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Why aren't we seeing massed squadrons?

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Posted (edited)
22 hours ago, bkcammack said:

Sloane with RHD’s and interceptors is annoying enough. I don’t think there’s any point value increase that would balance making it exhaust instead of discard. 

Is that so? I haven't personally been on the business end of a Sloane RHD interceptor list. But perhaps my approach could use some rework. I recognise that @sasska's point was about Ace spam.

Maybe an upgrade that allows the accuracies on ship flak to spend defense tokens on squadrons they shoot at?  Although again I'm not sure how powerful that would make a Sloane fleet carrying this.

Also, how about an upgrade "makeshift hangar reserves" where it may be discarded to toggle the sliders of up to 3 generics of different types at distance 1 of you to the activated side, then recovering 1 hull for each squadron? Represents technicians cobbling unprepared spares and pilot trainees, so can't be used on uniques. Also encourages mixed squadrons.

Edited by Muelmuel

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4 hours ago, Muelmuel said:

Maybe an upgrade that allows the accuracies on ship flak to spend defense tokens on squadrons they shoot at?  Although again I'm not sure how powerful that would make a Sloane fleet carrying this.

I'm pretty sure you can Accuracy defense tokens of aces with flak. 

BTW I love your idea about that hangar deck upgrade. I'd very happy to see generics more often in any kind of fighter coverage. 

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23 minutes ago, Bertie Wooster said:

Yes, but it doesn't spend the defense token. He's talking about giving a ship a Sloane-like effect for flak

OH, I misread, sorry then.

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Posted (edited)
1 hour ago, Bertie Wooster said:

Yes, but it doesn't spend the defense token. He's talking about giving a ship a Sloane-like effect for flak.

Presumably FFG deliberately chose that Sloane's ability would only work against ships. It would be un-balanced if squadrons' Accuracy's spent enemy Aces' defense tokens, because the META for Sloane is to use a generic squadron-heavy build to increase your odds of stripping ships of their d. tokens. But usually they first have to fight off the enemy's squadrons. If Sloane's squads could discard enemy Aces' Scatter and Brace tokens, they'd wipe them out incredibly quickly, and move on to the ships.

Even though I'm primarily an Imperial player, I think FFG made the right choice with Sloane's abilities.

Perhaps if the Rebels ever receive a Squadron Commander, its ability would work the opposite of Sloane by having Rebel squadrons exhaust/discard enemy squadron's defense tokens, but not ships. That would make the Rebel Squadron Commander different than Sloane but still useful.

Edited by Reavern
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13 minutes ago, Reavern said:

Presumably FFG deliberately chose that Sloane's ability would only work against ships. It would be un-balanced if squadrons' Accuracy's spent enemy Aces' defense tokens, because the META for Sloane is to use a generic squadron-heavy build to increase your odds of stripping ships of their d. tokens. But usually they first have to fight off the enemy's squadrons. If Sloane's squads could discard enemy Aces' Scatter and Brace tokens, they'd wipe them out incredibly quickly, and move on to the ships.

Even though I'm primarily an Imperial player, I think FFG made the right choice with Sloane's abilities.

Perhaps if the Rebels receive a Squadron Commander, its ability would work the opposite of Sloane by having Rebel squadrons exhaust/discard enemy squadron's defense tokens, but not ships. That would make the Rebel Squadron Commander different and also a counter to Sloane.

Sloane affects squadrons attacking squadrons. 

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6 minutes ago, Ginkapo said:

Sloane affects squadrons attacking squadrons. 

Correct.

If the Squadron is attacking *anything*, it can use the Accuracy Ability of Sloane.

However, they only get to reroll a Crit result if attacking a ship.

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Posted (edited)
53 minutes ago, Drasnighta said:

Correct.

If the Squadron is attacking *anything*, it can use the Accuracy Ability of Sloane.

However, they only get to reroll a Crit result if attacking a ship.

That's right -- I often confuse the ship specification as applying to Sloane's Accuracy ability.

Edited by Reavern
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23 hours ago, Reavern said:

Presumably FFG deliberately chose that Sloane's ability would only work against ships. It would be un-balanced if squadrons' Accuracy's spent enemy Aces' defense tokens, because the META for Sloane is to use a generic squadron-heavy build to increase your odds of stripping ships of their d. tokens. But usually they first have to fight off the enemy's squadrons. If Sloane's squads could discard enemy Aces' Scatter and Brace tokens, they'd wipe them out incredibly quickly, and move on to the ships.

Even though I'm primarily an Imperial player, I think FFG made the right choice with Sloane's abilities.

Perhaps if the Rebels ever receive a Squadron Commander, its ability would work the opposite of Sloane by having Rebel squadrons exhaust/discard enemy squadron's defense tokens, but not ships. That would make the Rebel Squadron Commander different than Sloane but still useful.

Sadly this commander would be hard countered by all generic or just no squads. Would need a secondary ability so it wouldn't be rendered useless in certain situations.

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On 5/22/2020 at 5:05 PM, eliteone said:

You could do so much with a dedicated Rebel squadron commander like Wedge.

Wedge; 38pts:

"Squadrons activated by ships gain one die of any color when attacking enemy squadrons. Once per activation (round?), while a squadron with 'Bomber' is attacking a ship, it may set one die to any face. "

Very powerful, costly Commander that promotes all squads and Rebels affinity towards bombers. 

 

Wedge; 23pts:

"When an Ace Squadron is at distance 1 of at least two generic squadrons of the same type, that Ace squadron may not be attacked."

Cheap Commander that promotes use of generics and formation squadrons. Low cost because of points investment, to leverage ability you'd need two squads for every Ace, quickly cutting into points and also reducing the number of Aces you could actually take, but making the ones you do take last a little longer. Could also see some Z-95 and RHB shenanigans with Blount, lol. 

 

Wedge; 28pts:

"When a ship activates a squadron, if that squadron was on an obstacle and not engaged, once per actiavtion, it may add one die to it's attack pool when attacking squadrons. "

Sneaky Rebels trying to ambush Imperial patrols from hiding spots. 

 

Basically these ideas try to capitlaize not only on Wedge's history as an Ace Pilot, but his current card text/special ability - Escort, Bomber, & adding attack die.

The real problem with adding Wedge as a general, would be the lack of imagination on behalf of FFG, IMHO.

He's already one of the better rebel squadrons, and with his new Officer card one of only a small few rebel officers that work with squadrons, general wedge just means you can't use those other 2. Look to Darth Vadar who's pretty much never seen as a squadron, and rarely seen as an admiral, his officer shows up a lot though. 

 

I would like a rebel squadron commander who could replace Rieekan, but would like someone else from the Canon or just make someone new. 

------

At 400pts the best rebel carriers are GR-75s, Nebs, Peltas, and AFks... against an Onager only 1 stands a chance of not being popped in 1 shot, if they're not shooting you outside of actual range, then they have a nice squadron ball which will take you a lot fo work to get through with mass scatters. Mass scatters being the real problem in Armada, you could roll blue hits every dice and never miss all game, do no damage at all and lose, lmao.

At 600/800pts (epic play) the problems within the Rebel faction are exacerbated, increasing squad points is just untenable as Imperials also increase in pts and the synergy in play anti-squad wise is usually just too much. And rebel options are just very limited to what they can bring to 800 vs what Imperials can bring ships, squads, or upgrades.

 

The Starhawk with its squads would've been real nice if FFG gave Rebels at least 1 wave before handing out the hand counter to it (onager and its squad/small ship killing red weapons). 

Once Republic/Separatists come out Rebels are going to be in a sore spot, as both the new factions will be good (they have to be to sell money), it will leave Rebels in the likely position of Worst Faction. 

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