Showing posts with label Squadrons. Show all posts
Showing posts with label Squadrons. Show all posts

Wednesday, October 22, 2025

Special Modifications, Part 7: The Ace Cap

Welcome back to Special Modifications!

Han Solo once said he’d made a few “special modifications” to the Falcon. Some good, some bad, all of them interesting. That’s the spirit behind this series: exploring non-standard Armada. Not just fleet lists or tournament meta, but the underlying strings that hold the game together. What if the designers had pulled them differently? What might have worked better? What happens when you tinker with the system in ways it was never quite built for?

⚠️ Important note: don’t confuse this series with the Squadron Files. We recently covered squadrons there as well — but the scope is different. Special Modifications is design-theory territory: tweaking fundamentals, exploring alternatives, and asking “what if.”


“Back in My Day…”

The Ace Cap isn’t an official term, but everyone knows what it means: the rule that limits you to four squadrons with defense tokens in a 400-point fleet. It arrived with Armada 1.5; before that, you could field as many aces as you could afford.

And oh, what glorious chaos that was.

Maarek (21)
Jendon (20)
Dengar (20)
Ciena (17)
Howl (16)
Mauler (15)
Valen (13)
Saber (12)
— 134 points of perfection.

That was my old Sloane ball. Eight aces, five scatter aces, two double braces, and a grin on my face. Intel worked, squadrons danced, and it all came together perfectly.

Okay, half a joke — but only half. Those wild lists felt fun, flexible, and full of personality. Now every faction runs the same safe handful of four to six top-tier aces. The cap fixed some problems but flattened the variety.


The Problem with Aces

You can also see why the cap happened. Aces were, and still are, priced too moderately for what they bring. Why fly generics when the aces hit harder, live longer, and bring tricks? Scatter aces especially — laughably potent for their cost.

So here’s the real question: could we remove the Ace Cap and still make generics viable?

I think we could.

The Clone Wars factions already show it’s possible. CIS in particular has fantastic generics — Vultures, Tri-fighters, Hyenas — that people actually take. When generics are cheap and effective, players will bring them. That said, CIS also doesn’t have anything close to Maarek + Jendon + Dad Vader + Mauler nonsense. If GAR had three Deltakin-tier aces, we’d be right back where we started.

So to get rid of the cap, we need to hit several design marks:

  • Generics must be cost-effective, not merely cheap.

  • Command load must matter — lots of generics means lots of squadron activations, physical space, and coordination.

  • Upgrades should reward non-uniques — imagine if Howlrunner only buffed generic TIEs. Suddenly my old Sloane list would need a rethink.

  • Aces must be fairly priced — no more 16-point Tychos if a generic A-wing costs 11.

  • Aces must not be so overloaded with value that they’re automatic picks (looking at you, Deltakin).

The goal isn’t to ban aces or punish them. Ideally, players could field all aces, all generics, or a mix, and have each option be roughly equal in strength. A tall order, yes — but worth chasing.


Testing the Idea — A-Wings as a Case Study

Let’s use the humble Rebel A-wing as a test case.

Our Special Modifications generic A-wing costs 10 points (–1 from standard) and swaps one blue die for a black in its anti-squad pool. Same fast, independent interceptor, just a touch meaner.

Now bring in Shara Bey. She gets the same dice tweak — but no price cut.

Is she still worth it?

Let’s compare:

  • Durability. Shara’s 4 hull with brace + scatter can outlast eight hull of generics in some fights and evaporate faster in others. Against flak or light chip damage, scatter wins; against dedicated anti-ace fire, the generics survive longer.

  • Control. Two generics mean two deployments, more area coverage, and twice the command cost. Shara is one unit, easier to manage but less flexible.

  • Firepower. Two generics roll twice as many dice, though Shara’s Counter 3 + special can out-trade them in anti-squad duels. Against ships, the generics win hands down.

So overall? Shara is roughly as potent as two generics. Maybe a hair less. That would put her around 19 points, up from 17. A two-point swing isn’t huge but changes incentives. Suddenly, the choice between one Shara or two A-wings isn’t a no-brainer.

Tycho Celchu follows the same logic. He keeps his mobility trick, gains the black die, and lands around 18 points

Together, Shara + Tycho + two generics = 57 points instead of 55 — a small nudge toward parity.


Expanding the Roster

Now that we’ve rebalanced the core duo, let’s add some new names to the hangar.

Green Squadron and Arvel Crynyd


Arvel has always been that madman who rammed the Executor at Endor — clearly inspired by Green Squadron and their suicidal bravery.

In this system, Green Squadron gets the same treatment as the generics: one blue replaced by a black die and a price drop to 11. It’s quick, aggressive, and suddenly a legitimate speed-5 bomber in a world without PDICs everywhere. Whether that’s “worth it” depends on context — but in this tuned-down environment, maybe it finally is.

Arvel Crynyd, then, becomes the elite reflection of Green. He’s 17 points — a scatter/brace ace with a slightly less flashy ability than Shara or Tycho, but a very clear identity: a speed-5 bomber with a death-wish. His ability synergizes beautifully with Dodonna, naturally, but even outside that niche, he’s thematic and useful.

In this balance pass, he’s not meant to outshine the other A-wing aces — just to give Rebel players a different flavor of fast bomber that feels right on the table.

Shepherd Squadron and Gemmer Sojan

Next up, Gemmer Sojan — the ace version of a concept I call Shepherd Squadron.

Shepherd Squadron is simple: a generic A-wing with Grit added. That’s it. A minor change that has huge implications. At speed 5, being able to break engagement with only a single enemy means you can reposition, chase, or protect your ships much more flexibly. At 11 points, it’s an elegant solution to static squadron fights — fast, fragile, but annoyingly mobile.

Gemmer inherits that idea and runs with it. His ability is a nerfed version of Ciena Ree’s — when near friendly ships he’s effectively obstructed, making him a nightmare to kill. Combine that with scatter, brace, and Grit, and you’ve got a four-hull ace who’s every bit as slippery as Tycho but in a different way.
He’s priced at 18 points, and while he’s not the hammer that Shara is, he’s a beautiful defensive piece.

Together, Shara (19) + Tycho (18) + Gemmer (18) + Arvel (17) form a cohesive quartet: 72 points of high-speed, high-resilience interceptors. Or, for roughly the same cost, you could bring seven generics — or five generics, plus Green and Shepherd for 72.

And suddenly, that’s a real choice again.


Would You Go Generic?

That’s the ultimate question.

With these changes, you could still lean into the ace wing — four beautifully efficient A-wings that hold space, win dogfights, and make your opponent swear at Counter 2. Or you could field eight generics, spreading out, trading cheaper, and forcing your opponent to fight a war of attrition.

Neither is automatically correct, and that’s the goal.

The aces remain easier to command and individually more reliable; the generics offer deployments, board presence, and raw numbers. If we could then sprinkle in a few upgrades that specifically reward non-uniques — say, a variant of Toryn Farr or Adar Tallon that only buffs generics — the scales might even tilt further in their favor.


Would It Break the Game?

Some worry that removing the cap would flood the table with squadrons. In practice, not much changes. Right now you can field twelve A-wings for 132 points; this system gives you thirteen for 130. Hardly catastrophic.

Generics in bulk actually play faster: no tokens, no conditional triggers, no constant cross-checking of who’s in range of whom. Just move, shoot, and die gloriously.

The broader takeaway remains: trim generics by a point or so, nudge aces upward a bit, and the math starts to work again. You could still build an elite wing if you wanted, but it wouldn’t automatically be the best option.


So… Can It Be Done?

Maybe.

Balancing a cap-less system isn’t easy, but it’s not impossible. It demands disciplined pricing, meaningful trade-offs, and a willingness to separate “fun broken” from “actually broken.”

Even if we never get there officially, exploring how it could work is exactly what Special Modifications is all about.

And honestly? After years of flying the same four aces, wouldn’t it be nice to see a full squadron bay again?


Up Next

Not entirely sure yet. Perhaps we'll stay in the fighter hangar and look at how to (and how NOT to) design new squadrons. Or maybe we'll finish looking at CIS/GAR generics. Or maybe we'll segway into something else. We'll see. But stay tuned, whatever it is!

Thursday, September 25, 2025

The Squadron Files, Part 6: Roger, Roger

 

Welcome to The Squadron Files!

If you’ve been following along, you’ll know we just wrapped up The Upgrade Files. That series was about card slots, costs, and the odd bit of rebalancing theory. This one is about the little plastic guys themselves — the squadrons that clog our tables, win our games, and sometimes rot forever in storage because AMG (and FFG before them) gave them a points cost that makes no sense in this universe or the next.

It’s important to set expectations right away. This is not Special Modifications. We’re not doing a ground-up redesign here. We’re not pretending the ace cap doesn’t exist (it does, and that means “best four aces” is always the reality). We’re not rewriting Sloane out of the Empire faction (believe me, I’ve fantasized about it). This series is about the game as it is, with ARC-realistic tweaks that could actually happen.

So: point changes (can fix many things but not all), keyword swaps (ARC has already done this), and commentary on what already works and what doesn’t. That’s the scope.


CIS Squadrons: Droids With Attitude

The Separatist squadron suite mirrors the Empire in a lot of ways (cheap fighters, fragile interceptors, good aces), but with its own quirks. Most notably, CIS got a bomber lineup that’s cheap, fast, AND deadly, which gives them a very different squadron identity than basically any other faction. Vultures and Tris are the swarmers, Hyenas are the hammer, and then there’s the Belbullab — a ship so weird it feels like it wandered in from a different game.

(And yes, Legacy has added some very cool CIS squadrons, but that’s outside scope for today. If you’re curious, my full review is here: Legacy Wave 0 Review).


Vulture Droids

At first glance, these are just “droid TIE Fighters.” But the comparison only goes so far. TIEs roll 3 blue dice on AS. Vultures roll 1 blue + 2 black — which is much better. Or 2 blue + 1 black if you need the accuracy. That flexibility is huge.

Granted, FC is relatively rare in CIS fleets, but it exists. WIth FC your Vultures can do 2 blue + 2 black. That's insane for an 8-point squadron!

The red battery is mediocre, but let’s not pretend the TIE’s single blue is much better (except with Sloane oc). And CIS can slap TI-99 into any Vulture-heavy list, suddenly giving your swarm Counter 3 (with a catch, but still). That’s a whole different level of efficiency.

So yeah, Vultures at 8 are fine. If TIEs come down to 7 (and they should), Vultures still compare favorably.

Verdict: Leave as-is.

DFS-311

Scatter ace with Intel. Post-1.5 Intel is “meh,” and its unique ability is weak sauce. For some reason, it also has a red-black AS battery, which is… odd. It’s already down to 16, but I’d happily see it come down to 14. Even then, with the ace cap, it’s hard to justify. Yes, it's not the actual cost that needs evaluation, but rather the points cost AND the opportunity cost.

Verdict: Make it 14.

Haor Chall Prototypes

Another scatter ace, but at 16 points it’s a waste of space. No punch, no staying power, no synergy. If it had a black battery or double reds, it might be worth talking about. As-is? Drop it to 14, and even then, I’d probably rather take a pair of generics.

Verdict: Make it 14.


Droid Tri-fighters

The obvious comparison is to the TIE Interceptor, but again, black dice matter. A Tri’s black battery makes it far more threatening to ships than an Interceptor will ever be.

The downside is in the AS dice: no black there, which means you can’t add one with AI. That hurts when compared to the pair of blacks Vultures can chuck. You really want Flight Controllers to make them shine, and without a Howlrunner-style aura, they don’t snowball like Empire squadrons do.

For that reason, I’d actually argue Tris should be 10. Yes, I said it: 10. They’re good, but not great, and the weakness in the AS armament drags them down. This is probably too controversial, though, so it won't ever happen. Pitty.

Verdict: Make it 10, but realistically, leave as-is.

DIS-T81

Fixes the AS flaw by actually having a black die there. Add Snipe and the “can’t be obstructed” rule and suddenly this guy is spicy. At 17 he feels like a bargain, even compared to the 14 points I suggested for the Vulture aces. Could easily be 18 IMO.

Verdict: Fine at 17, but 18 is probably more suitable.

Phlac-Arphocc Prototypes

Fixes the AS flaw and adds auto-damage. At 18, it’s fine — maybe should still be 19, but even with Wat escorting, it’s not exactly dominating the table. 

Verdict: Acceptable at 18, but 19 is probably fairer.


Belbullab

Where do I start? Speed is fine, hull is fine, AS looks fine, but somehow the whole package just doesn’t work. The battery is practically nonexistent, Relay 1 is awkward, and Screen is… kind of bad on this chassis.

Why? Because in-faction, you’re better off with literally anything else. Want AS dice? Two Vultures with Swarm do more than a Belbullab. Want bombing? Hyenas. Want Relay? One isn’t enough, and you’ll need multiples to get anywhere, which is hilariously inefficient. Want Screen? Great, but why are you wasting points keeping this alive instead of your real threats?

And then there’s the one blue battery die. On a 15-point squadron. In a faction with no Sloane. That’s just insulting.

Drop it to 13 and it’s still weak. Drop it to 12 and suddenly it’s interesting — not oppressive, but at least something you’d consider. As-is, it’s a dud.

Verdict: Fine at 13, but 12 would make me take a pair. But really, the whole thing is sub-optimal in faction and should never have been designed this way.

General Grievous

Relay 2 fixes part of the chassis. A black battery (which all Belbullabs should have had) finally makes him threatening. His ability shreds generics and pressures aces. Double brace with 5 hull is fine. 

Verdict: At 22, he’s not bad, though 21 would be neater.

Wat Tambor

The one and only CIS escort, which makes him immediately valuable. Combine Escort with Screen and he’s actually a decent guardian. Relay 1 is still awkward, but at least he has a black battery. 

Verdict: At 18 he’s Axe-level useful. Leave him there.


Hyena Droid Bomber

Now this is where CIS shines. Speed 4 is fast for a bomber. Hull is okay-ish, but whatever: they’re cheap two-dice bombers. Yes, they’re swingy red dice. But when you bring 4–5 Hyenas, something’s going to connect, and enemy ships melt.

Unless PDIC shows up, in which case… sigh. (Seriously, that card should be deleted or reworked.)

But the point stands: Hyenas are fine. You can’t make them cheaper. You can’t make them more expensive. They’re exactly where they should be.

Verdict: Leave as is.

Baktoid Prototypes

A scatter ace Hyena for +5 points. Not awful, but not inspiring either. The ability is weird and situational, and in a faction full of good aces, he’s rarely worth an ace slot. At 16 he’s fine, at 15 he’d still be ignored.

Verdict: Let's say 15; it's more useful than the Vulture aces.

DBS-404

Now here’s value. He adds a third red die to his bombing runs (for the cost of 1 damage to himself). That’s insane pressure for 17 points. 

Verdict: This one feels spot-on.


Jango Fett

The only Rogue in the entire CIS roster. That makes him both attractive and a little sad — he’d be even better if there were more Rogue partners. Still, at 22 he’s a solid package. Grit is nice (especially compared to Boba), and his damage output is respectable. 

Verdict: Good value; leave him as is.


Wrap-Up: Clankers at War

CIS squadrons are in a good place overall. Vultures are efficient, Hyenas are terrifying, Tris are playable, and the ace lineup has some real highlights. The weak spots are scatter aces that do nothing (DFS-311, Haor Chall) and the Belbullab chassis, which feels like an undercooked design that never found its niche.

But unlike GAR, which often feels starved for variety, CIS actually has a balanced stable. They can swarm, they can bomb, they can screen with Wat, they can pressure with Grievous. The only thing they can’t do is run a proper Rogue ball — unless you go Leagacy, of course...

Next Up: We've covered all the Objectives, Upgrades, and Squadrons... so it's time for the real ships of Armada. Best for last and all that. Stay tuned!

Wednesday, September 24, 2025

The Squadron Files, Part 5: For the Republic!

 

Welcome to The Squadron Files!

If you’ve been following along, you’ll know we just wrapped up The Upgrade Files. That series was about card slots, costs, and the odd bit of rebalancing theory. This one is about the little plastic guys themselves — the squadrons that clog our tables, win our games, and sometimes rot forever in storage because AMG (and FFG before them) gave them a points cost that makes no sense in this universe or the next.

It’s important to set expectations right away. This is not Special Modifications. We’re not doing a ground-up redesign here. We’re not pretending the ace cap doesn’t exist (it does, and that means “best four aces” is always the reality). We’re not rewriting Sloane out of the Empire faction (believe me, I’ve fantasized about it). This series is about the game as it is, with ARC-realistic tweaks that could actually happen.

So: point changes (can fix many things but not all), keyword swaps (ARC has already done this), and commentary on what already works and what doesn’t. That’s the scope.


GAR Squadrons: Clone Wars Workhorses

Both Clone Wars factions actually got a decent set of squadrons compared to the jank of early-wave Rebels and Empire. GAR in particular fields a lineup that looks a lot like “Rebels 2.0” — slow, meaty escorts and bombers that do their jobs well enough but rarely dazzle. Add in the quirky Delta-7 chassis (a weird halfway house between an A-wing and an ace delivery platform), and you’ve got a faction that is… solid. Not great, not awful, but solid.

I’ll also note that Legacy has done some excellent design work with new GAR squadrons (check out my review here: Legacy Wave 0 Review). That’s outside the scope for this series, but worth a look.


V-19 Torrent

The GAR X-wing: slow, dependable, and boring. At 12 points, though, I think it’s just a touch too expensive. If Tri-fighters and Hyenas can be 11, if A-wings are 11, if I’m advocating for an 11-point X-wing… then Torrents should also be 11.

They don’t have Bomber, but their black battery averages the same damage as a red bomber die — without the crits, but also without the swinginess. They have one less AS die than an X-wing, but Swarm (almost) makes up for it. If you think X-wings should only drop to 12, fair, but Torrents are still mildly overcosted.

Verdict: 11 points.

Axe

The ace everyone takes. Escort plus Evade/Brace is not the healthiest combo for his lifespan, but his ability to keep your “real” aces alive makes him practically an auto-include. 

Verdict: Fine as-is.

Kickback

A nifty little trick — move after attack — but ultimately still just a meat shield. Double brace is good, but for what he does, 16 feels high. Depending on where Strom and Valen end up (14 or 15), Kickback should match them.

Verdict: 14-15 points.


BTL-B Y-wing

The GAR Y-wing gets a lot of credit for being “good.” In truth, it’s mostly just fine. The blue-black AS is a subtle but real upgrade over the Rebel blue-blue, but the real reason the GAR Y-wing sees play is context. GAR doesn’t have rogues, doesn’t have ace variety, and doesn’t have generiques. So players lean on the trusty Y-wing. But strip away the context, and it’s still a one-die bomber. 

Verdict: Like the Rebel version, it should come down a point to 9.

Anakin Skywalker (Y-wing)

Dropped to 18, and he’s great value. A two-die bomber with Adept 2 that can ignore engagement is literally unheard of at that price. But he’s rarely seen because Deltakin exists. Still, on his own merits, Ani Y-wing is a bargain.

Verdict: Leave as-is.

Matchstick

Remember AMG’s first draft (I call it a draft because that was essentially what it was) of Kickback? The one that gave every bomber Rogue? Yeah, bantha poodoo. Luckily, they fixed him. Now he’s a “super Relay 3 but only for bombers.” A bit niche, but not bad. Six hull, double brace, reasonable cost. Playable.

Verdict: Leave as-is.


ARC-170

On paper: amazing. Double blue bomber dice, seven hull, Counter. What’s not to love?

Oh, right. Speed 2.

That limits the ARC, unless you build your entire list around fixing it — FCT, Hyperspace Rings, objectives, whatever. And even then, its damage ceiling is capped at 2. For 15 points, that’s just too high, doubly so since I'm advocating for a price drop across the faction. Drop it to 14 and suddenly it compares more favorably to the 16-point Scurrg — still slow, still clumsy, but at least fairly priced.

Odd Ball

He’s come down, but not enough. Seven hull sounds great, but brace/evade is barely better than a single brace, and without Grit he just gets locked down. His ability rarely matters. 

Verdict: Give him Grit, drop him to 18 (same as Anakin Y-wing), and maybe he sees daylight.


Delta-7 Aethersprite

The oddball of GAR squadrons. It’s supposed to be their A-wing — fast, light, dangerous. In practice, it’s too expensive for what it delivers. Four hull, no tokens, and a defense mechanic (Dodge) that doesn’t work against flak. At 17, it’s laughable. At 15, you can fit one (or more) and not feel robbed. That’s where it belongs.

Verdict: 15 points.

Ahsoka Tano

She’s fun, she’s flexible, she’s got Grit, and her ability is neat. But 23 is steep for Adept 1. 

She can, however, be abused with multiple FCT + Deltakin (or Plo Koon, I suppose); she gets silly, but that's a niche case. 

Verdict: Leave her at 23 for safety, 22 if you’re feeling generous.

Anakin Skywalker (Delta-7)

The dirty fix to GAR’s structural weaknesses. He’s an ace assassin who deletes enemy squadrons with ease, and there’s no way he’s just 24. But AMG did it deliberately, because without him, GAR can’t really deal with aces or output enough damage to deal with masses of enemies. A flawed fix, but at least a fix.

I’d either: Bump him to 26. OR Tweak his splash so it only hits other squadrons (not the one he’s already damaging). I’m a bit divided over Dodge. On one hand, it rarely triggers when he is properly escorted and serves as a handy defense against snipers (double-tap Saber, for example). On the other hand, it is maybe one layer of defense too much for an already OP squadron.

Verdict: 26 points or remove Dodge + tweak ability (I prefer the latter).

Kit Fisto


I love Kit. Adept 2 and Intel is a unique package. He doesn't have scatter, but an escorted Kit (and oc he's escorted) can stay on the table all game between the Escort keyword and his ability. But at 24, no thanks. Drop him to 21–22 and he’s suddenly attractive.

Verdict: 21-ish points.

Luminara Unduli

She's good, but also requires you to put her in the middle of the enemy squad ball, while also escorting her with slow escorts, meaning you cannot reliably position her as you want. So she's better on paper than in reality, so you end up taking Deltakin and Axe, plus something other than Luminara. With cheaper Torrents, and a mild points reduction she's be a real alternative.

Verdict: Drop her a point or two.

Plo Koon

My man Plo with his Adept 2 and handing out Counter ability is... fine. But he's also 24 points, same as Deltakin, but needs a ton of Escorts to function properly. He's better than Lumi IMO, mainly because of easier positioning  (he doesn't need to be on top of the enemy to work).

Verdict: Drop him a point or two.


Wrap-Up: Tweaks for the Clones

Every GAR generic should come down by a point (two for the Delta-7). That might not sound like much, but in practice it means you can fit an extra squadron in your list. Or two, if you go heavier into generics. That’s exactly what GAR needs: a little more breathing room in list-building, and a reason to take squadrons other than “Deltakin and friends.”

Layer on a few ace tweaks — grit for Odd Ball, a higher cost for Deltakin, Kit/Lumi/Plo down a couple points — and suddenly GAR looks a lot healthier. Not overpowered, not “the new Rebels,” just… playable. Which is all they really need.

Next Up on the Squadron Files: CIS squadrons, the last of the series (we'll look at ships after that).

Tuesday, September 23, 2025

The Squadron Files, Part 4: Rebellious Rogues

 

Welcome to The Squadron Files!

If you’ve been following along, you’ll know we just wrapped up The Upgrade Files. That series was about card slots, costs, and the odd bit of rebalancing theory. This one is about the little plastic guys themselves — the squadrons that clog our tables, win our games, and sometimes rot forever in storage because AMG (and FFG before them) gave them a points cost that makes no sense in this universe or the next.

It’s important to set expectations right away. This is not Special Modifications. We’re not doing a ground-up redesign here. We’re not pretending the ace cap doesn’t exist (it does, and that means “best four aces” is always the reality). We’re not rewriting Sloane out of the Empire faction (believe me, I’ve fantasized about it). This series is about the game as it is, with ARC-realistic tweaks that could actually happen.

So: point changes (can fix many things but not all), keyword swaps (ARC has already done this), and commentary on what already works and what doesn’t. That’s the scope.


Rebel Rogues: A Mixed Bunch

Rebel irregulars are a strange collection — some forgettable, some fantastic, and more than a few that feel like they were designed in a hurry after too much... of something. There are gems here, yes, but there are also clunkers, and then a handful of “what were they thinking?” oddballs (the YT-1300, a non-rogue escort, still takes the cake for me).


HWK-290

How did this become a 4-hull, double-brace squadron with low speed? It’s physically smaller than most other irregulars, so 4 hull is fine, but why didn’t it get a scatter instead? And meanwhile, the JumpMaster — a much larger ship — was saddled with 4 hull, but did get the scatter AND higher speed. It should have had high hull and a double brace. 

So what can you do with it now? Not much. Intel was once broken, now it’s been nerfed to mediocrity, and the HWK went from essential to forgotten. Drop it to 10 points to tempt people into bringing Intel again, or leave it at 12 and just give it Rogue so it actually does something on its own.

Verdict: Drop to 10 or add Rogue and keep at 12.

Kanan Jarrus

First question: why is Kanan not on the Ghost? Seriously. Instead he’s here, awkwardly bolted onto a HWK. And the result is… mid. He does have a niche now with ARC Draven (since he’s cheap-ish and hard enough to shift to matter), but it feels weird to see a Jedi Knight flying a glorified space taxi. He is also a bit overpriced when you look at his stats, even in a Draven list.

Verdict: I think 17 is enough for Kanan.

Jan Ors

Jan is the definition of “good but problematic.” Brace-passing is amazing, but she’s frail, and her presence always risks pushing squadron combat into degenerate “stack the bubbles and never die” territory. Is she a feature? A bug? A stopgap? I honestly can’t tell anymore. She’s useful, but she’s also a walking balance problem.

Verdict: Keep as is, or increase cost if the X-wing comes down as I suggested.


Lancer-class Pursuit Craft

The generic Lancer feels like a casualty of Ketsu’s design. It was clearly built to host her scatter-ace chassis, which meant locking the generic into a fragile 4-hull Rogue with unimpressive anti-squad fire. And this is supposed to be a big ship! It should have had 6 hull, minimum.

As it stands, the generic is poor value. At least ARC dropped it to 14, which is just enough to justify taking one. It’s fragile, but it’s fast and does okay damage, so leave it be for now.

Verdict: Leave as is.

Ketsu Onyo

Now here’s the good stuff. Speed 4, scatter, double-blue bomber dice, and an ability that lets her lock squads in place? For 22 points, that’s a steal. Ketsu is arguably the best Rogue bomber in the entire Rebel lineup. She's maybe not Lando good, but she's at least 23 or even 24 points good.

Verdict: Make her 23 or 24 points.


Fenn Rau / Mandalorian Gauntlet

A special case: no generic counterpart, just Fenn himself. He’s a paradox — both good and bad, depending entirely on context.

If you can leverage Assault (with ARC Draven specifically), Fenn is strong. He pushes extra squadrons, which is always impactful (4 squads from a Liberty token, anyone?). But he’s also very expensive and carries only a single defense token, so he dies faster than you’d like. His personal firepower is mid at best. Use him right and he’s a force multiplier. Use him wrong, and he’s just an expensive ace that evaporates. High ceiling, low floor. 

I kind of feel he's a tad bit too expensive, as I struggle to fit him into a Biggs/Hera X-wing combo, but maybe it's those squads that are a bit too expensive? What if he came down a hair? Would that incentivize Rebels to lean more into commanded squadrons instead of rogues? On the other hand, Gar Saxon is 20, and he's objectively much worse.

Verdict: Leave as is or shave off a point or two.


Scurrg H-6 Bomber

What the B-wing wishes it was: a heavy bomber with 6 hull, speed 3, and grit. Yes, it’s a worse dogfighter — but if your heavy bombers are dogfighting, you’ve already lost. The Scurrg is built to bomb ships, and it does that job far better than its Rebel stablemates.

Verdict: Leave as is.

Malee Hurra

At 21 points, she’s actually not bad. Two blue battery dice, double brace 6-hull, Grit, Bomber — that’s a solid package. Her ability is situational, but the cost is low enough that she can see real play. She's not a rogue, though, so when you compare her to Ketsu, the cost suddenly feels pretty high.

Verdict: I'd try her at 20 and love her at 19.

Nym

The opposite story. Nym looks amazing on paper, but in practice he demands Adar, Toryn, BCC, and ideally Draven just to make his gimmick sing. That’s a lot of investment for what’s basically a reroll bomb. And when it does work, it veers into NPE territory. Not a great design.

Verdict: Definitely don't bring down the cost. The guy is a MENACE. 


VCX-100

The quintessential Strategic squadron. Eight hull is incredible. Pair it with Toryn and it hits reasonably hard, too. Relay 1 is mid — you probably want two if you’re serious about Relay, but points rarely allow it.

The real tragedy? This should be a Rogue squadron. Everything about the VCX screams “independent operator.” But since it’s the Rebel Lambda, it had to be "nerfed" with no Rogue. At least it’s still worth taking.

Verdict: Leave as is.

Hera Syndulla / Ghost

The most expensive squadron in the game, but she earns it. Rogue-granting is huge. The ace cap limits her, and the single defense token makes her fragile for her cost, but the flexibility she brings is unmatched. Definitely a good option, and definitely worth her slot.

Verdict: Leave as is.


YT-1300


Who thought this was a good idea? A slow, fat, high-hull Escort with Counter. It’s not even Rogue! Clearly designed as the “fix” for the X-wing’s underwhelming Escort, but in hindsight, it just feels like an awkward patch.

If I could wave a magic wand, I’d give it speed 3 and Rogue (and bump the Falcon to speed 4). Failing that, at least drop Escort and give it Rogue. Right now, it’s a relic that only made sense in 2015.

Verdict: Swap Escort for Rogue.

Han Solo

Han is… okay. He hits reasonably hard for 24 points, but without dice mods and without Bomber, he doesn’t shine. He’s fine, but never exciting. And when Lando exists at the same cost, Han just looks worse.

Verdict: Make him 23 points and leave Lando at 24, or leave Han at 24 and make Lando 25. Or both. I dunno. But even if I ran Sato, I would almost prefer Lando.

Lando Calrissian

Mr. Dice Fixer himself. He went up to 24, but he’s still a bargain for what he brings. Outright better than Han in most contexts.

Verdict: He's still a bargain at 24, but look at the guy... you don't want to make him more expensive, do you?


YT-2400

The gold standard of Rebel Rogues. Fast, tough, hits hard, and consistent. At 16 points it’s too good — hence why everyone spams them. Push them up to 17 and you might at least make people think twice.

Verdict: Increase to 17.

Dash Rendar

Double brace, some dice fixing, solid all around. But he’s no Lando, and that makes him feel lackluster.

Verdict: He's 22 points, not 24.

Mart Mattin

Cheaper than Dash, lacks Bomber, but has the hilarious mine gimmick. And honestly? That’s enough. The mine ability more than compensates, making him a fun (if not top-tier) pick.

Verdict: Leave as is.


Wrap-Up: A Rebel Grab Bag

The Rebel irregulars are all over the place. Ketsu, Lando, Hera, and the YT-2400 are standouts. The Scurrg chassis is quietly excellent. But then you’ve got clunkers like the generic Lancer, relics like the YT-1300, and awkward designs like Nym that demand half your upgrade bar to function.

Compared to the Empire’s rogues, the Rebels have more bright spots and more competitive options — but also more weirdness. Some of that weirdness is charming. Some of it is frustrating. And a lot of it shows just how scattershot squadron design was in Armada’s early years.

Next up on the Squadron Files: GAR squadrons.