r/StarWarsArmada • u/RhysOSD • Jun 14 '26
Battle Report A first attempt at running a homebrew ship
Just this morning, I asked a friend to play against me for an early test to see how my homebrew Viscount (https://www.reddit.com/r/StarWarsArmada/s/RRvJcPmDLZ for the basic stats) would preform in a game. It was a 600 point game, Madine vs Plo Koon with him having a Venator, 3 Victory (2 with SPHA-T) and a squadron Wing of Anakin, Multiple Y-Wings, and Multiple ARC-170. While I had the Viscount, 2 GR-75s, and a CR-90 to be support ships for my Viscount.
Turns out, my attempt to make the Viscount invincible kinda worked. With Engineering Team and Raymus Antilles, I had 10 engineering points whenever I chose to repair, which could recover from most damage dealt to the Viscount. And with Leia as the officer on a GR-75, I could change the Viscount's command on the fly to whatever I'd want for that turn (usually navigation, but sometimes concentrate fire or repair if I found myself in a spot for those)
It was honestly a pretty dull game. After losing a Victory to the Viscount, my friend tried to destroy my support ships and secure Fire Lanes to win, but since my Viscount was planted on 2 of them, and a CR-90 and GR-75 don't quite equal a fully kitted out Victory for points, I secured a simple win.
I want to figure out how to make the Viscount less invincible, while still keeping it feeling like a more defensive ship. The obvious answer is to nerf the engineering, but I feel like I have to keep the same 4/5/6 structure the Executor class has.
1
u/cdr_breetai Jun 14 '26
Play a 400 point game with it and see how it goes. Huge ships are quite difficult to take down to begin with. If you give them enough fleet points to also field a support fleet, then there isn’t much anyone (even another huge ship) is going to be able to do about it in a game that only lasts six rounds.
1
u/RhysOSD Jun 14 '26
Probably would be a good test to run it all on it's own, basically. Just see what happens when it's command dial isn't "whatever I want this turn"
1
u/Maturin- Jun 14 '26
You're going to have to nerf this HEAVILY to give your opponent...any chance at all. Start by killing both defensive retrofits. And since it's so tanky, reduce its firepower.
1
u/RhysOSD Jun 14 '26
Yeah, that game definitely proved 2 defensive retrofits was unwise. I went with Early Warning System and Reactive Gunnery, and that made attacking it a fool's errand.
1
u/the42ndgecko Jun 15 '26
Generally, as someone whose worked a lot with huge homebrew design, Support Teams and Defensive retrofits are banned from consideration unless the ship has multiple glaring major other weaknesses, and you've got double of both while being a great ship in every other regard as well. Also, I've found that broadside focused huges are incredibly hard to balance, because it allows you to maneuver more defensively, magnifying how hard it is to kill huges.
1
u/RhysOSD Jun 15 '26
I appreciate the feedback. Trying to make this thing feel balanced and unique has been a challenge
2
u/Adventurous_Fig_5305 Jun 14 '26
I mean, tbh this is how a lot of games against the SSD goes so it might have just been a bad matchup. If you really wanted to nerf the engineering, then I'd lower it to 5 engineering and raise the squadron value to 6. But it might need another game or 2 with the current stats to see if it's unbalanced