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Greatfrito

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Posts posted by Greatfrito


  1. I think it's really good for a miniatures game to have a Common Core set.  Even if you only wind up using one of the two factions, it gives a good jumping off point for all players, and is a bit more stable than pushing out multiple starters.  Especially for a universe like this one, where Empire was always going to start out with the more recognizable, more "marketable" ships.


  2.  

     

    A fleet cannot spend more than one third of its fleet

    points, rounded up, on squadrons.

     

    Something, something, Reading Comprehension class...

     

    Yay, there it is. I knew it was 1/3 but was struggling to calculate how they hit 134 since 400 x .33 = 132.

     

     

    *round your multiplier (a repeating decimal) down*

    *wonder why your answer is low*


  3.  

    Whether ramming is in keeping with theme... eh, I don't care.  It's easy enough to explain them away as boarding actions, force field interactions, close calls requiring airframe overstress maneuvers--take your pick.

     

    Our constant "accidental rams" are only thematic in that we are the worst fleet commanders.  Vader would have force-choked me out of existence after my first game as Grand Admiral Accidently-Drive-This-VSD-Through-All-These-Rocks-and-Then-Out-of-the-Engagement-Zone.


  4. Honestly though, I think even in Star Wars, you do see smaller ships getting taken out by flak.

     

    Do you, other than stationary emplacements (Death Star, Starkiller)?  (I do honestly keep asking this, because I really can't think of any.)

     

    And even then, we do see squadrons taken out by ships in Armada.  Probably more frequently than we see anywhere else.


  5. Yeah, not complaining or anything... just checking to see if I am understanding, because it DOES seem a bit strange.

     

     

    In a vacuum, I'd agree that the Ship/Squadron interactions seem strange.  You just kind of expect Big Giant Deadly Thing to be able to completely squash Much Smaller and Less Deadly Thing.

     

    But, given context, it's really not that odd (other than the Decimator just being odd on its own).

     

    In the Star Wars universe, capital ships just kind of suck against fighters.  They know this.  It's why both sides always field squadrons of some kind - the best way to combat starfighters is "ship to ship".  It's a big part of starfighter strategy and theory.

     

    In the context of Armada, it follows the same rules.  Starfighters are best dealt with "ship to ship".  Capital ships just aren't very good at taking them out.


  6. Nah, VSD would win every time. The absolute most damage a Deci can do in a turn of shooting at it is 2: 3 damage before the brace. Otherwise it's 1/turn.

     

    Conversely, the VSD could alternate repair/CF, and probably end with a dead deci and next to no damage. But it'd be a silly slap fight!

    This.

     

    But also, yeah, this is why we don't see the Imps engaging against squadrons without squadrons of their own in most of star wars.  They seem to be pretty aware of the dangers posed by even small wings of starfighters, and fight fire with fire.


  7. Cloak (When you are defending, the attack is treated as Obstructed.) [Ciena Ree's ability, but on generics?]

     

    Cloak (When you are defending, cancel all attack dice unless the attacker spends an Accuracy.) [Always-on Scatter?]

     

    Cloak (You are not prevented from moving or attacking ships while you are engaged.) [Tycho Celchu's ability, but on generics?]

     

    I dunno.  Brainstorming.  Trying to keep it simple (though probably more expensive for the last two).


  8.  

     

    "Want to kill a big bad ISD with Motti and a wave of fighters?  The only realistic way is with a big ball of squadrons."

     

    Am I the only person that kills Motti ISDs with ship focused list? (sounds way more snarky than I intend but a serious question because I am actually kind of curious now)

     

    I was wondering the same thing.  Folks make it sound like the game has devolved into nothing but bomber-blobs and support for them, but that runs contrary to the games I watch.  (The games I play are so far removed from the meta that they really don't count for this.)


  9. I don't even know what they'd do​ for more squadrons.  The existing ones cover pretty much every ship that I​ could recognize, and then some.

     

    The only thing I want​ that would be that size at this point, would be U-Wings.  I'm sure there's other nonsense to pull in from X-Wing, but man.


  10. I don't think it's unreasonable to expect Armada to be about big ships when there is a whole other game about Starfighters.

     

    Two thoughts:

    (1) Squadrons in Armada aren't the same thing as Starfighters in X-Wing, any more than Big Ships are the same thing in Star Wars: Rebellion and Star Wars Armada.

    (2) Star Wars ​Armada​ implies battles that resemble, y'know, Star Wars.  Squadrons and Starfighters are a huge​ part of space battle in the Star Wars universe, on both a macro and micro level.

     

    As has been said before, there's so few actual fleet-scale battles to look at in Star Wars that we have very few examples, but even digging around on the Wookiepedia, it seems pretty clear that even (and I'd argue especially​) in-universe "Starfighters" were a huge​ part of fleet-level combat.  In... almost exactly the way it works in Armada right now (Starfighters en-masse are capable of harassing and even destroying vastly larger ships, and the way that everyone deals with this is to utilize Starfighters of their own).


  11. Distances, Movement, and Ranges were indeed the only thing we found annoying at first, but even then that feels less like "too complicated", and more like "completely unlike anything else we've ever done" (though it's closer to Pirates of the Spanish Main​ than many things).

     

    Maybe it's because I play a crapload of board games and learn new rules all the time, but I really don't see Armada as "complex" in any noteworthy fashion.  Movement, Speed, and Commands can be tricky.  Competitive-level strategy and listbuilding is still beyond me.  But the only criteria I've needed from people who wanted to play was "Do you have quite a bit of time, and a lot of patience?  Because this is going to take a while​."

     

     

    Our first few games were played incredibly​ poorly, with a very poor grasp of some of the specifics of the rules, and they were a blast regardless.

     

    Hell, I'm still awful at planning my movement and Nav commands.  My fleets function like accidental bumper-cards half of the time.

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