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Star Wars: Armada
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=Why Play Armada= [[File:VSD_base.png|thumb|300px|right|Relevant information is presented clearly for both players to see at a glance.]] Armada is a game of [[Just As Planned|planning and foresight]]. Where other games focus on turn-to-turn tactics and responding to a shifting battlefield, Armada is a game where you set your strategy in motion, and then lean back and evaluate as it unfolds - [[Not As Planned|for better or worse]]. Armada is a game of ''momentum'', that challenges your grand designs rather than your snap decision-making. You're not a sergeant commanding a squad of infantry as they assault a bunker; you're Grand Admiral Thrawn, tapping your fingers on your armrest as Star Destroyers explode in anticipated sacrifices, while bombers draw the enemy deeper into a trap that may well be about to backfire. Welcome to the Armada, Commander. The fleet is at your command. Armada's ships come pre-painted and pre-assembled (although squadrons come in unpainted colored plastic), saving players less interested in the hobby side the need to model and paint, while still allowing those who want it the option to [https://community.fantasyflightgames.com/forum/501-star-wars-armada-painting-and-modification/ customize] (outdated link) their models. Ships and squadrons come with all rules and tokens needed to use them, aside from the basic game rules available in the Core Set and as free PDFs on FFG's website, so there's no need to buy a giant rulebook or continually re-buy overpriced army books; and ships include dials, tokens, and counters, to make tracking game information such as ship health, speed, activation, upgrades, and the like quick and easy. The game is also well balanced - while some upgrades may be overcosted or have niche applications, and certainly some ships see the table more than others, every ship in Armada is viable and can be made to work with the right list. The rules are straightforward and intuitive, but still allow for a great deal of complexity and depth. Inherited from its forefather X-Wing, Armada's player base brings a "fly casual" attitude to the table, focusing on fun and civility over [[WAAC|nitpicking and tilting]], even in tournament competitions. As a disclaimer: note that the Core Set can be a rather poor and misleading representation of the full game - giving the inaccurate impression that Rebels are ''strictly'' fragile flankers with strong squadrons, while the Empire flies slow front-firing bricks supported by glass TIEs; and often ends in very lopsided games dependent solely on whether or not the VSD managed to line up a shot with its front arc. This assessment is in fact only MOSTLY true... not all the rebel ships can flank, and some of the imperial ones can. ''Also with the Starhawk the Rebels eventually got a giant brick of their own; but that means accepting that movies VII-IX exist.''
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