Wednesday, September 17, 2025

Special Modifications, Part 6: Empire Squadrons

Guess who is escorting whom?

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 new series: exploring nonstandard 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 Empire squadrons there as well — but the scope is different. Special Modifications is design-theory territory: tweaking fundamentals, exploring alternatives, and asking “what if.”

If you haven’t read the earlier squadron-focused entries, you’ll want the groundwork from here first:

The astute observer will notice that the squadron entries in this one are a bit shorter. That's a result of all the groundwork we've done in previous posts. So you can call it a feature, not a bug 🐞

The Empire’s Flaw: Specialization

Where Rebels field robust, slower, more generalist craft (because they must fight with whatever they have), the Empire can afford to specialize. On paper, that’s a good idea: fast interceptors, heavy bombers, cheap fighters, and so on.

But specialization only works if there’s room in a single fleet for squadrons to complement each other. You need a fighter screen to punch holes, bombers to deliver payloads, and enough overlap to make both meaningful. CIS actually pulls this off well: elite Tri-fighters, cheap but nasty Vultures, and terrifying Hyenas. It’s almost an exact copy of the Empire’s blueprint — but executed better, because lessons had been learned.

So tweaking Empire isn’t copying CIS. It’s more like restoring the original template, which CIS itself copied. (And yes, both factions ended up with their own meaty, overpriced outlier: TIE Advanced and Belbullab. Almost too funny.)


The Sloane Problem

We can’t talk Empire squads without talking about Admiral Sloane.

We recognize why she exists — but also the pitfalls. One commander, and one only, turns anti-squad fighters into ship-killers and better dogfighters. The same squadrons with Sloane and without Sloane are almost unrecognizable. Sure, all commanders change how fleets behave, but not to this extent.

So what do we do? For Special Modifications, the squadrons come first. Sloane must fit them, not the other way around. Maybe she can survive unchanged. Maybe she needs a tweak or two. Maybe she just costs more. That’s the benefit of hindsight.

And if Sloane isn’t the only potential problem — say, Howlrunner under new dice pools — then the upgrade changes, not the squadron baseline. To illustrate, at the very end of this article, we'll reimagine both Sloane and Howrunner as they might appear in the Special Modifications context.


TIE Fighter

TIEs have always been portrayed as fast, deadly, and disposable — and that’s exactly how they should feel in Armada. Speed 4 and hull 3 work fine. What doesn’t quite work is their role. If anything in the Empire deserves the Escort keyword, it’s the humble TIE Fighter, not the overpriced Advanced.

So let’s make them escorts. Yes, escorts with hull 3 will melt quickly. That’s the point. They’re throwaway bodies, and you can field a lot of them. It makes sense both in design and thematically.

Their dice also get an update. Instead of the boring uni-blue pool, let’s give them 1 red + 2 blue anti-squadron dice. Higher ceiling, fewer auto-accs, more identity. Anti-ship stays a single blue, partly because it differentiates them from CIS Vultures.

Cost: 7 points. 

They gained Escort, sure, but their survivability didn’t improve, and we're cutting generic costs across the board, remember?

Three TIEs at 21 points give you 9 hull across three bodies. Compare that to two Rebel X-wings at 22 points with 10 hull. The X-wings edge out with bomber value, but the TIEs aren’t pushovers. That’s the kind of balance you want.


TIE Interceptor

The Interceptor is Empire’s A-wing: fast, fragile, deadly. But it is also the "elite" upgrade over the TIE Fighter, just as the B-wing is the elite Rebel bomber.

The Squit we have is pretty close to the goal, actually. Speed 5, hull 3, Counter 2 all stay. You might argue that Swarm could go — this is an elite squadron after all — but this is the Empire, and swarming TIE Ints just fit too well.

So the question becomes: what dice?

The fix is to give them some real punch: 1 red + 2 blue + 1 black against squadrons, plus a single red anti-ship. The red battery is swingy, but it occasionally spikes for 2 damage, which is something to play with. It differentiates the Squint from the upcoming CIS Tri-fighter, and has the potential to do 2 damage with a single attack which I find thematically appropriate

Cost: 10 points. 

Matches A-wings and sits just below the X-wing. They hit harder on AS offense, but fold quickly in return fire — classic glass cannon.


TIE Bomber

TIE Bombers are interesting. Speed 4 is quick for a bomber, hull 5 is respectable, but as a one-die bomber with almost no anti-squad firepower? That’s rough.

We don’t want to turn every bomber into a two-die monster. So they keep their single black anti-ship die. But we can at least give them a fighting chance in squad combat with a red + black anti-squad pool. Not stellar, but not zero.

Cost: 8 points.

Faster than a Y-wing but with less hull and arguably weaker anti-squad. For one-die bombers, hull is more valuable than speed — alpha strikes aren’t an option when you’re only tossing single dice. Keeping them very cheap is what makes them viable in a faction heavy with low-hull AS options. 


TIE Advanced

Ah, the Advanced. A unit that has always struggled to justify itself. Too expensive, too weak offensively, and awkwardly slotted as an “escort” that isn’t good at it.

Let’s change that. Drop Escort, and give it Screen. Instead of throwing itself in front, the Advanced hangs back, forcing you to chew through it before you reach the bombers. That fits its lore as a prototype starfighter — tougher than a TIE, but not as disposable.

To make that role matter, it needs real anti-squadron firepower. Three blue + one black matches Vader’s statline and feels right for a “premium” chassis. Anti-ship stays a single black.

I did consider using Snipe instead, but it didn't feel right to spam an E-wing knockoff right out of the gate. I suppose if you take off 1 blue AS and Screen, then add Snipe 3, it could work if the cost came up a bit. But I'd rather not.

Cost: 10 points. 

Same as the Interceptor, slightly less than an X-wing. A strong fighter, but awkward to slot. Useful as a screen, but not the centerpiece of any plan.


Example Rework: Admiral Sloane

Instead of “spend the defender’s defense tokens,” Sloane becomes a more grounded boost, providing rerolls and other dice fixing. Rolled an ACC against a ship? Turn it into a HIT or (or HIT/HIT if it was a Red die). Rolled an unwanted CRIT? Reroll it.

Here are two different versions, one banning Rogue squadrons, the other simply requiring a Squadron command. Pick whichever you like; each is restrictive in a different way.


Sloane still encourages using AS-focused fleets, but without giving lowly TIEs superpowers over capital ships. She’s useful, but not game-warping. In terms of cost, I feel that squad-centric commanders should have a power level that lets them be cheap; otherwise, fitting enough squads becomes an issue.

If we compare her to ARC Draven, she doesn't hand out raid or anything, but there also aren't any limitations on the rerolls, and she gets to outright turn ACCs into HITs. So many 24 isn't too far from the mark?


Example Rework: Howlrunner

Civé Rashon, callsign "Howlrunner," was a female human pilot who led Obsidian Squadron. She flew a TIE Fighter under the callsign of Obsidian Leader. Or so Wookieepedia tells me. Let's take that, the old Howlrunner design, and combine it with the reworked base squadrons.

The new Howl still buffs the swarm, but in a more grounded way — rerolls instead of dice adds —  and gives her (some) synergy with bombers without pushing TIE Fighters and Interceptors over the edge. It also lets us keep the cost of Eyeballs and Squints down, and Howl's own cost can remain moderate. The Snipe keyword allows her to hang back and still contribute AS firepower (I also have a unique Obsidian Squadoron with Snipe, kind of a theme). 


Other Regular Squadrons

The Empire has two more regulars outside the core four, and they deserve a quick look.

TIE Defender

The Defender is fine. Honestly, it probably doesn’t need much change at all. It’s fast, tough, and versatile, and already plays like the “premium” option it was always meant to be. If anything, I’d suggest limiting it to 2–3 per fleet (same thought as the E-wing on the Rebel side) to keep them rare and stop them from overwhelming the table. If we wanted to get more experimental, you could imagine a multi-die non-bomber variant — an interceptor-tank hybrid rather than a strike craft — but even without that, it works.

TIE Phantom

This one’s trickier. Right now it’s a weird, expensive oddball with a uni-blue armament and a niche cloak gimmick that doesn’t quite pay off. At minimum, it needs Dodge to reflect its theme. From there, I’d rework its dice to give it more universal utility — something like a red + black non-bomber battery, backed up by a more varied anti-squad pool instead of the old blue spam. The Phantom should feel unique and slippery, not like a clunky TIE Fighter reskin that costs twice as much.


Wrapping Up

Empire squadrons were always meant to be specialized. That idea still works — but only if the generics are priced right, the upgrades fit around them, and their commander doesn’t break the game in half.

With TIE Fighters actually pulling escort duty, Interceptors as fast strikers, Bombers as cheap payload carriers, and the Advanced as a meaty screen, the Empire finally has a generic lineup that works on its own terms. No need to hide behind Sloane, though she could still shine in her reworked form.

Next Up on Special Modifications: The Clones and Jedi that protect the glorious Republic.



Battle for Endor 2025 – POD Round 3

Yesterday I sat down for my third POD game in the Battle for Endor 2025 online tournament, squaring off against Daniel (Smizzy). We logged into TTS and, as always, I was looking forward to seeing how my fleet would hold up. A fun surprise: turns out Daniel will also be at Stirling on October 25th for the Scottish Championship. Small galaxy!


The Fleets

It’s a lean 400 points, built around an Onager Testbed with Vader, Intel Officer, Varnillian, Veteran Gunners, XI7s and OBPCs. The Cymoon is its running mate, packing Intensify Firepower, Spinals, XI7s and Devastator. Two Gozantis and a pair of TIE Fighters round things out.

Bjørn Blom Sørgjerd (Green Knight)

Somehow, Vader Returned with an Onager – Empire, Darth Vader

  • Onager Testbed w/ Vader, Intel Officer, Varnillian, Vet Gunners, XI7s, OBPCs

  • ISD Cymoon I w/ Intel Officer, Gunnery Team, IF!, Spinals, XI7s, Devastator

  • 2x Gozantis (Hondo + Comms Net)

  • 2x TIE Fighters
    = 400 pts

At first glance, it looks harmless: an Assault Frigate, a CR90B, and a Hammerhead. But then you clock the squadron ball – Luke, Lando, Shara, Tycho, Gold, Green, and a couple of Scurrgs – and realize where the real teeth are. Add in Dodonna for extra spice, and it’s a nasty, bomber-centric toolbox.

Daniel (Smizzy)
Endor Fleet – Rebels, General Dodonna

  • AFII-B w/ Dodonna, Raymus, Flight Controllers, Expanded Hangar, ECM, XX-9s

  • CR90B w/ SW-7s, Dodonna’s Pride

  • HH Torp w/ ExRacks, Garel’s Honor

  • 2x GR-75s (Ahsoka + Comms Net / BCC + Bright Hope)

  • Gold, Green, Luke, Lando, Shara, Tycho, 2x Scurrgs
    = 394 pts


The Matchup

Daniel had the bid and wisely chose first player. He went with Most Wanted. I marked my Hondo Gozanti and his flagship Assault Frigate. Pretty standard. Last round this exact objective had handed me a comfortable win, so I was quietly optimistic.

That optimism didn’t last long.

This was the third game in a row where I ended up second player. My list can live with that role, but in truth it wants to be first. Two long-range bruisers work best when they can punch something off the board before it answers back. But I’d already accepted that risk by going in at 400 points clean. No bid is part of my Armada philosophy: I’d rather build the exact list I want than play the cut-throat bid game. That choice has consequences, and this game underlined them.


The Early Game

Setup, stupid Onager pointing straight up lol

Setup, Rebel perspective

The real trouble started in deployment. I had a plan in mind, something like what I’d done in POD round 2, but when I put my ships down, it ended up looking more like round 1 – the game where I’d learned some hard lessons. Instead of angling the Onager to cover the edge of the board, I told myself it would be “fine” pointing it straight. It wasn’t fine. Just like in my game vs Spike, this left a wide path for Daniel to creep around and force me into awkward pivots.

Start r2, fine - for now, but note the angle of the Onager and the rock

By round 2, I’d already spent my pass token. Unlike my previous opponent, Daniel had kept his ships tight to one side while spreading them out enough that I couldn’t meaningfully threaten multiple targets at once. It was really well done – a subtle but very effective deployment. Meanwhile, my Cymoon had nothing to shoot at. That was survivable for now, but it foreshadowed the problems to come.

I felt I had no choice but to push the Onager forward. Hanging back would have ceded too much space, and I needed to force some pressure onto his ships. For a moment it looked like it might pay off: I forked his flagship Assault Frigate and Dodonna’s Pride. The threat was real.


The Decisive Moment

Start r3, pressure is on by Cymoon is on the back foot

Round 3 was the hinge. The Onager had a shot at the Assault Frigate – extreme range, obstructed behind a rock, but still a solid swing with Vader and all the toys. I landed a structural, but crucially the AF held onto its defense tokens. That single fact changed the whole flow of the game. If the AF had lost its tokens, it would have been doomed. With tokens intact, it could shrug and live to fight another turn.

Start r4, I could keep the Cymoon on target, but it is pointless since AF has all tokens

From that point the script flipped. My plan depended on the Onager punching through and escaping – possible, since Daniel didn’t have long-range squadron control. But “possible” was always a stretch. Once Dodonna’s bombers closed, it became impossible. The crits rolled in, including the brutal “you can’t ready defense tokens.” That was a death sentence.

R5, side is obstructed and AF has all tokens, so it's safe

The follow-up plan had been for the Cymoon to finish off the crippled AF. But of course, it wasn’t crippled. And with the Onager dying and terrain (damn you, space rocks!) complicating the angle, the Cymoon’s shots never lined up. I chose to disengage rather than feed more points into the grinder.

By the time it ended, Daniel had claimed the Onager and my Most Wanted flotilla. 243 plus 23, nothing in return.

We called it here

Reflections

On paper it looks terrible: I killed nothing, lost big, 9–2, MOV 266. But in practice it didn’t feel that way. This wasn’t a rout, nor a dice-driven disaster. Dice were average to decent both ways. It was about small mistakes compounding into bigger ones, while Daniel played a very clean, disciplined game.

His deployment was excellent. His ships stayed spread but cohesive, avoiding overcommitment. His squadron game was efficient, striking where it hurt but never overextending (extra points for efficiently commanding squads without a single Boosted Comms). And when the moment came to disengage, he did it, pocketing the win without chasing for greedy points. That’s good Armada.

For my part, splitting the Onager and Cymoon was fatal. Those two ships need to act in concert, or else one ends up stranded. That happened here. It’s the sort of game you lose, but walk away thinking “yes, that was earned.” And in its own way, that’s satisfying.


The Standings

With the win, Daniel climbs to 21 TP and is very much in the hunt for Gold League. I wish him luck – show the galaxy Dodonna still has bite!

I sit at 14 TP after three rounds. That locks me into the bottom half and likely into Chocolate League, which, if I’m honest, is exactly what I predicted (and maybe even wanted). I had a moment’s dream of Silver or even Gold, but reality has a way of reasserting itself.

The next question is what I bring to the table in Chocolate. Do I keep running Somehow, Vader Returned? Do I tweak it, reflecting the lessons learned here? Or do I take advantage of the Chocolate perk and try something wild with Legacy Wave 0?

Stay tuned. We’ll find out together.

Monday, September 15, 2025

Off to the Scottish Championship!

 

Clearly NOT Photoshopped

Come the second-to-last weekend of October, I’ll be packing my bags for Scotland. My brother lives in Edinburgh, so I’ll fly over, visit him and his family, and then we’ll both drive to Stirling on Saturday, October 25th, to take part in the Armada Scottish Championship at Common Ground Games.

I haven’t settled on a fleet yet — there are too many tempting choices! Empire is my first love, but I’ve also got Rebel and CIS ideas bouncing around. (GAR… not so much.) Ideally, I’ll nail something down, use this event as a test run, and then refine it for the European Championships in Gdańsk this November.

The event itself looks great:

  • Date: Saturday, October 25

  • Location: Common Ground Games, 40 Cowane Street, FK8 1JR Stirling, UK

  • Format: 4 rounds, 135 minutes each — no cut, just a full day of big-ship action

  • Schedule:

    • 09:30 – Round 1

    • 11:45 – Lunch

    • 12:15 – Round 2

    • 15:45 – Round 3

    • 18:00 – Short break

    • 18:15 – Round 4

    • 20:45 – Prizes & announcements

    • 21:00 – Home time!

  • Cost: £30 (includes made-to-order lunch and swag)

  • Ruleset: Armada Ruleset Collective

  • Event: https://fb.me/e/5pz62Rvze

  • Registration: Longshanks link

A glorious day of pushing big ships around, indeed. Maybe some of you will be attending?

I’m looking forward to it. Stirling here we come!

The Squadron Files, Part 2: No Disintegrations (aka. Empire irregular squadrons)

 

Empire irregulars have always been a bit… off. The original Rogues & Villains pack was designed with un-nerfed Rhymer in mind, so speeds were capped low to avoid broken combos. That gave us awkward ships like the Aggressor, a “fast heavy fighter” somehow stuck at speed 3. Firesprays also ended up speed 3 despite being plenty fast and unpredictable in-universe. Rhymer is long gone, but the squadrons still carry those outdated stats (and for the most part, outdated costs).

They also suffer from the dreaded “uni-blue” anti-squad batteries of early Armada — mid even in 2015, sad in 2025. The later Imperial Squadrons II pack gave us a more varied toolkit, but design space was already cramped. And then there’s the unique Gauntlet Fighter from the Chimaera box — a “special” squadron that turned out to be a total dud.

Let’s dig into them.


Aggressor Assault Fighter

The Aggressor came down a point, which means it now sucks slightly less compared to the YT-2400. But it’s still worse: less hull, counter 1 (largely irrelevant), and most importantly, speed 3 on a Rogue. That’s fatal. Speed is life for Rogues, and this thing just doesn’t have it.

The speed issue traces back to old Rhymer — nobody at FFG wanted a speed-4 Rogue abusing Medium-range bombing. But now Rhymer’s been fixed, and the Aggressor is stuck in the past. Unless ARC does a proper redesign, the only “fix” would be to bump the YT-2400 up to 17. That’s a Rebel problem, though. For now? Still sucks.

Verdict: Leave at 15, but bump the YT-2400 to 17.

IG-88 / IG-2000

IG-88 suffers from the classic Rogues & Villains flaws: the uni-blue AS armament, outdated by modern standards. His text basically is the Snipe keyword, except without the range. Combine that with only a single scatter token, and too often, he just pops before doing anything.

Verdict: Give the guy a brace. A scatter-brace 5-hull combo on a fast Rogue would finally make him interesting. Of course, that would also require bumping his cost back up.

IG-88B / IG-2000B

Slightly different ability, same weaknesses. On paper, the splash damage seems nice, in practice, it’s mid at best. 

Verdict: Give him a brace, cost him appropriately.


Firespray-31

Unlike the Aggressor, the Firespray is fine. Hull 6, speed 3, Rogue, double-dice bomber armament — it does exactly what you expect. At 18 points it’s expensive, but you get what you pay for. There is a reason the only generic Rogue seen in numbers in faction.

Verdict: Leave as is.

Boba Fett / Slave I

Boba dropped to 24, which fits better than his old 26. His blue-black battery makes him one of the most dangerous Rogue bombers, and his auto-damage ability is strong but not busted (unlike Mauler’s aura). The problem is his AS armament — four blues is weak for 24 points. He’s decent, but often edged out. 

Verdict: Just give him Grit so he doesn’t get stuck.

Hondo Ohnaka / Slave I

Now here’s the real prize. Same cost as Boba, same chassis, but with Grit and an ability that lets you yank squadrons around. Free up Mauler? Pull a key squad out of a bubble? Dutch somebody without rolling dice? He does it all — and after moving. That’s bonkers. Then, when he’s done ruining the enemy’s squadron game, he still bombs ships with a solid double-die Rogue armament.

Verdict: This is not a 24-point squadron. He should be up with Morna or Hera. Let's say 26 because he's such a lovely, selfless guy.

Oh, and why is Hondo faction-locked? Unlock him already! You know you want it, so don't come here claiming "OP" or "unbalanced." Hondo is a friend to all, and that's all there is to it.


JumpMaster 5000

What even is this? In-universe, the JumpMaster is a big, tough ship. Here, it’s a flimsy Intel platform with a trash stat line. Four hull, mediocre dice, no Rogue. The Intel nerf turned it from “fragile but powerful” into “fragile and useless.” Even at 10 points it would feel bad. 

Verdict: Needs a major rework, but for now, either make it 10 or give it Rogue and move on. Each option comes with its own set of red flags, though.

Tel Trevura

Now this is fun. A four-hull scatter Escort with a respawn gimmick, for 17 points. Compare to Strom at 15 — Tel is straight-up better. Too good? Maybe. But he’s at least useful and occasionally worth an ace slot, so let’s just enjoy him as a rare non-broken Empire ace.

Verdict: Leave as is.

Dengar / Punishing One

The old terror of the pre-ace cap, pre-Intel-nerf days. Back then he was everywhere. Now? Still decent, but not oppressive. Intel nerf alone should have shaved 2 points, ace cap another 1. 

Verdict: At 18 he’d feel better.


Lambda-class Shuttle

Relay 2 is the main draw. Strategic is a nice bonus, Heavy doesn’t matter much. The dice pools are deliberately Sloane-proofed: no synergy on AS, only on battery. At 15 points though, the whole chassis stinks compared to the 8-hull Rebel VCX with perfect Toryn synergy. 

Verdict: Should be 14.

Colonel Jendon

The real problem child. A 6-hull, double-brace support ace that turns your best squadron (Maarek, Defender Vader) into a double-tapper, with Relay baked in so they can strike across the map. What could possibly go wrong? At 23 he’s still a bargain. 

Verdict: He should probably be 25, because 99% of the time he’s glued to a power ace.


Mandalorian Gauntlet Fighter

On paper: 18 points, +1 speed and +1 hull over a Firespray. In practice: trash. The AS is fine, but the battery is two blue dice with Assault, which means you’re doing less damage and giving up crits just to Raid. Raid has no real Imperial synergy right now, so the Gauntlet is paying more to do less. At 17 maybe it edges out the Aggressor, but overall it’s just a missed opportunity.

Verdict: Leave as is and hope for future raid synergy.

Gar Saxon

One defense token. That’s all you need to know. His ability is weak, his Raid gimmick is weak, and the ace cap means he’s never getting taken. He could literally cost the same 18 as the generic and still be trash tier.

Verdict: Give the man a second brace. He'll still be mid, but he could at least tank. I'd also toss Strategic into his keyword salad. Alternatively, reword it to target Rogue keyword squadrons. Then he might be a thing.


VT-49 Decimator

A weird one. Eight hull, Counter, Rogue — basically an ARC-170 on steroids. On paper, scary. In practice, it’s 22 points for mediocre dice: three black AS, three blue anti-ship with no Bomber keyword. Same average ship damage as a Firespray, but no crits and no rerolls. That makes it close to useless at its current cost.

Verdict: Bring it down to 21, and maybe it sees play.

Morna Kee

The exception. Morna’s reroll/recover trick makes her consistent even without Bomber. Eight hull, not Heavy, and she sticks around. At 27 she’s fair; at 26 she’d be a bargain. Either way, a solid ace.

Verdict: Leave as is.


YV-666

No thanks. Speed 2 Rogue with Heavy and a limp battery? Pass. Even as someone who’s flown more YVs than most, I can’t defend them; too many flaws, not enough strengths. At 14 they’d be tolerable. At 13 they might even be interesting. But really, they need a total rework (at least bump speed to 3).

Verdict: A price drop is one solution, but really, this needs +1 speed and more battery.

Moralo Eval

Burn it with fire. Worst game design ever. Abusable, unfun, unfixable. Some suggest moving him to CIS — but then CIS can't have Strategic, which is just as bad.

Verdict: Ban this abomination. Or rework completely and move to CIS.

Bossk / Hound’s Tooth

Bossk is the one good YV. Speed 3, not Heavy, and his all-black AS plus his bonus acc ability makes him interesting. At 23 he’s maybe a bit high; 22 feels like the sweet spot.

Verdict: Bring down to 22.


Wrap-Up: A Mixed Bag, and Mostly Misses

Looking over the Empire’s irregular squadrons, the pattern is clear: most of these designs are relics of Rogues & Villains, trapped in a world that doesn’t exist anymore. Low speeds baked in to avoid broken Rhymer combos. Uni-blue AS armaments that were already mediocre a decade ago. Costs that never got properly updated. Add in some half-baked later designs like the Gauntlet, and you’re left with a lineup that just doesn’t pull its weight.

There are some gems here. Hondo is downright busted for his cost. Jendon is a perennial nightmare. Morna Kee is rock solid, Bossk is fun, and Tel is one of the few genuinely useful non-OP aces in the faction. But taken as a whole, this stable is thin. Compare it to the Rebels, whose irregulars are packed with solid Rogues at fair costs, and it’s obvious why “Empire rogue balls” never became a thing. They just don’t have the depth of quality. Some people might consider that a feature — one less archetype to worry about — but personally I find it limiting and, frankly, boring.

I’ve suggested before that Defender Vader should lose Rogue, which would at least force Imperial fleets to engage with carriers and commands instead of leaning on him as a hyper-efficient plug-and-play piece. But let’s be honest: that kind of redesign isn’t going to happen. So for now, we’re stuck with this mixed bunch — a few overperformers, a lot of dead weight, and an overall squadron package that just doesn’t support variety the way it should.

Next Up on the Squadron Files: Regular Rebel squadrons.

Sunday, September 14, 2025

Battle for Endor 2025 – Round 3 Pre-battle analysis

Opponent Overview

Daniel (“Smizzy”) brings his unique take on a classic Dodonna bomber fleet — an Assault Frigate carrier, light ship support, and a mean squadron wing. At first glance, the ships don’t look scary: one AFII-B “potato,” a CR90B, a Hammerhead, and two flotillas. But once you look past the hulls, it’s clear the squadrons are the real hammer.

Squadrons: Luke, Lando, Shara, Tycho, Green, Gold, plus two Scurrgs. That’s a mix of durable aces, nasty anti-ship punch, and enough cover to tie down enemy fighters. Flight Controllers + Expanded Hangar + BCC makes the ball hit hard and accurately.

Ships:

  • AFII-B (Dodonna flagship): Carrier build with ECMs and XX-9s. It’s the anchor, and if it survives, his fleet still functions.

  • CR90B Dodonna’s Pride: Crit delivery platform, synergizing perfectly with Dodonna.

  • HH Garel’s Honor: Suicide ram threat.

  • 2x GR-75: Classic support — Comms/Ahsoka for token shenanigans and BCC/Bright Hope for bomber reliability.

Threat Assessment

  • Primary Threat: The squadron wing. Left unchecked, it will chew through medium ships by turn 3–4.

  • Secondary Threats:

    • Dodonna’s Pride can punish with crits if it sneaks into range. It has SW7s if pure damage is preferable. Cunning.

    • Garel’s Honor is a credible ram that forces positional respect.

    • The potato itself doesn’t kill quickly, but it’s a solid carrier with defensive tech, and if it strips your shields, those XX-9 are nasty af with Dodonna.

Match Context

We both need a big win (9-2 or better) to have a long shot at Gold. Playing safe for a 6-5 or 7-4 almost guarantees Silver/Chocolate. That means both players must gamble, but in different ways:

  • Daniel has to press his squadron advantage and get damage rolling early. If his bombers don’t land, he probably won’t table me fast enough.

  • need to crack ships quickly before the bomber ball reaches full efficiency.

Win Conditions

  • For him: Use squadrons efficiently, avoid my ships, and let bombers grind me down.

  • For me: Push through the squadrons, and either kill the small ships, then collapse on the AFII, or take out the AF directly. Unfortunately, he has three combat ships (again quite cunning), so tabling is quite difficult for me to achieve.

Strategic Dilemma

This game is about risk calibration:

  • Too much aggression → I get eaten by squads by turn 3.

  • Too much caution → I don’t score enough points for advancement.

  • Somewhere in the middle lies the path to an 8-3 or better.

My Takeaway

I stand by my initial impression: the squads are the greater threat. The ships synergize with Dodonna, sure, but if they shoot me, I’m shooting them back. Squadrons don’t play by that rule — they bomb, and they keep scoring while the ships hide.

But — and this is the key — if Daniel relies only on squadrons, he can’t realistically hit the 9-2/10-1 win he needs. This is basically what Spike did in the first match. He expertly disengaged his ships to avoid losses, but in doing so, he let me farm the station AND never threatened more than one of my capital ships. For a very modest 7-4 win.

So this will likely come down to how aggressively each of us pushes ships forward, and whether the squadrons arrive in time to swing it.

Whatever happens, it should be a fun, pew-pew filled game.

Special Modifications, Part 5: Lock S-Foils in Attack Position

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 new series: exploring nonstandard 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?

Lock S-Foils in Attack Position

Let’s start with the Rebels — not just because they’re the OG squadron faction, but also because they received more boosts, patches, and fixes than anyone else to get their core squadrons into a good place. And yet… how often do you really see X-wings take center stage in anything but an obnoxious Biggs Ball? How often do you see B-wings in an alphabet soup? Generic A-wings in any number? Don’t you cry a little bit when you see GAR Y-wings with their blue-black anti-squad combo and realize what the Rebel version could have been? And then you just shrug and take Rogues instead? Yeah, me too.

That said, I don’t think Rebel generics are beyond saving. Far from it. We don’t need to redesign the whole system — just a few core tweaks to make them worth taking without leaning on a tower of support pieces.

And once we’ve looked at Rebels, we can assess the Empire in contrast — always keeping GAR and CIS in mind as the better-balanced baselines. Regarding costing, we're going to push the cost of generics down by a point or so, unless we give them a significant boost, in which case we'll do a more thorough reevaluation.


X-wing

The most iconic starfighter in Star Wars. And in Armada? Not bad, but lackluster — and overpriced to boot. You never just throw a couple of X-wings into a Rebel fleet. Never.

The biggest issue is speed. Armada’s X-wing is sluggish. It doesn’t stand out from other mid-speed squadrons, which means you can’t build a dynamic squadron game — you’re always reactive. A slow escort doesn’t even make much sense thematically.

If you're also an X-wing player, the X-wing's slow speed feels even weirder. In fact, using the closed S-foil Boost, it is FASTER than a TIE Fighter! Not A-wing or TIE Interceptor, but the X-wing can MOVE!

Back in the 2022 VASSAL Fantasy League, we tried giving the X-wing (and B-wing) a new keyword: S-foil, basically choose +1 speed on activation, but remove 1 attack die. It worked pretty well, but at Armada’s scale, it felt fiddly. 

A simpler fix: just make the X-wing Speed 4. Now it feels like an escort and space superiority fighter at the same time.

Next, its armament. Swap one blue for a black in the anti-squadron dice. This gives consistency and punch, and mixes up the pool — everything was “just blue” back in 2015, but Armada has moved toward more varied dice pools. (Also: Rebels don’t have much Swarm synergy, so a black die here helps.)

What about its anti-ship battery? Leave it as a single red. Yes, we could make it a black for more reliability, but that would crowd out the Y-wing’s role. And if we did that, then the Y-wing would need to become a two-die bomber, which would push its cost up and infringe on the B-wing’s niche. Slippery slope. Better to keep the X-wing as a secondary bomber at best.

Cost: 11 points. 

More speed AND a 2-point drop? Have you gone mad, I hear you say. Bear with me, not only because my given name literally means "Bear," but because it's an interesting line of reasoning:

  • 11 is the same as an FFG-priced Hyena, but that one is effectively a 2-die bomber, so a direct comparison is hard to make. 
  • In the space superiority role, the X-wing has to contend with TIE Ints and Tri-Fighters, both squadrons that hit as hard or harder, have more speed, and counter. But they are flimsy. So again, not easy to do a direct comparison.
  • The YT-2400 has more hull, Rogue, and essentially the same offensive profile. We know YTs are super competitive at 16. Is the extra hull and Rogue worth +5 points (Escort is relevant for the YT-2400, so no real loss there)? Or maybe the YT-2400 should be 15? Or what about the proposed tweak to Rogue? How does that impact the equation?

All valid points, but let's take a step back and focus: the X-wing is one of THE core squadrons of the game, doesn't get much more iconic than this. So instead of looking around at what other squadrons (currently) cost, let's shift focus. Let's use 10 points as the baseline for a "good generic squadron" and compare the X-wing to that:

The X-wing has good(ish) speed, good(ish) hull (but not exceptional), goodish AS, mid battery with Bomber, and the Escort keyword (that is usually good, but means you'll die first too). IMO this sounds like the very definition of a slightly above average space superiority fighter. 

I'd say my gut instinct is to put it at 12 points within the current costing paradigm. It came down in cost and gained speed, so now it offers good value for points, right? It does. But we wanted an overall reduction of generic squadron cost, didn't we? Thus, we push the X-wing down to 11. At least for now. If we later see that 11 is too low, we can shift back to 12, no problem.

So, not only is 11 the cost of our Xw-ing, it'll serve as our baseline going forward. We'll have to establish more baselines; one isn't going to cut it in the long run, but it's a solid foundation: build around the iconic X-wing.


Y-wing

This old workhorse has the same problem as the X-wing: not bad, but lackluster. Slow, Heavy, a single-die bomber that’s tankier than an X-wing but worse at dogfighting. Outside of high hull, which admittedly is quite important in a game with a fixed number of rounds, it doesn’t bring much. No, that's too harsh. It brings something, but it has no exceptional characteristics.

Making every Y-wing into Gold Squadron (double-die bomber) would be too much. It would drive the price up quite a bit and crowd out the B-wing’s role. So let’s keep it as a cheap, single-die bomber. I think that fits quite well thematically as well. These are old ships, relics of a more civilized era, so to speak.

As for changes, let's adjust its anti-squadron armament to blue + black, just like the GAR version. We know this combo is a lot more useful than 2 blue. Sure, it'll give fewer ACCs (but so will the X-wing), but with such small dice pools, getting at least 1 damage on the target is more important. Suddenly, the Y-wing isn't a total dead weight in squadron fights.

Cost: 9 points. 

If we do a comparison with the only squadron thus far detailed, we see they are 2 cheaper than X-wings, which doesn't seem like a lot, but in percentage terms, about 20%, it's rather significant. You can have 4 Y-wings for 36 points (24 hull) or 3 X-wings for 33 points (15 hull), and you toss 4 black Bomber dice instead of 3 red. The X-wings hit harder in AS mode (12 vs 8 die across 3 vs 4 attacks), have Escort, and are faster. That sounds like the right tradeoff.

Let's do an isolated study to see if the cost makes sense. 9 sounds like a mid squadron. Is the Y-wing mid? I would say yes. Black bomber dice (forget about PDIC, it's not part of the equation) are solid, so the battery part is above average (but not exceptional). AS is decidedly mid — but not horrible, we know that from GAR. Speed 3 is the definition of mid. Heavy is a negative trait, but not a dealbreaker since you should run other non-heavy squads alongside your Y-wings. Thus far, we're trending down to 8, but hull 6 is massive, offering resilience to AS and flak both, so that brings it to 9.

One final note before we move on: on paper, the Y-wing looks like a squadron that could remain on the table to the endgame if properly escorted, but will struggle if sent in without support. Kind of thematic!


B-wing

The B-wing is, and should remain, the elite Rebel bomber. A two-die bomber with teeth. But its usability is hamstrung by speed, and its hull is mid for a bomber. Back in the day, B-wings were good because they could double-tap with Yavaris. Later, they could be FCT-pushed and got BCC. Almost like the designers realized they had created a rather flawed squadron...

Why Speed 2? Your way of keeping up with a Victory is… being overlapped by it? That’s lame. Outside of rare exceptions, Speed 2 generics are a mistake. The ARC-170 is one of the few acceptable cases — it has 7 hull and Counter, so its slowness is offset by sheer staying power. The B-wing doesn’t have that and should not be a Speed 2 squadron. As an X-wing player, it also annoys me that it's slower than a Y-wing. They are the same speed, but the B-wing is not only a bomber, but also a competent knife-fighter (without the Heavy keyword).

Hull 5 is also problematic for a bomber. They are going to be the primary target of enemy interceptors and must expect to eat a bit of flak too, so 5 hull points is a substantial downgrade from the Y-wing's 6. Yes, it's only 1 point, but that point matters. A lot. If we again look at the X-wing game, the B-wing is the better-protected one, with a better shield-to-hull ratio and a much better positioning game (and dodge) than the Y-wing. Sure, the Y-wing can load up on R2 units and regen shields, but even then, the B-wing is the better defender.

In short: let's make the B-wing Speed 3, Hull 6. It can keep pace with Y-wings. While it can still benefit from some speed tech, it isn't absolutely vital. High hull lets it stay the distance.

For anti-squadron, swap to 1 red + 1 blue + 1 blackIt's not a space superiority fighter, but a decent enough dogfighter if pressed.

For bombing dice, we will switch to red + blue instead of blue + black. That keeps it powerful but less oppressive. You can still deal 3 damage, but it's only half as likely, and there are no HIT/CRITs on red dice.

Cost: 13 points. 

That’s two more than an X-wing (almost 20% more), four more than a Y-wing (in the 40% more range). You can field 4 Y-wings for 36 or 3 B-wings for 39. Y-wings deliver 4 black bomber dice (average dmg 4), B-wings 3 red + 3 blue (average damage 4.5). Y-wings bring 4 blue + 4 black AS across 4 attacks (5 dmg on average), B-wings bring 9 total dice (5.25 on average) over 3 attacks. The B-wings concentrate firepower; the Y-wings spread it out across more hulls and hull points. Spreading out or concentrating, each has its pros and cons, but in terms of value per activation, concentration wins out. The Y-wing is Heavy, the B-wing isn't. Which is the better value for points? Hopefully both, escorted by X-wings!

If we cost this on its own merits, we see it has none of the weaknesses of the Y-wing and the same excellent hull. Its AS armament is not amazing, but it's serviceable. But the big draw here is the valuable 2-dice battery armament. That alone would make it 12 points, but with no flaws and high hull, it's clearly in the 13-point range.


A-wing

The A-wing is the outlier. Already good out of the box: fast, Counter 2, self-sufficient. But cost and ace pricing made them awkward. Tycho at 16 or Shara at 17 felt like obvious upgrades over a generic A-wing at 11.

We could give them Swarm (very similar to what they are in X-wing), or turn their black non-bomber die into a blue Bomber. But I’d rather keep their identity: fast, independent, not very synergistic.

So: bump their anti-squad to 2 blue + 1 black, same reasoning and faction identity as previously discussed.

Cost: 10 points. 

Compared to the X-wing, it is faster but has less hull, hits a bit less hard in offense — but Counter 2 more than makes up for that — and a steady battery armament of 1 non-bomber black. So is this guy really worth 1 point less than the X-wing? The speed and Counter say otherwise, but the hull is a clear downgrade, although Counter will often make it attract less AS fire. In the end, the lack of bomber synergy, or really any synergy whatsoever (beyond acting as a long-range threat that is), with the other squadrons brings its cost down by a fraction. I would also say that the existence of a Speed 4 X-wing makes its high speed slightly less than a draw than before.

On its own merit, the A-wing boasts excellent speed, mid hull, and decent AS, along with a decent battery (although not a Bomber). Counter 2 is a plus, of course, even without Swarm. You might argue 11 points for it, but as a throwaway interceptor/screen, 10 will be fine. I'd expect it to be screening any Rebel fleet not running a bomber setup. At this cost, if we also tweak stuff like Tycho and Shara up a hair, the generic A-wing should be the go-to, not purely the aces.


Other Rebel Generics

Technically out of scope for this article, but let's take a very quick look at other Rebel non-Irregular squadrons:
  • Z-95s: Mostly fine as-is, but swap the AS dice around a bit. The very low cost (it would have to be 6 points) might be an issue, so perhaps making it a speed 3, hull 4 squadron — sort of an inverse TIE - might be a better idea?

  • E-wings: Trickier. With X-wings now at Speed 4, what’s the E-wing’s niche? In lore, they’re A-wing fast, so Speed 5 + Snipe 3 makes sense — basically a generic Saber Squadron. But no Swarm, no Howlrunner, so not oppressive given their high cost. Alternatively, keep them Speed 4 with Snipe 3 but at a lower cost. Or we could introduce a "Restricted" rule, akin to X-wing, where we cap them at 2–3 per fleet to reflect rarity (just add 2-3 dots and an RRG entry to clarify how it works). The same logic could be applied to generic Defenders and Phantoms.

Other Rebel squadrons are all Irregular types and are best saved for another post.


With the Rebels adjusted into something resembling a proper baseline — generalist fighters with real bomber teeth — we can turn to the Empire. Their problem wasn’t mediocrity propped up by synergies, but fragility, specialization, and being overshadowed by aces.

Next Up on Special Modifications: Empire generics. Can we retain their specialized nature without resorting to Sloane and plug-ins like Maarekdon? That's what we'll try to answer.