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Star Wars: Armada
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Msample wrote: I can't believe there would be anything left at Hastings considering they started liquidating almost two months ago.
Yeah, but it wasn't until recently that the discounts started being competitive with an OLGS. Most of those two months their game stuff was ~25% off, which still makes it more expensive than Amazon. These were deep discounted, but most of their game stock is still at 50% off, and didn't start moving until it hit 40-50% off. Aaaaand they still bring out new stuff...i dunno, stuff found under old couches in the back?
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Also a question on Fab- I have two base sets but if I want to use expansion versions of the ships would I "fake" the builder by saying I have one base, plus one Victory, one Nebulon, etc? I also wish it would print out everything in detail (so I can just have sheets instead of cards/laptop open through the game) but I can understand why it doesn't.
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- SuperflyPete
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I like the output on Armada Warlords, eg:
armadawarlords.hivelabs.solutions/view_l...d7187200938728ae026b
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Yeah, I'm not sure you really need all that much more, superfly. The things they've been releasing are cool and fun, but with the exception of the Liberty I think Wave 1-2 and are basically your core fighting ships.
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- SuperflyPete
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1. If a ship card has no blanks in their speed for 3 and 4, does that mean they can't go that fast or simply can't turn without aid of a Nav token? Think Victory II.
2. Not rules, but concept: basically, rebels use cap ships to kill defense tokens and the f/b squads come in to shoot up hulls? That seems to be what the game wants...?
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2) Interesting question. Fighters are actually way more effective than capital ships vs. defense tokens so it's sort of moot? Specifically, in Armada you'd rather roll a black die 10 times against a ship than roll a single 10 dice attack. Fighters generally do 1-2 damage at most, which means that the enemies only real option is a brace to move damage from 2->1 or shield deflection, which fighters can minimize by always being on the most vulnerable side of a ship if they're activated. I think an interesting open question is, all things being equal, if you want to fire your small cap ships first or your big cap ships. In practice, I find the point is often moot because you HAVE to fire something first or else the enemies get to move out of your best arcs.
As a larger point, you're getting at why the core game doesn't provide a very fun game. It's really hard to blow up decent size ships unless you play a 300-400 points game---it's difficult to exhaust or make an opponent discard defense tokens unless you concentrate fire of several capital ships against an enemy. With a 2 v 1, the Victory will often not even ever have to discard one of its defense tokens and can stay in the fight forever. With a bigger fleet action ships go down a lot faster and the game is much more deadly and fun---defense tokens getting knocked out all the time completely. I've had ships with no defense tokens left at all.
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- Michael Barnes
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On the wave 3+ thing...I alllllllllllmost think that casual players could call it a day after getting all of the wave 1/wave 2 stuff and then a Liberty just to give the Rebels a ISD-class ship. The other stuff, the flotillas and whatnot, are very much "advanced game" kind of additions. With all of wave 1/2 and doubles of everything EXCEPT the ISD and the Rogues and Villains pack, you have the makings of pretty much any kind of engagement you could want out of a space battle game. I really like wave 3 and the wave 4 stuff looks awesome so far, but I don't feel like they are essential.
I think the game actually works really well in balancing out the capabilities of F/B squadrons and cap ships...they can and will shoot the shit out of a cap if you can drop some defense tokens and give them some support.
Gary is totally right, in 300 points and up, you see ships get melted A LOT quicker than with just the base stuff. It can be kind of shocking how easily a mismanaged ship winds up getting annihilated early on.
What a funny rumor there is out there about Armada being originally designed at FFG to be a Battlefleet Gothic game...I think it is almost certainly bullshit (like GW was going to let FFG do a minis game like that), but it does point out a lot of the similarities between the two games. I think Armada is better, but there are some definite resonances.
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edit: All this Armada talk making me itch to get it on the table again.
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- SuperflyPete
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Only 1.5x the price, too! What a value!
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