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Formynder4

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I think if you JUST compared Xs to V19s, sure. But you really can't? Access to flight controllers, Toryn and Jan, followup flak, what the rest of the GAR looks like squad wise, what their aces do, the expected damage of a V19 vs an X-wing, etc etc. Lot of variables to take into account that comparing them isnt a perfect plan I feel.

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Just want to +1 the idea of giving xwings a bit of a break. Based on the v19, i think 12 points would make you feel a lot better about taking them. Compared to other generics, you can sort of understand their current price, but when you look at say shara and tycho or valen/ciena/marek/jendon, its very hard to feel at all good about the same points in xwings!

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On 11/12/2020 at 2:00 AM, Darth Veggie said:

One can quite often read that Armada should not focus on squads, because that is what X-Wing is for. X-Wing does squads perfectly. How could squads in Armada be anything but lame compared to the depth that squad play offers in X-Wing?

I think that is a giant misconception. Only because both have squads in does not mean that they address the same tactical challenge. In Armada squads are addressed from an admiral's perspective, in X-Wing from a squad leader's perspective. Those are two completely different approaches with completely different tactical challenges. Taking squads out of Armada would mean to deprive the game of this important aspect of commandeering a Star Wars space battle. In Armada we simulate what Ackbar did in RotJ. In X-Wing we simulate what Red leader did in ANH.

You misunderstand me I don't want squadrons gone entirely, but right now it feels like you max out your squadron points and use the capital ships as support. The game should be the other way around. Squadrons should be one tool in your shed not the shed itself. 

On 11/12/2020 at 10:09 AM, KiraYamatoSF said:

...okay pardon my confusion but you hope Republic's faction identity isn't Squadron oriented and also want to avoid Squadron stuff in general in the game BUT you want CIS to have some great Squadron stuff?

So instead of throwing Tie Fighters at Delta-7s...you wanna throw Tie Fighters at Vultures?

Frankly I think Republic should be powerful with Squadrons. Their ships compared to CIS starfighters are usually superior. The pilots for Republic are either highly trained soildiers or Jedi, which can trump any faction in a several cases. Rebels take a lot of hopefuls joining the cause, like farmboys, to trained Imperial traitors. Empire has fresh recruits to highly trained and experienced veterans. And CIS has droids for pilots, who can be anywhere from very dumb to very smart, depends how they are programmed.

The Republic doesn't really have that wide range of ship types and their Flagships, the Venator usually, are identified as carriers mostly. Its probably gonna rely on Squadrons to help it take down ISDs, Providences, Starhawks, and the such.

For your first point see above. For your second point: The republic, being more of an elite army in wargame terminology, should have more units with rogue and other abilities mean they are effective without the squadron command. The CIS on the other hand are the swarm faction, the work from a hive mind, and should need squadron commands to be effective. That's why I think CIS should have the higher squadron(stat) values, as a balance mechanism.

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15 hours ago, Cruzer said:

Oh geez, did it get another errata?! :ph34r:

Wasn't there a rumor that it'll get more expensive, and will only grant additional dice in the future, instead of an additional attack?

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23 hours ago, Formynder4 said:

You don't even have to maximize it. 4 attack dice, bomber, and escort, with 5 hp, the price is about right based on that alone. And when you consider how easy it is to include Toryn, or Biggs, it doesn't take much at all to boost them even just a little bit, without going all in.

With speed 3 and a red die they are rather mediocre bombers. And escort means they are almost always die before getting into bombing range, unless you add Biggs, Jan, BCC and other squads to get rid of the enemy fighters faster.

 

17 hours ago, Cruzer said:

Dunno if I agree that the GAR outdoes the Rebels squad-wise. I mean, sure, the Torrents are better all-rounders than the X-wings, but not having a cheap interceptor is definitely gonna hurt the GAR. Since we don't know about the CW Y-wings nor the ARC-170's stats and prices, it's hard to compare them to the equivalents (Reb Y-wings and B-wings). I'll definitely jump on the bandwagon that X-wings need an update tho :P

They have Jedi. I think one Delta with Adept, Dodge and Counter is almost as good as a two (ok, make it one and a half) A-Wings. And we didn't even see the Eta-2s yet that are supposed to be superior to Delta-7s.

 

5 hours ago, TallGiraffe said:

If any squadron in the Rebels arsenal needs a rebalance, it is probably the Lancer. Or E-wings tbh.

I always thought that the E-Wings are well priced compared to X-Wings. The psychological effect of sniping more than justifies the two extra points, not to mention the extra speed and the lose of the sometimes burdensome Escort keyword.

Edited by Norell

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2 hours ago, TheWampa said:

Wasn't there a rumor that it'll get more expensive, and will only grant additional dice in the future, instead of an additional attack?

Points will be the same. But only +1 die instead of +1 attack if the squadrons don't move during the activation of Yavaris.

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43 minutes ago, Triangular said:

Points will be the same. But only +1 die instead of +1 attack if the squadrons don't move during the activation of Yavaris.

If both are for squd and ships that be great! some interesting bombing combos! Wedge would get 7 dice.....

At the same time it makes Vanguard + FC slightly less useful.

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1 hour ago, Wolf_58 said:

If both are for squd and ships that be great! some interesting bombing combos! Wedge would get 7 dice.....

At the same time it makes Vanguard + FC slightly less useful.

How do you figure?

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48 minutes ago, Formynder4 said:

How do you figure?

Well +1 die for Yavaris's squads for both bombing and squad attacks is better than just squads. (That is assuming it works for bombing and squads) Wedge is base 4 + ability 2 + Yavaris 1  = 7 total .

While Vanguard and FC get only the squad +1 blue die, but can move. That would make choosing which one to take based on what you main goal for squads is. Even though Vanguard costs 5 more points.

This is based on the assumption + 1 die means any color in attack pool for both bombing and attacking. b-wings 1blue 2 black bombers, x wings 5 blue anti squd. 2 red bomber.

 

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