Actually triggy is right.
An individual ship either fits into its PL or it does not. If it substantially better than its PL it is broken. Thus fleets of that ships are broken fleets.
But a broken ship can be placed in a fleet of weaker ships or ships that do not fly well with it and effectly render the fleet 'balanced' even though the ship is not.
You can also get broken fleets, which is a case where two ships taken individually are balanced but together are too strong. In this case we could have a discussion about the Whitestar/Vaarl fleet.
The weakness of the Whitestars is low numbers at raid or lower/weak if enemy can line up good shots/low numbers of AD. Add vaarls (3 at raid), you are now have enough sinks to alleviate the low numbers/aviod being lined up on and a common redirect to alleviate the low AD. Add in that Vaarls are under SFoS stealth very survivable, you can make a case for brokeness.
You can also have a broken mechanic. This is what happened to the Minbari. The basic mechanic of stealth proved very hard to balance as there were not enough dice rolled to get any sort of eveness to the variance. It made the entire race feel broken to enough folks that it called for a change. I did not get a chance to try it before the Arm. changes but I was planning to see if I took an all Vaarka fleet would the Vree have been called busted to.
Just wanted to give an example so when we discuss this stuff we know what we mean by broken ship vs broken fleet vs broken mechanic. That way we can look at what is really not working.
Take the whitestar again, at 3+ dodge it was considered to strong. I would argue that the issue here is that 3+ dodge on something that requires multiple hits to kill and is very manueverable is too strong and both the whitestar and the whitestar 2 need to be changed. Triggy would say its not the mechanic which is broken but the ship, thus his assertion that the whitestar 2 works well with a 3+ dodge, but the whitestar needed the toning down to a 4+.
gah...rambling....
Ripple
An individual ship either fits into its PL or it does not. If it substantially better than its PL it is broken. Thus fleets of that ships are broken fleets.
But a broken ship can be placed in a fleet of weaker ships or ships that do not fly well with it and effectly render the fleet 'balanced' even though the ship is not.
You can also get broken fleets, which is a case where two ships taken individually are balanced but together are too strong. In this case we could have a discussion about the Whitestar/Vaarl fleet.
The weakness of the Whitestars is low numbers at raid or lower/weak if enemy can line up good shots/low numbers of AD. Add vaarls (3 at raid), you are now have enough sinks to alleviate the low numbers/aviod being lined up on and a common redirect to alleviate the low AD. Add in that Vaarls are under SFoS stealth very survivable, you can make a case for brokeness.
You can also have a broken mechanic. This is what happened to the Minbari. The basic mechanic of stealth proved very hard to balance as there were not enough dice rolled to get any sort of eveness to the variance. It made the entire race feel broken to enough folks that it called for a change. I did not get a chance to try it before the Arm. changes but I was planning to see if I took an all Vaarka fleet would the Vree have been called busted to.
Just wanted to give an example so when we discuss this stuff we know what we mean by broken ship vs broken fleet vs broken mechanic. That way we can look at what is really not working.
Take the whitestar again, at 3+ dodge it was considered to strong. I would argue that the issue here is that 3+ dodge on something that requires multiple hits to kill and is very manueverable is too strong and both the whitestar and the whitestar 2 need to be changed. Triggy would say its not the mechanic which is broken but the ship, thus his assertion that the whitestar 2 works well with a 3+ dodge, but the whitestar needed the toning down to a 4+.
gah...rambling....
Ripple