-
Content Count
24 -
Joined
-
Last visited
Posts posted by pokeyg23
-
-
Get Your Fun On
Melbourne, FL
July 22nd - Check-In @ 10am , Event Start @ 11am
-
-
I would rather get 2 good units than 4 mediocre ones. And these are beyond good... they offer abilities and upgrades that will change the strategy of the game. I'll take quality over quantity any day.
DarthBadger6 and WingBuffet reacted to this -
Another thread about Wave 3! Why you couldn't add to the other ones is beyond me! At least you aren't pulling an Admiral Nelson

Yeah, I know. All the other threads seem to be informational or full of hate, though. I wanted to throw ONE out there with some actual love for the new Wave!
-
I'm excited about Wave 3. I think Fleet Support upgrade is going to be huge. It's like adding Mini-Admirals to your fleet. Furthermore, with the flotillas being inexpensive units, you can add multiples to your fleet, making a tremendous number of different possible combinations.
Speaking of them being cheap, this now brings a whole new dimension to Activation advantages. Are people going to bring floods of flotillas to force the other player to deploy and move first? There could be a concern for slowing down the game, but with only one dice for attacks, these should be VERY fast activations.
And it increases the number of strategic choices in the game. Do you use one of your ship's attacks against a flotilla to try and reduce your opponent’s Fleet Supports? Do you use your attacks against larger targets worth more points and ignore the flotillas? What about maneuvering and trying to run over your opponent's flotillas? Or using your own flotillas in a suicide run to block other ships? (FFG, please have a self-destruct upgrade!)
Additionally, if you choose to attack flotillas, for the first time with a ship, you now have to deal with a Scatter defense. "Oh, you rolled enough damage to one-shot the flotilla? Scatter." Accuracies just gained some significant importance, and flotillas are going to just ignore black dice that don't have some kind of help.
Was I expecting more? Sure. We only have one large and medium ship per faction. But these two little additions are going to add a LOT of options for Fleet Building and Strategy. Giving us four additional ships that just fired X number of dice out of arcs wouldn't have affected the game anywhere NEAR as much as these two units.
I'm very happy with this announcement.
-
Unfortunately. The local one is on a drill day, yay guard. The Indianapolis one is during a planned vacation to Florida... Meh. So I will be at Louisville. Woot.
So you'll be in Florida one week before our Regionals on May 14th. Want to help me practice?
-
-
The Liberty Class will only have 3 firing arcs: Rear, left, and right. The left and right firing arc will meet in the middle, so that a ship straight ahead of the Liberty could be attacked with left and right.
Not really.
-
I do. I glue the numbers to each model, as the people I play with aren't star wars fans and sometimes need the numbers to help identify which ship is which.
But... why glue? The base holds them just fine.
DerErlkoenig reacted to this -
Do you think you'll ever need a number 10?
Nope. It's just my OCD kicking in.
XMARXdotCOM reacted to this -
So my ISD came with two ID tokens for the number 10. Both were white. Shouldn't one be white, and the other black, so opposing players can use them? Is everyone's printed like this?
-
I don't see it as breaking the game, though I would include a cost based on the ship size. 5 pt extra for small, 10 medium, 15 large.
I had the thought of an increased cost for the ship, as well, but I figured it might be addressed by the cost of the Commander.
-
I'd say small or medium ship only, or maybe just small ship- The rebellion didn't have the numbers to crew star destroyers until the end of the civil war.
That's not bad. If it was limited to medium or small, I might go with Snipafist's idea of a unique officer instead of a Commander.
-
I'd recommend making it a unique officer, however, rather than a commander. That way you still get the one-of inclusion and it's a bit more punishing in that it fills up the officer seat for a guy who's just there because he's the smarmy SOB who found a way to steal a Star Destroyer right out from under the Emperor's nose.
I'd argue that it's far more punishing to lose the benefit from another Commander just so you can use one enemy ship.
-
The rebels used many different methods to acquire capital ships, including refitting ships built for different purposes, and particularly stealing ships from the Empire.
So what if there was a Rebel Commander who allowed you to do this?
The text could read something along the lines, "When selecting your fleet, you may include 1 ship from an opposing faction at its declared cost. Opposing faction upgrade cards, including titles, cannot be used."
I love the idea thematically, but it may too much for account for when it comes to balanced game play.
-
Generics are still good to bring along because of the low cost. One good tactic, though, is to accompany them with a named squadron that has Escort. Even if your opponent kills the named Escort squadron, they stay on the board still preventing attacks on the generics until the next turn.
BergerFett reacted to this -
I saw that the Waterford Cool Stuff was going to do an Armada tournament on Sunday, November 15th. I was probably going to swing by for that. I'm out on the east coast, so it's tough to head there on a week night.
-
I'll also ask to please touch on the Rogues and Villains. I'd be interested to hear your thoughts on how they may or may not change the game.
Also, with what we now know about Wave 2, is there any change to how some of the Objective Cards play out? I think an example of this might be the Fleet Ambush Objective. In wave 1, this almost got dismissed. It was actually an advantage to the first player to be able to setup ships right in immediate firing range of the second player. Has wave 2 changed this Objective card? As the first player, is it now a disadvantage to have your ships potentially starting in the heavy fire arcs of an ISD or MC80?
-
Get Your Fun On in Melbourne hosts a X-Wing/Armada/Imperial Assault night on Mondays from approximately 6pm-9pm.
The night has historically been dominated by X-Wing players. I'll be there on a more regular basis with Armada to play or demo. Last week we had 4 Armada players show up. Several of the X-Wing players have expressed interest, as well. I expect some of them to give it a try when they don't have a match going.
Get Your Fun On
3030 W. New Haven AveWest Melbourne, FL 32904321-327-7937 -
From the Attack section in the rules reference:
The attacker can spend one or more of its (Accuracy) icons to choose the same number of the defender’s defense tokens. The chosen tokens cannot be spent during this attack.
From Intel Officer:
While attacking, after you roll your attack pool, you may exhaust this card to choose 1 defense token. If that token is spent during this attack, discard that token.
Makes sense to me, but that's still a pretty fine point based on the inclusion or lack of a single word. I hope FFG specifically addresses that in the next FAQ.
-
Again, I'm impressed with the potency of the Rogues and Villains pack. Jan Ors gives surrounding squadrons unpreventable defense tokens and prevents engagement by making enemy squadrons "Heavy". I'll likely be putting an "Ors-ball" in my next fleet list.
-
So Jan Ors has the following special ability:
While a friendly squadron at distance 1-2 is defending, it can spend your defense tokens.
So my B-Wing squadron has 2 health left. My opponent targets the B-Wing and while attacking them with a squadron rolls two hits and two accuracies. What is the rule for the accuracies being used to block the B-Wing from spending Jan Ors defense token?
My thinking is when the attacking squadron resolves, there are no defense tokens to use the accuracies against. The B-Wing has none to target. The tokens wouldn't "exist" until I go to defend, and Jan Ors allows hers to be used. Can the B-Wings use Jan Ors brace and survive? Or do the accuracies prevent the use of defensive tokens?
-
I really hope we see a Thrawn card in this game. Any chance he might come with the Imperial Star Destroyer?

So, what's next for the Corellian Conflict?
in Star Wars: Armada
Posted · Edited by pokeyg23
I wonder if it's possible to come up with an asymmetrical goal. Use the Rebellion board game as an example: The Empire's goal is to find and destroy the Rebel base. The Rebellion's goal is to last to the end of the game, and can take actions to shorten the game, increasing their chance of victory. Actually similar concept to Return of the Jedi: the Rebel Fleet didn't defeat the Imperial Fleet, it just lasted long enough for the Death Star to be destroyed.
Could an Armada campaign be the same? An overwhelming Imperial military that wins by destroying the Alliance, and a Rebellion force that wins by staying operational long enough to complete objectives?