The game has more of a balance problem than a quantity problem. It’s not that there are too many ships and crew, it’s just that the top 5-10% of each are too good to justify using almost anything else if you really want to win. If things were playtested and costed properly we wouldn’t have such a problem. (OP stuff should be more expensive, mediocre stuff cheaper)
Making this topic since I’ve seen a few complaints about the sheer volume of ships made by Wizkids, which I actually think is both cool and historically accurate. (and you can’t blame them due to the profitability of the collectible game)
Do you agree? I know there is plenty of “pack filler” out there, but it wouldn’t have to BE pack filler if it the stuff had lower point costs or was just more interesting to use in general.
This is a really complicated subject. To me the problem is actually less with the point cost variation and more that there are too many ships that just don’t seem to have a purpose. I don’t have a problem with distinguishing the good ships from the pack filler by tinkering with their point costs. But at least give the mediocre ships a defined niche in which they would be not be completely hopeless if they actually wind up on the table.
I agree though that volume is not inherently the problem. Having lots of ships is fun – having lots of useless ships is not.
But at least give the mediocre ships a defined niche in which they would be not be completely hopeless if they actually wind up on the table.
With more appropriate point costs, I think a lot of them would become cheap support ships not unlike the Carrion Crow or HMS Antelope. There would be a large number of ships in the 4-8 point range that could be empty gold runners or cheap support gunships. To that end, I think swarm fleets would become more viable, especially with factions other than the Pirates and Corsairs.