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  1. For many of us who don't have multiple ISDs and MC80s, a Wave 4 of flotillas will help us save up for more big shapes while keeping us busy with something new and shiny.
  2. I think a lot of people's preferences boil down to the amount of social interaction they want in their hobby. With a lower price point, easier rules and faster playing time that all lends well to a tournament setting, X-Wing is likely the better choice for the more social gamer. Being a gaming fungus myself, I prefer playing with close friends who are not interested in competitions and are more entrenched in Star Wars lore. For this, Armada is perfect. I'm that guy who prefers his video games with single-player campaigns rather than multiplayer slugfests. I can see how Armada can be played to a high level but there currently no Armada tournaments where I live because of X-Wing. To be honest, that's how I prefer it to be. But if people insist on having a metric in determining the "better game", the only non-subjective criteria I can think of is how much money FFG is making out of it. With all the press it continues to receive, X-Wing is clearly the winner.
  3. Armada was not meant to replace X-Wing. It is neither better nor worse. Both are excellent games on their own. I prefer Armada but I think liking one over the other says more about what you are looking for in a game rather than which one is the better game.
  4. If Armada stops now, I'm left with a great-looking board game that evokes everything I've always wanted Star Wars to be. My only regret would be that Admiral Piett missed the show.
  5. A lot of good tips about strategy have already been stated. All I have to say is take your time with your purchases. Play your ships and your upgrades until you know how to play them well then ease slowly into expansions. If you eventually plan to compete at a higher level, it's better to have a tight collection you know very well than to have a sprawling collection of unused ships and cards.
  6. Too sleek, too clean. The reason I loved the old rebel ships is that they look ramshackle, modular and look like they've seen better days. It makes the ships as much of a character as the people themselves.
  7. Maximize your shields. It is often better to redirect a big attack to a side you won't show for most of the game than automatically bracing it.
  8. Admiral Piett because of his zero contribution to the game of Armada.
  9. As a fellow of some Japanese descent, I gravitate using General Rieekan and his aggressive zombie ships going in for the kamikaze.
  10. Casual and competitive players mixing up their lists and doing a lot experimentation is an indication of robust game design. It means a wide open meta that rewards skill and creativity. As a casual player, this greatly pleases me as it means my homebrew lists have a reasonable chance to beat tournament-level lists. I get my fun and the competitive guy gets the challenge.
  11. Exactly. Community is what makes or breaks a game locally, and so far FFG is doign a good job of fostering an inclusive community all around (championships, events, uniform rules all around, periodic FAQs, etc...). That's also why Games Workshop is steadily on the decline, because they've focused on the products rather than the community (they published their S2 results for June-November 2015, and despite multiple big releases in terms of systems such as Age of Sigmar and Horus Heresy, along with rapid fire releases per faction, they are only managing to stabilize their sales figure with a slight degrowth, and have not made more profit than in the prior years). I know talking about Games Workshop is the godwin point of wargaming, but I wanted to illustrate that focusing on the community like FFG does is the most interesting strategy over releasing products in rapid fire like Games Workshop does. Quality games with a dedicated fan base community dont die. Sometimes, they even continue to grow beyond the official game, long after the gaming company that made it has vanished. http://www.rancorpit.com/forums/index.php West End Games is long gone, but Star Wars D6 has a thriving fan based community, that runs games at cons, and produces free, fan mad expansions and supplements. While I don't foresee FFG or their support for Armada. Going away in the near future, even if it does, here is no reason the game can't continue without them. Even if FFG does stop at Wave 2, I would be content. In the end, we are left with a deeply strategic board game that evokes Star Wars like no other and those miniatures standing on our shelves will still be a source of pride for years to come.
  12. Nebulon-B. No other ship forces me to play well and punishes me as much when I don't.
  13. I have had so many conversations or email exchanges with students in the last few years wherein I anger them by indicating that simply saying, "This is my opinion" does not preclude a connected statement from being dead wrong. It still baffles me that some feel those four words somehow give them carte blanche to spout batshit oratory or prose. And it really scares me that some of those students think education that challenges their ideas is equivalent to an attack on their beliefs. -Mick Cullen
  14. Using A-Wings and squadrons with counter can be a good way to deal free hits to squadrons outside your Activate Squadron commands. Imperial squadrons have better group synergy while Rebel squadrons are individually powerful. Try to engage cautiously and force them to fight one-on-one. Take time to position yourself and do not rush into a hairball.
  15. This style of play almost always begs for Screed and the Demolisher title. Just stay away from insane broadsides powered by fish creatures.
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