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Yipe

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  1. I agree that TCW won't have better upgrades on a 1-for-1 basis. It should be roughly the same as previous GCW releases in that regard. My point was, with 3 movies + 6 (and soon to be 7) seasons of the animated series, there's currently a much larger pool of canon material (especially beloved characters) to draw from than for the FO/new trilogy. Therefore, with a deeper pool you can have more upgrades, and more upgrades gives you a better chance for more better upgrades. And I like more better. However, I will admit that my more-better-upgrade math could be wrong 😅
  2. As a big fan of the animated series, Clone Wars all the way for me. The ships are in a better scale to what we have now, and I find the designs more visually interesting. Same goes with all the different squadrons (I would love to run a Vulture Droid swarm). Plus, let's not forget about upgrade cards which are key to keeping Armada battles fresh. TCW would definitely have better upgrades and greater expansion potential as there's far more material to draw from. Just think of how many massive campaign sets TCW could support, especially with a Legion tie-in. Finally, the characters are more iconic. For example, would I rather have General Kenobi as my commander or... the buffoonish General Hux? No contest in my book.
  3. I whole-heartedly disagree with this statement. This campaign will definitely bring in new casual players and draw back old ones. As the events organizer for Armada at my LGS, the CC campaign has created far more new players than any scheduled tournaments ever have (because the casual player base far outweighs the tournament scene). My phone was buzzing with texts yesterday from players who had dropped away from Armada for over a year but are now inspired to play again in a smaller, faster and more narrative campaign. A new ship release would not have created that kind of hype for these players. Armada tournaments are perfectly fine, but they require long days and a large monetary investment. Relatively few players are willing to make that kind of commitment to a game. Having a fresh campaign that focuses on smaller battles with improved campaign mechanics, new cards and a build-your-own commander option is a perfect way to attract new players and non-tournament players into the game. These players want to play in epic, story-based Star Wars battles like they've seen in the movies and on Rebels, and that's an experience most other games can't provide. I can definitely see this appealing to the dining room table crowd (brothers and sisters, close friends and father/daughter/son duos) which I saw a fair amount of with the CC campaign.
  4. Follow-up question and concern about GEM and chainbound tournaments: I have regular customers who do not want to make a Master Vault account or register their decks, yet they still want to participate in tournaments I run at my store. From reading posts on BGG about the choice to register your decks online, I know that those customers are not unique in this regard. However, I also have customers who do want to earn shards by playing in chainbound events and have registered their decks. Can GEM accommodate both types of player? In other words, is there a way to slot players into a chainbound tournament as a participant without having a Master Vault account (i.e. a dummy account or simply non-shard account)? Or will they be excluded from those events? If it's the latter, I'm having a hard time seeing how GEM is helpful to the KeyForge community I'm trying to grow. It seems antithetical to FFG's new casual approach to Organized Play detailed in their recent article, and will only divide communities between casual players and shard grinders. Therefore, if playing in a chainbound event without a Master Vault account isn't a current option then I would suggest adding it as a feature in the near future.
  5. I've been playing miniatures games of all types since the 80s (man I'm old) and this is the most thoughtful, satisfying and well-balanced tabletop wargame I've tried. I'm not saying Armada is flawless, but it's just so much fun and very rewarding to play. Like others have said, even if it gets canceled tomorrow it would still be a fantastic game with years' worth of strategies to uncover and explore. Highly recommended!
  6. Quick GEM question before I run my first chainbound event: Can multiple decks that are registered to the same Master Vault account participate in the same chainbound event? For example, we have several parents who play KeyForge with their kids at our store. Typically, their decks are all registered to 1 Master Vault account because the parents doesn't want their children to have access to a seperate FFG/Master Vault account. Can those decks all participate even though they're tied to a single account? Does that account gain shards for each deck participating in the event?
  7. For my demos I typically follow the Corellian Conflict rules (especially for experienced players vs beginners) and allow only 1 upgrade per ship. I would also limit squadrons to just generics or generics + a maximum of 1 ace. For the ace I generally take Luke or Howlrunner as they come in the Core set and are available to everyone. Speaking of the Core set, you could also limit the experienced players to only equipping upgrades that are available in the Core. This would provide a challenge to your veterans while showing your rookies how to use the upgrades they are most likely to own.
  8. Rieekan zombies are removed at the end of the Status Phase, which apparently is before resolving "end of round" effects. D-Caps uses "until the end of the round" rather than Status Phase, but when exactly does this occur? I'm not entirely sure. Right now I'm leaning towards D-Caps lasting all the way through to end of round effects. As for whether they count for targeting an objective token vs a ship, I don't know.
  9. I've got two questions regarding interactions between D-Caps and Fire Lanes: 1. Can the long-range blue dice granted by D-Caps count as part of a ship's battery armament for the purpose controlling an objective token? D-Caps specifically uses the word "ships" in its description so I'm not sure whether that applies to objective tokens. 2. Disposable Capacitors last "until the end of the round", and Fire Lanes determines control at "End of Round". Do the D-Caps expire immediately before the end of the round occurs, or are they in effect all the way through the end of the round? DISPOSABLE CAPACITORS When you activate, you may discard this card. If you do, the blue dice in your battery armament can be used while attacking ships at close-long range until the end of the round. FIRE LANES End of Round: Each player gains 1 victory token for each objective he controls. To determine control of each token, players measure attack range and line of sight from each of their ships' hull zones as if performing attacks with battery armament targeting that objective token.
  10. This is a great house rule, I'm definitely going to adopt it.
  11. After playing several campaigns now, as well as a pair of 15-20 hour All Out Offensives, I've developed a few house rules that I feel make for a more enjoyable experience and help fend off the snowball effect (though not entirely as that's probably impossible). Of course, these suggestions are based on my personal preferences. I'm sure other players have found different fixes that work well for them. In a nutshell: 1. Start with smaller fleets (300 points is great, though I've seen Vader, Leia and Ackbar at 250 and they've been a blast to play). Starting smaller gets players away from their standard lists and breaks the assumed meta. In addition, the shopping aspect of the campaign becomes far more interesting with smaller fleets as it takes longer to hit 500 points. Players have a chance to react and change the nature of their fleets in unexpected ways. It's also friendlier to beginners who may not own a large collection of ships/squadrons. 2. Limit the number of Repair Yards each team can start out with. This accomplishes at least three things. First, it changes up where the battles are going to take place so players explore the map a bit more. Second, it makes teams find a use for Diplomats and Skilled Spacers (Diplomats actually become valuable as you can use them to lock out Repair Yards planets). Third, in the later rounds of the campaign it makes for an interesting dilemma — go base hunting for big points or spend a turn trying to grab the empty Repair Yards planets. I normally have teams start with 1 Repair Yards (so Corellia for the Empire) + 1 additional RY planet if their team takes 2 out of 3 Commanders from a specific list (Leia, Sato, Cracken, Tagge, Konstantine, Tarkin, Ozzel, etc... you decide). This forces teams into a strategic choice that effects the campaign long-term — take what are considered better Commanders but have 5 fewer refit points per player per turn, or start with Commanders that most people feel are subpar, find a way to make them work and get the bonus refit points. In my campaigns players have always done the latter and it's been really fun to see Konstantine, Ozzel, Leia and the like come into their own in campaign play. 3. No base assaults, no special assaults and no assaults on empty Repair Yards planets on turn 1. These restrictions are crucial as they help keeps things balanced for the first 2 turns of the campaign when each team is still getting up to speed. Once players are invested in the "campaign narrative" and having fun, I've found campaigns are far less likely to collapse. It's the first 2 turns that can be real morale killers. 4. Put a cap on each fleet's point value by turn. For example, in a 300-point campaign fleets can only be 350 points on turn 2. Extra points are automatically banked. Turn 3 fleets can be 400 and then on turn 4 it's whatever. At the same time, increase the amount of points players get for rebuilding a fleet. The goal is to keep at most a 50 point differential between fleets. 5. Limit the number of special assaults. I've used 2 methods. Method 1: each team only gets 1 special assault for the whole campaign. Method 2: Each team can declare a maximum of 3 special assaults during the campaign, but each player can only declare a special assault one time. 6. Emphasize the narrative. We've had Tarkin capture Princess Leia and return her to Corellia only to be rescued from execution by Garm at the last minute, Vader on the hunt to turn Leia to the dark side, a multi-game battle for Nubia to break Konstantine's food blockade of the planet, etc... It's Star Wars. Play up the villains, take what the games are giving you and spin them into an on-going story. It's helps make the campaign a more memorable experience instead of solely about winning and losing. 7. Last, but definitely not least, make sure your teams are balanced. Try to have at least one player on each team who is passionate about Armada and can help their teammates make sound choices. And I'll throw in 7.5 for good measure: While not always possible, it can be helpful to have a knowledgable 3rd party run the campaign and keep track of all the records, forge the narrative, help ensure each player's fleet is halfway competitive, that sort of thing. Almost like a Game Master for Armada.
  12. Not sure I agree with this. I've both run Garm to a Rebel campaign win, and seen another player use a Garm + Yavaris + B-Wings fleet to successfully block the Empire's Show of Force, denying them resources (while typically making 40 resources for the Rebel team). I haven't had anyone locally use Tagge yet (though I've been playing him for the last few weeks just for fun and could see taking him for a campaign), but I did run a CC campaign starting at 250 points where 1 player took Leia and did quite well. It was an introductory campaign for new players so I restricted it to small and medium ships only. He built a Hammerhead + CR90 swarm which was a ton of fun to play against. I've done 4 full campaigns so far and that one 250-point campaign (400-points maximum) was probably my favorite.
  13. Garm has been a favorite of mine as well. I ran a double LMC80BC list with Ahsoka and Mon Cal Exodus Fleet that was tons of fun. When the Liberties became veterans I was gaining up to 8 free tokens a game. Ahsoka would then turn them into engineering tokens as needed so I could rebuild 2 shields each turn while still navigating. With a bit of strategic on my side it made the Base Assault: Ion Cannon objective a lot more palatable (and it's only fitting that Garm retake Corellia). I've also liked playing Darth Vader in campaigns. I took a squadronless Arquitens + Raider swarm that ended up being way more fun than I expected. Plus I got to wear my Vader costume and quote a lot of classic lines. I'm a firm believer that campaigns are better with good villains 😈😁 In a few of the campaigns I've organized I restricted the number of starting Repair Yards to 1 planet each in order to mix things up a bit. However, I ruled that a team could get +1 Repair Yard planet if they started with 2 of out 3 Admirals from a list of what are generally considered subpar choices (e.g. Konstantine, Tagge, Cracken, Sato, etc...). This turned out great as it got players out of their tournament build mindset.
  14. Everyone has the "scene" aspects covered (i.e. the Armada community is welcoming to beginners and you'll have fun), but here are some logistical aspects to consider: 1. A lot of first-time tournament players overlook the physicality of playing in a regional. Three rounds of Armada makes for a long day — fun, but long. Get a good night's sleep, eat a healthy breakfast and bring protein-based snacks to keep up your energy throughout the day. Also, stay hydrated 😁 2. Print out 2 (or more) copies of your fleet list and bring them to the event. This not only helps the TO get things started faster, but it keeps your morning relaxed (instead of showing up and having to hastily scrawl down your fleet on a scratch piece of paper). That calm before the tournament starts is a great opportunity to meet other Armada fans, make some friends and get yourself in the right "let's have some fun!" mindset before the battles commence. 3. Double check your kit the day before. Don't wait to gather everything together the morning of the event. Make sure you have all the correct ship bases, upgrades, objectives, pilot cards, squadron dials, tokens, dice, tools, etc... nothing is worse than showing up for a big day of fun and finding you've forgotten something. Trust me, it happens to someone. EVERY. TIME. Also, double check your fleet list to make sure everything is accurate. I've seen several players at regionals show up with a fleet list that has upgrades/commanders in the wrong places or the incorrect objective cards listed. 4. Don't worry about "the meta". Play what you love and what you know. As your goal here isn't to win the whole thing, take a fleet you're comfortable flying or one that has special meaning for you (perhaps for thematic reasons, or it suits your particular style of play). As the day drags on and fatigue sets in, you'll be glad to have a fleet you know how to use or that you enjoy playing regardless of your wins and losses. Plus, the more you're comfortable with your own list the more you can absorb some of the strategies other players are using (which is your other goal). I've seen many players make a last-minute switch the night before a tournament and show up with something they've never tried before. That typically doesn't work out and can just add stress to your day. Regardless of how laid back you are it is still a regional championship — the adrenaline will be flowing so no need to pile on by taking an untested fleet. And last but not least, good luck at your regional! While it's a competitive day, I feel the Armada regionals are more akin to a community celebration of the game than what most people think of when they hear the word "tournament". Sure there's a champion at the end, but just being present and taking part is something special and quite memorable.
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