[Star Wars: Armada] Everything that has transpired has done so according to my design.



  • TurksonTurkson Near the mountains of ColoradoRegistered User regular
    I missed this yesterday. Preview article about the Starhawk:


    oh h*ck
  • crimsoncoyotecrimsoncoyote Registered User regular
    I love that ship.
    I cannot justify it as a purchase however

  • FuselageFuselage Oosik Jumpship LoungeRegistered User regular
    I can't tell, but based on the preview with the VSD it seems smaller than I expected?

  • TurksonTurkson Near the mountains of ColoradoRegistered User regular
  • FuselageFuselage Oosik Jumpship LoungeRegistered User regular

    I'm over the moon for these ships, really pleased with the artist's work.

  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    Wow, Freakin awesome!

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  • crimsoncoyotecrimsoncoyote Registered User regular
    Yeah, those are really great!

  • honoverehonovere Registered User regular
    How does this generally play, compared to like Battlefleet Gothic, my only point of comparison.

  • ElvenshaeElvenshae Registered User regular
    honovere wrote: »
    How does this generally play, compared to like Battlefleet Gothic, my only point of comparison.

    One of the things I like about Armada is that it has a pretty strict turn limit. Each game is 6 rounds, and that's it, so you need to do what you need to do within that time period. That, and each game has a different mission - you pick a mission template alongside your fleet, and your opponent does the same, and the player who wins initiative gets to set the terms of the battle (Defending a Starbase vs. Assassinate a High-Profile Target vs. ... etc.).

    Does BF:G do something similar?

    Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
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  • honoverehonovere Registered User regular
    Bfg also has the turn limit. It's been a while so I'm not sure how missions where chosen, there were different options for that.

    How's the turn sequence in armada? Battlefleet was classic I go you go, only with torpedoes and fighter/bomber squadrons moving in both player turns.

  • ElvenshaeElvenshae Registered User regular
    edited May 28
    I go, you go, all capital ships go first: attack, then move. Movement is done with a special movement tool, and ships have varying speeds and maneuverabilities (and, generally, the slower you're going the faster you can turn).

    Capital ships have to be issued an order each round; the bigger the ship, the more in-advance you issue the order (e.g., for a major capital ship like an ISD, you issue the orders for the first three turns of the game before it starts; you issue the order for turn 4 at the start of turn 2, etc.). The orders do things like let you repair damage, boost attacks, increase your maneuverability, or command nearby fighters / bombers ("squadrons"). You can store orders for later, if the one you programmed isn't useful this turn, for a lesser effect.

    Fighters / bombers go last, I go, you go, 2 at a time. Squadrons attack or move, but not both, and can block other squadrons' movement. Squadrons can be activated early, during the cap ship portion of the round, if you've issued that ship a "Command the squadrons!" order (which also allows them to move and attack).

    EDIT: Quick play / learn to play rules: https://images-cdn.fantasyflightgames.com/filer_public/fe/95/fe95988e-2cfb-42b6-8546-2470ff86da58/swm01_learn_to_play_web_ready_engcompressed.pdf

    Full rulebook: https://images-cdn.fantasyflightgames.com/filer_public/25/29/252933c1-4f13-4bfd-858f-b0a3ff3a6754/swm01_rules_reference_guide_web_ready_eng.pdf

    Elvenshae on
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    The Disappearance of Inigo Sharpe: Tomas à Dunsanin
  • honoverehonovere Registered User regular
    edited May 29
    Cool, thank you. The order system sounds interesting.
    Looking at the quickstart rules, there also seem to be a lot more cards and accessories, while BFG mostly just has terrain and a unversal marker for turning and weapon arches.

    honovere on
  • Dr_KeenbeanDr_Keenbean Dumb as a butt Planet Express ShipRegistered User regular
    It's a FFG game so tokens, cards, and specialized dice are the standard. Still a super fun game, I prefer it over X-Wing by a wide margin.

    If you want BFG 2.0 you should look into Dropfleet Commander. Andy Chambers also wrote the rules.

    PSN: Dr_Keenbean LIVE: Dr Keenbean Battle.net Drkeenbean#1951
  • honoverehonovere Registered User regular
    I'm not against tokens and cards per se, but not a fan of the x-wing model where universal options and upgrades are tied to specific boxes.

  • ElvenshaeElvenshae Registered User regular
    Yeah, Armada is still pretty much in the same boat as X-Wing, as far as cards and upgrades are concerned. Most ships will come with the cards you'd want to use with them, and the Core Set has a bunch, but there are definitely cases where you'd want to get, e.g., a Rebel ship to get an upgrade for your Imperial ship.

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    The Disappearance of Inigo Sharpe: Tomas à Dunsanin
  • TurksonTurkson Near the mountains of ColoradoRegistered User regular
    oh h*ck
  • AthenorAthenor Battle Hardened Optimist The Skies of HiigaraRegistered User regular
    Lots of Armada news came out this morning.

    First, the preview articles are up.




    Now onto some meat and potatoes:
    • The starters will be able to field 200 point fleets or so.
    • They will include the same 12 objectives from the base game.
    • All current Armada cards will remain legal.
    • Republic and Separatists can fight against GCW era fleets.
    • There will be rules re-writes. It's not a full on second edition, but they are making changes... which are going to be impactful.
    • For instance, the dials pack will include more pass tokens. Some new mechanic is coming that addresses fleet disparities with that.
    • Speaking of the dials packs, they are changing standalone ship releases going forward. Dials won't be included. Instead they want to front-load dial purchase. The starters will also come with dials of course.
    • All cards will now be templated to standard TCG/LCG size. The ship cards will be double-sided (one focusing on setup, the other on play).
    • Upgrades are getting some new layout bits. To the right of the name will be a symbol that indicates if a card refreshes or not at the end of a turn. If it doesn't refresh, there will be a cost below it - usually discarding a token or dial. On the left side will be components that are placed on a card at the beginning of the game. For instance, Thrawn will start the game with a number of dials on him to hand out.
    • The upgrade card pack includes 290 cards and tokens that go with specialty cards. There will not be any ship cards in the pack. Some cards will get more than 1 copy.
    • They are taking the opportunity of the card upgrade pack to tweak wordings, errata, and most importantly POINT VALUES for cards.
    • Going forward, they are hoping to introduce tournament-play point adjustments. They are still working on that.
    • They also are going to move towards a living rules reference like the other minis games have.
    • All info on the updated rules and upgrade packs will be released before the starters in wave one.

    Oh, and the Venator's going to be part of the first wave of ships. :D

  • timspork's ghosttimspork's ghost Master Librarian and Ghostbuster Registered User regular
    I want all the clone war ships just for the models!

    (Switch Friend Code) SW-4910-9735-6014(PSN) timspork (Steam) timspork

  • BetsuniBetsuni Insert Disk 4 and Press Any Key to Continue Registered User regular
    I want all the clone war ships just for the models!

    I'm trying to be good and not buy all of these models... But the Clone Wars ones are tempting.

    Steam: betsuni7
  • BrainleechBrainleech 機知に富んだコメントはここにあります Registered User regular
    I want all the clone war ships just for the models!

    The fighter upgrade still has two groups of jedi fighters
    Still I would be tempted if I didn't so burned by FFG over star wars

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