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A brand new fleet scale strategy game announced by [[Fantasy Flight Games]] with a similar rules system to [[X-Wing]] but sufficiently different to prevent crossover. Confirmed that a Star Destroyer will be in the coreset (abet not a full ISD but the much smaller Victory class.)
''Star Wars: Armada'' is the new fleet scale strategy game developed by [[Fantasy Flight Games]] with a similar rules system to [[X-Wing]] but on an entirely separate scale which prevents any form of crossover.


[http://www.fantasyflightgames.com/edge_news.asp?eidn=4979 This is the only information so far released on Armada]
Where [[X-Wing]] focuses on dogfighting between individual starfighters, Armada is more about larger scale battles between capital ships and squadrons of fighters.
 
Compared to other [[Wargame|tabletop strategy games]], Armada has a relatively low entry cost and upkeep requirement. While players can go [[Apocalypse|"BIG"]] with the hobby, there is very little need to do so, and games can be played between only one or two capital ships and a few squadrons of fighters, all of which come pre-painted with only minor assembly required. Not only that but the range of models is not exactly staggering; so even for those collectors who ''need'' to buy everything in the range, will have ''everything'' they need relatively quickly.
 
==Gameplay==
At a glance, anyone who has played Star Wars: Empires at War on the PC will immediately feel familiar with the gameplay. Your fleet is built up of a mix of capital ships and squadrons of fighters to an agreed value of points. Upgrade cards are available for you to customise your capital ships, and variant squadrons are available to allow your to field unique fighter squadrons.
 
Your fleet ''requires'' at least one Capital Ship, nominated as your flagship and must be equipped with a character to be its commander and you cannot spend more than a third of your points cost on squadrons. This means you cannot re-enact a battle where nothing but starfighters take on star destroyers, which might disappoint someone trying to forge a narrative. But from a mechanical perspective it makes sense since starfighter do not have the same range of actions as capital ships and can only move OR shoot unless specifically commanded otherwise by a capital ship, so it would be a really one-sided game.
 
===Rules Summary===
The player with the ''lower'' points value is always considered to be taking the initiative, anyone who has played tabletop wargames probably knows that getting exact points balance between players is uncommon unless you have a large selection of low value units/upgrades to make up the difference. So the player taking the initiative gets to choose the mission and gets to go first.
 
The game then goes through a series of phases where both players take turns making actions before moving to the next phase, starting with the ''first'' player. But if either player runs out of things to do, the other player just then completes all of his moves.
 
*'''Command Phase''' - both players issue orders to their capital ships in secret, which when turned over an be activated immediately or saved as a token until a later turn. Though a ship cannot save an order that they already have waiting, and cannot accumulate more unused order tokens than its command value. But you can use a token even when it is the same order that you've just performed (essentially performing it twice), giving you more bonuses.
**'''Navigate''' - You ship gets to turn more sharlpy when it comes to make its move and can also adjust its speed. If you saved this order til later you only adjust your speed. This becomes a somewhat essential order because your capital ships ''have'' to move at whatever their speed is set at unless you can adjust it.
**'''Squadron''' - You can activate some nearby starfighter squadrons and ''immediately'' get them to move '''and''' attack, in contravention of the normal rules for starfighters, making this one of your most effective orders to use especially if your starship has a good squadron control value. If you saved this order for later you only activate a single squadron.
**'''Repair''' - You ship gets to redistribute its shields around itself, or recover shields. If your ship has a high engineering value you can also repair hull damage. If you save the order token you give yourself more engineering points and can therefore fix more in a given turn, or fix yourself while your ship does something else.
**'''Concentrate Fire''' - You get to add dice to one of your attacks, making you more deadly. If you saved the token you can then reroll an attack dice instead.
*'''Ship Phase''' - Your ships get to make an attack from two of your firing arcs, the range and attack strength is dictated by the attack dice and a target gets to react if it has any defensive options which are dictated by the ship's/squadron's profile, like ignoring/reducing the damage or rerolling it. When firing against squadrons, your ship does not use it main guns but instead uses its AA value that is the same across all arcs, but still counts as firing from a particular arc. Just like with the [[Star Wars Roleplaying Game]] the system comes with its own dice which tell you the result. You either
*#'''Miss'''
*#'''Hit''' and score a point of damage, reducing the target's shield, or it's hull if it has no shield on that arc.
*#'''Accuracy''' - The attacker gets to negate one of the defender's defensive options.
*#'''Critical Hit''' - Unless specifically stated, only Capital Ships can cause critical hits on Capital Ships, otherwise it's just one more hull point of damage. Critical hits are damage effects drawn at random that cause persistent penalties on the target unless they can get rid of it through a repair order.
**After the attacks have been resolved, ''only then'' do you move the ship and you have to move it at whatever speed it has been set at, unless you adjusted the speed with an order. When you make the move, your ship profile also tells you when you can take turns and at what angles.
*'''Squadron Phase''' - Now you get to activate any squadrons that were not already activated by your starship orders, they can only move '''OR''' attack, and no matter what attack dice your squadrons have available to them they can only ever make attacks at close range. But squadrons can move in any direction at any speed up to their maximum, so they have the advantage of mobility over a capital ship. If enemy squadrons ever move into close range with each other they become ''engaged'' which essentially means they are trapped in a dogfight and can only make attacks on each other and cannot move away. Like capital ships, squadrons have two separate attack profiles depending if they are attacking other squadrons or against capital ships, but are generally not going to be that great against a capital ship unless they are bombers or such like.
*'''Status Phase''' - Basically a clean-up stage, you reset your capital ship's defensive options if you were forced to expend them, and you de-activate the squadrons in play so you can keep track of what has been used or not.
 
==Factions==
 
 
 
[[Category:Star Wars]]
[[Category:Board Games]]

Revision as of 06:53, 12 June 2015

Star Wars: Armada is the new fleet scale strategy game developed by Fantasy Flight Games with a similar rules system to X-Wing but on an entirely separate scale which prevents any form of crossover.

Where X-Wing focuses on dogfighting between individual starfighters, Armada is more about larger scale battles between capital ships and squadrons of fighters.

Compared to other tabletop strategy games, Armada has a relatively low entry cost and upkeep requirement. While players can go "BIG" with the hobby, there is very little need to do so, and games can be played between only one or two capital ships and a few squadrons of fighters, all of which come pre-painted with only minor assembly required. Not only that but the range of models is not exactly staggering; so even for those collectors who need to buy everything in the range, will have everything they need relatively quickly.

Gameplay

At a glance, anyone who has played Star Wars: Empires at War on the PC will immediately feel familiar with the gameplay. Your fleet is built up of a mix of capital ships and squadrons of fighters to an agreed value of points. Upgrade cards are available for you to customise your capital ships, and variant squadrons are available to allow your to field unique fighter squadrons.

Your fleet requires at least one Capital Ship, nominated as your flagship and must be equipped with a character to be its commander and you cannot spend more than a third of your points cost on squadrons. This means you cannot re-enact a battle where nothing but starfighters take on star destroyers, which might disappoint someone trying to forge a narrative. But from a mechanical perspective it makes sense since starfighter do not have the same range of actions as capital ships and can only move OR shoot unless specifically commanded otherwise by a capital ship, so it would be a really one-sided game.

Rules Summary

The player with the lower points value is always considered to be taking the initiative, anyone who has played tabletop wargames probably knows that getting exact points balance between players is uncommon unless you have a large selection of low value units/upgrades to make up the difference. So the player taking the initiative gets to choose the mission and gets to go first.

The game then goes through a series of phases where both players take turns making actions before moving to the next phase, starting with the first player. But if either player runs out of things to do, the other player just then completes all of his moves.

  • Command Phase - both players issue orders to their capital ships in secret, which when turned over an be activated immediately or saved as a token until a later turn. Though a ship cannot save an order that they already have waiting, and cannot accumulate more unused order tokens than its command value. But you can use a token even when it is the same order that you've just performed (essentially performing it twice), giving you more bonuses.
    • Navigate - You ship gets to turn more sharlpy when it comes to make its move and can also adjust its speed. If you saved this order til later you only adjust your speed. This becomes a somewhat essential order because your capital ships have to move at whatever their speed is set at unless you can adjust it.
    • Squadron - You can activate some nearby starfighter squadrons and immediately get them to move and attack, in contravention of the normal rules for starfighters, making this one of your most effective orders to use especially if your starship has a good squadron control value. If you saved this order for later you only activate a single squadron.
    • Repair - You ship gets to redistribute its shields around itself, or recover shields. If your ship has a high engineering value you can also repair hull damage. If you save the order token you give yourself more engineering points and can therefore fix more in a given turn, or fix yourself while your ship does something else.
    • Concentrate Fire - You get to add dice to one of your attacks, making you more deadly. If you saved the token you can then reroll an attack dice instead.
  • Ship Phase - Your ships get to make an attack from two of your firing arcs, the range and attack strength is dictated by the attack dice and a target gets to react if it has any defensive options which are dictated by the ship's/squadron's profile, like ignoring/reducing the damage or rerolling it. When firing against squadrons, your ship does not use it main guns but instead uses its AA value that is the same across all arcs, but still counts as firing from a particular arc. Just like with the Star Wars Roleplaying Game the system comes with its own dice which tell you the result. You either
    1. Miss
    2. Hit and score a point of damage, reducing the target's shield, or it's hull if it has no shield on that arc.
    3. Accuracy - The attacker gets to negate one of the defender's defensive options.
    4. Critical Hit - Unless specifically stated, only Capital Ships can cause critical hits on Capital Ships, otherwise it's just one more hull point of damage. Critical hits are damage effects drawn at random that cause persistent penalties on the target unless they can get rid of it through a repair order.
    • After the attacks have been resolved, only then do you move the ship and you have to move it at whatever speed it has been set at, unless you adjusted the speed with an order. When you make the move, your ship profile also tells you when you can take turns and at what angles.
  • Squadron Phase - Now you get to activate any squadrons that were not already activated by your starship orders, they can only move OR attack, and no matter what attack dice your squadrons have available to them they can only ever make attacks at close range. But squadrons can move in any direction at any speed up to their maximum, so they have the advantage of mobility over a capital ship. If enemy squadrons ever move into close range with each other they become engaged which essentially means they are trapped in a dogfight and can only make attacks on each other and cannot move away. Like capital ships, squadrons have two separate attack profiles depending if they are attacking other squadrons or against capital ships, but are generally not going to be that great against a capital ship unless they are bombers or such like.
  • Status Phase - Basically a clean-up stage, you reset your capital ship's defensive options if you were forced to expend them, and you de-activate the squadrons in play so you can keep track of what has been used or not.

Factions