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Alkaid

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  1. I think that if not by wave 3 then for wave 4 they'd likely start digging into ships from the new movie. From the trailers alone we've seen what could be a new tie fighter squad, a new x-wing squad, and a new type of star destroyer. One could say the new movies will count as an era of their own (which would mean not fitting into the galactic civil war focus of this game) but I'd be a bit surprised if that were the case. It's certainly doesn't look to be so removed from the galactic civil war that it would be separated like the Republic era. Also, I don't mind more EU ships, but I think more than a full wave or two worth of them would be pushing the limit before the designs get too wacky or ships are just plain too big to not be comically sized down for the game. (that includes cannon stuff like the Executor too, as cool as it is) As much as I'd love more and more Armada ships I'd still prefer if they found a way to keep making new things without truly diving into the depths of the EU and dragging out too many of the uglier and little known ships.
  2. I don't really care for it. Its not the worst thing in the world, but it just looks.. off. It's almost like it was a smaller ship that got blown up in size. Something of that shape being about as big as the VSD just seems like such a weird design. When I first saw the Wave 1 announcement I'll admit I thought "what the hell is that thing," as I'm not well-versed in the EU. However in the lull between the core set and Wave 1's release and my lack of people to play with, I bought Empire at War to help sate my sizable craving for Star Wars space ship battles. I must say... I still think it looks as goofy in the original video game it came from as I did when I first saw it. I'm also kinda surprised reading that the majority of people seem to find the Gladiator awesome-looking. ( really don't care for the 2-point front tip of that thing) I guess I probably lean more towards the opinion of finding most EU ships to be pretty ugly (but not all). In the case of the Assault Frigate and the Gladiator, both look odd to me but not so bad I can't bring myself to play with them. And gameplay-wise they're pretty cool, so I'll deal.
  3. I gotta second this. As much as I enjoy Star Trek, I just don't get the same excitement over ship or fleet combat for that universe like I do with Star Wars stuff. However with the way the game plays, actual, real-world naval combat would be pretty badass. Even stuff like the card upgrade system and fighter gameplay would work out pretty well, I think. It could be something like Americans vs. Japanese as the factions. Granted the ship and fighter variety would probably be much, much smaller than Star Wars offers, but I guess you could have stuff like the Yamato which would still be cool.
  4. Even though I agree "realistically" in-universe the bombers should be no faster than the Y-Wings, I also agree the slight extra speed is probably good for gameplay. As mentioned, it does make them more able to chase down fast Rebel ships thinking they can zoom by and flank a Star Destroyer with little resistance. I also think it helps them thematically.. though probably not intended. They may usually be slow, but they have a habit of dropping in unexpectedly in the things I've watched/played. It reminds me of missions like in Rogue Squadron II during the Battle of Endor level, when all of a sudden a huge mob of TIE Bombers pops up by surprise and bears down on the Rebel ships. "Those bombers are going after the medical frigate!"
  5. This, and popping out the cardboard pieces is almost like popping bubble wrap. The joy of the little things!
  6. Where's the news on Wave 3? Why is Wave 2 still "In Developement"? Is FFG even trying? Yes, I'm glad there's been pretty much nothing but insightful and entertaining discussions on all the cool new stuff for me to read today. A good Tuesday indeed!
  7. Yes! Keeping things balanced but different/asymetrical seems to be an extremely hard thing to do, from video games to board games, and I think Armada has done a **** good job handling it so far.
  8. greeting cards are propaganda! they could cause moral damage ! Air superiority always! (but yes, target priority will always be context dependent I agree ) On a strict dice per points basis, squadrons (at least bombers) beat the living **** out of cap ships. Their absurd value is countered by the restrictions imposed upon them by the base rules. So I'm fully expecting the little buggers to devour ships with impunity, especially since quite a few ships can do so little to retaliate I agree with you about the rules helping get everything balanced. I think its just a tough call to invest heavily in the fighters. Lets take the cheapest ship we have right now, the CR90B. It give you five attack dice if you position your arcs correctly plus the ability to do crits and damage at a longer range. Take the equivalent in Tie Bombers (and rounding up) still gives you the equivalent 5 dice, although more deadly, and way more health but you now have the contend with the engagement rules, range limitations, and the necessity of ship support for the squad commands. Tough call and I'm sure I'll change my tune once I have a bunch of B-Wings one shot a VSD... That's certainly true, but the CR90 is also at risk of being blown out of the water in 1-2 shots by even a single VSD. Bombers may have to contend with other squads and engagement rules, but they make the tradeoff of being **** hard for most capital ships to take out in any kind of timely manner. I think the fact it's so hard to weigh the pros and cons is a good thing, and shows the good balance the designers put into the game. Granted part of the discussion is most of us haven't played with the Wave 1 stuff yet, but the fact there's still not a seemingly obvious choice in most situations is a good thing, in my opinion. I couldn't agree more about the balance. The counter to your VSD point is that it only take a single 8 point Tie to counter the bombers. My nightmare scenario is someone will tie up a whole fighter wing worth a quarter of my total points with 1 Tie Fighter stand. In a 6 turn game even being delayed 1 turn can really hurt. I'd be all for max fighters every game if it wasn't for that turn limit. But we'll see how wave 1 shakes things out for sure. I totally understand that being a nighmare scenario, but I could see ways to try and get around it if you managed to play well with other fighters of your own. If you assume the VSD would/could have fighters to help defend itself and tie up bombers I think it makes a fair comparison to assume you'd also have X-wings/A-wings as the Rebel side in that scenario too. SInce fighters like the A-wing are also much faster than the bombers, you could have them fly ahead of any bombers you have to engage the enemy ties, leaving your bombers able to more freely maenuver into a postion to fire on the capital ships. Even if that move ended up being sacrificial for the A-wings, it might be worth it to buy a couple turns for the bombers to get in position and unleash hell. I think it might take a bit more effort or strategy to get fighters to play to their full effectiveness, but it certainly seems pretty workable. Between speed + counter to clear out ties on A-wings and Escort on X-wings to give the bombers further insurance, I think it sounds pretty viable(and very thematic and fun) to go heavy on fighters, at least for now.(Might be a bit different when the Imperial Raider is out, which would give them some relatively cheap and good anti-squadron dice)
  9. greeting cards are propaganda! they could cause moral damage ! Air superiority always! (but yes, target priority will always be context dependent I agree ) On a strict dice per points basis, squadrons (at least bombers) beat the living **** out of cap ships. Their absurd value is countered by the restrictions imposed upon them by the base rules. So I'm fully expecting the little buggers to devour ships with impunity, especially since quite a few ships can do so little to retaliate I agree with you about the rules helping get everything balanced. I think its just a tough call to invest heavily in the fighters. Lets take the cheapest ship we have right now, the CR90B. It give you five attack dice if you position your arcs correctly plus the ability to do crits and damage at a longer range. Take the equivalent in Tie Bombers (and rounding up) still gives you the equivalent 5 dice, although more deadly, and way more health but you now have the contend with the engagement rules, range limitations, and the necessity of ship support for the squad commands. Tough call and I'm sure I'll change my tune once I have a bunch of B-Wings one shot a VSD... That's certainly true, but the CR90 is also at risk of being blown out of the water in 1-2 shots by even a single VSD. Bombers may have to contend with other squads and engagement rules, but they make the tradeoff of being **** hard for most capital ships to take out in any kind of timely manner. I think the fact it's so hard to weigh the pros and cons is a good thing, and shows the good balance the designers put into the game. Granted part of the discussion is most of us haven't played with the Wave 1 stuff yet, but the fact there's still not a seemingly obvious choice in most situations is a good thing, in my opinion.
  10. I could see some kind of hybrid between being a capital ship and squad if it seems too small to be a capital ship and too large for a squad. I'd imagine it doesn't HAVE to be completely unarmed, so it could have at least some kind of weak attack. Otherwise I'd be cool with it being a primarily support unit. I haven't played X-Wing but I have seen the info on their use of the ship. I think a smilar role would be fun. Being a very cheap and small ship with average defenses, buffs/debuffs to nearby ships, and a weak attack would be a good mix of flavor and playability. It's one of the iconic rebel ships in both the movies, so I'd love to have it be an option to play with, since not having it as an option would make the Rebel roster feel a bit incomplete. I see how it could work as an objective too, but I'd really prefer it be a playable support ship rather than just something you try to protect or blow up. I think it has too much interesting potential to waste it.
  11. As dissapointing as it is I can painfully keep waiting. However I hope this doesn't hurt the game itself with all these delays. I can see the more impatient people either losing interest or giving up and going to X-Wing or something. I'd hate to see this game take a hit before it can even really get anywhere. I'll probably have a hard time finding games with other people as it is, I'd prefer it not to be harder.
  12. I'm unlimited I suppose. Unfortunately my wallet is not. I like to get at least one of everything, then get extras of things I like. That usually tends to keep me from going over the top. If I could I'd just bathe in plastic and cardboard.
  13. With so many people waiting to pounce (besides the ones who already pre-ordered) I hope they have enough stuff coming off the boat to supply the Wave 1-starved community. I hope it doesn't go the way of the Nintendo Amiibo for the first couple weeks.
  14. Same here. The ISD and Home One look especially good. Even if I couldn't find anybody to play with I'd be happy to have them on my shelf for display.
  15. it really suprises me too. I moved to NYC from Maryland last summer and I'm shocked there's hardly any local game stores or groups in such a big city compared to the town I used to live. From what I could find the only game store that seems to have much going on with miniatures is the Compleat Strategist in Manhattan. I'm not sure if it's a place you can just go to for a game though, besides tournaments. I did see they've done some X-Wing stuff, and even hosted a couple tournaments which they posted to youtube. Hopefully they pick up Armada as well. Outside of that place, I haven't really seen anything that looks promising.
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