Jump to content
Sign in to follow this  
Muelmuel

It's official, one squadron has five pilots

Recommended Posts

I'm more excited to see that there was a Starhawk, General Syndulla, an MC75, Arquitens Light Cruisers, did I mention GENERAL SYNDULLA????, and other cool ships in the trailer. And a LOT of corvettes that are in a million pieces now. I've played Armada a bunch- It takes more than a single bomber to take one down! It's at least TWO!

 

Also, a) who flys a U-Wing into a dog fight on purpose and b) we not only need 5 snubfighters a stand, we need 5 MIXED subfighters a stand.

 

Rebels are now- 20 pts- 8 hull, speed 3, 5 blue dice against squads, 2 black 1 blue against ships, bomber, escort, counter 1, relay squads (to represent ywing, xwing, awing, and uwing in that squad)

Imps are now- 14 points- 6 hull, speed 4, 4 blue dice against squads, 1 black 1 blue against ships, bomber, counter 2, swarm (to represent tie bomber, tie fighter, tie intercepter, tie reaper)

 

No more aces, just mixed squads!

Share this post


Link to post
Share on other sites

With General Syndulla, a Starhawk, and the prominent line about fighting for the New Republic (and the fact that this basically looks like Alphabet Squadron: The Game), this looks like it could be set post-ROTJ. Right on. As a kid who grew up with the original trilogy, all I ever wanted was stories that took place after Episode VI. Give us more. The Mandalorian. The Sequel Trilogy. And now potentially this. I approve. Dare I hope for a Rebels sequel series set between VI and VII?

Share this post


Link to post
Share on other sites
1 hour ago, erikwm said:

I'm more excited to see that there was a Starhawk, General Syndulla, an MC75, Arquitens Light Cruisers, did I mention GENERAL SYNDULLA????, and other cool ships in the trailer. And a LOT of corvettes that are in a million pieces now. I've played Armada a bunch- It takes more than a single bomber to take one down! It's at least TWO!

 

Also, a) who flys a U-Wing into a dog fight on purpose and b) we not only need 5 snubfighters a stand, we need 5 MIXED subfighters a stand.

 

Rebels are now- 20 pts- 8 hull, speed 3, 5 blue dice against squads, 2 black 1 blue against ships, bomber, escort, counter 1, relay squads (to represent ywing, xwing, awing, and uwing in that squad)

Imps are now- 14 points- 6 hull, speed 4, 4 blue dice against squads, 1 black 1 blue against ships, bomber, counter 2, swarm (to represent tie bomber, tie fighter, tie intercepter, tie reaper)

 

No more aces, just mixed squads!

If the stats Represents 5 fighters, removing the u-wing which we don’t have and adding another x-wing, just cause it makes sense you should (1a+1y+1b+2x)/5 which makes:

points 12,2, let’s say 13; Hull 5; AA 1,5 average, 3U maybe; AS 1 average, 1B with bomber; speed 3,2; let’s say 3

congratulations captain, we have got expensive y-wings.

 

your stats makes little sense. If a squadron of 5 x wings is 4 blue dice, removing 3-4 of them for less fire power cannot add up to 5U dice. Neither the anti ship fire may be on pair with a full b-wing squadron if you remove b-wings for ships with less bombing capabilities.

Share this post


Link to post
Share on other sites
10 minutes ago, ovinomanc3r said:

If the stats Represents 5 fighters, removing the u-wing which we don’t have and adding another x-wing, just cause it makes sense you should (1a+1y+1b+2x)/5 which makes:

points 12,2, let’s say 13; Hull 5; AA 1,5 average, 3U maybe; AS 1 average, 1B with bomber; speed 3,2; let’s say 3

congratulations captain, we have got expensive y-wings.

 

your stats makes little sense. If a squadron of 5 x wings is 4 blue dice, removing 3-4 of them for less fire power cannot add up to 5U dice. Neither the anti ship fire may be on pair with a full b-wing squadron if you remove b-wings for ships with less bombing capabilities.

 

I was going just off the cuff- I'm not an aramda game designer, nor pretend to be. The real question is the uwing- while it doesn't bring anti-fighter help, what can it bring to fight ships? 

 

I'm all for ad hoc squads in armada- it'd add some variety, and be really interesting to see the combos they come up with. 

Share this post


Link to post
Share on other sites
Posted (edited)
2 hours ago, erikwm said:

I've played Armada a bunch- It takes more than a single bomber to take one down! It's at least TWO!

Not if you give them beam weapons like that...

I’m just happy to see that Trandoshan pilot, fighting their stereotype of being a “bad guy” species.

Edited by The Jabbawookie

Share this post


Link to post
Share on other sites
14 minutes ago, The Jabbawookie said:

Not if you give them beam weapons like that...

I’m just happy to see that Trandoshan pilot, fighting their stereotype of being a “bad guy” species.

As a rebel lover, I would pay for this ability. Bwing- unique- "Instead of attacking, deal 7 damage to an enemy ship at range 1. This attack ignores shields. Your opponent may not spend defense tokens, redirect, or in any way change this damage. You may use this ability when you are engaged." Bring back the heavy squad fleets we have ALL Been missing!

 

This bwing was a bit... overpowered..... I LOVE rebels but yeah, it was crazy good!

Share this post


Link to post
Share on other sites
Posted (edited)
10 hours ago, The Jabbawookie said:

Not if you give them beam weapons like that...

I’m just happy to see that Trandoshan pilot, fighting their stereotype of being a “bad guy” species.

The TIE Bombers in the trailer seemed to be using a Turbolaser. Hope we can get that variant and this Bwing variant in a squad pack.

Edited by Muelmuel

Share this post


Link to post
Share on other sites
11 hours ago, ovinomanc3r said:

your stats makes little sense. If a squadron of 5 x wings is 4 blue dice, removing 3-4 of them for less fire power cannot add up to 5U dice. Neither the anti ship fire may be on pair with a full b-wing squadron if you remove b-wings for ships with less bombing capabilities.

Maybe it's the power of combined arms!

What's missing from Armada is the granularity of squads losing firepower as they lose members, so maybe for a mixed squad they could have more stats to represent their effectiveness in mixed assets but have a keyword that causes them to lose firepower for every loss of hull, showing the loss of key snubfighters

Share this post


Link to post
Share on other sites
41 minutes ago, Muelmuel said:

Maybe it's the power of combined arms!

What's missing from Armada is the granularity of squads losing firepower as they lose members, so maybe for a mixed squad they could have more stats to represent their effectiveness in mixed assets but have a keyword that causes them to lose firepower for every loss of hull, showing the loss of key snubfighters

🤔

[Keyword]: When attacking, for each remaining hull points you must choose one die  in your attack pool. Remove the others.

?

Share this post


Link to post
Share on other sites
23 minutes ago, ovinomanc3r said:

🤔

[Keyword]: When attacking, for each remaining hull points you must choose one die  in your attack pool. Remove the others.

?

Something like that, maybe one for squadron, and another for anti-ship. Say a 6 hull squadron, lose one die of anti-squardron per missing hp, lose one die of AS for every 2 missing HP

Share this post


Link to post
Share on other sites
19 minutes ago, Admiral Theia said:

Something like that, maybe one for squadron, and another for anti-ship. Say a 6 hull squadron, lose one die of anti-squardron per missing hp, lose one die of AS for every 2 missing HP

Of course you could try to make it more progressive but at the end there is always a limit to correctly escalate the effect. The problem of linking it to missing hull points is that unless the pools are bigger than the hull itself, there is a point where the squadron do nothing, so you should add, at least, "to a minimum of 1". I directly solve that linking it to the remaining hull. Sorry, no dice, mainly cause you're dead. I guess it could still be a problem if the squadron has counter, though.

The other thing I tried was to make it really simple, no maths, just pick and remove dice.

Also, accidentally I created interesting situation where small pool squadrons get some "advantage" due to keeping their natural pools longer.

But I just figured this rule out in three minutes. Isn't something I put any real thought on.

Share this post


Link to post
Share on other sites

The other idea that came to my mind was an enemy reroll effect.

While attacking for each damage you have, your opponent may choose one die and force you to reroll.

Not sure if "damage" is something for squadrons though. Ships actually keep count through damage cards. Even Bossk is written using remaining hull points instead of missing hull points so I guess it is not.

Share this post


Link to post
Share on other sites
6 hours ago, ovinomanc3r said:

🤔

[Keyword]: When attacking, for each remaining hull points you must choose one die  in your attack pool. Remove the others.

?

This was basically the idea I kicked around with local guys for droid fighters. Makes them a massive blob of fighters that lose effectiveness as they take damage.  

Share this post


Link to post
Share on other sites
14 minutes ago, Church14 said:

This was basically the idea I kicked around with local guys for droid fighters. Makes them a massive blob of fighters that lose effectiveness as they take damage.  

Is that thematic? I mean, droids are like zombies, you're not gonna defeat them by killing them one by one. It would be more thematic that no matter how many kill you do, there are always more and therefore their lethality is never reduced.

To me would make more sense low pool but with a keyword that make them repair one hull each round.

Share this post


Link to post
Share on other sites

It sounds like this would be along the lines of the game Hero Clicks, where as you take a damage you rotate the dial and it displays a different strength of attack, until you turn it and you get nothing in which case it's removed from the board.

So after one damage, a standard tie would go from 3 blue with swarm to 3 blue no swarm to 2 blue to dead. Or something along those lines.

Share this post


Link to post
Share on other sites
9 hours ago, ovinomanc3r said:

The other idea that came to my mind was an enemy reroll effect.

While attacking for each damage you have, your opponent may choose one die and force you to reroll.

I think that would make generic squadrons even less useful. And we already rarely see more than one or two generics to round out a squadron contingent.

Share this post


Link to post
Share on other sites
3 minutes ago, Irate Pooka said:

I think that would make generic squadrons even less useful. And we already rarely see more than one or two generics to round out a squadron contingent.

We’re talkings about a keyword, not a general rule.

Share this post


Link to post
Share on other sites
8 minutes ago, Irate Pooka said:

Sure. But is that keyword only applicable to a very specific ace, or to generic squadrons as well? Maybe that's what I'm not following?

To be honest, no idea, lol.

The thing started here:

11 hours ago, Muelmuel said:

Maybe it's the power of combined arms!

What's missing from Armada is the granularity of squads losing firepower as they lose members, so maybe for a mixed squad they could have more stats to represent their effectiveness in mixed assets but have a keyword that causes them to lose firepower for every loss of hull, showing the loss of key snubfighters

I just came with the “keyword”. I don’t actually like the idea of loosing firepower but it doesn’t hurt to toy with it.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...