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NTRabbit
Aug 15, 2012

i wear this armour to protect myself from the histrionics of hysterical women

bitches




I'm waiting for someone to make a Battlescribe repository for Armada

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Willeh
Jun 25, 2003

God hates a coward

I found this but it's still a bit buggy:

http://fabpsb.free.fr/armada_beta/

But at least it's something and will let you print out your list I guess.

edit: also the maker of this thing has said that he's not planning on buying the game, so be on the lookout for an alternative.

Willeh fucked around with this message at 09:40 on Mar 30, 2015

Fetterkey
May 5, 2013

Even without the events of forty years ago, I think man would still be a creature that fears the dark.
OK goons, I had a weird situation come up in Armada. I had one of my ships positioned so that it:

a) overlapped a station
b) was aimed directly at an enemy ship, so close that the enemy ship could not possibly turn out and avoid overlapping it.

As far as I can tell, the way this plays out is that I can intentionally overlap him over and over, temporarily reducing my speed to 0 and damaging both of us. However, the station then heals me. My speed then goes back up to 1 immediately afterwards, allowing me to continue using defense tokens. When he activates, he either has to cut his speed to 0 or will collide with me, damaging both of us but not healing him. If he reduces to 0, he loses the ability to use his defense tokens, but mine still work because my speed is only being temporarily reduced by the collision.

Is this really correct? It seems like a very "gamey" position.

Fetterkey fucked around with this message at 17:06 on Mar 30, 2015

Phrosphor
Feb 25, 2007

Urbanisation

AndyElusive posted:

Retreat? In our moment of triumph? I think you overestimate their chances.

Bear in mind that for you to be fighting those Tie Fighters and Interceptors there needs to be some kind of carrier or base nearby and you never see them getting involved in the fight!

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Phrosphor posted:

Bear in mind that for you to be fighting those Tie Fighters and Interceptors there needs to be some kind of carrier or base nearby and you never see them getting involved in the fight!

Most imperial ships carried a number of squadrons. A carrier ship could have dropped them off the jumped a short distance away until the fight was over as well. Retreat options are generally abusable and I'm honestly glad to not need to add that to the mix.

Springfield Fatts
May 24, 2010
Pillbug
As someone who played Battlefleet Gothic and liked it but no other "fleet" scale games and never playing X-Wing would I enjoy this? Or is it apples to oranges?

bunnyofdoom
Mar 29, 2008

I've been here the whole time, and you're not my real Dad! :emo:

The Gate posted:

Most imperial ships carried a number of squadrons. A carrier ship could have dropped them off the jumped a short distance away until the fight was over as well. Retreat options are generally abusable and I'm honestly glad to not need to add that to the mix.

Also, all Rebel ships have hyperdrives, and most of the Imperial ones do too. Maybe if there's a deci on the table assume it was modified to have exterior tie racks like a carrack?

SilverMike
Sep 17, 2007

TBD


Fetterkey posted:

OK goons, I had a weird situation come up in Armada. I had one of my ships positioned so that it:

a) overlapped a station
b) was aimed directly at an enemy ship, so close that the enemy ship could not possibly turn out and avoid overlapping it.

As far as I can tell, the way this plays out is that I can intentionally overlap him over and over, temporarily reducing my speed to 0 and damaging both of us. However, the station then heals me. My speed then goes back up to 0, allowing me to use defense tokens. When he activates, he either has to cut his speed to 0 or will collide with me, damaging both of us but not healing him. If he reduces to 0, he loses the ability to use his defense tokens, but mine still work because my speed is only being temporarily reduced by the collision.

Is this really correct? It seems like a very "gamey" position.

It seems to check out by RAW and is fairly strong. However, I would allow as many clicks of turning as you get at Speed 1 Band 1 in the case of having to drop to Speed 0 to avoid an overlap. That gives people the chance to get out of Ramming Hell and makes sense to me because you're technically still moving.

S.J.
May 19, 2008

Just who the hell do you think we are?

Springfield Fatts posted:

As someone who played Battlefleet Gothic and liked it but no other "fleet" scale games and never playing X-Wing would I enjoy this? Or is it apples to oranges?

The actual rules are very different, yes, but as someone who loved BFG and was pretty lukewarm-to-okay with some other fleet games (Dystopian Wars, Firestorm Armada), I would suggest Armada. Personally I don't think I'll get into it because of the price point, which sucks, but I think it's a solid game as-is. We'll see how badly they can break the game with cloaking Star Destroyers or w/e later on.

Madurai
Jun 26, 2012

StuG Jeebus posted:

Is that the one in which the two sides compete to pull civilians off the board? Our rebels won it, but I remember it being pretty close.


There's a case for this in Armada, but X-wing? Part of the reason X-wing is so great is it's simplicity and I'm kinda glad it doesn't waste time on rules for fleeing.

It seems like hit-and-run ought to be what the Rebels are all about, though. And if no one can hyper away, what will Interdictors do?

Cobbsprite
May 6, 2012

Threatening stuffed animals for fun and profit.

Madurai posted:

It seems like hit-and-run ought to be what the Rebels are all about, though. And if no one can hyper away, what will Interdictors do?

I'm betting Interdictors will have a higher anti-starfighter rating and titles that let them either reduce the speed of enemy ships/squadrons or neutralize critical hits. Interdictors in the fluff have that ability to jam torpedo tracking systems, so they aren't useless.

Randalor
Sep 4, 2011



The other thing I can see is future objectives that require the rebel player to get X ships to an area of the board, blockade running or smuggling run or something along those lines, and the Interdictor may mess with those scenarios until it's disabled/destroyed. Either that or it'll gently caress with ship speeds.

FishFood
Apr 1, 2012

Now with brine shrimp!
My guess is Interdictors will interact with objectives in some way, maybe automatically giving their owner the choice or adding a special objective into the pool or something.

Springfield Fatts
May 24, 2010
Pillbug

S.J. posted:

Synopsis

Cool, thanks for the info. I'll see if I can sucker someone into going in half for the starter set since a few of my local guys were into BFG as well and have the star wars bug from EotE.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Springfield Fatts posted:

Cool, thanks for the info. I'll see if I can sucker someone into going in half for the starter set since a few of my local guys were into BFG as well and have the star wars bug from EotE.

As someone who loved BFG, I think it's the best successor to that game so far. It's much more streamlined, using the unique dice instead of D6's combined with different result tables makes combat still interesting without being bogged down, and the rules all manage to fit together in a sensible way. Balance seems pretty solid, even with only the limited options in the starter. The only thing missing is ordnance in the form of torpedoes on the board, but the starfighters are more interactive and longer lasting in this game than BFG fighters/bombers, which is really nice (and I don't miss micromanaging waves of torpedoes).

I will say that assembling the fighter stands was not enjoyable at all, but that's the only big complaint I have about the game and pieces so far.

Madurai
Jun 26, 2012

The long-range dice have blanks, and the short-range dice have blanks, but the mid-range dice don't. That doesn't seem right to me somehow, but I'm interested to see how it plays out.

overdesigned
Apr 10, 2003

We are compassion...
Lipstick Apathy

Madurai posted:

The long-range dice have blanks, and the short-range dice have blanks, but the mid-range dice don't. That doesn't seem right to me somehow, but I'm interested to see how it plays out.

I read it as "long range shots are hard due to weapon inaccuracies" and "short range shots are hard due to high transversal velocities."


But I played way too much Eve Online in my youth...

pbpancho
Feb 17, 2004
-=International Sales=-

Fetterkey posted:

OK goons, I had a weird situation come up in Armada. I had one of my ships positioned so that it:

a) overlapped a station
b) was aimed directly at an enemy ship, so close that the enemy ship could not possibly turn out and avoid overlapping it.

As far as I can tell, the way this plays out is that I can intentionally overlap him over and over, temporarily reducing my speed to 0 and damaging both of us. However, the station then heals me. My speed then goes back up to 1 immediately afterwards, allowing me to continue using defense tokens. When he activates, he either has to cut his speed to 0 or will collide with me, damaging both of us but not healing him. If he reduces to 0, he loses the ability to use his defense tokens, but mine still work because my speed is only being temporarily reduced by the collision.

Is this really correct? It seems like a very "gamey" position.

I talked to the devs, that is the right way to play it. Interesting strategy if it can be pulled off repeatedly.

Dulkor
Feb 28, 2009

Haven't had a chance to play yet, but based on thread advice I built my maneuver template backwards (0 at the arrow, 4 at the base). We'll see how it works out compared to the other local players who put them together the standard way tomorrow night.

banned from Starbucks
Jul 18, 2004




Having only played about 4 games so far (2 imp, 2 rebel) my Imp strat seems like it will be to start in a corner with my Star destroyers, bank in slightly round 1 then stall to speed 0. Force rebel ships to eat your forward arc guns then when they bank away speed back up to 1 to chase after them. I really dont see an advantage to speeding out to mid map as Imps.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Played a couple games earlier today. Was Imperial both times, got my pick of upgrades. Went with the Victory II, Dominator title, Gunnery Team, Weapon Liaison, Expanded Hangers, Enhanced Armament, and Overload Pulse; and then as a fighter screen brought Howlrunner and four squads of Fighters.

Both times I absolutely obliterated the Rebel side. The first time I outright one-shot the Nebulon B (admittedly because of a misunderstanding on defense tokens) and blew the Corvette away with a double side/front salvo while my TIEs absolutely murdered the X-wings. The second time I used a well timed Squadron activation (with token) to activate all five of my fighter squadrons and blow two X-wing squadrons out of space before they could respond. He then wasted two of his shots on the TIEs that now had very little purpose in life (aside from keeping Luke engaged) and let me get a double side/front salvo into the frigate's side to blow it out of space.

I sort of realize, conceptually, that there are ways to counter my slow, plodding death march across space as Rebels, but goddamn if Imperials aren't just easier to pick up and play with some modicum of competence.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

zVxTeflon posted:

Having only played about 4 games so far (2 imp, 2 rebel) my Imp strat seems like it will be to start in a corner with my Star destroyers, bank in slightly round 1 then stall to speed 0. Force rebel ships to eat your forward arc guns then when they bank away speed back up to 1 to chase after them. I really dont see an advantage to speeding out to mid map as Imps.

My strategy was to start in the corner and then just do one speed banks all game. With Dominator you don't even really need to keep them in the front arc and you really want to get to use those defense tokens.

Phrosphor
Feb 25, 2007

Urbanisation

Quick Armada question:

The rule book states for critical hits - "For each (crit) icon rolled, if the attacker and defender are both ships, the defender suffers one damage and the first damage card is dealt faceup."

Emphasis mine.

Am I correct in interpreting that is you can only acquire one faceup damage card per attack? So if I rolled three crits. I would deal 3 damage, one of which would be a faceup card, rather than three faceup cards?

Edit: Ah never mind, they emphasise that you only get one on the next page.

Edit2: You need a 3x6 foot area for a full 300 point game? drat, I don't have that much table space!

Phrosphor fucked around with this message at 11:17 on Mar 31, 2015

Dulkor
Feb 28, 2009

That appears to be correct. When explaining damage in more detail, the rule book states that the first damage card dealt is face up if one or more criticals are rolled.

Cobbsprite
May 6, 2012

Threatening stuffed animals for fun and profit.

Dulkor posted:

That appears to be correct. When explaining damage in more detail, the rule book states that the first damage card dealt is face up if one or more criticals are rolled.

That's the standard critical effect. If you're using optional equipment (such as Assault Concussion Missiles), you can get different critical effects instead.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
But you can only get one of those. You can either use Overload Pulse or get a face up damage (if it gets through shields, which seems to be the primary factor in determining which to use, AFAICT).

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



Armada is finally here! :woot: cant wait to get home and try it out! Any kind of commonly misunderstood rules/effects that i need to watch out for?

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

HOOLY BOOLY posted:

Armada is finally here! :woot: cant wait to get home and try it out! Any kind of commonly misunderstood rules/effects that i need to watch out for?

You can only use one crit effect per attack. That includes upgrade cards that use crits. When you manage to land a crit on the hull (and don't use it to do something else) you only flip the first damage card faceup, all the others are face down regardless of how many crits you got.

Exhausted defense tokens don't count as "used" on that attack, so Overload Pulse doesn't mean you can't use anything. You can only use one of each kind of defense token against an attack.

SilverMike
Sep 17, 2007

TBD


Wait, you couldn't get three crits on your dice and use 1 for face-up hull damage, 1 for an upgrade, and the other 1 for another upgrade? That's drat annoying if so...

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

SilverMike posted:

Wait, you couldn't get three crits on your dice and use 1 for face-up hull damage, 1 for an upgrade, and the other 1 for another upgrade? That's drat annoying if so...

Correct, you can't. It's probably for the best, because once the Dominator starts throwing 6 blue dice and 3 red dice out the front you're looking at like four crits on a normal roll and it'd just be ridiculous. If you could force exhaust all defense tokens and *then* lay down like three crits on the bare hull it'd be absurd.

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



So like X-Wing crits are absorbed by shields until there are no more shields right? That's when you start getting into what you were talking about before.

Didn't get the chance to play tonight, but i'm going to use this opportunity to read up a bit on the rules seems fairly straightfowards but this is still a FFG rulebook so wording is a bit odd on things. Doesn't seem nearly as bad as Impass was though where we were playing Strain completely rear end backwards for a little bit.

SilverMike
Sep 17, 2007

TBD


The other rule that tripped me up on a cursory reading was squadrons and crits. They can't use them on attacks (except Bomber squadrons vs. ships) and can't be hit by them. Really changes what can happen in the X-Wing vs. TIE battles.

Strobe posted:

Correct, you can't. It's probably for the best, because once the Dominator starts throwing 6 blue dice and 3 red dice out the front you're looking at like four crits on a normal roll and it'd just be ridiculous. If you could force exhaust all defense tokens and *then* lay down like three crits on the bare hull it'd be absurd.

Yeah, looking at it I guess that makes sense. Would still be nice to get a face-up damage and an upgrade crit effect though.

S.J.
May 19, 2008

Just who the hell do you think we are?

HOOLY BOOLY posted:

So like X-Wing crits are absorbed by shields until there are no more shields right? That's when you start getting into what you were talking about before.

Didn't get the chance to play tonight, but i'm going to use this opportunity to read up a bit on the rules seems fairly straightfowards but this is still a FFG rulebook so wording is a bit odd on things. Doesn't seem nearly as bad as Impass was though where we were playing Strain completely rear end backwards for a little bit.

I believe it's the other way around, if you take any hull damage and any of the dice have a crit on them, the first faceup hull damage is a crit. You do not apply crit results to shields first. Although that's something you'll want to double check of course.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
No joke, but that's the point. Dominator with Overload Pulse would be absolutely overpowered if you could both do that and crit the ever loving poo poo out of someone on the way.

Fighters not getting to use crit or accuracy results is interesting. You're throwing a good amount of dice at each other, but they're (at least so far) all blue so you've got a 50-50 chance to deal a damage with one. Against capships, you're throwing (again, so far) a maximum of one with the same odds unless it's an X-wing that can get like a 75% chance to do one solitary damage and a 25% chance to get a crit effect if you hit the hull. Luke is the outlier here, who can do two damage and a crit effect to the ship he hits through shields. He's not better against TIEs, though, and with the points disparity between TIEs and X-Wings the fighter edge is massively Empire right now. TIEs will just overwhelm and destroy X-wings with an even semi-competently deployed squadron activation from the Victory. Once Y-wings and other fighters that can credibly threaten capital ships that the X-wings can actually escort instead of paying what are essentially dead points, the fighter balance might work a bit better.

tl;dr right now TIEs outclass X-wings point for point and that won't change until we get fighters that the X-wings can actually escort (or you fly next to the Escort frigate).

Mr.Trifecta
Mar 2, 2007

Hmm I got an extra set of command dials and an extra movement template! I wonder if my 2nd core has a double set. Anyone else get an additional one?

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



S.J. posted:

I believe it's the other way around, if you take any hull damage and any of the dice have a crit on them, the first faceup hull damage is a crit. You do not apply crit results to shields first. Although that's something you'll want to double check of course.

I believe you're right,since the example they give in the Learn to Play guide is of the Star Destroyer taking 3 damage; taking 1 off the shield(which ended up depleting them) and then taking 1 as a crit since the Rebels rolled one during their attack, and finally with one facedown card.

Which can only lead me to assume it's like X-Wing where crits are just regular hits until you lose shields then you're in trouble since you don't have your shields to soak up the worst of the damage :v:

Phrosphor
Feb 25, 2007

Urbanisation

SilverMike posted:

Wait, you couldn't get three crits on your dice and use 1 for face-up hull damage, 1 for an upgrade, and the other 1 for another upgrade? That's drat annoying if so...

I wouldn't call it annoying, it is more just a marked change of pace. The game is clearly a lot slower and I quite like it for that, taking things at face value without digging deeply into dice stats it seems to favor clever play like tanking damage on one side of your ship and then turning to take your damage on the other flank while you repair. Having the option to spend a dial or save it for later with a reduced effect seems like it adds a lot of depth and the special orders each ship just increase this.

Having my first game at the local games club tonight, looking forward too it.

ADudeWhoAbides
Mar 30, 2010

Strobe posted:

No joke, but that's the point. Dominator with Overload Pulse would be absolutely overpowered if you could both do that and crit the ever loving poo poo out of someone on the way.

Fighters not getting to use crit or accuracy results is interesting. You're throwing a good amount of dice at each other, but they're (at least so far) all blue so you've got a 50-50 chance to deal a damage with one. Against capships, you're throwing (again, so far) a maximum of one with the same odds unless it's an X-wing that can get like a 75% chance to do one solitary damage and a 25% chance to get a crit effect if you hit the hull. Luke is the outlier here, who can do two damage and a crit effect to the ship he hits through shields. He's not better against TIEs, though, and with the points disparity between TIEs and X-Wings the fighter edge is massively Empire right now. TIEs will just overwhelm and destroy X-wings with an even semi-competently deployed squadron activation from the Victory. Once Y-wings and other fighters that can credibly threaten capital ships that the X-wings can actually escort instead of paying what are essentially dead points, the fighter balance might work a bit better.

tl;dr right now TIEs outclass X-wings point for point and that won't change until we get fighters that the X-wings can actually escort (or you fly next to the Escort frigate).

So a friend and I were playing a 300pt game using his box and mine. He fielded so many TIEs it was disconcerting, and I was really wondering how Rebels will deal with both a fighter and capital ship imbalance. At least at this point, the game seems to really favor the Imps. UNTIL! Another guy in the store wandered by and was chatting with us and asked why I wasn't using my Nebulon B to murder his TIEs. I replied that the 2 dice was nice, but seemed like I should concentrate on the capital ships. He then pointed out that when a capital ship fires anti-fighter dice, you choose an arc and fire at ALL FIGHTER STANDS IN THAT ARC.

Holy poo poo does that change my opinion on Nebulon Bs. Their port and starboard arcs are gigantic and will catch tons of fighters. I'm itching to play again, and have my X-Wings just fly straight at his Star Destroyers, spread out to make his anti-fighter dice worthless (1 die an arc? SURE!) and kill TIEs with the frigates.

Corvettes still seem pointless right now, but maybe I just haven't seen the right objective for them.

Taran_Wanderer
Nov 4, 2013

Strobe posted:

tl;dr right now TIEs outclass X-wings point for point and that won't change until we get fighters that the X-wings can actually escort (or you fly next to the Escort frigate).

I'm not sure I would go that far, as X-Wings have dominated TIEs in my local group so far. As you said, though, this might be more about our relative inexperience than anything else.

What's everyone doing with their fleets so far? I'm looking at this so far:

Imperial Navy (180)
-Victor I-Class Star Destroyer (85)
--Grand Moff Tarkin (38)
--Dominator (12)
--Assault Concussion Missiles (7)
--Enhanced Armament (10)
-"Howlrunner" (16)
-TIE Fighter Squadron (8)
-TIE Fighter Squadron (8)
-TIE Fighter Squadron (8)

Idea is to go straight through the middle and limit the Rebel's maneuverability options, as they won't want to get close, and plink away at them with red dice. Played with it twice so far, and have been pretty pleased, though I need to get better at using my TIE Fighters. Both times I managed to get a ship in my front arc and demolish it, but we'll see if that keeps up as my opponents get better. Might swap out the Missiles or Enhanced Armament with the Hanger Bay, to activate all my TIE Fighters at once, or some crew, to give me some more flexibility with commands. Need to work on my Rebels next!

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Phrosphor
Feb 25, 2007

Urbanisation

ADudeWhoAbides posted:

Corvettes still seem pointless right now, but maybe I just haven't seen the right objective for them.

I would argue that Dodonna's Pride and Dodonna himself are very strong. Dealing the best face-up damage card from the top 4 directly to the Star Destroyers hull through it's shields seems like it can really mess up the Imperial players day.

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