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Tokra

Possible idea for the squadron problem (if you call it a problem)

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Posted (edited)

What about...

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Ships have 2 attacks. A Ship may:

1) Make 2 attacks vs enemy ships from 2 different arcs

2) Make 2 attacks vs all enemy squadrons from 2 different arcs, or

3) Make 1 Attack vs an enemy ship and 1 attack vs all enemy squadrons from 2 different arcs OR ANY 1 ARC.

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Reasons!

Ships are presumably using different weapon systems vs ships and vs squadrons.

Would make flying straight into the guns of enemy ships more lethal.

Too easy for squads to hide in primary arc of ships.

I think the lethality of squads vs ships is about right, but unique squads are too survivable vs ships.  [Forgot this on initial post.]

Doesn't really fix Pryce is Rite.

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Alternatively, increase point cost of named squads by 10% and lower cost of generic squads by 10%.

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Or...

Do nothing? 

Edited by WhatsArmadaWithYou
Forgot to say something!

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4 hours ago, Ling27 said:

Just making Flak its own attack you can make would still be the best option, because its the easiest, with only one ruling changed. 2 ship to ship attacks, 1 Flak atrack of all squadrons in range in one firing arc.

I like the sound of that.

Never did like that you had to choose between hitting ships or clearing fighters, like you said, the anti-fighter armament is going to be different weapon systems and gunners than the anti-ship guns.

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Objectives that allow you to hurt squadrons could be a nice option for squadless fleets. Unlike QLT, PDR, etc. you wouldn't have to invest points into anti-squad tech. 

I am suspecting that the Exogorths in Rebellion in the Rim will be able to hurt squadrons somehow, but that's pure conjecture.

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