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Star Wars: Armada
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I really like the new stuff I got. The Artiquens class are nasty. Carrier is pretty cool and the gravity hijinx of the Interdictor is very interesting. Still on the fence about the Hammerheads since they're so fragile.
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I actually kind of like this model? Like, I can steer someone toward a very concrete set of ships that provide The Full Experience while still saying there are all kinds of weirdo and unusual ships you can get into if you love the game.
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- BillyBobThwarton
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From there, I'd say you're light on imperial. So I'd go raider or light cruiser and a gladiator and then, as the finishing touch, think about that imperial star destroyer if you end up with some money burning a hole.
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Gary Sax wrote: Played a 300pt solo game of Armada. Fun times!
I enjoyed the game a lot but I would love to play more games in anger to figure out a few things. In particular, I just can't figure out how to get bombers to really sting. If you look at that above imperial setup, I took a carrier with a couple upgrades and 3 bombers, a devastator, and an imperial shuttle along with 4 ties for screening. They got some hits in but I could not shake the feeling the imperials would have been better off with one more corvette.
The one part of the game that just doesn't work for me is ramming. It's effortless for two ships with strong front arcs and not much turning to just get locked up at close range ramming each other and shooting for multiple turns. I wish the rules worked just a bit differently.
Squadrons are a mixed bag. In my last game they really made a huge impact, causing me to lose the match by bombing my freaking Interdictor at the last minute. I chose to ignore them though and instead focus on destroying the Reb cap ship for big points. Probably a mistake but with horrible point defense systems in my build and not enough squadron support... Not much I could have done better. So obviously, they do much better when uncontested but it's so difficult to make that happen. But I was surprised at how much damage they can cause when unchecked.
Collision rules wouldn't bug me so much if it didn't happen often. But in my games there is always at least one occurance and that's a bit too often. I acknowledge that we both navigate like crap sometimes but there are a lot of hard calls to make in this game. Judging speeds and rate of closure can be a real challenge and there are no "high energy turns" here like in SFB. But having big ships nose to nose just sitting there for two turns is dumb. Maybe there's a better house rule out there somewhere.
The rule that gets me is one I wasn't even aware of til recently. That is, your own ship's hull zones to not block your own LOS. Am I the only one that didn't grok this concept? It seems really funky to me. Are you guys using this rule?
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- Michael Barnes
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Games that have had the vector movement have been a complete nightmare- Attack Vector Tactical being the primary example. In that game, you could have two ships at any degree of orientation including Z axis rotation. But you have to fill out fucking tax forms to calculate how a torpedo flies and to figure out where it hits. And if you are the target of said torpedo, you have to work out how to turn (which means powering thrusters to turn, pitch up/down, rotate or do all of the above while also taking into account thrust. This is NOT fun. But it does answer for the collision rules and things like hulls blocking LOS as if they were tanks.
Squadrons can't be counted on without upgrade cards and builds that play up their functions. But they can really be surprising. They are intended to fill a more interdictory/screening role, with the exception of the heavier bomber-class squadrons. I like them just because I like to have the little ships out there too, it's more visual and cinematic.
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They have:
Core x1
Assault Frigate MkII x2
Gladiator Class Star Destroyer x2
Home One x2
Imperial Class Star Destroyer x2
Rogues and Villains x2
Victory Class Star Destroyer x2
Of that, what is worth picking up? How many of each ship is reasonable? Is it like X-Wing where I might want three of the same Star Destroyer?
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- Michael Barnes
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I would go with:
Core (duh)- you really just need one
Assault Frigate- both since they don’t really have many rebel ships
Gladiator- both, one of Imperial’s best ships
Home One- 1
ISD- 1 (seriously, you just want one)
Rogues and Villains- 1, you only need one pack of these guys.
Skip the extra Victory.
This is a good base of ships. The only thing is that you would be missing some core Rebel ships (the c30 cruisers for example) and some of the later, more flexible Imperial ships. And the squadron packs, but they aren’t really essential unless you like a lot of fighters (I do!)
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Only place I disagree with Barnes is I really think you should put a squadron pack of each on deck as your next purchase, I consider them close to essential.
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Rebel and imperial fleets fight for the fate of the galaxy in star wars: armada, the two- player miniatures game of epic space battles. Star wars: armada balances the awesome scale of the star wars galaxy's ships and space warfare with ship designs and rules that make for accessible, intuitive play experiences. Assemble your fleet, survey your objectives, form your battle plan, plot your course, call your shots, and destroy the enemy. It'S your job to issue the tactical commands that will decide the course of battle and the fate of the galaxy!
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This thing is real fucking dumb. I kind love it. 220 points in its cheapest form means that you will be flying only this in a normal 300 point game.
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-A confused consumer
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