Tuesday, August 5, 2025

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

 

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.

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.

And honestly? He 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.

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.

ARC01 Review, Part 1: Ships & Squads

 


🛰 ARC01 Review – New Life in a Galaxy far, far away

Edit: Now including the recosted Dictor & Pelta Assault

It’s been a long time since we've had new content for Star Wars: Armada—but thanks to the Armada Ruleset Collective, the game is not just alive, it's evolving. With the release of ARC01, we're seeing a careful but meaningful shift: one that brings new play opportunities without asking players to 3D print or proxy unfamiliar sculpts.

Before we dive in, some disclosure: I’m a playtester for ARC, but not part of the core design team. I approach this project with a mix of enthusiasm and cautious optimism. That said, I firmly believe that what ARC is doing—maintaining the rules, supporting organized play, and producing new content—is absolutely vital for Armada’s future. Any one of those pillars alone wouldn’t be enough to keep the game thriving. Together, though? They give this community its best shot at staying vibrant, creative, and competitive.

At the same time, I’m also very enthusiastic about other fan-driven initiatives—especially the Armada Legacy Project, which recently released its own “Wave 0” of new content. I’ve been genuinely impressed by the quality and thematic consistency of Legacy’s work. And since ARC01 and Legacy Wave 0 are fully compatible, I’m excited to support both efforts moving forward. You’ll see both sets supported on Armada Warlords and the VASSAL module—and hopefully on more tables in the near future.

So what’s in ARC01?

  • 4 new ships: familiar hulls, now usable by new factions with thematic tweaks and rebalanced stats.

  • 2 recosted ships: same old, but cheaper.

  • 3 updated squadrons: subtle changes to old favorites that may breathe new life into overlooked builds.

  • 8 reworked commanders: some minor tuning, others full makeovers—with significant implications for list building and playstyle.

I’ve had the chance to test these changes both in person and online—and I’m excited to walk you through what’s new, what’s changed, and what it all might mean for your next fleet.

🟣 CIS Ships

The Separatists get two ARC01 additions—both unique ships with very different roles. One adds speed and bite; the other brings rare utility and support. Let’s take a look.


🐙 Quarren Prototype Gunship

Reskinned Rebel MC30 – Unique


The Quarren Prototype Gunship is a game-changer for CIS list building. It finally gives the faction a small-base, speed 4, close-range burst-damage ship—something they’ve sorely lacked. That alone opens up a host of new tactical options.

  • Perfect fit: It slots naturally into Kraken or TF-1726 builds, where its speed and bite can be maximized.

  • Spicy combos: You can also go all-in with D-Caps under Mar Tuuk, or even try it with Dooku running D-Caps + ICBs—especially at 600 points where points and timing are more forgiving.

  • No ordnance slot? No problem. The Ion slot gives it access to HIE, Overload Pulse, or even ICB for flexible burst or control. You could also boost defense with PD Ion Cannons if needed.

  • Limitations: It’s unique, so you only get one. And there’s no strong defensive title. Still, a lightweight kit—Expert Shield Techs + Blast Doors, or Advanced Projectors—can go a long way.

  • My take: Run it light and focused. Lurk. Strike. Disengage. Don’t overinvest. This is a scalpel, not a hammer.

Verdict: I’m genuinely excited for this ship. A fantastic design that adds a lot to CIS without bloating the faction. Hats off to ARC.


🧠 Munificent Command Frigate

New Munificent Variant – Unique


This one has me more conflicted. On paper, the Command Frigate looks incredible:

  • Upgrade bar includes: Weapons Team, Offensive + Defensive Retrofit, and Fleet Support—that’s an unheard-of combo on a medium-base ship.

  • Cost is reasonable, and the platform is familiar.

But then... reality sets in:

  • No Ion slot means no PD Ions, a big defensive loss.

  • No Support Team means you’re locked at speed 2.

  • It’s unique, so you can’t build a “support fleet” around a bunch of them.

It ends up feeling like a budget Providence—but with far less punch and a weird identity. And once you fill that beautiful upgrade bar, you’ve created a slow, expensive, medium-base piñata. It could be good, especially with a leaner loadout—but the hidden costs are real.

Also: it may unintentionally crowd out the existing Comms and Star Frigate Munis, which already see little play. On the other hand... maybe that’s okay. Any Muni showing up on competitive tables at all is an upgrade.

Verdict: Interesting but risky. Could be useful in the right hands—but not the slam dunk it looks like at first glance.


🟢 GAR Ships

On the Republic side, ARC01 brings in two non-unique additions—ships that help fill roles GAR has long struggled to cover. They’re practical, playable, and thematic... but perhaps not quite as exciting as their CIS counterparts.


⚪ Arquitens-class Light Cruiser

Reskinned Imperial Arquitens – Non-unique

This is the one I really hoped to see make the jump to Clone Wars—aside from, you know, the Lucrehulk (but that’s a discussion for another day). The GAR Arquitens gives Republic players a small, fast, long-ranged red dice ship with a light cost and small footprint. Sounds great, right?

Well, kind of.

  • Balance challenges: The design space here is tight. If this ship were just a 1:1 port of the Imperial version, it would’ve been crazy good with Luminara or Obi-Wan, especially when paired with ESTs, Zak Swivels, or other GAR-specific synergies.

  • ARC’s take: They’ve rebalanced it carefully, avoiding the need to make it unique while still keeping it usable. That’s a win in my book.

  • Token swap issues: I’m still not convinced the token change really nerfs it enough. Double Evades with Luminara will still be obnoxious. Meanwhile, Obi-Wan continues to suffer (again).

  • List fit: You probably won’t swarm with these. Maybe one or two in an Anakin fleet (e.g., Zak + Clone Gunners) could work, but an Arquitens spam list feels... off.

  • Dice control woes: GAR doesn’t have the best dice fixing options outside Anakin. Clone Gunners, Vet Gunners, Sensor Teams... sure. But with a small native pool and no crit effects to build around, it’s hard to push consistent damage.

Verdict: Honestly? I’m not thrilled. It’s fine, and I’ll run one now and then—but I doubt it’ll be a staple. I want to like it more than I do. Maybe I’ll be pleasantly surprised.


🔴 Venator-class Star Destroyer – Imperator Refit

New Venator variant – Non-unique

The Imperator Refit is a new Venator variant that aims to do one thing and do it well: get in and smash face. And... it does that. Very effectively.

  • Role clarity: It gives GAR a direct, high-damage brawler without the carrier overhead or overreliance on SPHAT.

  • No frills: The loadout is lean, aggressive, and not too expensive. It works. It fills a gap.

  • But also... kinda bland. I’ll be honest—the best part might be the card art (and I’m only half joking). It gets the job done, but there’s not much flair or identity to it beyond “more dakka.”

  • Design constraints: That’s not really a fault of ARC’s design—it’s just a result of a narrow, pre-established design space. Within those limits, this is a well-executed ship.

Verdict: A solid workhorse. It makes sense, fills a need, and is a welcome addition—but doesn’t light any fires creatively. CIS got the fun toys. GAR got the tools.


📉 Points-Only Changes

Before we moe on to squads, let’s take a moment to cover two ships that received pure points adjustments in ARC01. No rule tweaks, no new variants—just good old-fashioned cost cuts. Do they make a difference? Let’s find out.


🟥 Interdictor Combat Refit (Empire)

Change: -8 points (down from 93 to 85)


This is a good change... in the most uninspired way possible.

Yes, the Combat Refit is finally cheaper than the Suppression Refit—as it should have been from day one. But the core problem remains: the Combat still only gets one Experimental Retrofit, while the Suppression gets two. And while the Interdictor is a solid platform, it’s not so amazing that this cost cut suddenly elevates the Combat Refit to greatness.

  • Sure, you can now fit two of them more easily (and save 18 points doing so).

  • Sure, if you love Projection Experts, that matters.

  • But let’s be honest: this chassis needed more.

Give it a turbolaser slot, and now we’re talking. This? Still feels like a placeholder fix.

Verdict: A step in the right direction—but not nearly far enough.


🔷 Pelta-class Assault Ship (Rebels)

Change: -4 points (down from 56 to 52)

Now this is a more interesting drop.

At 52 points, the Assault Pelta is now a super-cheap carrier for Fleet Commands, especially for Intensify Firepower!, which continues to be one of the strongest effects in the game. And that’s probably where we’ll see most of its use going forward.

But here’s the thing: this ship still lacks identity. It’s awkward, it’s weird, and it has one of the strangest upgrade bars in Armada. And ARC missed an opportunity here—if you can give the CIS MC30 a new bar and unique feel, why not tweak the Pelta?

  • It’s not a great platform for most Fleet Commands.

  • Its upgrades don’t synergize with itself.

  • And the Fleet Commands themselves are imbalanced, which doesn't help.

So yes, you’ll see it more often. But not because it’s “good”—just because it’s cheap and useful in one specific role.

Verdict: An effective cost cut, but a missed opportunity to truly fix a strange ship.


✈ Squadron Updates

ARC01 also brings some long-overdue attention to a few iconic—but underused—named squadrons. These aren’t massive overhauls, but each change is a clear attempt to make these ships relevant without pushing them into auto-include territory.


✨ Luke Skywalker (X-Wing)

Change: Loses Escort, gains Rogue

This change is... bland, but fine.

Swapping Escort for Rogue turns Luke from an overpriced target that never fit in 4-ace lists into a viable member of a Rebel Rogue ball. He’s not broken. He’s not an auto-include. But hey—he’s finally in the running, and that’s something. It’s kind of nice to see Rebel Hero #1 out of the binder at last.

That said, I would have loved to see Luke gain Adept 1, like so many players hoped. ARC felt it would be too much when combined with his “ignore all shields” ability—and while I get the reasoning, I’m not fully convinced. (You could give him Adept and reword the ability... but maybe that’s too much revisionism.)

Verdict: He’s fine. It’s an improvement. A win.


🖤 Darth Vader (TIE Advanced)

Change: Loses Escort, gains Screen, and -1 point

Again: fine, appropriate, and a massive improvement.

Vader can now hide behind his goons instead of dying first to protect them. That means his special ability (reroll all dice) might actually see play. He’s no longer binder fodder... but I’d still put him in Tier B, mainly because he’s competing with Darth Vader in a TIE Defender, which is frankly a hard act to beat.

Would I have liked to see a more radical rework? Maybe. Adept 2 feels like it practically screams to be included. But ARC stuck close to the original here, and the small twist does a lot.

Verdict: Expect to see him occasionally, but probably not often.


🟡 Han Solo (Millennium Falcon)

Change: -2 points

Zzzz… what, sorry?

Oh—Han. Yeah. Point drop is fine and long overdue. But honestly? He’s still binder material. He’s just too expensive for what he brings, and outside of a Sato fleet (old or new), there are just better options like LandoKetsu, or the new Luke.

Verdict: Not enough. Should have gotten Bomber. Still a snoozer. Sad times.


📦 Wrap-Up: Ships + Squadrons

ARC01's ship and squadron updates may not be flashy, but they’re targeted, thoughtful, and effective. The new cross-faction ships—especially for CIS—open up fresh list archetypes without forcing players into new purchases or custom prints. The squadron tweaks breathe new life into iconic pilots who’ve been gathering dust for years.

There’s clearly a design philosophy at work here: stay close to the original feel, but remove barriers to playability. And for the most part? ARC nails it.

Next time, we’ll dive into the commander reworks—there’s a lot to cover, from subtle tuning to total reinventions.

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