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Drasnighta

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Loving this expansion, its adding so much more to the game (especially when we consider what we're getting in waves 3 & 4). The box might only have cards and no plastic, but the objectives are a huge addition - adding so much more depth and variety to games/list building. I'm also excited about the new squadron cards - I love playing squadron heavy so this is just gold for me. And then the campaign itself, really looking forward to having another way to play the game.

 

Conclusion: Its just fecking awesome, I can't wait :)

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I like the non character unique squadrons. They should be a cool way to add some flavour to your squadron force without having such a big investmet. Ciena is also great, I think I like her more than sontir.

 

Agree she is way better, cheaper and more defensive. I take that every time. And since we have the straight up comparison to see I both rate her higher and would prefer her.

 

I love Black Squadron too, I have always wanted an escort/count and the madmen gave it to us.

 

At 9 points it's awsome. My Vader could become Black Squadron & T/A for the same cost and now i have two escorts (because x2 T/A was not cheaper than 1 Vader) Or Jumpmaster & Black Squadron as my Intel package that can defend the Intel ship, a cheap sacrifical lamb that can block for anything that is greater value than it.

 

It's great that Rebs get a good Rouge as well.

Edited by Trizzo2

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Can always need more plastic!

I mean, since we got Wave 2, X-Wing has received:

Ghost Expansion Pack
Inquisitor's TIE Expansion Pack
Mist Hunter Expansion Pack
Punishing One Expansion Pack
T-70 X-Wing Expansion Pack
TIE/fo Fighter Expansion Pack
Imperial Veterans Expansion Pack
 
with these coming in Q3 2016:
ARC-170 Expansion Pack
Special Forces TIE Expansion Pack
Protectorate Starfighter Expansion Pack
Shadow Caster Expansion Pack
Heroes of the Resistance Expansion Pack

Ya feel me?  Not gonna lie, but I got kinda bored of the meta :D and desperately craving something new.
Edited by HERO

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Black squadron's counter (1) with escort is nice and of course with Dengar nearby you get counter (2).

With only 3 hull however it won't last too long but it is very cheap for the benefit.

The X-Wing Rogue squadron is less of a bargain. I think I would pay a point for an extra hull and another for an extra speed so hey presto it's a YT2400. It will however mean I can field another similar squadron to the Yt2400 without having to buy another villains pack.

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Black squadron's counter (1) with escort is nice and of course with Dengar nearby you get counter (2).

With only 3 hull however it won't last too long but it is very cheap for the benefit.

The X-Wing Rogue squadron is less of a bargain. I think I would pay a point for an extra hull and another for an extra speed so hey presto it's a YT2400. It will however mean I can field another similar squadron to the Yt2400 without having to buy another villains pack.

 

YT-2400s are 3 points higher (from 13 to 16).

 

The Rogues get Bomber, Rogue, speed 3, and 4 AS dice for 14 points.  That's a steal and so far the cheapest Rogue ability in the game, on a platform that's very well built for it.  We should be thankful that it's a unique because I'd switch to Rebels and play as many of these as I could otherwise.

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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.

I'm not sure that that's entirely true. Flak was certainly effective when concentrated and heavy,but it was also surprisingly wasteful in terms of rounds and was only very effective in clear conditions. The most consistent threat to enemy aircraft (bombers included) was fighter cover, hence why so much effort and resources went into establishing aerial dominance.

My point being that, if you're taking WW2 as a precedent (which I think is a fair point of comparison), then the most effective anti-bomber protection should be squadrons.

Edited by ceejlekabeejle

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I have a question - if this expansion is bringing new objectives, new obstacles etc, does this mean that you'll have to buy it to play at tournaments. I get why you'd want to (and this is one that I'll be buying as soon as it comes out), but I guess what an I asking is still this become a requirement along with the base set for competitive play?

I mean, possibly the assumption is that you'll only take the new objectives if you have the pieces to use them, whereas someone without them can play to the originals.

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Even though WW2 tactical history is very interesting and Star Wars' combat is heavily modeled on these tactics and strategy, within the context of Armada we unfortunately can't really use these to model tactics. Example : the AA barrage does not target your own squads while WW2 flakk barrage would indiscriminately hurt both ! Guess we have Ruthless Strategists to model that somewhat :P

 

Squadron warfare in Armada heavily benefits from ship-squadron combos (except perhaps for the Fireball). Bomber squads synergize with squadron activations, and Fighters synergize a lot more with AA barrage then one might think !

 

So, I don't really think there's a reason to worry about these new squadrons completely wrecking the meta :P More power to more choice ! :D

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I have a question - if this expansion is bringing new objectives, new obstacles etc, does this mean that you'll have to buy it to play at tournaments. I get why you'd want to (and this is one that I'll be buying as soon as it comes out), but I guess what an I asking is still this become a requirement along with the base set for competitive play?

I mean, possibly the assumption is that you'll only take the new objectives if you have the pieces to use them, whereas someone without them can play to the originals.

No it will not be a requirement. 

 

When building a list you have to choose 3 objectives of different colours. Now if you dont buy the box, then you are limiting your choice of objectives. However, you can still make a legal list. 

Note: If they increase the objective number to 4 to account for the new green colour, the expansion might be a requirement for tournament play, but I hope they dont. 

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I have a question - if this expansion is bringing new objectives, new obstacles etc, does this mean that you'll have to buy it to play at tournaments. I get why you'd want to (and this is one that I'll be buying as soon as it comes out), but I guess what an I asking is still this become a requirement along with the base set for competitive play?

I mean, possibly the assumption is that you'll only take the new objectives if you have the pieces to use them, whereas someone without them can play to the originals.

No it will not be a requirement. 

 

When building a list you have to choose 3 objectives of different colours. Now if you dont buy the box, then you are limiting your choice of objectives. However, you can still make a legal list. 

Note: If they increase the objective number to 4 to account for the new green colour, the expansion might be a requirement for tournament play, but I hope they dont.

This is what I assumed. It depends on whether the 12 new objectives include a new type of objective, but I think it's more likely to give you four new options for the existing three categories.

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I have a question - if this expansion is bringing new objectives, new obstacles etc, does this mean that you'll have to buy it to play at tournaments. I get why you'd want to (and this is one that I'll be buying as soon as it comes out), but I guess what an I asking is still this become a requirement along with the base set for competitive play?

I mean, possibly the assumption is that you'll only take the new objectives if you have the pieces to use them, whereas someone without them can play to the originals.

No it will not be a requirement. 

 

When building a list you have to choose 3 objectives of different colours. Now if you dont buy the box, then you are limiting your choice of objectives. However, you can still make a legal list. 

Note: If they increase the objective number to 4 to account for the new green colour, the expansion might be a requirement for tournament play, but I hope they dont.

This is what I assumed. It depends on whether the 12 new objectives include a new type of objective, but I think it's more likely to give you four new options for the existing three categories.

 

It all depends on what that Green Objective card is, whether its a conflict objective or a normal objective. 

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I have a question - if this expansion is bringing new objectives, new obstacles etc, does this mean that you'll have to buy it to play at tournaments. I get why you'd want to (and this is one that I'll be buying as soon as it comes out), but I guess what an I asking is still this become a requirement along with the base set for competitive play?

I mean, possibly the assumption is that you'll only take the new objectives if you have the pieces to use them, whereas someone without them can play to the originals.

No it will not be a requirement. 

 

When building a list you have to choose 3 objectives of different colours. Now if you dont buy the box, then you are limiting your choice of objectives. However, you can still make a legal list. 

Note: If they increase the objective number to 4 to account for the new green colour, the expansion might be a requirement for tournament play, but I hope they dont.

This is what I assumed. It depends on whether the 12 new objectives include a new type of objective, but I think it's more likely to give you four new options for the existing three categories.

It all depends on what that Green Objective card is, whether its a conflict objective or a normal objective.

Where have these green cards come from? I can't see any mention in the article...

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Ok, so when this comes out we can extrapolate the other sectors based on the campaign rules and then host a huge galactic civil war on Vassal or TTS, Who's in?

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Ok, so when this comes out we can extrapolate the other sectors based on the campaign rules and then host a huge galactic civil war on Vassal or TTS, Who's in?

A star wars armada, MMO? 

 

I don't know what to think of that.

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Just noticed that the two station cards in the big picture, both have blue and red dice. the station assault objective also mentions unarmed stations, which implies that there are Ames stations.

I'm excited for this expansion, it represents a massive leap forward in depth and interest (for me). Wave 3 was initially a WTF, for me, but I got over it :D - wave 4 redressed the balance back to all kinds of awesome and now this campaign is off the scale

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I didn't see much talk of Ceana Ree. When defending the attack is obstructed. Meaning we can field an Ace TIE Interceptor that is resistant to ship fire. I've never liked the three hull ships due to them actually having to worry about ship fire. For a ship to even touch Ree would require two dice (or Ruthless Strategists).

Do we know for sure there are no ship titles in the box? They didn't mention them but I don't remember them ruling them out.

I'm stoked for a campaign. My little attempt from ages ago doesn't look that far off the mark. Permadeath will certainly change Demolisher and Rhymer usage. Yavaris as well.

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