Showing posts with label Rebel. Show all posts
Showing posts with label Rebel. Show all posts

Sunday, September 14, 2025

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.


Tuesday, September 9, 2025

The Upgrade Files: Case 20 – Commanders (Rebels)

The Rebel commander lineup is large — not quite as vast as the Empire’s (thanks, SSD expansion), but broad enough that most archetypes should have at least one admiral to support them. The catch is that Rebel options are more uneven. Where the Empire has a deep bench of broadly viable leaders, Rebels have fewer competitive standouts and a couple of commanders whose designs are either outdated or outright problematic.

Let’s dive in.


Admiral Ackbar

Still one of the most iconic commanders in Armada. Worth his sky-high cost? Yes. But Ackbar’s design is old-fashioned and warps design space. Every ship with a side arc (so, everything, including flotillas) must be designed/priced with Ackbar in mind, which locks the Rebels into a narrow slice of fleetbuilding. You end up with potato fleets of Assault Frigates and CR90s — not because players love them, but because cheap, efficient side-arc ships can’t exist in an Ackbar world. 

Verdict: Ideally, he’d be redesigned to limit his effect (e.g., once per activation, or only on medium+ bases, or banning flotillas), but realistically, he’ll stay as is.

Admiral Raddus

Old Raddus was utterly busted — he should never have cleared playtesting. The current version is toned down, but the mechanic remains dangerous. Dropping a pile of firepower into a tiny slice of the table within one or two activations is still game-warping. Counters exist, but the concept itself limits Rebel design space, just like Ackbar. That said, he’s thematic and unique, so I don’t want to see him gone. 

Verdict: Perhaps a small cost increase, or banning his drop from overlapping obstacles, would add meaningful counterplay.

Commander Sato (ARC)

Old Sato was fun but non-competitive. The ARC revision makes him much stronger, offering black-dice at long range plus more flexible dice mods. Sure, he doesn't work on Salvo anymore, but that's a minor tradeoff given the sorry lack of Salo across the Rebel faction. 

At 400 points, he’s still tricky to build around — balancing squadrons and ships is hard — but in 600+ sector battles, he’s excellent. For standard play, he’s now playable, which is already a big win.

Verdict: Keep as is.

Garm Bel Iblis

Token gimmicks were interesting in wave 1. Now, with abundant token generation across factions (and Rebels have Ahsoka), Garm feels obsolete. Even at 20 points, he’d be lackluster. The “non-consecutive rounds” clause only makes him clunkier. He’d need a proper redesign — still token-based, but more flexible — to be relevant again.

Verdict: Drop to 20 while we wait for a redesign.

General Cracken

Still viable, still competitive, especially with MSU fleets. The restriction against large ships could be lifted without fear; you won’t see double-Liberty or MC75 spam suddenly break the game.

Verdict: Leave as is or remove the Large restriction.

General Dodonna

Cheap and cheerful, but not much more. He shines when crit fishing is reliable — APT in particular — but those effects were nerfed and Rebel squad builds now lean heavily into rogues, who rarely deliver the crit volume to make him sing. Fine in isolation, overshadowed in practice.

Verdict: Introduce other changes to make rebel bombers pop again.

General Draven (ARC)

Third time’s the charm. ARC Draven makes raid fun and viable, boosting Rebel squads in ways that didn’t exist before. Unlike Sato, he doesn’t require squadrons, but enhances them if you bring them. At 22 points, he’s a bargain without being oppressive. He has counterplay, he’s interactive, and he makes raid matter. 

Verdict: A great redesign.

General Madine

The 1.5 rework made him simpler, always handing out yaw. Ironically, this makes him less of a true navigation admiral than before, since old Madine offered more potential with tokens and dials. Now he’s more of a utility/squadron enabler. At 30 points, he feels a touch expensive. Adding an extra yaw when resolving a nav command would put him back on the map.

Verdict: Reduce cost or unshackle his bendiness. 

General Rieekan

Once the terror of the Rebel meta, Rieekan was hit three times: one ship/squad per round, a cost increase, and the ace cap. That’s overkill. At 34 points he’s no longer worth it. If adjusted, I’d either let him trigger once for a ship and once for a squadron per round, or once per Ship Phase and Squadron Phase.

Verdict: Points decrease or mild unnerfing.

Kyrsta Agate (Commander)

Potent, flexible, and fairly priced at 25. Agate breaks all the rules around defense tokens, which makes her one of the “problematic” Rebel commanders. She props up weaker Rebel chassis and basically makes the Starhawk viable, which shows how poor that ship’s baseline design was. 

Verdict: Sigh. Keep as is.

Leia Organa (ARC)

Finally out of the trash compactor. Old Leia was overcosted and restrictive; ARC Leia allows command tokens and her ability, which makes her playable. 

Verdict: Not top-tier, but no longer binder fodder.

Mon Mothma (ARC)

ECM on every evade is a powerful ability. The ARC rework makes her better, and Rebels love her in MSU and rogue-ball fleets. Is she balanced? In isolation, yes. In practice, she pushes Rebels even harder into the same archetypes they were already leaning on — MSU + rogues. Expect her to be both popular and annoying (hello, Foresight).

Verdict: Fine, I guess.


Final Verdict – Rebel Commanders

Rebels have a broad lineup, but fewer truly competitive options than the Empire. Ackbar and Raddus dominate design space, Agate props up Starhawks (and everywhere else), and Mon Mothma feeds into the MSU/rogue ball meta, same as Craken. The ARC reworks gave Sato, Draven, and Leia new life, while Garm and Rieekan languish.

The Rebel problem isn’t that they lack good commanders — it’s that too many of them either reinforce narrow archetypes or sit on outdated mechanics. Compared to the Empire’s healthy roster, Rebel leadership feels more constrained.

Next Up: GAR & CIS Commanders. This should conclude our tour of every single upgrade card in the game. But fear not! We'll take a look at squadrons and ships too!

Friday, September 5, 2025

The Upgrade Files: Case 17 – Officers (Rebels)

Where the Empire drowns in a sea of defensive tech and ruthless enablers, the Rebel officer suite leans into utility, flexibility, and squadron synergy. And like their Imperial counterparts, some of these officers are so good they’re practically auto-includes, while others gather dust in the binder.

The officer slot is precious real estate on Rebel ships — it’s almost always filled, but with fewer standout options than the Empire has. That means when an officer is strong (Toryn Farr, Adar Tallon, Lando), they show up everywhere. When one is weak, you rarely see it at all. Let’s dive in.


Adar Tallon

Ten points is a lot, but not when you’re giving a 20+ point ace a second swing every round. And of course, it’s a Rogue squadron you’re recycling, so it doesn’t even need a command for the follow-up. Luke, Lando, Dutch, Han — the list of abusers is long. It’s thematic, it’s fun, it’s extremely strong. Too strong, maybe.

Verdict: Leave as is or consider a tweak, such as “cannot affect Rogues”. Okay, okay, I can already hear the enraged screaming, so I'll back off!

Ahsoka Tano (Officer)

She’s my BAE, but let’s be real: 2 points is criminally underpriced. Turning any token into the token you need most — instantly — is wildly powerful. She doesn’t generate economy, but she converts it perfectly. 

Verdict: Should be 3. If I didn't  like her so much I might say 4 😆

Captain Rex

Before ARC’s Draven, Rex felt overpriced — raid was weak for Rebels. Now, he’s fine. Rebels finally have a commander who makes raid a thing. 

Verdict: At 5 points he’s fair, though I wouldn’t balk at 4.

Ezra Bridger

Amazing utility. One-use only, but compare him to Titus or Ozzel and his 3-point price looks laughable. Unlike them, he can’t be Vader-choked, which is a limitation, I guess. He’s common, potent, and arguably too cheap. 

Verdict: Four points would be more reasonable, but 3 is fine, I suppose.

General Draven

A diet Kallus. Less consistent, less useful, but still has his place. Intel is rare these days, and counter squadrons aren’t everywhere either. Rarely seen, but not dead weight.

Verdict: If Kallus is 4, Draven should be 3. If Kallus is 3, Draven should be 2. 

Kyrsta Agate (Officer)

Rarely seen, but not dead weight. Would be good if Rebel hulls actually had Salvo — they don’t outside the SH and Providence (or LFC and Reactive). That makes her niche at best. You’d think she’d shine on an Agate-commanded Starhawk, but of course you can’t take her there. 

Verdict: Either leave her at 5 and accept she’s rarely used, or try to drop her to 4. Doesn't really matter.

Lando Calrissian (Officer)

One of the best one-shot defensive officers in the game. For 4 points you can blank a catastrophic roll, swing an engagement, or save a flagship. A bargain. 

Verdict: Five wouldn’t be wrong, but his gamble factor makes 4 feel right.

Leia Organa (Officer)

Niche but powerful. Timing and positioning matter, but she can swing a battle if used smartly. 

Verdict: At 3 points she’s fairly costed and doesn’t need a change.

Major Derlin

A sturdy defensive piece. Sometimes feels pricey at 7, but when you compare him to Brunson (now 9), he holds up. 

Verdict: If Brunson dropped to 8, I’d say make Derlin 6. As is, he’s fine.

Raymus Antilles

Once a workhorse, now an overpaid relic. The extra token is nice, but not worth 7 in today’s token-rich economy. 

Verdict: Should be 5, same as my suggestion for Yularen, and balanced compared to Rune Haako (4).

Sabine Wren

Not bad at 4, but not great either. 

Verdict: Swap her price with Ezra’s, and balance is restored.

Toryn Farr

A cornerstone Rebel officer. Range-wide blue rerolls on squadrons is absurdly good. She’s been less visible in the age of rogue balls (who often fight far from ships), but she’s still one of the strongest Rebel officers in the game. 

Verdict: Price is right.

Walex Blissex

Still excellent, especially with Agate or Admonition. Defensive recursion is strong, and at 5 he’s balanced. 

Verdict: Leave him.

Wedge Antilles (Officer)

Niche but useful. Lets three squadrons slingshot forward for a token cost. Limited range and 3 squad restriction make him grounded, but in the right build, he’s great. 

Verdict: Three points would be more appropriate, but 4 is acceptable.


Final Verdict – Rebel Officers

Rebel officers lean heavily into squadron synergy and utility tricks, and it shows. Adar Tallon is too good with Rogues, Ezra is underpriced, and Ahsoka is a steal. On the defensive side, Lando, Derlin, and Walex provide solid protection without being oppressive.

The problem? Rebels don’t have the sheer breadth of options the Empire does. Too many Rebel ships take the same few officers, while others  languish. The slot is always filled, but variety is low.

Rebalancing a handful of costs (Ezra up, Ahsoka up, Raymus down, Sabine down) would go a long way to making the Rebel officer suite more competitive internally. Right now, Rebels live and die by a small handful of standouts.

Next Up: GAR/CIS Officers.

Saturday, August 30, 2025

The Upgrade Files: Case 13 – Titles (Rebels)

Rebel titles are a mixed bunch. Profundity literally lets you do Rogue One, Admonition and Foresight became shorthand for “MC30 that won’t die,” Home One gave early Ackbar very accurate broadsides, and Jaina's Light was everywhere.

But not all was well in rebel title land. For every Fresight, we got an Endeavor, and where Empire got Harrow and Corvus, Rebels received Vanguard and Liberator. And how many of the Rebel titles got nerfed with 1.5? Quite a few.

TL;DR Rebel titles are a mixed bunch. 

Let’s jump in.


Assault Frigate

The humble potato desperately needs more titles. Two feels stingy — especially when one is binder-tier.

Gallant Haven

Once upon a time, this was oppressive. Pre-nerf Gallant Haven turned every Rebel squadron ball into an unkillable brick. The change was necessary, and now it’s balanced. Still powerful in the right list, but no longer game-warping. Eight points is a lot, but you’re paying for an aura that can swing games. 

Verdict: Keep as is. 

Paragon

The potato’s offensive option, and sadly, a dud. Five points for “+1 die if you’ve already attacked that target” is too much. And as extra punishment, you have to track Salvo interactions too. 

Verdict: At 3 points it becomes interesting — not a powerhouse, but something you might at least consider. Right now? Not worth it.


CR90 Corvette

The classic Rebel spam ship. Ironically, its titles are either too niche or too awkward.

Dodonna’s Pride

Always niche, still niche, but now at least interesting at 4 points. Sato makes it hilarious (blue crits everywhere), but otherwise it’s a CR90B-only toy. If I were bold, I’d rewrite this to function like an Assault Proton Torpedo for blue dice. That would be very cool. 

Verdict: As is, fine but narrow.

Jaina’s Light

Used to be absurd at 2 points. At 5, maybe too harsh? We want people to take CR90 titles, not price them out. 

Verdict: Compared to Pride at 4 and Tantive at 3, Jaina feels slightly over. But still usable — and still good.

Liberator

A joke. The idea of putting a Fleet Command on a CR90 is cute, but in practice? No. If you want AFFM!, just take a Pelta. 

Verdict: Even at 0 points, this probably wouldn’t see play. It’s a sad card — interesting on paper, irrelevant in practice.

Tantive IV

Always a decent little support piece, but totally overshadowed for years by Comms Net. 

Verdict: At 3 points, it’s fine, but it would be more compelling at 2. Still, with Jaina at 5, this feels like it’s in a better spot.


GR-75 Medium Transports

Flotilla titles are always high value, and the Rebel ones are some of the best.

Bright Hope

Probably one of the best title-to-cost ratios in the entire game. Two points for making your flotilla dramatically harder to kill? Insane. 

Verdict: It should be 3 at least. It’s almost always stapled to the first GR-75 you bring.

Quantum Storm

Cute, flexible, and actually pretty potent. Lets a slicer platform reposition or do silly things with double-ramming. At 1 point it was a steal; at 2 it’s still very playable. Needs rewording to clean up the ramming interaction, but otherwise, a gem.

Verdict: Make it 2 points.


Hammerhead

Hammerheads are in a rough spot — overpriced across the board. That colors all their titles.

Garel’s Honor


Fun with Dodonna, fun as a suicide boat, but 4 points on a fragile hull feels like bloat. If HHs were cheaper, it would be fine. Right no,w it just pushes the cost problem further.

Verdict: Adjust the platform cost and/or reduce this card's cost slightly.

Task Force Antilles

The “tanky HH” option. Stack it with Leia, Shields to Maximum, Redemption, and you still don’t have anything close to tanky. 

Verdict: Should be 2 points, not 3, but the real issue is the chassis. Fix both issued and maybe.

Task Force Organa

The only reason HH spam is remotely playable. But how often do you see HH spam? Almost never. The title itself is fine; the platform and the meta are the issue. 

Verdict: Fix the platform cost.


All MC-Type Ships

Mon Calamari Exodus Fleet

Another “defensive aura” title, but this one is weak sauce. Requires a repair command, has a weird 1–4 restriction instead of 1–5, and doesn’t scale well with how Rebels actually play. You’re not running enough MC hulls to make it matter. 

Verdict: Drop it to 4 points and it’s still fringe (and do we really want more defense tech?).


MC30 Frigate

MC30s live or die by their titles. Without them, they’re too fragile for their price.

Admonition

The classic. The title that made MC30s viable. At 10 points it’s expensive, and it’s less of an auto-include now that evades are good at close range. Still great, but Foresight is often picked first. 

Verdict: I’d be fine bringing this back to 8.

Foresight

A defensive monster. Worth every bit of 10 points. You rarely see an MC30 without it. Balanced by cost, but undeniably powerful.

Verdict: Keep as is.


MC75 Cruiser

The MC75 deserved a strong, flexible title. Instead, it got two defensive/niche ones.

Aspiration

Works with Raddus and Projection Experts, and it’s affordable at 3 points. The problem is that it’s boring and defensive.

Verdict: Leave as is.

Profundity

Expensive, extremely niche… and I love it. It does exactly what it should: let you reenact Rogue One. Thematic perfection. Not competitive in every list, but when it fits, it fits.

Verdict: Leave as is.


MC80 Home One

Defiance

The workhorse title. Still relevant even in the pass token era.

Verdict: Five points feels a little steep, 4 would be fairer, but it’s solid.

Home One

I hate this card. Fleet-wide auto-accs at distance 1–5 are not fun or balanced. If H1 were a stronger chassis, this would be broken. 

Verdict: Needs a redesign: make it a Fleet Command slot, exhaust to let another ship set a die to an ACC. Something interactive.

Independence

Was already ultra-niche in Wave 1, now it’s complete binder fodder. Eight points to move B-wings faster... but they can't shoot? GTFOOH. One of the least useful cards in the Rebel arsenal.

Verdict: Total rework required or into the trash compactor it goes.


MC80 Liberty

The problem here is the Liberty itself — it's an overall weird design, but strong and weak at the same time. A large base ship with gunnery teams that can potentially go speed 4. Double braces... but shit shields and no defensive tech. High cost, worse than ever compared to other Rebel large ships. Making titles for this mess is not easy!

Endeavor

Four points for a Contain looks fine on paper. In practice, you’re not taking a Liberty just for that. 

Verdict: Needs a redesign: let the player pick an extra defense token (Contain, Evade, or Salvo). That would at least make it interesting, although most of the time Evade would be the better option, I guess.

Liberty

Another dud. If you’re commanding squads with a Liberty, you’re already playing it wrong. 

Verdict: Needs a redesign. Maybe +1 squad when resolving a dial, so up to 5 squads total? Or squadron commands at distance 1–5? Something to actually make it a viable carrier.

Mon Karren

While I can see why the title was nerfed, there was like one person who could make this problematic, and it's not like he won worlds or anything with it, so of all the nerfs in Armada, this one was the least called for IMO.

Anyway. This and the Engine Techs were kind of the only reason to take a Liberty. Now, much less so. Indeed, why ARE you taking a Liberty these days? Why not just play CIS instead?

Verdict: At 6 points, it’s balanced if the chassis is cheaper. Right now, it’s just not worth it.


Nebulon-B

Another overpriced old chassis that titles can’t save. If you remember the old days, Nebs were basically Yavaris. Then, once Sato arrived, masochists liked to run him with Salvation. And that's it.

Redemption

Another fleet-wide defensive buff, which isn’t what we want for the game, but the title is usable enough.

Verdict: At 5 points, fair enough — if the ship itself were cheaper. 

Salvation

Always OK, especially with Sato. Can be nasty if it lands, but Nebs are Nebs, so good luck with those arcs. Those arcs... if I could rework them I'd be a very happy admiral indeed, but I think that's WAY out of scope, so never mind.

Verdict: For all its power, I would say you pay a LOT for such a narrow arc. I'm fine with 7, but I would not be opposed 6 or even 5.

Vanguard

Supposed to patch the Neb’s weaknesses, but fails. Why would I drop a brace or evade for a redirect? And outside Sato/OE, what kind of Weapons Team do I want on a Neb? Ruthless Strategists? Nah, you can take an Escort Neb and this title just for that.

Verdict: Just add the redirect instead. The design is flawed.

Yavaris

The most infamous Rebel nerf. Needed a fix, but got over-nerfed. The loss of Fighter Coordination Team synergy is especially painful. You already gave up Aux Shields for FCT; killing the Yavaris bonus on top of that was a double nerf. 

Verdict: Make Yavaris work with Flight Commander/FCT again.


Pelta

Phoenix Home

Honestly, Pelta design is weird. The generics never should have had Fleet Command. Phoenix Home should have granted the Fleet Command slot, while the variants got more normal upgrade lines, such as a double officer for the Command and a Weapons Team for the Assault.

Verdict: Fine as is if we accept the chassis is what it is.


Starhawk

The Starhawk, as a ship, was already a mistake (a slow tank that's usually harder to kill than an SSD), and the titles exacerbate the issue by being essentially mandatory, granting extra defense tokens (and a secondary effect). But wait, there is more! Two of the three titles are Starhawk I only! Wtf!??? This is bad game design in more ways than I can count.

Amity

Evade on a Large tank is nice (Needa says hello), but the secondary effect effectively forces Hardened Bulkheads, turning this into an 11-point card that eats your Offensive slot. No idea why this is SH I only.

Verdict: Fine, not amazing.

Concord



Extra Salvo is strong, but the secondary effect essentially requires Magnites; now it’s a 22-point package. With Bail banned and Agate not working at speed 0, you realize the screw the magnites and let's not go to speed 0, making this a questionable combo. No idea why this is SH I only.

Verdict: Expensive way to get extra Salvo on your Starhawk Mark I.

Unity

Extra redirect plus a rather useful secondary effect. Pricey at 15 (with Expert Shields Techs, I mean), but actually worth it, especially with Agate. Doesn't work well with LTT anymore bc Starhawks don't have bombard (well, you do get the flak rerolls, but not the anti-ship or salvo rerolls, so whatever). Kind of makes me not want to do this title anymore.

    Verdict: My default choice. Boring but fine.

    Final Verdict – Rebel Titles

    Rebel titles are some of the most potent in Armada, but they’re also some of the most inconsistent, and there are too many cards that don’t justify their slot or points. The big offenders need redesigns. The classics remain excellent. The MC75 and MC80s really deserve more options to balance out their current capabilities.

    Next Up: CIS/GAR Titles