r/StarWarsArmada • u/Maturin- • Aug 04 '26
List Building Armada Community Edition is released!
Dive into the full changelog for Armada Community Edition at: https://www.armada.community/news/community-edition-changelog-SVaYX4
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u/Technical_Turn3497 Aug 04 '26
Are these official changes or a community-led effort?
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u/not-very-creativ3 Aug 04 '26
These are the unofficial official changes led by the members of the community that are the officials that officiate organized play, organize development of content, develop production of documentation, produce prize support for events, and support gameplay for the continued longevity of the game, casual and competitive alike.
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u/Technical_Turn3497 Aug 04 '26
Got it. Thanks! My son and I have not played it enough to appreciate any rule balance issues, but I assume that if we did so more often, we might better be able to appreciate why the community made these changes.
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u/Maturin- Aug 04 '26
Feel free to check out our website; a lot of the teaser articles we published in the past two weeks give insight into the reasoning behind some of the changes! https://www.armada.community/
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u/gildedgannet_redux Aug 04 '26
Very surprised Grand Moff Tarkin didn't get a points decrease to match GARkin. Also surprised to see upgrades like Cluster Bombs, Fire-Control Teams, and Point Defense Reroute not get reworks, but presumably that's reserved for later updates.
The Haor Chall rework is probably the most interesting rework I've seen before.
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u/Elr3d Aug 04 '26
Very surprised Grand Moff Tarkin didn't get a points decrease to match GARkin. Also surprised to see upgrades like Cluster Bombs, Fire-Control Teams, and Point Defense Reroute not get reworks, but presumably that's reserved for later updates.
Well, for what it's worth, there's a certain practical bandwidth of design & testing to consider, that means we can't tackle everything at the same time ! Even FFG when they released the upgrade card collection didn't update a lot of things they could have (some commanders and upgrades were completely ignored for instance).
Nothing is off the table for the future, but also, for a couple cards you mention, they have specific but effective uses already: fire-control teams for example is super niche, but allows pretty explosive combos in Sato or Vader or Screed lists using multiple crit upgrades on the same ship, as you have ways to make the dice behave beyond the weapons teams and ion slots.
Imperial Tarkin wasn't specifically considered due to the above practical reasons (and he's a personal favorite of mine), but on the other hand, he is one of the options that can leverage the new point defense ion cannons the best.
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u/TheJoicer Aug 05 '26
When will the Print and Play resources be posted?
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u/Maturin- Aug 05 '26
You can already print directly from Star Forge! There is a "Print Fleet" option in the top left menu, one of the selections there is "Print and Play Cards".
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u/DrChaitin Aug 04 '26
Mostly good changes but it feels like there are a lot of changes that benefit squadron play plus the addition of new strong squadrons while PDIC which is the best counter to squads in squadless play now doesnt fill that function.
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u/gildedgannet_redux Aug 04 '26
The good thing is that the squadrons that got buffed the most (Red Dice squadrons) were not the ones that, at least from my data analysis at Worlds 2026, were a problem. Draven Rogue balls were the problem. I'll admit some of those balls had Black Dice Bombers, which is problematic under the new PDIC change, but the vast majority were non-Bombers or Double Blue.
My main concern is now that any Red Dice squadrons are somewhat underpriced compared to before ACE Wave 1.
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u/Maturin- Aug 04 '26
We'd encourage you to try out the new PDIC against squadrons; a lot of our testers found *guaranteed* damage reduction to be as strong as, or even stronger than (with a bit of support), the gambling of old PDIC. There were a *lot* of playtests of squadless vs squadrons with this new PDIC and the testers felt it was still a viable option!
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u/Smizzy231 Aug 04 '26
I get where you coming from, I was in this camp when I started the testing, over time realised that less random dice luck is the best. There were games where PDIC did nothing and others where it did loads. This removes that game of chance and makes it so both sides of the table know what can happen.
IMO: The best squadronless fleets and faction (GAR) don't use PDICs so I don't see that as a point. Also a defensive upgrade should have never been in the Ion slot
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u/DrChaitin Aug 04 '26
I will give it a go before I cement an opinion. At a glance I think its a bit undertuned, I can see where you are coming from with a confirmed effect however that removes the psychological element of "do I bomb that ship, it has PDIC and this might suck" and replaces it with "I need 10 dmg to kill that instead of 9, yeah thats fine".
Will try it and see
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u/Melodic-One-247 Aug 04 '26
Wasn’t Screen originally up to 3? Or is it actually ARC’s intention to drop from 3 to 2 and the old version listed in the changes just a typo?
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u/Smizzy231 Aug 04 '26
Screen was originally 3 yes. However the change from needing squads to be engaged with the attacker to just at distance 1 of the defender made it far too easy to get dodge 3 consistently. Dropping it to 2 counteracted the now easier requirements to get screen working
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u/Maturin- Aug 04 '26
Guilty as charged! We'll correct the note about the old version once we see if there are any other mistakes we need to catch!
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u/LordValgor Aug 04 '26
I’m sure I’ll get downvoted for this, but I really want to see some thought and playtesting put behind the idea that ignition was done all wrong.
It seems like allowing black dice any more than one range-slot extension (I.e. short to medium) just isn’t fun for the recipient. I feel like ignition should’ve instead focused on sending lots of red dice at extreme range, but little to no blue and no black. This would allow for lots of potential for softening the enemy fleet but also still allow them to mitigate well with defense tokens etc.
Similarly GAR shouldn’t be able to simply add black dice at long range (either through ignition or otherwise), but instead increase accuracy with blues or damage with reds.
In my opinion testing these design focuses could result in some very fun and more thematically appropriate metas, while also combating one of the least fun aspects of this game.
Any thoughts from the community edition team on this at all?
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u/gildedgannet_redux Aug 04 '26
I've never really seen many complaints about SPHA-Ts or Swivel-Mounts for GAR, to be honest. Maybe Ki-Adi Mundi might be frustrating with SPHA-Ts and some weird Black crit build, but KAM seems incredibly finicky and expensive for that purpose. Additionally, all of the SPHA-T platforms have basically zero maneuverability, meaning a smart player can easily close the gap.
The real issue is just the Onager. OBPCs are broken and undercosted, and the Testbed can go Speed-4 with better Yaw values than an MC30. That is ridiculous. I don't think the issues with Ignition are entirely Accuracy related (the Onager just needs Sensor Team and the GAR platforms are probably going to die).
Yes, it can be frustrating to fight an enemy you cannot shoot back and have your defense tokens mitigated. But the platforms that Ignition is on seems to me to be the actual problem.
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u/Maturin- Aug 04 '26
We’ll need to take a look at ignition and its chassis at some point. It won’t be for spring as that is intended for smaller adjustments like points, so the earliest possibility would be this time next year.
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u/spacenavy90 TTS Mod Maintainer, Former Nexus Lead and Legacy Dev Aug 04 '26
LFG