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why do crits work the way they do?

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Well, we can only speculate on that, but ...

 

It only seems "weird" because it is counter to X-Wing.

 

Advantages:

- Limiting the number of crits per hit allows for more extreme and game changing face up damage card effects, since they are rarer.

- It opens up design space for additional crit effects compared to X-Wing with only one way to resolve crits

- It opens up design space by not being dependent on avoiding or breaching shields

- It opens up design space for multiple kinds of meaningful defense effects (Brace is better against lots of damage, evade is better against single crit results, redirect becomes more situational)

- It introduces another meaningful Decision in Squad-Building (go for crit effects or not, how to maximize their usefullness)

- It introduces meaningful decisions during the attack procedure (which crit effect to prefer if more than one are available)

- It makes the damage structure multidimensional

 

Drawbacks

- it is counter-intuitive for X-Wing Players

- resolution is more complicated for new players

 

I do like the way it is done and consider it an improvement over X-Wing.

Edited by chrisdk

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To add to what chrisdk said (all of which I agree with), many of the critical damage cards and other crits effects are quite powerful and can have a big impact on the game, especially if well timed. Being able to deliver more than one such crit would be too brutal IMO.

 

Just because X-Wing does things differently doesn't make those rules better/worse or right/wrong. Armada is a different game with different rules - if it was just X-Wing reskinned I think there would be a lot of angry/unhappy players!

 

Oh and to answer your question, I like how crits work in Armada and I like how they work in X-Wing - each rule works well in the context of its game. 

Edited by Ghost Dancer

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Just because X-Wing does things differently doesn't make those rules better/worse or right/wrong. Armada is a different game with different rules - if it was just X-Wing reskinned I think there would be a lot of angry/unhappy players!

If Armada was just like X-Wing I wouldn't be playing it.

Edited by Vetnor

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Just because people don't like to thoughtfully consider or even read the rules for games before they try and play does not at all make the rules unintuitive.

This is not X-wing. FFG may template the rules of thier various games in a similar matter, but that does not mean the rules are the same.

Why should anything in Armada have to, or honestly even want to, work like X-wing.

Edited by ScottieATF

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In what way do you find it complicated?

If you roll any crits then you have the ability to activate a critical effect. You have the standard effect of the first card being dealt face up, your upgrades may give you other options. You activate your chosen critical effect after defense tokens are spent before totalling and dealing damage.

Edited by ScottieATF

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In what way do you find it complicated?

If you roll any crits then you have the ability to activate a critical effect. You have the standard effect of the first card being dealt face up, your upgrades may give you other options. You activate your chosen critical effect after defense tokens are spent before totalling and dealing damage.

Considering how nearly all the time when I explain the rules to people when I introduce them to the game (about a dozen times so far) this is the one point consistently misunderstood and raising the most questions, it is apparently something that people don't have an easy time getting their mind around.

 

Also the ruleset is overall more "complete" and "precise" then X-Wing was at launch, sacrificing readability for exactness often requiring careful and exact reading of a passage and referencing other passages to help clarify intend. A lot of people are not used to that degree of care in a ruleset, which makes it feel complicated where it makes me personally feel very comfortable and happy.

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Because this way crits can happen more often(more than one crit icon per die) without making a huge amount of crit stacking.

This then opens up the crit effect upgrades that are so cool.

If I were to ask a question it would be Why did you combine movement and shooting? The best part about X-Wing was how it simulated simultaneous motion. If we all shot, then all moved it would(Personally) be a more immersive game.(I also know the answer to an extent. And it's a minor nitpick at best. The game is still fantastic.)

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Well, we can only speculate on that, but ...

 

It only seems "weird" because it is counter to X-Wing.

 

Advantages:

- Limiting the number of crits per hit allows for more extreme and game changing face up damage card effects, since they are rarer.

- It opens up design space for additional crit effects compared to X-Wing with only one way to resolve crits

- It opens up design space by not being dependent on avoiding or breaching shields

- It opens up design space for multiple kinds of meaningful defense effects (Brace is better against lots of damage, evade is better against single crit results, redirect becomes more situational)

- It introduces another meaningful Decision in Squad-Building (go for crit effects or not, how to maximize their usefullness)

- It introduces meaningful decisions during the attack procedure (which crit effect to prefer if more than one are available)

- It makes the damage structure multidimensional

 

Drawbacks

- it is counter-intuitive for X-Wing Players

- resolution is more complicated for new players

 

I do like the way it is done and consider it an improvement over X-Wing.

Thanks for explaining the rule with analysis. This will increase understanding and is helpful.

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