=20090518183931

To me it's kinda all the same. 

The tie fighter on here is a s fast as an x-wing... yet the game we play they are different.  All I'm saying is the game's interpretation doesn't have to be lore accurate... which you've proved yourself with this image. 

It can fill whatever roll works best for the game. 

The artwork on the TRC alt art shows raiders using turbolasers... lol things don't have to be perfect. 

 

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Posted (edited)

I would like to see squadron pack 2 get the treatment squandron pack one got from CC before seeing a squadron pack 3, if we get a squadrons pack 3 for each faction this is what I think would be in it

Empire

Tie Punisher- simple design its a tie bomber with 6 hull 2 black anti squadron dice and 2 black anti ship dice, and heavy, and bomber keyword, maybe grit speed 4. Probably 14-16 points.

The punisher ace would have the same stats but the ability that when he gets a crit to go off he has a Doddona like effect. He would be around 20 points.

Tie Hunter- would have 4 hull snipe 3 maybe 4 and probably a black non bomber dice, it might have swarm, speed 5 coming in at around 14-15 points.

The ace would be a scater ace the same stats but the ability would be when attacking a squadron that is not at full health it suffers one damage, about 18 points.

Gunboat- would have rogue and Slam (You may suffer 1 to move distance one you may make this move even if you are engaged) 7 hull, Stratigic, 2 black 2 blue anti squadron, 1 black one blue anit ship speed 3 maybe bomber, and Cost 20ish points.

The Ace would be the same but with 2 black dice anti ship the ability while at distance 1 of an enamy ship with intel that ship losses its intel keyword 25ish points.

Tie Reaper- would be 6ish hull 2 blacks anti squadron and 1 black anti ship and the the raid keyword. Possibly a new keyword "boarding" that works kinda like raid, but would be along the lines of if the defending hull zone has no shilds you may spend a die with a hit to assing a boarding Token to that ship. ( at the start of the ship phase earch ship with a boarding Token must suffer a faceup damage card resolve its effects then discard that damage card, if a ship would be distroyed by suffering damage this way it is not distroyed unless the damage comes from resolving the structural damage effect. A ship may discard its comand dial to remove a boarding Token) 15ish point's

The ace would be double brace I think a blue and a black anti ship grit and maybe rogue. With the ability that when it spends a hit icon it may add a raid and boarding token of able.

So the punisher is just a heavy imperal bomber the the Empire really does not have aside from aces like Maarkic and Morna, the hunter is the Empires generic snipe ship one I think it really needs. The gunboat is an allrounder and can be used for objective play, the reaper is littlerly a troop transport so cheep raid ship seamed fine but bland so I added the boarding keyword it seams fun and not overpowered as you have to have shilds down to zero and the crit effects resemble your troops messing with the ships systems not actual damage going onto the ship and sometime it will just be a dead crit in that you draw blinded gunners and discard it with no effect.

So lets look at the rebles now.

Rebels

K-Wing- okay so let me preface this one by saying This is probably my favorite squadron in all of Star Wars so I really want to see it, but I don't want to make this guy to crazy, and trust me K-wings are insane so lets get to it. The K-wing would have 6 hull speed 3 maybe 4 Slam, 3 blue anti squadron, snipe 2, 2 black bomber dice. Okay I feel that makes the K-wing thematic but this boy is going to cost you 18-20 for all the goodies its got.

The ace would be double brace add in grit same stats but his ability would probably be when you SLAM you do not suffer damage.

U-wing- 6 hull 2 blue anti squadron stratigic, raid, boarding one black anti ship 13-15 points.

The ace would be the same add Rouge and a black anti ship dice and then while at distance 1 of a ship resolving a boarding Token it must resolve that token twice 22 points.

Auzituck Gunship-  it would have 7 hull I think, rogue, 3 blue 1 black anti squadron. A black bomer dice and escort? I really dont know a whole lot about this ship other than wookies use it, 18 points.

The ace would in my mind embrace wookie rage so if you have less then 7 hull add one blace dice when attacking ships, and add one blue dice for each hull lost when attacking squadrons 24 points.

Okay so I really struggled to find a 4th rebel fighter that was not super obsucure, as I really dont think we will get atmospheric fighters in Armada, so this is what I came up with.

H-wing- So it pretty obsucure it basically 2 Y-wings smashed together its a little wierd, but I had trouble finding something that was not atmospheric, and did not step on the prequels toes so this is what we are getting. 8 hull speed 3, 4 blue anti squadron and 2 blue bomber dice heavy counter 1 it is going to cost you around 20 points for this guy, its kinda a rebel decimator a flying fortress if you will.

The ace would have the same stats just add one more blue bomber dice and rogue 26 points.

So I struggled with the last two for rebles, but I did my best if/when we get a 3rd squadron pack I think this is what will be in each pack respectively, im fairly confident in all my picks other than the H-wing, though I feel if we do get a 3rd pack it will be our last, we may get more aces in the form of cards, but I would be hard pressed to find more squadrons to incorporate into the game on the rebles side that where not super obsucure, I could maybe see a second rouges and Villans pack.

Edited by xero989

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I'd like to see the TIE Phantom in a new pack.

Well, a new Phantom. Worst fighter in the game? And yes, before the Defender, I've had a lot of success with YV'666s.

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5 hours ago, The Jabbawookie said:

Most unpredictable fighter in the game?  Sure.

I think unpredictability, or rather unreliability is the hallmark of a bad fighter.

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I never understood the fadcination of players with the Auzituck... We saw a single one of them in actikn. It's very specifically a Wookie ship and other than being hyped in X-Wing, I can't see any reason to be included.

Same goes for the Sith Infiltrator. In case anyonr missed: It's a S I T H ship! Specifically built for Darth Maul. It was never mass-produced, certainly not fit for any generic squadron.

Thar's exactly the reason why I think a new squadron pack would be problematic. More squadrons only for the sake of having more squadrons is a bad idea.

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I honestly don’t think there are enough rebel ships for a whole pack, k & u wing are the best prospects. 

I guess do a split pack with 2 imp squads (not an ideal scenario) or do a 4 unit imp pack & a combo 2 rebs & some sort of (combat?) flotilla pack. The Action VI transport? That would be cool. 

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1 hour ago, ISD Avenger said:

I honestly don’t think there are enough rebel ships for a whole pack, k & u wing are the best prospects. 

I guess do a split pack with 2 imp squads (not an ideal scenario) or do a 4 unit imp pack & a combo 2 rebs & some sort of (combat?) flotilla pack. The Action VI transport? That would be cool. 

The DP-20 could make a good 'combat' flotilla for rebels.

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6 hours ago, LordCola said:

I think unpredictability, or rather unreliability is the hallmark of a bad fighter.

Well, the winners of Euros and Polish Nationals would seem to have gotten work done with them.  It’s not just the unreliability (which is, I rest my case, great when complementing more reliable blues.)  It’s the damage ceiling as well.  When your opponent knows you can kill a full health MC80 in one activation (I’ve killed an MC75 before Avenger even got into range) they have to play differently.  Unless you’re running nothing but Phantoms, you get to choose how risky your initial activation is.

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Nice thing would be a Tie Punisher which is able to place mines in the pathway of big ships.

Yes, mines... a missed opportunity in Armada. Would be a nightmare for double ISD lists...

To balance a bit we could let ships shoot on the mines... you need acc and a hit to shoot at 1 mine. The faster your ship is, the more ACC you need...

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So I have been thinking over the Squadron 3 idea and have come up with some ideas for new squadron roles and in some instances the ships that could fill the role.

So first up is a SLAM equipped mine layer - which to me would be the K-WING and Alpha Class Star Wing (aka the Assault Gunboat).  They could choose to drop a mine token instead of an attack (the token could be same size of the victory point token).  When a ship overlaps the token, its removed from the board and the ship rolls dice (2 red or 2 black?) and suffers damage to any hull zone. 

Next is a boarding/assault ship, using the TIE Reaper and the U-wing.  There have been other ideas that are really good regarding the mechanic for it earlier in the thread.

Next up, the Imperials need a heavy bomber with Blue/Black antiship dice, the Bomber keyword, and either 2 or 3 blue anti-squadron dice.  I think the TIE Punisher fits the bill.  

Finally I would look for a squadron coordination/command ship, it could provide 1 or 2 friendly squadrons (or any within range 1, whatever works well for balance and ease of use) with a reroll on anti-squadron attacks or an extra die, basically some sort of engagement buff.  I would look at the ATR-6 Assault Transport for this role.

 TLDR; 

Rebels: K-wing, U-wing, ATR-6, 

Imperials: Assault Gunboat, TIE Reaper, TIE Punisher, ATR-6(?)

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Posted (edited)
5 hours ago, ISD Avenger said:

No no no, it’s hideous. Scimitar Assault Bomber is much cooler 👍🏻

The Simitar doesnt make any sense when looking at it's supposed size versus armament...but it does look cool, and would work well enough.

5 hours ago, cynanbloodbane said:

Skipray Blastboat is superior design to both. ;)

The skipspray blastboat uses cannons and turrets more than Ordnance, so I dont think it really fits the role of a heavy bomber, and probably got usurped by the VT49 Decimator.

/s

Edited by Cap116
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