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banned from Starbucks
Jul 18, 2004




alg posted:

Almost certainly not as popular as X-Wing, given the cost, 2 hour game time, and painting required. It's also not including some iconic ships right off the bat, and people are already deeply invested in X-Wing.

Nothing needs to be painted unless you for some reason want the tiny fighter packs painted. Also where are you getting 2 hours from I though the game was capped at 6 rounds which should be about an hour or so. Some of the iconic ships I imagine are being saved for future waves like X-wing did.

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alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

zVxTeflon posted:

Nothing needs to be painted unless you for some reason want the tiny fighter packs painted. Also where are you getting 2 hours from I though the game was capped at 6 rounds which should be about an hour or so. Some of the iconic ships I imagine are being saved for future waves like X-wing did.

https://www.fantasyflightgames.com/en/products/star-wars-armada/

2 hours

Sir DonkeyPunch
Mar 23, 2007

I didn't hear no bell

And the painting and iconic ships?

alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

Sir DonkeyPunch posted:

And the painting and iconic ships?

Fighters are supplied unpainted. I guess you can play them unpainted if that's OK with you! X-Wing is painted rather well for cheap minis.It's also a 1 hr game so it makes for tournament play.

I guess if there are tons of people who don't mind not playing with Imperial Class SD or Mon Calamari cruisers the game might take off at release!

edit: dude was specifically asking about tournament play, for which X-Wing has exploded. It's a gigantic game. 2 hour games with huge tables won't.

alg fucked around with this message at 01:50 on Mar 3, 2015

Thirsty Dog
May 31, 2007

Fighters are basically tokens they've decided to make a model out of. Not sure there's any xwing equivalent.

Dulkor
Feb 28, 2009

https://www.fantasyflightgames.com/en/news/2015/3/2/a-galaxy-at-war/

More details on how objective play works. Should put a very different spin on the game compared to X-Wing's typical war of attrition.

Phrosphor
Feb 25, 2007

Urbanisation

Dulkor posted:

https://www.fantasyflightgames.com/en/news/2015/3/2/a-galaxy-at-war/

More details on how objective play works. Should put a very different spin on the game compared to X-Wing's typical war of attrition.

This looks really cool and addresses my biggest issue with x-wing. Would be cool to see more objective game modes in that as well.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


They aren't all objectives though. Some of them will actually give you bonus points, other are just setup options/extra hazards etc. Still interesting. Also, all of them just add stuff to getting points by blowing up ships, so you can't just go for objectives and not worry about your enemies

Phrosphor
Feb 25, 2007

Urbanisation

Tekopo posted:

They aren't all objectives though. Some of them will actually give you bonus points, other are just setup options/extra hazards etc. Still interesting. Also, all of them just add stuff to getting points by blowing up ships, so you can't just go for objectives and not worry about your enemies

Just the variety it has the potential to add is pretty interesting.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Yeah, I'm just afraid that they will be meta-ed away to only a few actual choices. Like for example the one that gives you dice for shooting the objective ship: one example is the 'you get additional dice for shooting the objective ship' one. If you are imperial and have two ships at most, you would never include it as part of your 3 potential cards and if you have initiative and are forced to choose an enemy objective card, I can't see an Imperial player choosing that particular one very often, especially since the Rebel lists that choose that card as an objective are likely to feature a lot of ships. So does it mean that it never gets played apart from casual play?

Blamestorm
Aug 14, 2004

We LOL at death! Watch us LOL. Love the LOL.
Ideally they would sync up with your fleet building choices (or your opponents) so you can synergise your fleet with appropriate objective choices.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Blamestorm posted:

Ideally they would sync up with your fleet building choices (or your opponents) so you can synergise your fleet with appropriate objective choices.
I get that, but since it is your opponent that makes the final choice on one of your three objectives (or you make a choice on one of his three objectives), there just seem to be some objectives that will likely never get play due to how powerful they are for certain fleets compared to others.

Pash
Sep 10, 2009

The First of the Adorable Dead

Tekopo posted:

I get that, but since it is your opponent that makes the final choice on one of your three objectives (or you make a choice on one of his three objectives), there just seem to be some objectives that will likely never get play due to how powerful they are for certain fleets compared to others.

Thats true, but remember there are gonna be Rebel vs Rebel and Imp vs Imp matches as well, so I imagine most objectives will get picked sometimes. I like the looks of it.

Blamestorm
Aug 14, 2004

We LOL at death! Watch us LOL. Love the LOL.

Tekopo posted:

I get that, but since it is your opponent that makes the final choice on one of your three objectives (or you make a choice on one of his three objectives), there just seem to be some objectives that will likely never get play due to how powerful they are for certain fleets compared to others.

Hopefully that should still work with fleet choice, that is I pick an objective for my opponent that will be more difficult for them to achieve given my fleet composition.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


But your opponent will choose 3 objectives that suit his fleet if you get to pick (and vice versa). If the objective doesn't suit his fleet composition, why include it in his objective hand in the first place? I mean sure, if you get to pick the objective, you'll always go for the one that hinders you the least, but it's still a case of picking 1 objective out of 3 that are all going to be beneficial to your opponent more than they are to you.

Pash
Sep 10, 2009

The First of the Adorable Dead

Tekopo posted:

But your opponent will choose 3 objectives that suit his fleet if you get to pick (and vice versa). If the objective doesn't suit his fleet composition, why include it in his objective hand in the first place? I mean sure, if you get to pick the objective, you'll always go for the one that hinders you the least, but it's still a case of picking 1 objective out of 3 that are all going to be beneficial to your opponent more than they are to you.

That's not necessarily the case, it might be good for both of you. I mean your opponent does not know who you are playing when they make their list. A Rebel might make a list to do something only to be faced with another Rebel list that does the same thing better.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Objectives don't treat the person who picks and the person that holds the objectives the same, though. One example is the one where both players get points for going on hazards, but the second player (ie the one that doesn't choose) ignores all effects of hazards. I guess this does mean that choosing to be first or second is important in this case. Wonder if you are allowed to see the objective prior to choosing first player, the article isn't clear about this, it only has the following:

quote:

Setup Step 4. Choose Objective: The first player looks at all three of his opponent’s objectives cards and chooses one to be the objective for the game.

Reynold
Feb 14, 2012

Suffer not the unclean to live.
Wrong thread

Reynold fucked around with this message at 04:41 on Mar 4, 2015

Phrosphor
Feb 25, 2007

Urbanisation

So my group is now over half way into our Imp assault campaign. The rebels are starting to get extremally deadly and very hard to wound. I have gone from handily winning to really struggling just to stop them from easily racing ahead. My only remaining advantage is that they are still very cautious, which means that in time based missions I tend to do quite well. They are sitting on 2600 credits though which is a little scary.

I regret a couple of my influence buys as well. I grabbed the healing one that lets you roll 2 red dice and heal that much damage off of one figure but it is only once per game and I think it was a waste now.

Anyone got any tips for dealing with the rebels as the game matures towards the end-game? I am facing Fenn Signis, Jyn Odan, Diala Passal and the bothan. The first three are big problems but the bothan is basically just a turret. Fenn is so good at suriving, Jyn is everywhere and has a heroic ability that lets her look at the top two loot cards and pick the one she wants when she loots a chest. Diala is just a damage machine.

I am running Subversive Tactics, and it is helping a lot with keeping them heavily stressed. I bought savage weaponry early on and it has done me really well.

alchahest
Dec 28, 2004
Universal Solvent
I found that adding as many small cards to my pile as possible helped create a lot more options for challenging the players. saving for big cards creates points (when you first get the cards) where you get a nice power spike, but by constantly adding the little stuff, you end up more consistantly challenging. for example, the one card in Military Might that lets you exhaust it to gain focus prior to a shot makes a big difference as soon as you have it, and for the entire rest of the game. I admit I'm not super familiar with Subversive Tactics, but I found that MM had enough small cards that I was able to improve my capabilities enough to remain a consistant threat the entire game.

Sir DonkeyPunch
Mar 23, 2007

I didn't hear no bell
Amazon had me approve extending my preorder, as they don't have Armada to ship me yet.

According to the FFG forums, Amazon UK is canceling orders and having people reorder at the higher price, telling people to submit a help request to cut the price to the one they originally ordered at.

Thanks Jeff :911:

Phrosphor
Feb 25, 2007

Urbanisation

alchahest posted:

I found that adding as many small cards to my pile as possible helped create a lot more options for challenging the players. saving for big cards creates points (when you first get the cards) where you get a nice power spike, but by constantly adding the little stuff, you end up more consistantly challenging. for example, the one card in Military Might that lets you exhaust it to gain focus prior to a shot makes a big difference as soon as you have it, and for the entire rest of the game. I admit I'm not super familiar with Subversive Tactics, but I found that MM had enough small cards that I was able to improve my capabilities enough to remain a consistant threat the entire game.

Yeah I picked up savage weaponry right at the start of the campaign. It is an attachment with no restrictions. Gives Pierce 1 and Surge: Bleed. Very good card. I spent 3 Exp for Executioner a couple of rounds ago, which lets me spend one thread and exhaust to add damage equal to the number of strain counters on the target, up to a max of three. I kind of regret it now.

Imagined
Feb 2, 2007
So in looking for some painting tips for my Imperial Assault set I stumbled across this blog. His painting is good, but I also enjoyed his comments on the similarities and differences between Star Wars and Warhammer 40K. The mention of the fact FFG only has the rights to produce Star Wars RPGs, cards, and miniatures games but not board games was news to me. That must be why they pitched Imperial Assault as half-Descent, half-skirmish.

I'm interested in if they will expand the map tiles to create wide open spaces for vehicles. Right now it's all small maps and tight corridors. Anything larger than AT-ST wouldn't really work. But you know they want to sell you another $80 box set with an AT-AT inside.

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.
I'm starting Imperial Assault tonight. Could someone give me a roundup of the six rebel characters? I want to play the Wookie but most likely so will everyone else so I need to have some fallbacks.

Phrosphor
Feb 25, 2007

Urbanisation

I can only talk about the ones that I am facing as an imperial. Fynn, the veteran is incredibly hard to put down, gives light buffs to allies and can operate detached from the rest of the team.

The Jedi girl is a beatstick, especially with snapkick which is an insane free attack whenever you attack. Big problems with strain though.

The smuggler girl is really annoying, getting a free attack and move when someone she can see activates and she is also really fast.

The bothan sniper is really boring.

The commander guy looks Really powerful, but might not be that fun to play.

Phrosphor fucked around with this message at 19:46 on Mar 4, 2015

Shes Not Impressed
Apr 25, 2004


Megaman's Jockstrap posted:

I'm starting Imperial Assault tonight. Could someone give me a roundup of the six rebel characters? I want to play the Wookie but most likely so will everyone else so I need to have some fallbacks.

Do you enjoy charging into large groups of enemies and tossing them around like ragdolls?

Do you want to be able to go loving full feral rage wookie when a stormtrooper dares to attack you?

Do you want to annoy the Imperial Player to no end because he didn't account for your tactical usage of strain and charge to completely cross the entire board in a split second?

If that sounds fun, then go with the Wookie!
As an Imperial player, gently caress you.

Oh, if you play Jyn you'll get this card skill that adds an extra 2 damage for a surge, I think. You can obliterate enemies with her passive, the focus fire, and whatever weapon upgrades you get.

Shes Not Impressed fucked around with this message at 23:31 on Mar 4, 2015

Victorkm
Nov 25, 2001

My wookie always gets pissed off at me because he will charge whatever big power unit I have, then I will annihilate him because he left behind all the support from the other characters. So far he has ended nearly every mission wounded or withdrawn.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
The Wookie: Damage and range unbound by mortal man. Surges fall from the sky, and you laugh when troopers try to take you down.
The Smuggler: Shoot first. Shoot always. Shoot.
The Soldier: Blow stuff up good.
The Spy: They cannot kill what they cannot see.
The Force Adept: Force powers do not get a defense roll. Seriously, that should be encouragement enough.
The General: Haven't seen him, but I'm willing to bet that you don't look good, you make the team look good.

Have fun, kill baddies, and always, ALWAYS take personal missions.

Imagined
Feb 2, 2007
Something else I realized on the list of positives for Armada. The obvious thing to think about it is that it allows for all the big ships in the Star Wars universe to come into play, as opposed to X-Wing. That's true, but the scale and combined arms of capital ships > cruisers > frigates > bombers > fighters allows for all the ships of Star Wars to fulfill their functions. So a ship like the Y-Wing which is just flat inferior to the X-Wing in a 1-on-1 dogfighting scenario is able to fully use its anti-capital ship function. It seems like if you follow the fluff, even a lot of the small scale fighters don't really have a role in a game with no capital ships (TIE Bomber, for ex). I'm excited reading about the tactics involved of using your fighter squadrons to escort your cap ships and screen your bombers long enough to get them close to the enemy's big ships. It sounds like they've really made the design capture the theme. :gizz:

Makes me wonder if you couldn't use the same system (with modifications of course) to make a light miniatures game of WW2 in the Pacific, since that's basically what Star Wars is emulating anyway.

Imagined fucked around with this message at 17:42 on Mar 5, 2015

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...
X-Wing was already based on a ruleset for an existing WWII (or was it WWI?) dogfighting game.

Personally I think that the X-Wing rules would make a very good starting point for a streamlined (and far more approachable) version of Car Wars.

Imagined
Feb 2, 2007
Yeah, but Armada isn't based on X-Wing. I was thinking it could handle the carriers, battleships, destroyers, swarms of fighters, torpedo boats, submarines. Now that I say it I really want that game, too.

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.
Ok we played Imp Assault last night, Aftermath.

I don't see how we could have won, honestly. This scenario seems to be Imperial Heaven. The Imperial Player had Military Might and clogged the only door with Storm Troopers on the first turn and kept reinforcing them. We didn't manage to drop them and get the door open until the end of turn 3 and didn't realize that we were going to be staring down the barrel of an entrenched gun plus the terminal gained a bunch of health. It was frantic to try to get everything done in 3 turns and we couldn't pull it off. 1 character withdrawn, 2 characters were wounded and the fourth had one HP left before being wounded (for an immediate loss). Two terminals in the storeroom had one wound left. The end.

Our characters were: The GENERAL (all caps necessary), the Wookie, the Jedi, the Smuggler. I played the Smuggler. The Wookie is darn good even at this early stage, the Jedi was anemic but seems like she can develop well, the Smuggler moves a lot but I wasn't real impressed (but I got Quick as a Whip for my first skill so that's about to change I think), the GENERAL was really cool (he only fired his gun twice, most of the time he just let the Wookie go to town on people).

E-Webs hurt. The GENERAL was gunned down by one. Also, 3 Storm Troopers all shooting the same guy can do some damage!

We're going after the Jedi's lightsaber for a Side Mission next week, hoping to make her a little better. She's just not doing enough damage.

As a 1st Edition Descent player I approve of this game, but it's still fiddly as hell. Not that I mind.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


X-Wing was made based on the Wings of Glory/Wings of War system, with some differences in terms of damage handling/criticals and especially actions.

A PTO miniatures game based on Armada would either be completely unrealistic in order to actually make taking stuff other than aircraft carriers be worth it, or it would attempt to be realistic and hence have only long range fighter/bomber fights.

There are already WWII miniatures games out there, I dunno if any of them are that good though. I think WWI would be more interesting tbh.

alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

Megaman's Jockstrap posted:

Ok we played Imp Assault last night, Aftermath.

I don't see how we could have won, honestly. This scenario seems to be Imperial Heaven. The Imperial Player had Military Might and clogged the only door with Storm Troopers on the first turn and kept reinforcing them. We didn't manage to drop them and get the door open until the end of turn 3 and didn't realize that we were going to be staring down the barrel of an entrenched gun plus the terminal gained a bunch of health. It was frantic to try to get everything done in 3 turns and we couldn't pull it off. 1 character withdrawn, 2 characters were wounded and the fourth had one HP left before being wounded (for an immediate loss). Two terminals in the storeroom had one wound left. The end.

Our characters were: The GENERAL (all caps necessary), the Wookie, the Jedi, the Smuggler. I played the Smuggler. The Wookie is darn good even at this early stage, the Jedi was anemic but seems like she can develop well, the Smuggler moves a lot but I wasn't real impressed (but I got Quick as a Whip for my first skill so that's about to change I think), the GENERAL was really cool (he only fired his gun twice, most of the time he just let the Wookie go to town on people).

E-Webs hurt. The GENERAL was gunned down by one. Also, 3 Storm Troopers all shooting the same guy can do some damage!

We're going after the Jedi's lightsaber for a Side Mission next week, hoping to make her a little better. She's just not doing enough damage.

As a 1st Edition Descent player I approve of this game, but it's still fiddly as hell. Not that I mind.

I've run that mission twice as the Imperial player. Both times the players won, but it was very close. One key was keeping one player out of reach of getting wounded. They used the GENERAL in that capacity.

Military Might is really god early on for that Focus, but it's definitely possible to win.

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.
Hmmm I would be interested in a more detailed strategy if you have time to write it up. There were a LOT of models in a very small area to start that mission and it turned into kind of a scrum. Also the Imperial player rolled pretty well.

Also, thank you for all-capping the GENERAL, he deserves it.

Imagined
Feb 2, 2007
Has there been any talk in Armada of tractor beams and boarding actions? I could see it being balanced by, say, the boarding difficulty obviously being based on the relative scale of the ships involved, and if you attempt a boarding action and fail, your boarding ship is either instantly destroyed, or now controlled by the side you were trying to board.

Totally unrelated note. I understand why they do it this way (player convenience, not wanting to be like GW), but I kind of wish FFG wouldn't put the point cost of a ship/pilot/item on the card itself, set in stone for all time. It seems to make balancing things over time unnecessarily difficult. If you can continuously tweak the point cost, then a ship that turns out to be weak against later meta can be made useful again by making it cheaper to run, or one that turns out to be overpowered can be toned down without having to do a whole new release that rock > paper > scissors it. I'm told there was some bullshit regarding the TIE Advanced in X-Wing that way.

Seems like if they could just have a monthly updated PDF on their website of points costs for each ship / item / pilot, that would give them a more fine-grain tool to balance with.

Imagined fucked around with this message at 19:25 on Mar 5, 2015

Talkie Toaster
Jan 23, 2006
May contain carcinogens

Imagined posted:

Seems like if they could just have a monthly updated PDF on their website of points costs for each ship / item / pilot, that would give them a more fine-grain tool to balance with.
In their LCGs old sets get phased out gradually, we've not seen that applied to a minis game yet- but then it'd seem off without card-only upgrade packs which they've already ruled out.

Imagined
Feb 2, 2007
To me it seems like GW got a lot of flack for the codex approach to balance, but to me it's from their implementation, not anything inherent in that model.

Problems with GW model:

- Having a separate codex for each army.
- Only updating one army's codex at a time.
- Charging money for it.
- Not playtesting sufficiently, relying on codex updates to balance later.

So playtest before you release, and have one big master codex that only addresses point costs. Don't charge money for it. Update the whole thing all at once or not at all. Including a hardcopy of the latest revision in reprints of the core set, so people who don't have internet access can still play. Bam, you're not GW.

Macdeo Lurjtux
Jul 5, 2011

BRRREADSTOOORRM!
I will give credit to Privateer Press' format. Rulebook, any books that contain all current, at the time, models and rules but include all relevant rules with the models so if you don't want it you never need to buy the army book.

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alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

Macdeo Lurjtux posted:

I will give credit to Privateer Press' format. Rulebook, any books that contain all current, at the time, models and rules but include all relevant rules with the models so if you don't want it you never need to buy the army book.

It sucks to have to buy an app + in app purchases (and the app is awful) just to know about other people's models, or borrow little cards that are tiny and have a ton of rules on them. There are SO MANY units and characters that unless you spend all your time reading up on them you can never really be 100% prepared for a tournament. It's really tough for a new player to get into the game.

With army books I can always read through an army book and know what to expect. I guess for WMH it's more exhausting because there are two games with several factions each + mercs and minions and so many special rules. I'm always getting caught by gotchas not knowing the rules for a unit or asking my opponent to let me review their cards for 20 minutes before a game.

I really like how FFG makes their rules so simple (at least for X-Wing and SW:LCG). For Imperial Assault, mixing the rules between the getting started guide and rules reference makes it tough to learn the game.

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