Friday, August 8, 2025

Objectives and ARC – Part 1: The Core Set

Objectives are one of the most important parts of Star Wars: Armada—not just for gameplay, but for how you design your fleets. A brilliant fleet idea can fall flat if you can’t find the objectives to support it. On the flip side, if your fleet can’t handle even one common objective type from your opponent’s suite, that’s a serious weakness.

And unless you're bidding hard, you need to be prepared to play as both first and second player. You can’t always rely on choosing whether you want to go first or second. 

Food for thought (maybe we could talk about that another time): How would random initiative (at the start of the game, that is, not alternating) affect Armada list building? We briefly tested it in the VASSAL Fantasy League years ago, and there are both pros and cons.

Anyway. We’ve had the same 12 + 12 + 12 = 36 objectives for a long time now. That's quite a few. But let’s be honest: in each color, only a handful are competitively viable. A few others work in niche builds, and the rest are rarely touched. Worse, some fleet archetypes struggle to find a good objective in one category at all.

That’s not how it should be.

Not every fleet needs to find the perfect objective—that would make Second Player too strong. But there should be variety, and that variety should mean viable, balanced choices. The more objectives that can reasonably be played, the better the game is.


This is an Idea Bank, Not a Roadmap

The suggestions in this series aren’t a checklist for ARC to implement, nor are they a demand for sweeping change. Think of them as an idea bank—a set of thought experiments and “what ifs” designed to get the creative juices flowing about what objectives could be.

Some tweaks are small and surgical. Others are big and experimental. Many of them would never be implemented exactly as written, and that’s fine. The point is to comment on things that could make objectives more varied, more interactive, and more fun.

We're also deep in "the devil is in the details" territory. If we nerf MW just a tiny bit by banning flotillas as objective ships, that'll have a ripple effect across the red category. If we were to boost Precision Strike at the same time (hypothetically), that could lead to PS becoming THE red objective. So we need to tread carefully.


Pass Tokens Changed the Game

Pass Tokens introduced in Rules Reference 1.5 have made Second Player stronger than ever. This means going second and leveraging your own objectives is arguably more powerful now than at any other point in Armada’s history.

That’s not a bad thing—but it’s a piece of context worth keeping in mind when discussing balance tweaks. In some cases, Second Player doesn’t need more objective strength—just more variety in viable picks. Furthermore, while the fallout factor for Second Player is definitely a consideration, First Player counterplay is also relevant. It's not a good objective if there is no counterplay whatsoever. 


🎯 Tactical vs. Scoring

Throughout this series, I’ll be evaluating objectives on two fronts:

  • Tactical Benefit – What advantage does this give the players (presumably Second more than First)?

  • Scoring Potential – How many points can realistically be earned (by both sides)?

Sometimes a huge tactical edge leads naturally to points. Other times, the tactical benefit is minor but scoring is steady. The strongest objectives tend to balance both—but when either side becomes too lopsided, problems start to emerge.


📉 Variable Rewards, Capped Scoring

One recurring issue with some objectives is how unbounded some of them are. When an objective can regularly score 100+ points—or more—it creates:

  • Sudden blowouts,

  • Feels-bad moments for the First Player, and

  • Narrow metagame trends where only certain fleets can risk playing them.

Going forward, ARC should seriously consider:

  • Flat bonuses instead of multipliers, and/or

  • Caps on total scoring per objective.

The “right” cap number is hard to pin down and will also depend on what, if any, structural changes are implemented in the rules.

Example:

  • Reducing the token value of Superior Positions from 15 to 10 might be fine… unless there’s also a hard scoring cap, in which case maybe 15 per token is still appropriate.

  • Contested Outpost can give up to 120 points, but usually less if the First Player knows what he's doing. That’s a lot, but acceptable in my view. More than 120? Definitely not. Less? Perhaps.


🛰️ A Note on Flotillas

Then there’s the flotilla "problem."

Several objectives let players assign a "key ship," and in practice, this often ends up being an 18 to 23-point flotilla. This neuters the intent of the card. It’s boring, non-interactive, and undermines any real decision-making.

Possible solutions:

  • A blanket rule: Flotillas cannot be objective ships.

  • Specific bans on cards like Most Wanted, Opening Salvo, etc.

  • Objective-specific text, though that adds bloat.

Anyway. On to the actual Core Set objectives.


⚔️ Assault Objectives (Red) – Core Set

These four cards were part of the original game launch—and they’ve held up surprisingly well. But each has its issues, and a few could use refinement.


Advanced Gunnery

Tactical: Huge swing.
Scoring: Can be game-breaking.
Play Rate: Rare, yet overpowered when it is taken

This objective is extreme. In the wrong fleet, it's a dud. In the right fleet, it’s nearly unplayable against. The scoring potential is huge, and First Player will almost never pick it.

Suggested tweaks:

  • Give both players a reduced tactical effect. Say GT-equivaltn for 1st, old 1st player effect for 2nd player. Make it work with the Gunnery Team upgrade.

  • Replace the score multiplier with a flat bonus for killing the objective ship.

Verdict: Too binary. Could be made healthier by being less extreme.


Most Wanted

Tactical: Flexible, interactive.
Scoring: Too swingy.
Flotilla abuse: Rampant.

This is probably the most-played objective in the entire game—and it’s not hard to see why. It works in almost any fleet. But that’s part of the problem.

Flotillas completely neuter the card, and the double-score effect can feel ridiculous.

Fixes:

  • Ban flotillas as objective ships.

  • Maybe switch to a flat bonus for destroying the marked ship. Or cap the bonus points.

Verdict: Still great, but needs cleanup.


Opening Salvo

Tactical: Decent early-game punch.
Scoring: None.
Flotilla abuse: Again.

Another victim of flotilla objective ship nonsense. Also, with Ignition attacks now in the game, the card’s wording should be revisited.

Suggested fixes:

  • Ban flotillas as objective ships.

  • Disallow Ignition attacks using the bonus dice.

Verdict: A fun option with some minor rules fixes needed.


Precision Strike

Tactical: Squad-focused, thematic.
Scoring: Can be out of control, but usually evens out.
Play Rate: Low, better options exist

It can work, and can become a snowball if the squad ball gets rolling. On the other hand, it can end up doing nothing compared to another squad-heavy. And indeed, it can backfire big time.

Tweaks:

  • Let Second Player pick Squadron or CF tokens during setup.

  • Reduce point value to 10 per token.

  • Cap tokens to 1 per attack, and maybe cap total scored.

Verdict: Needs a rework, but still salvageable.


🚢 Navigation Objectives (Yellow) – Core Set

These objectives generally focus on positioning, deployment, and maneuvering. That’s core to Armada—yet only two of these are widely played today.


Contested Outpost

Tactical: Modest edge.
Scoring: Steady and strong.
Flotilla abuse: Possible.

This is the Most Wanted of Yellow. It shows up all the time—and it’s frequently played. Why? Because it offers just enough scoring to matter, without handing Second Player an overwhelming advantage.

That’s a good place to be.

Potential tweaks:

  • Ban flotillas from scoring.

  • Consider banning Ignition attacks vs. ships at Distance 1 of the station.

Verdict: Excellent design. Minimal changes needed.


Fire Lanes

Tactical: Poorly protected.
Scoring: Easily abused.
Playability: Currently unplayable.

Strategic squadrons broke this card. You can flip the tokens far too easily, and GAR/CIS don’t even have Strategic access, making it borderline unfair for them.

Fixes:

  • Tokens must start farther apart and never move closer than Distance 1.

  • Reduce scoring to 10 per token.

  • Update rules to ban token hiding under squadrons or ships, and placing squadrons on top of tokens.

Verdict: Needs a full rework or major rules support to become viable again.


Fleet Ambush

Tactical: A trap.
Scoring: N/A.
Playability: The worst in the game?

This card has always been terrible. It sounds clever but plays like a self-inflicted wound. Even newer players figure this out the hard way.

Possible rescue mission:

  • First Player may only deploy squadrons in the ambush zone on odd-numbered deployments.

  • First Player must pass their first turn without using a pass token.

Verdict: Currently a noob trap. Only salvageable with major changes.


Hyperspace Assault

Tactical: Good in the right fleet.
Scoring: None.
Balance: Acceptable.

This one still works. It's fun, thematic, and effective when paired with the right ships.

Minor upgrades:

  • Let set-aside ships/squads count as “deployed” for deployment rules.

  • Maybe let tokens be moved up to distance 1-2.

  • Consider applying the overlap rules if you jump in on an obstacle.

Verdict: Still solid. Minor tweaks only.


🛡️ Defense Objectives (Blue) – Core Set

The Blue category is about control, disruption, and area denial. Some of these have aged well. Others... not so much.


Dangerous Territory

Tactical: Weak.
Scoring: Modest.
Play Rate: Nearly extinct.

Used to be a second-rate pick—now it’s just underwhelming. There's no real bite to it, and smarter obstacle manipulation tools have moved on.

Tweaks:

  • Obstacles must go into the center zone (like Fleet Ambush).

  • Tokens can only move with the obstacle (e.g., via Grav Shift) not using Strategic.

  • First Player can’t ignore obstacle effects via Jaina’s Light, Chart Officer, etc.

Verdict: Needs tuning to matter again.


Intel Sweep

Tactical: Fair.
Scoring: Modest but reliable.
Balance: Acceptable.

Still a decent pick for certain fleets. It rewards movement and planning, and has enough counterplay to feel interactive.

Suggested tweak:

  • If token count is tied at the end, Second Player gets 40 points.

Verdict: Still viable. A small boost makes it better.


Minefields

Tactical: Punitive and inflexible.
Scoring: None.
Playability: Weak.

This one feels.. weird. Setup is rigid and often harms the Second Player as much as the First and limits his movement.

Alternative setup:

  • Second Player places all obstacles, each at Distance 3+ (not 5+) from the others.

  • Then place 6 objective tokens, each within Distance 1–2 of an obstacle and beyond Distance 1 of all other tokens.

Still… not great.

Verdict: Needs a redesign or it’ll stay on the shelf.


Superior Positions

Tactical: Excellent.
Scoring: Can snowball.
Balance: Still competitive.

This is the gold standard for Blue objectives—encouraging maneuvering, flanking, and aggressive play. It still sees play across all factions.

Possible adjustment:

  • Reduce tokens to 10 points each.

  • Add a scoring cap (e.g., max 90 or 120 points).

Verdict: Still great. Just needs guardrails.


🧭 What’s Next?

In Part 2, we’ll look at the Corellian Conflict objectives—a set that introduced some genuine standouts and a few... not-so-stellar additions. Can Targeting Beacons be redeemed? What about Nav Hazards?

Stay tuned.

Thursday, August 7, 2025

Amity, Concord, or Unity?

 

With Worlds 2026 on the horizon, and ARC01 now fully in the wild, the Armada community finds itself in a rare and exciting position: there is new energy, new structure, and new releases—but also lingering questions. Chief among them: what's the relationship between ARC content and the output from the Legacy team?

As someone who has watched this community ebb and flow since 2015, I've been reflecting on where we are, where we might go, and what kind of future is best for Armada. The metaphor that keeps coming back to me is drawn straight from the Rebel Starhawk titles: Amity, Concord, and Unity.

Quick disclaimer: I’m part of neither ARC nor Legacy, though I do contribute occasionally as a playtester for ARC. My goal here isn’t to take sides, but to reflect on where we are as a community—and where we might want to go.


Amity: Goodwill in Progress

Let’s be honest: we’re not quite there yet.

The ideal of amity—mutual respect, a shared sense of purpose, friendly disagreement—is something we should be working toward, not something we can yet claim. In the wake of ARC's emergence and especially its decision to evolve the game with new and altered components, tensions have flared. Strong opinions have been voiced across multiple platforms, sometimes with passion, sometimes with vitriol. Quite the drama at times, actually.

And yet, the larger community remains more nuanced. Many players are quietly excited by ARC, Legacy, or both. Most just want good games with cool ships.

So why bring this up at all?

Because Amity is a choice. It’s a decision to rise above bad-faith behavior and keep the door open. It’s refusing to mirror hostility and instead offering consistency, transparency, and respect. It means letting our actions speak louder than shouting matches.

That’s the approach I’m trying to take—not because it’s easy, but because it’s necessary. If we want this game to endure, we need more bridge-builders, not more bonfires.


Concord: Working Together, Not Merging

Here’s where it gets interesting. There’s a real temptation to reach for Unity right away. Wouldn’t it be great if ARC simply adopted all the Legacy content, wave by wave, and we moved forward as one?

I’m not convinced.

Unity sounds beautiful, but it comes with major costs. If ARC embraces Legacy wholesale, it sets a precedent that everything Legacy produces should eventually become part of official, tournament-legal Armada. That limits ARC’s design space, constrains future releases, and potentially overextends their already-tight design and testing schedule.

Instead, I think Concord is the dream worth chasing. A structured relationship. A mutual understanding. Parallel but connected paths. If Amity is the handshake, Concord is the agreement.

This is the space where ARC and Legacy could align most fruitfully after Worlds 2026:

  • Selective integration of Legacy content, possibly even the whole of Wave 0.

  • Coherent playtesting alongside ARC01 and beyond.

  • Shared planning timelines and an openness about future designs.

That kind of synergy would be a major win for players, without compromising the identity or focus of either group. Perhaps this is where the community remains for the long term—in a state of concordant bliss, if you will. Not fully merged, but fully communicative. Not identical, but harmonious.


Worlds Is Too Soon

Even if you love Legacy content (and I do—I think Wave 0 is fantastic), the idea of integrating it officially before Worlds 2026 is... premature.

  • The community is already grappling with ARC01, new rules, and new ships.

  • ARC has promised an annual release cadence plus mid-season updates. That’s ambitious.

  • The Legacy content, excellent though it is, wasn’t built in conjunction with ARC. Even if it seems balanced, we haven’t seen what the Sam School of Optimization can do with it.

If we want to bring Legacy content into the fold, it needs time. Time to test. Time to abuse. Time to iterate.


What Could Integration Look Like?

The answer probably isn’t "everything, all at once."

A more measured approach might be:

  • Start with Wave 0.

  • Identify content that fits ARC philosophy and play patterns.

  • Adjust cards if needed (not as criticism, but as meshing).

  • Make it legal after Worlds 2026.

This would signal Concord without demanding Unity. It would also show that ARC values Legacy's work without surrendering design control.


Two Teams, Two Strengths

Legacy is a sprawling, passionate engine. Lots of contributors, lots of content. That makes it a fantastic testing ground for ideas, themes, and faction needs (hello, Clone Wars).

ARC, on the other hand, is more muted, more focused in a way. It should stay that way. Tight timelines, rigorous process, and a clear vision. That’s how we get a competitive game that evolves with clarity.

Let Legacy keep creating. Let ARC keep curating.

But keep talking. That’s the key.


Unity: Maybe Someday, Maybe Not

Let’s not pretend Unity isn’t tempting. A fully unified development and tournament framework, one voice, one roadmap. Sounds tidy.

And maybe someday that’s where we end up.

But right now? There are real advantages to keeping things distinct. Legacy’s wide design net and large playtest base allow it to produce a high volume of content that can be tested across many tables. It explores flavor, narrative, and fringe ideas in a way a smaller, tournament-focused ARC simply can’t.

If everything Armada-related had to pass through ARC, we risk bottlenecking creativity. We’re not trying to build ArmadaCorp Ltd.

So let’s wait and see. Let ARC stabilize its base and grow its own voice. Let Legacy keep exploring. Let Amity take hold and evolve into Concord. And if Unity ever does arrive, it will be because the foundation was solid and the timing was right.


Final Thought: The Creative Pressure Valve

There’s actually some benefit in not fully unifying. When ARC is freed from having to incorporate every idea, it can focus on what it does best: competitive play and the framework of rules and rulings that surrounds it. And when Legacy isn’t shackled to ARC deadlines or approvals, it can keep pushing the boundaries. It’s a creative pressure valve.

If we’re lucky, we’ll get the best of both worlds: a tight, competitive core game guided by ARC, and a rich, experimental outer ring fed by Legacy.

That’s not just healthy.

That’s Concord.


What’s Next?

In the next post, I’ll take a closer look at one of the most foundational (and some would say flawed) aspects of Armada’s competitive structure: objectives. They’ve shaped the game since 2015, but are they still fit for purpose? What should ARC’s next steps be in reworking them—and what would a truly dynamic objective ecosystem look like?

Stay tuned for this 4-part series on objectives.

Disclaimer: This post was created with help from ChatGPT, primarily outlining, formatting, and presentation.

Tuesday, August 5, 2025

The Dark Lord


I made another 400/600 point list... I think that's going to be a thing going forward. 

Anyway. This one is Empire, not Rebel Sato scummy yuck! In case you didn't know... Empire is THE faction the cool kids play. Now that you DO know you have no excuses!

It's inspired by my very old VASSAL WC list that - as usual - ALMOST won the damn thing 😆 It used Cymon/Devastator (with Gunnery Team in that case) to get rid of those tokens ASAP and start MURDERING things. Between the Cymoon and Devastator (who was as yet unnerfed), the list could kill almost anything in no time, while using gozanti spam to stall (no damn pass tokens back then, kids).

This is a more casual take on the same archetype, padding it (by necessity) with Raiders. It's tight; I'd like some OE on those raiders, but whatever. We're all friends here and you brought your casual list, so we'll be fine. Don't look at me like that... I didn't bring IO or Pryce or any of that stuff... it's 100% casual!

The 600-point version does a few things: it fleshes out the existing ships, it adds a Dcaps HIE Raider-II, and it adds squads. Squads are fun and mannerly, and besides, at 600 points, you're going to melt if you run into a squad-heavy list. Overall, I'm pretty pleased with it.

If you like these lists, go petition ARC, Legacy, or whoever to reduce the cost of Raiders slightly! All the smalls were radically devalued by the pass tokens... and all they got in return was a slight boost to Evade. Make Riader-I 42, Raider-II 44. 

### 400 points ###

Name: The Dark Lord 400

Faction: Empire

Commander: Darth Vader

Version: ARC01


Assault: Advanced Gunnery

Defense: Contested Outpost

Navigation: Intel Sweep


ISD Cymoon 1 Refit (112)

• Darth Vader (28)

• Commander Beck (3)

• Sensor Team (5)

• Intensify Firepower! (6)

• Spinal Armament (9)

• XI7 Turbolasers (6)

• Devastator (10)

= 179 Points


Gladiator I (56)

• Ordnance Experts (4)

• External Racks (4)

• Demolisher (10)

= 74 Points


Raider I (44)

• External Racks (4)

= 48 Points


Raider I (44)

• External Racks (4)

= 48 Points


Gozanti Cruisers (23)

• Munitions Resupply (3)

= 26 Points


Gozanti Cruisers (23)

• Comms Net (2)

= 25 Points


Squadrons:

= 0 Points


Total Points: 400


### 600 points ### 

Name: The Dark Lord 600

Faction: Empire

Commander: Darth Vader

Version: ARC01


Assault: Advanced Gunnery

Defense: Contested Outpost

Navigation: Intel Sweep


ISD Cymoon 1 Refit (112)

• Darth Vader (28)

• Commander Beck (3)

• Sensor Team (5)

• Intensify Firepower! (6)

• Spinal Armament (9)

• XI7 Turbolasers (6)

• Devastator (10)

= 179 Points


Gladiator I (56)

• Minister Tua (2)

• Ordnance Experts (4)

• Engine Techs (8)

• External Racks (4)

• Demolisher (10)

• Electronic Countermeasures (7)

= 91 Points


Raider I (44)

• Iden Versio (6)

• Ordnance Experts (4)

• Reserve Hangar Deck (4)

• External Racks (4)

• Instigator (4)

= 66 Points


Raider I (44)

• Ordnance Experts (4)

• Reserve Hangar Deck (4)

• External Racks (4)

= 56 Points


Raider II (48)

• Weapons Battery Techs (4)

• Disposable Capacitors (3)

• Heavy Ion Emplacements (9)

= 64 Points


Gozanti Cruisers (23)

• Munitions Resupply (3)

• Reserve Hangar Deck (4)

= 30 Points


Gozanti Cruisers (23)

• Comms Net (2)

• Reserve Hangar Deck (4)

= 29 Points


Squadrons:

• Ciena Ree (17)

• Vult Skerris (18)

• "Mauler" Mithel (15)

• Valen Rudor (13)

• 2 x TIE Interceptor (22)

= 85 Points


Total Points: 600

Legacy Wave 0 Review – Rogues, Raid, and new Commanders

 

Edit: I updated R2's entry based on feedback from Facebook, especially from David Huxley, who pointed out R2 can also target FRIENDLY ships. I really should read the card more carefully... and in hi-res 😆

With the launch of Legacy Wave 0, the Armada Legacy Project has joined (or perhaps even led) the growing effort to keep Star Wars: Armada not just alive, but thriving. Where ARC focuses on rules maintenance, organized play, and careful expansion of existing content, Legacy takes a slightly different approach: delivering fully new content—while striving for mechanical compatibility with ARC.

That compatibility, I’m happy to say, holds up well. I’ve reviewed everything in Legacy Wave 0, and while it introduces plenty of new mechanics and keywords to CIS and GAR, it still plays cleanly with ARC01. Legacy’s design team clearly understands both the power curve and the design language of modern Armada, and that shows in every card.

Now, let me be very clear: I don’t consider either ARC or Legacy to be “homebrew.” Yes, they’re community-driven—but they aren’t just loose collections of houserules. They are content projects that have earned community recognition, are designed by clever, committed people, and are playtested and delivered as cohesive sets. They don’t change on a whim, and they aren’t improvised mid-game. In other words: this is real content—just not made by a corporation.

Of course, that also means the design challenges are steeper—especially for Legacy. Creating entirely new content isn’t just about balance. It’s about vision. A new squadron or commander has to work with the current game state, but it also has to be robust enough to handle future developments. That’s a tall order, and Legacy’s Wave 0 shows a strong grasp of that challenge.

It also leads me to a design philosophy I hold pretty firmly:

“Not everything needs to be competitive” is a cop-out.
Instead: Everything should be designed with the assumption that competitive players will push it to the max. Some components will still shake out as less optimal—that’s fine. But it should never be because the designers gave up on making it viable. If something lags, we can address it—via points or effects—while watching for power creep.

Wave 0 includes:

  • 10 squadrons total – 5 for CIS, 5 for GAR, across 2 new chassis per faction

  • 2 commanders – one per faction



Wave 0 introduces some important squadron tools for CIS and GAR, who until now lacked certain core archetypes:

  • Rogue squadrons, finally giving both factions flexible, autonomous threat vectors.

  • Assault (raid-capable) squadrons, bringing disruption mechanics to their fighter wings.

Yes, CIS technically had Jango Fett, and AMG’s last version of Commander Wolffe gave GAR a niche raid interaction—but Legacy makes these tools faction-defining, not just exceptions.

As for the commanders? They’re not just filler. CIS gets a commander who directly boosts generic AI squadrons, opening up some very interesting options for fleet-building. GAR gets their first dice-adding commander—something every other faction has had for years. It’s powerful, a little scary, and extremely exciting.

In this post, we’ll start with the squadrons—what they do, where they fit, and what they mean for listbuilding. Commanders will follow at the end.

Let’s get into it.


🤖 CIS Squadrons – Legacy Wave 0

Legacy Wave 0 brings five new squadrons to the Separatist fleet, across two new chassis: the HMP Droid Gunship and the Star Courier. Between them, they introduce true Assault and Rogue mechanics to the faction—both of which open up entirely new listbuilding options.

Yes, CIS technically had Jango Fett as a rogue, but Wave 0 makes Rogue squadrons an actual factional archetype. Even more importantly, it introduces Assault squadrons that can deliver raid effects from "the air"—a role that previously required B2 Rocket Troopers or commander shenanigans.

These aren’t gimmicks. These are real additions that matter—especially when paired with a commander like TF-1726.

Let’s take a look.


🛸 HMP Droid Gunship

Generic Assault squadron – 13 points

A slow (for CIS) but reasonably tanky Assault platform. When commanded, it has an unmodified 75% chance of delivering a raid effect (but damage is then zero). That makes it better (since it's much cheaper) than Imperial Gauntlet Fighters. Its anti-squad armament—1 red + 2 black—also makes it a surprisingly solid secondary dogfighter.

I can find zero faults with this design. In fact, it’s a better version of the Gauntlet, not because it’s stronger, but because it’s cheaper and more focused. You get what you pay for—and you can do interesting things with it.

That said, we have to talk about the TF-1726 "problem". Right now, raid = TF, outside maybe some Dooku lists. And TF already has "built-in" raid generation via B2 Rocket Troopers. So what happens when you combine that with Assault squadrons?

I don’t think it breaks the game—but I do think it’s strong. You could conceivably add 2 raid tokens to a ship from range, and TF gets full bonus dice. I don’t think it’s oppressive yet, but we’ll need to keep an eye on it.

Verdict: Great design. Strong synergy with TF. Potentially part of a competitive raid-based archetype.


🧠 DGS-047

HMP Droid Gunship Ace – 20 points

This one I like—mostly.

The dice upgrade and shifting the AI focus from battery to AS makes him versatile. You might even run him outside a TF list (imagine 2-3 blue + 2-3 black anti-squad with Flight Controllers). But let’s be real—99% of the time, he’s going in a TF fleet. That’s just the nature of how CIS is built.

His ability? Clever, but possibly too clever. Ignoring engagement to splash raid sounds small, but paired with B2s, you can easily hit TF’s raid threshold with little real counterplay.

That said, DGS costs 20 points and eats up an ace slot—and TF’s bonus dice cap hasn’t changed. So while it’s strong, I don’t think it breaks anything.

Verdict: Powerful ace for TF fleets. Possibly overtuned, but probably not a meta-buster.


🛰 Star Courier

Generic Rogue/Intel – 17 points

This one’s... weird.

You get Rogue, Intel, a beefy hull 7, and a totally unremarkable dice pool. At 17 points, it’s probably a better Intel buy than the 16-point Vulture ace (which still feels like a meme). But in a full rogue ball, I’m not sure the damage output will hold up.

That said, I could see one Courier slotting into a Maul/Dooku rogue build, or into a Rogue-lite hybrid ball with just enough reach and utility to pull its weight.

Verdict: Jury’s out. Feels overpriced on paper—but has niche potential.


🧓 Count Dooku / Sith Infiltrator

Courier Ace – 21 points

This one is thematically perfect.

Adept + Cloak is a fun combo, and Dooku gets Adept 2 when he attacks (on activation) and effectively Dodge 1 when he doesn’t. Beautiful design. Also, his synergy with Belbullabs is clear—and very welcome, because the Bublas (as they call them in Sweden) still feel overcosted.

He’s not a Rogue, which is a subtle but important balancing choice. Clearly, the designers felt he’s strong enough as-is—and I think they’re right.

He probably takes some skill to fly well, both in a rogue-adjacent squad ball and as a leader for Belbullab aces. But there’s real potential here.

Verdict: Great flavor, strong synergy, some learning curve. Worth exploring.


😈 Darth Maul / Scimitar

Courier Ace – 24 points

Well, hello there!

Maul is a powerful Rogue who can slot into just about any squad mix—Rogues, AI, or hybrids—and still perform. His dice, his mobility, his survivability... he’s the real deal. And 24 points feels like a bargain if you use him well.

My knee-jerk reaction was “Shara counter!”—until I remembered he has Cloak. Whoops. Maul is slippery, deadly, and genuinely exciting.

Verdict: A star performer. Will see play. Possibly often.


🧱 GAR Squadrons – Legacy Wave 0

The Republic gains five new squadrons in Legacy Wave 0, spread across two new chassis: the LAAT/i Gunship and the G9 Rigger Freighter. Like their CIS counterparts, they bring long-overdue access to Assault and Rogue mechanics—but the results are a bit more mixed.

Where CIS gets a well-supported raid ecosystem in TF-1726, GAR is still finding its footing. Commander Wolffe technically brings some raid utility, but it’s limited—and the new squadrons don’t feel quite as immediately plug-and-play. Still, having these mechanics at all is an upgrade, and the designs are generally strong—even if they highlight the awkward limitations of GAR’s faction identity: slow and steady wins the race.

Let’s break them down.


🚁 LAAT/i Gunship

Generic Assault squadron – 14 points

Higher hull than the HMP, but also +1 cost—and arguably a worse AS dice pool. So far, so good: a different take on the same archetype.

But then the faction context hits you like a Republic-class to the face. WolffeTF-1726. Not even close. And without strong raid infrastructure, the LAAT/i struggles to find a real use case. That might change with future GAR content, but right now? It’s a decent squad that doesn’t do much for a faction that doesn’t need what it offers.

Still, this is not a design failure. Adding Assault to GAR is a big step forward, even if the value isn’t fully realized yet. And from a balance perspective, either the HMP is too cheap or the LAAT/i is too expensive—but that’s faction tuning for you.

Verdict: Solid design, underwhelming in GAR’s current state. Not a fail—just early.


🧢 Five-Seven

LAAT/i Ace – 21 points

Stats are fine. Cost is maybe a smidge high. But the ability? It’s almost a reverse Axe (but only for generics), and I love it. He’s useful even outside raid-heavy builds, yet still synergizes with the raid archetype. That’s smart, flexible design.

But again, we hit the same faction wall: is he really worth 21 points and an ace slot in GAR? Probably not.

Verdict: Clever design, limited by faction needs. A in concept, B in practice.


🛰 G9 Rigger Freighter

Generic Rogue – 14 points

GAR’s answer to the YT-2400... only slightly worse in most ways, except for hull (7!) and cost (14).

That said, this is very GAR: unspectacular, unflashy, but effective. You can use this to build a rogue ball (with Five-Seven, maybe Anakin, R2, etc.), or just sprinkle a couple into a squad mix to keep your activations and damage flowing.

Verdict: Not exciting, but gets the job done. A workhorse addition.


🔱 Anakin Skywalker / Twilight

Rigger Ace – 24 points

This is thematically perfect. The use of Scout, the ability design, the nods to both Anakin and Vader (and even Bossk, let’s be honest)—it’s all there. It feels like Anakin in a clunky freighter, and it plays like it too: high-impact if used well, awkward if not.

That said, he’s expensive, but not all that bad. But taking him means giving up Anakin in a Delta-7 AND R2 in the Twilight. That’s a real opportunity cost. As cool as this version is, I expect he’ll only show up in very specific lists.

Verdict: Fantastic design. Fair price. Limitations will keep him rare.


🛠 R2-D2 / Twilight

Rigger Ace – 17 points

And here it is—the only squadron in Wave 0 that I think might have gone a little too far.

R2 is a 7-hull Rogue that can float near enemy ships and just... take away a command token. Every turn. His other ability (handing out a token to a friendly) is nice, but the real trouble is that, unlike raid, there’s no counterplay. You don’t resist it, you don’t save against it—it just happens. 

Edit: David Huxley pointed out he also works on friendly ships, which, upon rereading the card, I realize I should have noticed. Peter Saber confirmed that this was indeed part of the intent behind the card: kind of GAR Ahsoka. I dig that. But it's a LOT of utility in one squad.

For fleets that depend on their token economy, this could be NPE territory. Imagine a list reliant on Concentrate Fire or Navigation tokens and watching Artoo casually strip them away turn after turn. It’s not going to break the game, but it will tilt certain matchups hard.

Edit: Well, I guess if you have a command 2+ ship, and it has 2+ command tokens, the owner gets to pick which token is lost. But that's not really a counterplay, but a limitation on R2's ability. But it's something, I guess.

Honestly? R2 might be my auto-include 4th ace in every GAR list going forward. That’s usually a red flag.

Verdict: Powerful. Possibly too efficient. May need future tuning—but hey, it’s Artoo, baby.


🧠 Legacy Wave 0 Commanders

Legacy Wave 0 includes two new commanders—one for CIS and one for GAR—and both make a real impact. These aren't just filler additions or slight twists on existing archetypes. Each one introduces new capabilities and shifts faction identity in meaningful ways.


🟣 Daultay Dofine (CIS)

AI Wizard – 28 points

Finally, a true CIS squadron commander. Yes, Dooku, Kraken, and Grievous flirt with squadron synergy, but Dofine is the real deal—and he's all in on AI generics.

His effect lets AI: AS squadrons add 1 die of any color to their anti-squadron attacks, which is especially spicy of Tri-fighters... who didn't need this boost the most. For AI: Battery, he’s like a Bomber Command Center—but he works even on squadrons without Bomber, which means Hyenas and HMPs (but why would you have HMPs in his fleet?).

Also: pairing Dofine with the reworked Invisible Hand would be OP... if the Legacy team weren’t paying attention. But they are—and they’ve wisely capped that synergy. Cunning indeed.

Verdict: This guy opens up a brand-new way to run CIS squads. A great addition—creative, flavorful, and tactically interesting. However, it's kind of disappointing that he, in practice, covers mostly just Tris (who were already good at AS) and Hyenas.


🔷 Ki-Adi-Mundi (GAR)

Cone-head – 30 points

You look at this guy and instantly know: spice detected.

Take a repair raid, which isn't a big deal, and you get to add a die to an attack. That’s it. That’s the sauce. And unlike other GAR commanders, who tend to emphasize coordination, token shenanigans, or squadron tricks, Ki-Adi just wants to throw more dice.

He doesn’t create a brand-new archetype, but he adds something GAR has been lacking: pure, brutal dakka. He makes ship-based GAR fleets more viable—maybe even squad-light lists where you don’t worry about air superiority and just start hammering.

Is he maybe too effective? Should the effect be limited to once per activation? Possibly. But maybe his "will take damage if you do this too much" limitation is enough. We'll see. For now, I love what he brings to the table.

Also, the artwork is awesome—you can see his ship falling apart around him while he pushes forward, focused only on the target. That’s the Jedi spirit, baby. Or is it the Sith spirit? Ah, now I'm confused 😆

Verdict: A powerful, aggressive commander that gives GAR something new. Spicy in all the right ways.


🚀 Final Thoughts – Legacy Wave 0

Legacy Wave 0 is an ambitious and impressive first step. It doesn’t just fill gaps—it expands what CIS and GAR can be. The new squadrons introduce long-missing mechanics like Rogue and Assault, and the commanders offer real, list-defining value without feeling like gimmicks or power creep.

Here’s to more smart, community-driven content—because Legacy has made one thing very clear: this game still has plenty of unexplored space.

Disclaimer: This post was created with help from ChatGPT, primarily outlining, formatting, and presentation.

Sato Hammerswarm

 

Here are a couple of Sato fleets, one at the standard 400 and one at 600, that should make you smile. The fleets have MC30, Hammerheads, Rogues... if you don't think this looks fun, you're a sourpuss. 

I've only played the 400-point version (during ARC01 playtesting), and it was quite a bit of fun. It's definitely NOT the best way to run Sato if you want maximum efficiency, but the fun factor is there AND the thematic factor! And bc of nuSato, it's reasonably effective even. 

Still suffers from the normal Sato problem - how do you balance ships and squads - and the HH problem - you gonna bleed points. But for a casual game with your buddy? Try it out. 

The 600-point version is just a straight expansion of the original, with an extra MC30 and more squadrons. Why include this? Well, because 600 points is amazing for casual games and I want to convince more players to try it. Plays a lot like "normal" Armada, but you can fit more stuff and have even more fun, without it taking much longer to play (things go boom quickly).

### 400-points ###

Name: Sato Hammerswarm 400

Faction: Rebels

Commander: Commander Sato

Version: ARC01


Assault: Most Wanted

Defense: Abandoned Mining Facility

Navigation: Volatile Deposits


MC30c Scout Frigate (69)

• Commander Sato (25)

• Ordnance Experts (4)

• Assault Proton Torpedoes (4)

• Spinal Armament (9)

• Foresight (10)

= 121 Points


Hammerhead Torpedo Corvette (36)

• Disposable Capacitors (3)

• Assault Proton Torpedoes (4)

• Task Force Organa (1)

= 44 Points


Hammerhead Torpedo Corvette (36)

• Disposable Capacitors (3)

• Assault Proton Torpedoes (4)

• Task Force Organa (1)

= 44 Points


Hammerhead Torpedo Corvette (36)

• Disposable Capacitors (3)

• Assault Proton Torpedoes (4)

• Task Force Organa (1)

= 44 Points


Hammerhead Torpedo Corvette (36)

• Disposable Capacitors (3)

• Assault Proton Torpedoes (4)

• Task Force Organa (1)

= 44 Points


GR-75 Medium Transports (18)

• Wedge Antilles (4)

• Jamming Field (2)

• Bright Hope (2)

= 26 Points


Squadrons:

• Han Solo (24)

• Luke Skywalker (20)

• Shara Bey (17)

• Tycho Celchu (16)

= 77 Points


Total Points: 400


### 600-points ###

Name: Sato Hammerswarm 600

Faction: Rebels

Commander: Commander Sato

Version: ARC01


Assault: Most Wanted

Defense: Abandoned Mining Facility

Navigation: Volatile Deposits


MC30c Scout Frigate (69)

• Commander Sato (25)

• Expert Shield Tech (5)

• Ordnance Experts (4)

• Assault Proton Torpedoes (4)

• Spinal Armament (9)

• Foresight (10)

= 126 Points


MC30c Scout Frigate (69)

• Walex Blissex (5)

• Ordnance Experts (4)

• Assault Proton Torpedoes (4)

• Spinal Armament (9)

• Admonition (10)

= 101 Points


Hammerhead Torpedo Corvette (36)

• Disposable Capacitors (3)

• Assault Proton Torpedoes (4)

• Task Force Organa (1)

= 44 Points


Hammerhead Torpedo Corvette (36)

• Disposable Capacitors (3)

• Assault Proton Torpedoes (4)

• Task Force Organa (1)

= 44 Points


Hammerhead Torpedo Corvette (36)

• Disposable Capacitors (3)

• Assault Proton Torpedoes (4)

• Task Force Organa (1)

= 44 Points


Hammerhead Torpedo Corvette (36)

• Disposable Capacitors (3)

• Assault Proton Torpedoes (4)

• Task Force Organa (1)

= 44 Points


GR-75 Medium Transports (18)

• Wedge Antilles (4)

• Jamming Field (2)

• Bright Hope (2)

= 26 Points


Squadrons:

• Han Solo (24)

• Luke Skywalker (20)

• Shara Bey (17)

• Tycho Celchu (16)

• Hera Syndulla (Ghost) (28)

• Ketsu Onyo (22)

• 4 x A-Wing Squadron (44)

= 171 Points


Total Points: 600

Monday, August 4, 2025

VASSAL update 4.13.0 "ARC01 & Legacy w0 (08-2025)"

 

### Module version 4.13.0 "ARC01 & Legacy w0 (08-2025)" is available! ###

Download: https://vassalengine.org/library/projects/Star_Wars_Armada

Direct download link: https://drive.google.com/file/d/124eGtocqBeVxtmtdm9QwuW2PntcBsBXT/view?usp=sharing

Checksum: aeaa872e

### OVERVIEW ###

Includes ARC01 + Legacy w0 & much improved card graphics overall.

### COMPATIBILITY ###

Armada 4.13.0 was built using VASSAL 3.7.16.

### CRITICAL BUGFIXES ###

Any number of players can now import their setup (vlog) file. REQUIRES VASSAL 3.7.16!!!

### OTHER BUGFIXES ###

Fixed a couple squads spawning to the far right + one erroneous spawn

### MAJOR NEW FEATURES ###

ARC01 compliant

Legacy w0 included

Majority of card images updated and rescaled for better viewability

### OTHER NEW FEATURES ###

Removed the pesky +/- buttons from squad bases. Those were added in an old beta for testing and never removed.



Somehow, Armada Warlords Returned


Yes, that’s right. After years of service, a sudden server loss, and an unresponsive host, Armada Warlords—the venerable fleet builder for Star Wars: Armada—was gone.

And for a while, I was ready to let it stay that way. No backup database, no hosting control, and frankly, no real incentive to revive it. The game felt dormant. The fire had dimmed.

But then came the Armada Ruleset Collective. And the Legacy Project. And suddenly, the game wasn’t just alive—it was moving forward. And if they were going to do the hard work of designing, balancing, and testing new content, then I could do my part by rebuilding the grand old lady of fleet builders.

So:
👉 Armada Warlords lives again.

👉 And it’s better than ever.

👉 It will support the future of Armada.


🛠 What’s New

This is not just a rehost. It’s a partial rebuild. A lot of the old site's bloat features have been stripped away, leaving only the core functionality:

  • Ship & squadron reordering — arrange your fleet into your preferred order, and it stays that way even when you edit or copy the list. How was this not a thing before???

  • Dual-slot upgrade support — finally working as intended.

  • ARC01 & Legacy Wave 0 support — full card sets are integrated.

  • VASSAL export — generate a .vlog file from your fleet in one click.

  • Tons of little quality-of-life fixes — keep editing the fleet you just saved without having to reenter it, for example.

  • ✅ No f-ing pop-up ads — no comment required.


🔮 What’s Coming

This isn’t a finished product. There is plenty of room for improvement. But I also have to realistic: unless I set up a full dev suite and rework the entire thing, I have to stay somewhat inside the lines. That said, I would like to provide:

  • 📱 Improved interface — including a more compact layout with less scrolling and better use of space.

  • 📲 Mobile support — finally making the builder usable on phones without rage-scrolling.

  • 🧩 ARC & Legacy content toggles — so you can build strictly by ruleset, or mix and match.

  • 💡 More usability tools — think smarter UI behavior, faster edits, and cleaner exports.

And if you have feedback? Hit me up. This is a tool by players, for players.

ARC01 Review, Part 2: Commanders

 


Commanders are the beating heart of Armada. They’re what make the game endlessly replayable—and often what defines the "soul" of your fleet. A good commander doesn’t just give you a bonus; they ask you to play the game differently. They push you to think in new patterns, build ships you might otherwise ignore, and execute tactics with precision.

Some commanders offer flat, easy-to-use buffs. Others demand deep planning and careful timing. That spectrum of complexity is part of what makes the game so rewarding.

That’s why having a diverse, competitively viable pool of commanders is absolutely essential to Armada’s long-term health. More usable commanders = more viable strategies = more variety at every level of play.

ARC01 recognizes this. In total, it updates eight commanders across the two original factions—most of them older and underused, though one (recently introduced by AMG) also gets a helpful revision. Some of these changes are small: cost adjustments or slight wording tweaks. Others are significant reworks that reimagine how the commander functions—while still preserving the flavor and general intent of the original.


🦅 Imperial Commander Reworks (ARC01)

ARC01 brings updates to four Imperial commanders—ranging from simple cost tweaks to clever mechanical reworks. Some of these were once titans of the meta. Others never quite found a place. Let’s see what’s changed—and whether it matters.


🟥 Admiral Motti

Change: -4 points (now 20 points)

The change is fine. Boring, but fine.

Motti wasn’t bad at 24 points, but when you compared him to what other 24-point commanders were offering, he was starting to feel overpriced. Dropping him to 20 feels about right.

That said, I’d still take Jerjerrod 99 times out of 100—he'll save me more damage over a game and get me into better firing positions. Motti’s just... simpler. He’s solid. Still B-tier, but more viable than before.

As an aside, I actually think giving Motti +4 hull on SSDs would’ve been perfectly reasonable. JJ would still be better, but at least you’d have a decision to make. But hey—I don’t play SSD much, so it’s not a big deal.

Verdict: Sensible change, even if it doesn’t set the world on fire.


🟥 Admiral Screed

Change: +2 points (now 26 points), and his "set a die to crit" result cannot be rerolled

Now this is how you do a meaningful rework.

The updated Screed bypasses a lot of the "stuff" that’s crept into the game since 1.5—PD Ions, evade buffs, and other tools that were starting to blunt his edge. The new wording is also cleverly designed: the crit die can’t be rerolled, and it bypasses evades at medium and short range, but not at long—so no cheap HIE spam tricks, for example.

This rework perfectly blends game mechanics, meta state, and Screed’s original design intent. I love it.

That said, classic black-dice Imperial MSU still isn’t in a great spot (my feelings on the pass token rules remain... complicated), so I don’t expect to see Screed spammed any time soon.

Verdict: A superb rework—even if it won’t bring Screed fully back to the top tables, it’s exactly what he needed.


🟥 Darth Vader

Change: -6 points (now 28 points, down from AMG's 34, 36 originally)

Now we’re talking.

Vader already had a small cost reduction under AMG, but it wasn’t enough to make a real difference. This drop brings him into much more playable territory. And I say that with some confidence—I’ve played Vader since before most of you were born 😉

There’s some counterplay in the reworded Palpatine, but nothing Vader can’t handle. And frankly, I don’t expect to see much Palpy anyway.

So yeah: I like this change. A lot.

Verdict: Go play Vader, you peasants.


🟥 Emperor Palpatine

Change: -3 points (now 32 points), and tweaked ability wording for better coverage

Another quiet win for ARC.

The point drop alone is welcome, but the key here is the subtle rewording of his effect—it now interacts properly with Vader, TRCs, Thermals, and a handful of other upgrade effects. The actual play experience is 99% the same, but now Palpy actually works in more situations and can’t be quite as easily ignored.

No longer binder fodder. Not oppressive either. Just... finally interesting.

Verdict: A very clean, smart tweak. It shows ARC knows what they’re doing.


🌟 Rebel Commander Reworks (ARC01)

ARC01 updates four Rebel commanders—ranging from long-time binder residents to ambitious reworks of recent AMG flubs. The results? Surprisingly fresh. None of these leap straight to S-tier dominance, but all four are now actually interesting—and at least one of them might be ARC’s best design win so far.


🔷 Commander Sato

Change: -2 points (now 25), and tweaked ability (better, but no longer affects salvo attacks)


Well, hello there, aren’t you a handsome fellow Mr. Sato.

I really like this one. ARC took a commander that was always very hard to get working at 400 points, and gave him the gentle—but substantial—nudge he needed. His ability is still recognizable, and may even reflect what FFG originally intended (if you’re old enough to remember the speculation when he was first previewed). But now? It’s better. Much better. And still not broken.

Yes, some players will complain about him no longer working with salvo or some corner-case interactions (like Solar Corona accuracy flips), but let’s be real: this is a big win.

There’s still a catch: Sato remains hard to fit. You need enough ships to leverage the ability, and enough squadrons to unlock it—which usually lands you in that awkward medium squad ball zone that isn’t elite at anything.

Verdict: Big W. Not S-tier. But definitely playable—and damn fun.


🔷 General Draven

Change: Kind of a full rework (now a raid-based squadron commander) and cost reduction (but he's not directly comparable to 2.0 anyway)

Ah, AMG. How little you understood Armada. I don’t miss you. At all.

Your two versions of Draven proved that point beautifully. The first was a mess. The second was at least playable—but still not good, and certainly not fun (for anyone involved).

ARC’s new Draven 3.0 might be ARC's biggest win yet.

Gone is the dial-peeking (which was annoying and mostly useless anyway). He still leans into Raid—but in a way that’s actually engaging. He’s now a real squadron commander, capable of boosting several Rebel squad ball archetypes without being oppressive. It’s not Sloane 2.0, and it’s not Raid spam either. There’s real counterplay.

Verdict: Fresh, flexible, and fun. Looking forward to seeing him on tables.


🔷 Leia Organa

Change: Removed her restriction on spending tokens while using her ability


YES. This is Leia in a gold bikini and she deserves appropriate alternate art:


Seriously though—this change completely fixes what was holding her back. Token use is essential in current Armada, and Leia’s old restriction made her feel like she was constantly fighting against the game’s most basic mechanics.

Now? She’s free to shine. Still requires thoughtful play, still rewards smart command stacking—but she’s no longer punished for daring to use a token.

Verdict: Competitive in the right fleet, but not oppressive. Exactly what she should be.


🔷 Mon Mothma

Change: Her ability now gives built-in ECM to evade tokens (can’t be locked down)

Binder queen Mon Mothma finally gets her due.

Her updated ability gives ECM-like protection to evade tokens—preventing opponents from locking them down, which is huge for ships with only one evade. But even double-evade ships like the MC30 benefit massively, and that’s where this starts getting spicy.

The only potential issue? Mothma Rogue fleets with dodgy small ships flying around the board, ducking everything you throw at them. During testing, ARC tried limiting her effect to close-medium range, but that turned out to be functionally irrelevant, so the final version is unrestricted.

That said, I still think Agate and Cracken will be just as good—or better—in similar roles. So this probably ends up being fine. Besides, if we’re cool with fortressing large ships in the meta, why not small ships that are hard to kill? TBH neither appeals to me but here we are.

Verdict: Minor misgivings, but more options = good. A small W.


🚀 Looking Ahead

ARC01 is just the beginning—and it’s a strong one. From cross-faction ships to revitalized commanders and squadron tweaks, this release shows that the ARC team understands both Armada’s design DNA and the evolving needs of the community.

Looking ahead, there’s a lot to be excited about:

  • The upcoming tournament season is already taking shape, building toward Worlds 2026.

  • Just before that, we’ll see ARC’s mid-season update, along with the VASSAL World Cup, which continues to grow as a major international online event.

  • And I’ll be heading to Gdańsk in November for the European Masters, which should be a fantastic in-person benchmark for how the new content is shaking up competitive play.

I’m also very much looking forward to seeing what the Armada Legacy Project rolls out next—presumably a Wave 1 to follow their excellent Wave 0 debut. If it integrates as smoothly into the ARC ecosystem as their first release did, we’ll be in for another round of fresh, community-driven content that expands the game in the best possible way.

Whatever comes next, I’ll be covering it—both here and in the tools I help maintain. Armada’s alive again, and that’s what matters.

Until then: fly casual. Or aggressive. Or dodgy rogue swarm. Just make it interesting.

Disclaimer: This post was created with help from ChatGPT, primarily outlining, formatting, and presentation.