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 GdaƄsk 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 Rhymer is long gone, but the squadrons still carry those outdated stats (and for the most part, outdated costs).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.


Saturday, September 13, 2025

The Squadron Files, Part 1: The Empire Strikes… Weak?

 


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 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.

And we’ll start with the Empire, because let’s face it — that’s where the weirdest squadron design lives. Right from the start, the Imperial squadron suite was built around extremes and specializations, not the kind of generalist flexibility the Rebels enjoyed.

They had the best anti-squadron dice in the game with Fighters and Interceptors, but only if you brought them in numbers. They had an Escort (the Advanced) that was nothing but meat on the table — hull without teeth. Their bomber was a one-trick pony, good at poking ships but with literally zero anti-squadron capability. The original idea was obvious: throw masses of TIEs into the grinder, boosted by Howlrunner, shred the slower Rebel opposition, then pick apart ships from long range with Rhymer-led bombers.

That’s not solid, future-proof design. It left the faction pigeonholed, and it only got worse as the game expanded. Rhymer became busted once later squadrons interacted with him, so he was nerfed. Sloane had to be invented just to give all those flimsy anti-squad specialists some way to contribute against ships. And here we are, years later, still living with that legacy.


TIE Advanced

Heading straight to the trash compactor

The TIE Advanced has always felt like a design dead end. Escort with no offensive punch, in a faction already drowning in blue anti-squad dice and rerolls? Who thought that was a good idea? At 12 points, it’s a tax you’ll never want to pay. 

Verdict: It belongs at 10. Or else it needs a rework into something more like ARC Advanced Vader with 4 AS dice, 3 blue + 1 black, and Screen to make it interesting (then 12 points might be acceptable).

Tempest Squadron

A bit more anti-ship punch for one more point. Pretty dull, but serviceable.

Verdict: Decent at 11, one point LESS than Saber, if the generic comes down to 10. I'd rather it be redesigned with the base chassis, but I suppose that's unrealistic.

Darth Vader (ARC)

Escort swapped for Screen, a point cheaper, and suddenly he’s a squadron you could actually field. Still overshadowed by Defender Vader, but serviceable. Decent work by ARC, if their goal was to avoid a major redesign with Adept, a different game effect, etc.

Verdict: He's fine now. Defender Vader is not.

Zertik Strom

Fifteen points for a meat shield. Not bad, not good, just Strom. Tempest is 11. If we wanted to price against that, Zertik is at least 15, but since we're talking ace cap here, I'd say he's worth less than 15. You're paying a premium opportunity cost to bring him along, and he's not doing anything more than staying on the table for longer.

Verdict: Zertik should be 14, maybe even 13 (basically, the same cost as you make Valen Rudor).


TIE Bomber

Bombing like it was still 2016... the TIE Bomber ball meta is dead and buried. Speed and hull are fine, but if your anti-ship damage is mediocre and your anti-squad dice are abysmal, you’re just asking to get outpaced by TIE Defenders or outclassed by Firesprays. Nine points for this is laughably high.

Why not give it 1 red + 1 black AS instead? No squadron should have ONE AS die. It still wouldn't fit too well in a Sloane list, but you know, with Flight Controllers, you might be tempted, lol. But seriously, 1 red + 1 lack isn't great, but a lot better than 1 black only. Hint: Bring Woldar and see if this turns him from mid to pretty decent.

Verdict: At 8, it might actually see some play again, but probably not a lot. The extra AS red dice, however, might make it more worthwhile.

Gamma Squadron

Wants to be Gold Squadron, but isn’t even close. Grit is cute and it's not Heavy, so that's something, I suppose. At most worth 9, and only in specific lists.

Verdict: Make it 9 (and give it the 1 red + 1 black AS treatment if the generic gets it).

Captain Jonus

The shining star of the bomber lineup IMO. A rare bomber that doesn't need tons of support. He IS the support. A guaranteed accuracy generator in the right fleet, and at a price that makes him interesting (he can even fit into a medium squad ball). He’s technically undercosted, but the ace cap means that he's actually fine as is. 

Verdict: Don’t touch him (except to give him +1 red AS if the generic gets it).

Major Rhymer

Still good with Close, just not the broken monster he was with Medium. IMO, he works best with Sloane to boost the range of battery shots, but he can do work in other fleets. The existence of PDIC (how deeply I despise that card) neuters him, however, and turns his effect from niche to get right back into the binder.

In a sense, Rhymer is the Howlrunner of TIE Bombers. Except, unlike Howl, he works on everything, not bombers. Which in turn made his game test incredibly problematic, and he got nerfed. But that nerf didn't just kill TIE Bombers, it made that sad blue battery die of TIEs suck even more rancor balls, which of course could not be allowed to fire at Medium range under Sloane. It's kind of a chicken-and-egg situation, really. It's not important what came first, only that eggs are better with bacon, and chicken can be strangely bland and delicious, depending on how you cook it.

What I'm trying to say... the whole guy is kind of busted and could probably do with a rework. But damn if I know exactly what kind of rework. Bomber only, but back to Medium range? Black dice only? Make it medium, but Rhymer only (and give him like a blue-black battery)? None of those are instantly appealing. Ideally, something that boosts bombers, especially generic bombers, would be both thematic and might revitalize a bombing meta completely absent from the faction. You just have to make sure it doesnĂŠt just end up boosting Sloane and/or Firesprays, lol.

Verdict: Keep as is, but get rid of PDIC in its current form, and there would be some niche uses for Rhymer. Beyond that, I honestly don't know. 


TIE Defender

Defenders are iconic, dangerous, and priced like we're always playing Sector Fleet games. Speed 5 AND six hulls for a bomber? That's awesome, right? No, it is actually pretty mid and terribly shoehorned. Speed 5 and bomber IS good. But the cost-efficiency of 6 hull for 16 points is... not optimal. And a blue bomber die? That's only ever going to be good under Sloane. Sloane, Sloane, Sloane. Why does everything in this faction need to be about Sloane!???

Verdict: Keep as is at 16 points  — the design space in this faction is just too limited to touch it.

Darth Vader (RR)

Where do we even begin? AMG, what were you thinking!??? Was the Rogue supposed to soft ban him, Sloane lists? Was that the plan here? Did you even have a plan? Did you playtest this version? Did you playtest the original, even more busted version? Who knows, who cares.

Anyway. Whatever the "reasoning" behind this card, Rogue Vader IS a design disaster. He’s already worth 25 without Rogue. Add Rogue and combine Adept rerolls with a 2-dice bomber, and you’ve got something truly ridiculous. This is "somehow Palpatine returned" level cringe. Ah, AMG, now you've made me think about the "Sequels" — I hate you, to quote a certain fallen Jedi.

Verdict: He should be Adept 1, and no Rogue, period. This will make him kind of more appealing to Sloane, I guess, but I suppose we just have to live with it. Another idea is to pretend the card doesn't exist!

Maarek Stele

The crutch of the faction. Hull six, speed five, double-dice bomber who fixes his own rolls. For 21 points. He’s underpriced, but if you raise him, the entire faction collapses. He’s both too cheap and too necessary — which says a lot about Empire design.

I never thought I'd say this, but he's fine for 21 in a non-Sloane list. Underpriced, yes, but necessarily so. In a Sloane list, he's worth way more than that, but that's a faction limitation I can't fix with cost alone.

One idea, if escorts become cheaper, is to swap a brace from an Evade (inspired by Vader). This is a mild nerf and might make the low cost more balanced. A nerf you get around by properly escorting the guy.

Verdict: Keep as is. Maybe swap a Brace for an Evade.


TIE Fighter

Weak without Howlrunner, decent with, but Howl eats an ace slot, so yeah, the ace cap strikes again. If you compare it to the Vulture, you realize it's horribly overpriced at 8, so let's make it 7. It can now be both a filler in Sloane lists (without or without Howl) or a pure deployment tool/meat shield in other lists. That's about as good as it gets, really.

Verdict: Drop to 7 — or turn it into the Empire's escort (that's probably not ever going to happen, so we'll discuss it further in the Special Modifications series).

Black Squadron

Nothing fancy, just a very cheap meat shield. Either eats two attacks or one high-quality attack. Both are wins for you.

Verdict: Comes down to 8 points.

Howlrunner

Classic Karen cut, classic bad game design: make a weak squadron (the TIE Fighter), then give them an aura to make them good (Howl). Since we're bringing the TIE Fighter down to 7 (but the Int stays at 11), we need to tweak her cost to 20.

Verdict: 20 points.

Mauler Mithel

Another design misstep. Splash damage you can’t avoid is just toxic. The fix? Flip it: make him deal damage to enemies that engage him, not those he dives into. I realize this is very much like a certain Tri-fighter, but worse, but toss on Escort as well, and it'll be different enough to be its own thing.

This IS a bigger tweak, an actual errata, but it should have been done years ago. ARC, grow a pair and make this guy what he always was: Vader's wingman. Just think of how thematic ARC Adv Vader + Black Squadron + this Mauler would be — it's literally the Trench Run!

Cost will need to be set for this new Mauler. By comparison, Phlac is 18 and distance 1 with counter and better dice pools, but no Escort, so less than that. On the other hand, Phlac is quite reasonably priced, so don't read too much into that.

Verdict: Rework and set a fair cost. 

Valen Rudor

Scatter ace with black AS dice for 13 is absurd. But — and here’s the irony — his too-low cost is what makes him interesting. Sometimes slips into ace lineups. If the ace cap was lifted, he'd easily be 15 points, no question.

Verdict: Make him 14, same as my suggestion for Strom. That should wipe the smug smile off his face. Or keep him at 13 (and make Strom 13) if you feel his grin is a feature, not a bug.


TIE Interceptor

Again, if we compare to the Tri-fighter, this dude falls very flat indeed. A mild redesign would be preferable, and we can't realistically push down the cost due to FC, Howlrunner, Sloane, RHD, etc. So let it just sit there, sad and forlorn at 11 points.

Verdict: Leave as is, sadly.

Saber Squadron

Great value at 12, well worth it at 13, but it leans heavily on synergy with supporting pieces to truly shine.

Verdict: Leave as is.

Ciena Ree

A standout ace for screeing that doesn't rely on any other tech to be good. Always obstructed is very strong defensively, and at 17, she’s underpriced. 

Verdict: She should be 18 (you'll agree once we get to the Rebel scum).

Soontir Fel

Without escorts, his ability rarely matters. With escorts, you're bringing sub-par squadrons to the fight. So it is damned if you do, damned if you don't. Very mid ace. Not terrible, not great, usually not worth taking. We're bringing the TIE Adv down quite a bit, though, so that might make him a bit more interesting. 

But even then, he's worse than Ciena and worse than Phlac, so his cost could come down a bit. Don't forget you can get around his ability by shooting AT him... Swarm Counter 2 isn't THAT bad. Maybe Counter 3 if they brought Howl (unlikely) or Dengar (I bet you forgot he existed), or 4 if both, but then they've used 75% of their ace cap to boost Soontir...

His dice pools are pretty stale too: 1 red + 2 blue + 1 black for AS and 1 black for battery would make Soontir and his escorts an interesting screening option for non-Sloane.

Verdict: Keep at 18 or bring it down to 17; either way is acceptable. Ideally, also rework his dice pools (probably not going to happen).

Vult Skerris

Remember when he had Scatter-Evade? Like AMG thought that was good or something. Lol, but also: squadron Evades need tweaking. Make it always cancel a die or something, regardless of range.

Back on topic. He's not my cup of tea, but many players like him. With FC (and Howl), he hits like an absolute truck. And swarmy counter 4 is nothing to sneer at. That's Shara level counter. Unfortunately, he only has 3 health, so while he's good when commanded and good at countering, he'll die faster than an A-wing ace.

I don't usually applaud AMG, but this one (after they swapped the defense tokens) was kind of cool and original. But I wish he had a red or even a black battery die. Then we could make him 17 while also increasing his overall appeal. Hear me out: since it just slots so easily into a Sloane fleet, you can't make him cheaper with a blue battery. But if he chugged a red (or a black), you could make an argument for him to be cheaper since Sloane wouldn't benefit as much. A red would still be semi-Sloane, but the black would make him A-wing useful vs ships. You pick.

Verdict: Fine as is. Could be 17 if his battery armament was a red (or even a black), but that's neither here nor there.


TIE Phantom

The Phantom is one of those designs that feels like it came out two years too early. No Dodge keyword, awkward dice pools, and confused role. Not great at AS, just mid. Only effective vs ships in a Sloane list.

My classic 1 red + 2 blue +1 black AS pool would be a lot more interesting, as would a blue + black battery armament (or red + black idk). It could still do Solane things, but actually fit into other fleets.

Verdict: Make it 13 points, I guess. Ideally, give it Dodge too. And rework the dice pools. Or just leave it in the trash compactor and accept this huge missed opportunity.

Whisper

Better than the generic, and 18 points is fair since it's a 4 hull scatter ace. But she’s still niche — only showing up in Sloane lists, and even then, often overshadowed by stronger choices.

Verdict: Keep as is, I guess. Or, preferably, give her the Phantom treatment suggested above. Might even consider giving her Dodge, even though she's a scatter ace. Seems thematic. But we can't have nice things, so it's probably unrealistic.


Wrap-Up: Always Sloane, Always the Ace Cap

What stands out most is how much of the Empire squadron identity is chained to Sloane. Without her, their generics are weak. With her, they’re tolerable, sometimes even scary. And with the ace cap, your “real” Empire squad list is almost always the same four names: Maarek, Jendon, Defender Vader, and either Mauler or some of the other top-tier aces. Alternatively, just Valen/Ciena, or a medium ball with Jonus and some meat shields.

That’s not a points tweak problem — it’s structural. But points tweaks can make the rest of the toolbox more appealing, and that’s what ARC can and should do.

The sad reality is this: the Empire has some of the most iconic squadrons in the game, and yet the competitive scene reduces them to the same tiny lineup, over and over. That doesn’t mean the faction is bad — far from it. But it does mean there is a limit to what we can easily fix.

Next Up: Irregular Empire squadrons.