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Another missed opportunity IMO.  Just so little content.

Are you referring to the Corellian Conflict expansion? Because I'm not sure how much more one could expect.

 

The objectives are what get me the most excited.  I'm cool with the new waves + this campaign box.  And I'm sure there will probably be a wave after this campaign expansion fairly soon, I'd say first half of next year maybe?  This is based on zero anything except guessing.

This this this!  I'm happy that if it were Objective cards alone I'd be paying $2.50 each.  I would gladly play that because they define everything in Armada.  

 

I'm also tremendously stoked because sitting around with other players we would always imagine, "Hey you know what would be cool? A campaign that lets you play Armada kind of like Imperial Assault." - And it looks like FFG was already planning this.

 

I foresee other expansions detailing the other galaxy's sectors.  I don't know when or what, but I'm glad that they introduced this little spice (okay crack) to the mix.

 

I also think that it will allow for even more home-brews of campaigns.  At least, it may provide a well thought structure to build upon.

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Since there's apparently going to be more of these things, I am fully expecting to see more titles for ships in them in the future. Which is honestly the most exciting part for me: FFG has found a way to put out more card content for the game that doesn't involve having to buy more ships. This is huge. We won't have to deal with "ace" packs for Armada.

 

Also Lando in the Falcon needs to be a thing. Because seriously, I need that.

 

Also, they're doubling the number of objectives. Holy ****, I might get to play something besides minefields!

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Oh also Caldias you better be cool with the new waves!  ;) You will pay much less than most!

 

Hahaha copy that!  I am still most likely going to buy another Interdictor and Liberty for the stupid cards, let alone another GR75 and two more Gozanits

Edited by Caldias

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My primary concern is that Armada squadron mechanics are slow and face no significant threat from ships bristling with point defense weapons.

Slow? D

I think even 1 die can be an issue when used properly. My DtO list has no squadrons yet I used overlapping Anti-squadron fire to whittle down squadrons.

Now, your comment suggests that all those batteries should be able to take down a squadron on its own or prevent them from getting it right? Well I disagree. In world War 2 there were many AA guns on ships and it was still hard for them to shoot down aircraft. Even today, with CWIS and such, aircraft could get in but it would be difficult

 

 

Yeah and people don't even use all the options that are there already. I hardly ever see a Quad laser turret card.

 

Overall I think the balance is pretty right at the moment. Even the Rhymer ball can be countered by lots of blue antisquad dice. Agent Kallus is going to be very popular!

 

In WW2 you saw a trend where ships that survived the early war were progressively upgraded with more and more anti aircraft guns, even at the expense of reducing the main batteries sometimes. Wonder if we will see that applied to the Victory class for example. "Mid War refit" or something.

 

 

I wonder if future expansions will contain ship cards for older ships along with titles unless they do veteran variants like Xwing.

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My primary concern is that Armada squadron mechanics are slow and face no significant threat from ships bristling with point defense weapons.

Slow? D

I think even 1 die can be an issue when used properly. My DtO list has no squadrons yet I used overlapping Anti-squadron fire to whittle down squadrons.

Now, your comment suggests that all those batteries should be able to take down a squadron on its own or prevent them from getting it right? Well I disagree. In world War 2 there were many AA guns on ships and it was still hard for them to shoot down aircraft. Even today, with CWIS and such, aircraft could get in but it would be difficult

 

I mean that the squadrons literally slow down the game, drastically.  During local games, store champs, and even Regionals games between players with squadrons took much more time to complete than games without.  It's not uncommon for two non-squadron players in my region to be finished in half the time or less as two players with squadrons.

 

Regarding ships, my complaint is that in this case, most bombers can basically just hang out near most targets without being exposed to any significant threat.  Even if they begin taking return fire, most ships are not capable of throwing enough dice to seriously threaten the destruction of an enemy squadron.By marginally increasing the anti-squadron output of ships, squadrons will need to be more selective about when and how they engage ships.  They will also need to be more selective about when and how they are engaged by other squadrons to ensure they can survive a bombing run.

 

I'm excited for this campaign, I'm even interested in seeing what new Squadron upgrades come out.  But I have sincere concerns about the squadron portion of the game to this day.

Yes and no for the squadrons hanging out. Yes there is not always a big threat but at the same time if you have multiple ships even with just 1 die, it can be devastating to a decent sized squadron ball.

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During WWII the most dangerous thing to a battleship or aircraft carrier were enemy bombers. The days of broadsides were already long over. I can see the argument that anti-Squadron firepower needs to be augmented but I think it's fair to say that squadrons are and should be dangerous. It's not an accident that Luke was flying an X-Wing at the Battle of Yavin instead of an Assualt Frigate.

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16 New Squadron cards, from a set of what was 10 (5 per side).  Doubling the Missions. Will provide a very subtle change to the game that will only add more depth of play. The only thing missing is maybe 4-6 upgrade cards of the various commanders and titles that may make the campaign just that little more flavourful.

 

I like that the victory conditions scale with the number of players as we have three in our play at home group. So if the single player team gets an advantage over the two player team that will be great fun.

Edited by Amanal

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Intrested in hearing more about the campaign and how the fleets are started and persist through the game. Would have loved to see a true co-op game system. I got all excited when I saw the title. I thought they were making an official "Heroes of the Aturi Cluster" for Armada. Especially after the articles on using xwing minis for their rpg system.

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16 New Squadron cards, from a set of what was 10 (5 per side).  Doubling the Missions. Will provide a very subtle change to the game that will only add more depth of play. The only thing missing is maybe 4-6 upgrade cards of the various commanders and titles that may make the campaign just that little more flavourful.

 

I like that the victory conditions scale with the number of players as we have three in our play at home group. So if the single player team gets an advantage over the two player team that will be great fun.

5 per side?

X-Wing

Y-Wing

B-Wing

A-Wing

That's 4. . . So 4 Unique and 4 Aces

TIE Fighter

TIE Bomber

TIE Advanced

TIE Interceptor

So another 4. So 4 Unique and 4 Aces. . .

16 total

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16 New Squadron cards, from a set of what was 10 (5 per side).  Doubling the Missions. Will provide a very subtle change to the game that will only add more depth of play. The only thing missing is maybe 4-6 upgrade cards of the various commanders and titles that may make the campaign just that little more flavourful.

 

I like that the victory conditions scale with the number of players as we have three in our play at home group. So if the single player team gets an advantage over the two player team that will be great fun.

5 per side?

X-Wing

Y-Wing

B-Wing

A-Wing

That's 4. . . So 4 Unique and 4 Aces

TIE Fighter

TIE Bomber

TIE Advanced

TIE Interceptor

So another 4. So 4 Unique and 4 Aces. . .

16 total

18--there are 2 X-Wing aces and 2 TIE Fighter aces.

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16 New Squadron cards, from a set of what was 10 (5 per side).  Doubling the Missions. Will provide a very subtle change to the game that will only add more depth of play. The only thing missing is maybe 4-6 upgrade cards of the various commanders and titles that may make the campaign just that little more flavourful.

 

I like that the victory conditions scale with the number of players as we have three in our play at home group. So if the single player team gets an advantage over the two player team that will be great fun.

5 per side?

X-Wing

Y-Wing

B-Wing

A-Wing

That's 4. . . So 4 Unique and 4 Aces

TIE Fighter

TIE Bomber

TIE Advanced

TIE Interceptor

So another 4. So 4 Unique and 4 Aces. . .

16 total

18--there are 2 X-Wing aces and 2 TIE Fighter aces.

wrong count. I am counting what is in the campaign.

If he is talking about what's already out than I am exhausted and can be ignored.

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Did you guys see the objective cards? click black squadron, and then click the back button on the pop-up image

 

Station Assault: (red)

2nd player must defend 2 unarmed stations.  worth 40 VP each if killed/survive to appropriate player

 

Jamming Barrier: (yellow)

after deployment, place 2 tokens & draw a line between them.  If you attack across that line, remove half your attack dice.

 

Salvage Run (Blue)

place station in center of play area.  Place 4 tokens within distance 1 of station, but beyond distance 1 of each other.  Activate a ship within distance 1 to pick up an objective token. 20VP each

Edited by Baltanok

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What a disappointment.

 

 

Well, I guess that's your prerogative to be so....   But I think you're in the very vast minority on that fact, given the overall levels of excitement.

 

 

I am very excited for the campaign, but I also think that wave three and four are a major disappointment. At least for my Empire, wave three to me junk, wave four on empire side cost way to much for what you get, rebels major score.

 

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Did you guys see the objective cards? click black squadron, and then click the back button on the pop-up image

 

Station Assault: (red)

2nd player must defend 2 unarmed stations.  worth 40 VP each if killed/survive to appropriate player

 

Jamming Barrier: (yellow)

after deployment, place 2 tokens & draw a line between them.  If you attack across that line, remove half your attack dice.

 

Salvage Run (Blue)

place station in center of play area.  Place 4 tokens within distance 1 of station, but beyond distance 1 of each other.  Activate a ship within distance 1 to pick up an objective token. 20VP each

Yup. They were linked in the article. I think it will be great. If you table someone but don't kill the stations for the red it can really hurt!

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I don't understand HERO. How is this a missed opportunity? What? 12 new objectives and new Squadrons are not good enough now?

 

Two new obstacle types too, stations that can be shot at and dust clouds.

 

I wonder too just how generic the green missions (the campaign missions) may be. For social play bringing 4 missions would be fun.

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Sorry, yet another post....

I really like the suggestion that there are persistent effects on ships. Sounds like for example if your Demolisher or your Rhymer gets taken out you could lose him for the rest of the campaign! Really introduces the need to balance short term vs long term thinking in your play.

In addition to this if you have 2 sides each with 3 players the unique upgrades and squadrons are probably unique across your teammates too. Only one major Rhymer, Demolisher and Jan Orrs per campaign.

There may be a few arguments, blackmail and pleading with the overall commander as to who gets what.

By the end of the campaign we could see most players with hardly any unique upgrades left. Rieekan will be upset (if he's still alive)

On that note I wonder what the rules are for if your commander's ship dies in a battle. Does he/she flee in an escape pod? or lost forever? Does losing my commander mean I am out of the game?(i.e. i am the commander and I died so i cant continue in the conflict) It would make assassination a thing for early endgame

 

I would guess that they are gone for good the article says "It is even possible for them to meet their demise, and all those unique ships, squadrons, or crew who do fall in battle are removed from the remainder of the campaign." Now it does not talk about commanders, but my guess is that as they are unique they would fall under this as well. I am very excited to try this, after I kill off Gallent Haven maybe my squadrons can do something, (not counting on it but there is always hope).

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I don't understand HERO. How is this a missed opportunity? What? 12 new objectives and new Squadrons are not good enough now?

 

Two new obstacle types too, stations that can be shot at and dust clouds.

 

I wonder too just how generic the green missions (the campaign missions) may be. For social play bringing 4 missions would be fun.

 

Campaign scenario may be something like a main objective with a standard red/yellow/blue as a secondary

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During WWII the most dangerous thing to a battleship or aircraft carrier were enemy bombers. The days of broadsides were already long over. I can see the argument that anti-Squadron firepower needs to be augmented but I think it's fair to say that squadrons are and should be dangerous. It's not an accident that Luke was flying an X-Wing at the Battle of Yavin instead of an Assualt Frigate.

 

The most dangerous thing to a battleship or aircraft carrier was enemy bombers, but what was the most dangerous thing to enemy bombers and their crews?  Dedicated flak cannons firing from ground and sea platforms.  They wouldn't just circle around fully armed ships, they'd drop their ordnance and get the heck out ASAP.  If you look at photos and videos of Pacific theater combat, you'll see that even in open water the sky above Allied and Axis combat fleets was filled with flak, which was one of the leading killers of airmen on both sides.

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Since there's apparently going to be more of these things, I am fully expecting to see more titles for ships in them in the future. Which is honestly the most exciting part for me: FFG has found a way to put out more card content for the game that doesn't involve having to buy more ships. This is huge. We won't have to deal with "ace" packs for Armada.

 

Also Lando in the Falcon needs to be a thing. Because seriously, I need that.

 

Also, they're doubling the number of objectives. Holy ****, I might get to play something besides minefields!

I had to go back and retread the article, because Lando in the Falcon, and Chewie as well, that's enough to get me to buy this thing right there, but it mentions specifically the Core Set and the Rebel and Imperial fighter packs.

Not saying I won't buy it without Lando, because that's just a lie, but I'm sure hoping to see that card spoiled soon.

If not, I can always wait for the next expansion with Lando in the Falcon, and Thrawn, and some new ship titles.

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Since there's apparently going to be more of these things, I am fully expecting to see more titles for ships in them in the future. Which is honestly the most exciting part for me: FFG has found a way to put out more card content for the game that doesn't involve having to buy more ships. This is huge. We won't have to deal with "ace" packs for Armada.

 

Also Lando in the Falcon needs to be a thing. Because seriously, I need that.

 

Also, they're doubling the number of objectives. Holy ****, I might get to play something besides minefields!

I had to go back and retread the article, because Lando in the Falcon, and Chewie as well, that's enough to get me to buy this thing right there, but it mentions specifically the Core Set and the Rebel and Imperial fighter packs.

Not saying I won't buy it without Lando, because that's just a lie, but I'm sure hoping to see that card spoiled soon.

If not, I can always wait for the next expansion with Lando in the Falcon, and Thrawn, and some new ship titles.

 

 

Well yes I was thinking of future expansions. Sorry for the confusion.

 

At this point I'm expecting the campaign expansions to be a fairly major part of Armada's release schedule. I imagine we'll get a new one every 2-3 waves or so.

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