Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Orvin
Sep 9, 2006




I am really looking forward to trying Armada this weekend. A local game store has learn to play games on Saturday nights, and is featuring all Star Wars this Saturday. X-Wing, Armada, and Imperial Assault.

I am guessing I am going to end up buying Armada, but at its price point, I wanted a trial game to make sure. I also have to hope that there is organized play at some point.

Adbot
ADBOT LOVES YOU

Orvin
Sep 9, 2006




Anyone have an idea if 20% off of MSRP for wave 1 ships is a reasonable deal? I just saw that the local game store is offering a deal of 20% off of all ships if you preorder one of each. I was a little Leary of buying stuff at full price from the game store, but 20% off gets it down to $151, I just have to buy them all at once instead of stringing my addiction along.

Orvin
Sep 9, 2006




Kilo147 posted:

poo poo, I want in on this deal...

I haven't picked up the core set, and the owner said he will extend the discount to a core set and a dice set if ordered at the time of the preorder. $80 for the core set is not a great deal, but supporting the store makes it good enough. I am going to a learn to play event tonight, and I might walk out a little poorer.

Orvin
Sep 9, 2006




I had a lot of fun in my first game of Armada. I was the rebels in the intro game, and had a very closeness at the end of round 6. I killed all his TIE fighters, but only two damage on this VSD. I lost 1 X-Wing and my Corvette, so I lost on points. I got my Corvette going speed 4, and got behind the star destroyer for a couple shots in its rear end. But I could slow down enough to keep from dropping into its forward arc at short range. Some told me the trick of not being able to complete the move to force the ship to slow down and stay behind, but I didn't have the right angle to do that.

One question I do have, does it say in the manual somewhere that initiative changes each round? The manual seems to imply that it might in the rules for whatever the last step of each round is called. But nowhere did it seem to explicitly say initiative changes.

Orvin
Sep 9, 2006




CroatianAlzheimers posted:

So, I just got my copy of Armada today and it's super rad. What are people planning to use for storage? I use a Plano case for my X-Wing stuff, but I'm not sure what to do for Armada. Any recommendations?

A worker at the local game store made some tuck boxes for all the ships, and just stored everything in the game box. I need to ask where he got the templates from, because it looks like it works perfectly for the squadrons.

While storing everything in the box might not work long term, making the boxes for the squadroms will probably keep them from rattling around much in any storage.

Orvin
Sep 9, 2006




Pash posted:

The biggest "Aha" moment from reading that is that if capital ships can complete an entire movement that goes through a enemy ship they dont cause a collision or stop... Guess my speed 4 corvettes are gonna start flying through some VSDs.

I made that mistake in my learning game of Armada. I got behind the VSD, but was at speed 4, and even with a manuver dial action, couldn't move anywhere but right in front of the VSD. The corvette just vaporized under those forward batteries.

Orvin
Sep 9, 2006




HOOLY BOOLY posted:

On another topic, we don't know we're gonna do it, but me and my brother though it would be neat to combine Armada and the X-Wing miniatures game into one super game. Like have squadrons that are engaged go over to a separate area and play out a mini-game of X-Wing to settle who comes out of it. Sure it'd make things take twice as long as they already but i think it sounds like a neat idea!

The guy at my local game shop wants to find a way to combine armada, x-wing, and imperial assault. He figured it would be one massive day long game.

I mentioned that he could recreate the battle scene at the end of Jedi, and he never even thought of that. I don't know enough about Imperial assault, but I bet you could rig up something where you get a certain number of turns in Assault for every turn in Armada. The rebels have to take down the shield generator before all the rebel ships are destroyed. Not sure if there will be enough time for small x-wing battles while the assault players take multiple turns.

Orvin
Sep 9, 2006




There is an armada wiki that appears to be kept pretty up to date. It has some of the cards from wave 1 listed, but not everything yet. It is organized well, and a great reference for cards.

http://starwars-armada.wikia.com/wiki/Star_Wars:_Armada_Wiki

Orvin
Sep 9, 2006




Looking at the cards, it looks like an imperial player will need multiple imperial fighter packs to be viable. The TIE intercepter does the job so much better than the fighter, that it seems rather foolish to bring fighters along, even though you will have a ton of them. Between the extra attack die, and the counter 2 ability, is there ever a reason to run fighters over interceptors (barring having exactly 8-10 extra points)?

At lest the X-Wing fighter has some good attributes and can be useful filler if you need a couple extra fighters. Not that I don't foresee buying extra packs of Rebel fighters for some more flexibility.

On a related note, does the Y-Wing have a spot in anyone's lists? It seems like it is outclassed by both the B-Wing and the X-Wing. Is the black die on a bombing run that much more powerful than a red die to warrant bringing Y-Wings over X-Wings? I can see the speed of 2 being very limiting to the B-Wings, especially when limited on turns.

Orvin
Sep 9, 2006




Pash posted:

Y-wings are cheaper and faster than B-wings, so they will get play. I know I'm going to be using some, mainly because I fear speed 2 on the B-wings will make it so they never get to ships as they are slow and will get tied up for a while...

My fear with Y-Wings is that with only 2 anti-fighter dice, they will not be able to take care of any ships that they are engaged with. Even a lowly TIE fighter should be enough to lock down a Y-Wing for long enough to render them ineffective. And an intercepter will rip them apart between 4 attack and a counter 2.

It would seem to defeat the point of a cheap bomber squad if you have to detail X-wings to escort your Y-Wings and deal with threats to them.

Orvin
Sep 9, 2006




Zerf posted:

Yeah, someone on FFG forums even calculated how you could get the bombers in range the first turn. Rhymer seems really good!

e: found the post, here: https://community.fantasyflightgames.com/index.php?/topic/157841-tie-bombers-for-the-win/

Reading the thread, it looks like it is pretty easy to stop something like that from happening turn 1. Major Rhymer doesn't change anything about engagement, so if you have a screen of fighters in front of your ships, they can't get close enough without being engaged.

Still would make for a neat trick to pull off occasionally.

Orvin
Sep 9, 2006




Cobbsprite posted:

Scatter AND Brace. So he'll cut one attack in half, completely avoid another, and potentially burn off his Scatter to duck another. No, the six or eight I was counting is just his attack of opportunity against other squadrons BEFORE he even does a single thing. Just the synergy bonus.

Don't forget about the hard counter to your setup, an escort frigate rolling two blue dice at your bunched up fighters. The blue dice out to help make short work of those advanced, and burn off those tokens on Soontir.

Orvin
Sep 9, 2006




Cobbsprite posted:

I like the way the meta is getting shaken up and looks that it will continue to be shaken up. After X-wing's problems with single ships dominating the tournament-level meta (cough cough, TIE Phantom, cough cough), I like what I'm seeing in Armada.

I am hopeful for that as well, but with wave 1 being a slight expansion of the core, there is not a lot to shake things up yet. Once we get to wave 4 or 5 when they have exhausted all the very identifiable capital ships, it will be a lot easier for FFG to introduce something that dominates most playlists.

Orvin
Sep 9, 2006




Nash posted:

This might be a stupid question, but you can only have 1 admiral right? I assume you pick one for your flagship and that's all you get but I really couldn't find anything in the rules that said you couldn't take more than one.

I don't have the rules handy, but look at the section about flagships. I think adding an admiral makes the ship a flagship, and you can only have one of those.

Orvin
Sep 9, 2006




Looking for some suggestions for my first Armada game using more than the core set. I have one of each Wave 1 items, plus a second gladiator, and 3 extra CR90 corvettes (total of 4, they were cheap on Amazon).

I was thinking an Assault Frigate with Mon Mothma as the flagship, then 3 corvettes and a pair of A-Wings (maybe Tycho as one of the A-Wings). With whatever points left for crew upgrades spread around. Do I want to go with the CR90A ships so I can be rolling red dice from long range? Is Enhanced Armament worth it on the corvettes to give them a decent attack when firing from the side? I imagine I want to be coming in at 45 degrees to big ships so I can actually turn away after getting a shots off.

I didn't want to run a Corvette only list, as I see my flagship being rather vulnerable then. I also want to see the space potato in action.

My initial instincts coming from X-Wing was to run a fighter/bomber heavy fleet, but reading here, I can see how that would be a mistake. I do like the idea of having the CR90s running around like maniacs.

Orvin
Sep 9, 2006




MadDogMike posted:

I'm still shocked "You came in that thing? You're braver than I thought!" didn't get a mention!


Overload Pulse is a good upgrade for the corvettes; you're relying on a bunch of less damaging attacks, so anything that cripples defending against them is a boon. Also, it will definitely make the Rebel doom whale hit nicely.

What is the order of resolving critical effects and damage? Just trying to determine if overload pulse, or the upgrade the forces the discard of a single defense token is a better option.

Orvin
Sep 9, 2006




I just found out that my FLGS is having a casual Armada event next Saturday. They are going to be handing out both Spring and Summer kit bonuses.

Kinda nice for a chance at the spring stuff when I didn't get Armada until after Wave 1 dropped.

Orvin
Sep 9, 2006




Megaman's Jockstrap posted:

1x Darth Vader's TIE Advance
1x Major Rhymer TIE Bomber
1x TIE Interceptor
1x TIE Advanced



Kinda repeating what other people have said, but what do these 60 points bring you over another Gladiator? Just a question that might help to put things in perspective. The Gladiator is generally going to be self sufficient, and not need outside help to get into position and fire.

My limited understanding of the game (4 matches so far), is that either your whole list is dedicated to making fighters work, or you take just enough fighters to slow down someone else's fighters. I have found that 2 interceptors and maybe a fighter or two is plenty to tie up most things.

If you only have a single Gladiator and Victory, then I guess you don't have much of a choice than to load up on fighters.

Orvin
Sep 9, 2006




Val Helmethead posted:

https://www.fantasyflightgames.com/en/news/2015/8/25/the-massing-at-sullust/

Looks like "unavoidable production delays" are what is keeping Wave 2 off the shelves for Armada. But that means a pre-release event, so yay!

The ISD II is shown on that link. 120 points for that thing is a little steep, but 8 dice out the front is mean. It will be temping to get 3 of them and run them down the table in a line.

Orvin
Sep 9, 2006




Icon Of Sin posted:

11 hull though. That's going to take a fair bit to chew through, especially with Contain being in play. With an engineering team and engineering commands, it's going to be a beast to bring down.

Or take Admiral Motti to make them 14 hull each.

I can already see lists of 2 ISD IIs, an ISD I, all with advanced projectors, and Motti. You need to reduce one of the ships to the cheaper version in order to get projectors on them all. Each ship will have 12 shield, and 14 hull to chew through, and is going to be very tough to crack in just 6 rounds.

i think a lot of the weapon upgrades are about to get a lot more useful to help dealing with those things.

Orvin
Sep 9, 2006




Icon Of Sin posted:

With an engineering team, a token (thanks, Tarkin!), and a repair command you could potentially discard 2 damage cards per turn, right? That'd be 7 engineering points :stare:

The VSDs can already do that with Tarkin. All you need is 4 engineering and a token. No need to bring along the engineering team.

Orvin
Sep 9, 2006




When I went to pick up Wave 7 of X-Wing today, the guy who runs the store mentioned that he is going to host an Armada Wave 2 event that was linked here earlier. Was even better that he was going to give priority spots to his regular customers, as it being a smaller shop, he really only has room for about 6 or 7 games at the standard 6x3 size.

Now I just have to figure out if I take a 2 Gladiator and VSD assault concussion missile list, or try to find something that specifically counters a list like that.

Orvin
Sep 9, 2006




I am pretty sure I have been using engine techs wrong. Somehow I got it in my head that the Navigate icon was just used to represent the choose manuver phase, so I was just using engine techs every turn, regardless of what command I chose.

Reading the rules closer, it would appear that I have to use a navigate command or token to be able to use engine techs. Do I have to actually use the abilities of the command or token to be able to trigger engine techs? For example, I have engine techs on a gladiator going speed 3 and have a navigate token. Can I use the navigate token and change my speed by 0 in order to use engine techs? Or would I have to reduce my speed by 1 to be able to make use of the techs?

Orvin
Sep 9, 2006




zVxTeflon posted:

Im betting it will be the same as the imdaar alpha event for xwing where at the end of swiss the top 4 will just want to pick their ships in order and go home.

The guy that will be running the event at my FLGS told me that if it comes down to a Rebel and imperial player, then they will have the option of taking their sides large ship and calling it a night. Also, knowing this place, they will give away the fifth item, rather than keep it for themselves.

Orvin
Sep 9, 2006




TastyAvocado posted:

Home One preview is up:

https://www.fantasyflightgames.com/en/news/2015/9/9/rebel-command/

Ackbar is nuts, +2 red dice as long as you only shoot from your sides. Assault frigate mkiib, gunnery team, enhanced armaments and advanced projectors for 95 points, puts out 13 red dice per turn with a concentrate fire.

Once you are at 5 red dice per attack, it might be better to pick a laser upgrade that will make your current dice more effective. Something like X17 to keep your opponent from redirecting all that damage away might be better than a single extra die.

Orvin
Sep 9, 2006




susan posted:

Thoughts on this for a Massing at Sullust tournament:

(300 of 300 pts)
Flagship: (77 pts)
  • Nebulon-B Escort Frigate(57 pts)
  • General Dodonna (20 pts)
Fleet Ship 1: (62 pts)
  • Nebulon-B Escort Frigate(57 pts)
  • XX-9 Turbolasers (5 pts)
Fleet Ship 2: (62 pts)
  • Nebulon-B Escort Frigate(57 pts)
  • XX-9 Turbolasers (5 pts)
Squadrons (99 of 100 pts):
  • 4x Y-Wing Squadron (40 pts)
  • 3x A-Wing Squadron (33 pts)
  • 2x X-Wing Squadron (26 pts)
Objectives:
  • Most Wanted
  • Contested Outpost
  • Superior Positions

My thought is that it exploits and punishes Imperial players who bring 3 big ships and no fighter screen. *shrug* Or maybe it doesn't! I'm bad at this game.

The problem that list is going to have is that Nebulon Bs are quite fragile. No redirect rather limits their options of dealing with crust and damage in general. And only three of them are going to get chewed up by three large Imperial ships. Don't forget that the game is over if you lose all your "ships". So you have to have one of your ships hang back, making it harder to down the big Imperials, or you have to go all in, and risk having them all blown up. Going Rebel without an Assault Frigate, they need volume of ships. Maybe try to find points for some CR90s that can swing wide and attack the rear of the ships. Might be worth it to trade one Nebulon and some fighters for two CR90s.

If you are assuming you are going against lists with little or no fighters, you can drop the A-Wings. The X-Wings are going to be more than capable of tieing up a few random tie fighters or interceptors. A-Wings can plink ships for a single damage, but the crits from the bombers are going to be what you need (even though they don't trigger Dodonna). Maybe use the points to upgrade your fighters to the unique pilots. Luke is particularly scary, and can always be a good decoy to keep stuff away from your Y-Wings.

Along that same thought, the XX-9 turbolaser would probably be better replaced by X17 lasers. Big imperial ships have lots of shields to chew through. The X17 limits the amount that can be redirected, so you have a shot at piercing those forward shields with concentrated fire.

Orvin
Sep 9, 2006




susan posted:

Cool, thanks for the advice :) ! Quick question, though: Why don't Bombers trigger Dodonna's ability? His wording mentions enemy ships, it doesn't mention your ships or fighters?

I am looking the card up on a list builder, so hopefully they have the text correct. The card starts with "When a friendly ship is attacking ..." That means that squadrons do not apply.

I am not entirely sure how clear the rules make it, but "ship" is actually a key term on cards, and not just a generic descriptor. So anything that mentions ships only applies to the big models.

Orvin
Sep 9, 2006




That looks like you have the correct interpretation.

Orvin
Sep 9, 2006




Val Helmethead posted:

I did some math with the tournament rules / margin of victory and figured out why the "Gen-Con Special" of VGGG works so well as a list.

http://xwingtactics.blogspot.com/2015/09/tournament-points-and-winning.html

TL:DR if you dont want to click the link; 74 is the magic number of points you don't want your non-flagship ships to go over to maximize your shot at 10-0 and 9-1 victories.

I kinda get where you are coming from, but isn't it a little bit of a stretch to assume you will table your opponent while only losing a single 70 point ship?

Also, if you are good enough to keep your losses to one (or two for a 9-1 win) wouldn't you be good enough to keep your losses to at most one more expensive ship (and still keeping it to 9-1).

Orvin
Sep 9, 2006




I guess I can see that.

But don't discount the raw efficiency of a GSD I. For 56 points, you get a total of 8 dice in adjacent arcs. The only thing that comes close to that is the CR90a, that can get 5 blue dice. But blue dice are a bit weaker than black dice, and GSDs tend to be quite a bit more durable than CR90s.

I think some new admirals are going to help shake the game up. The Rebels don't have an offensive admiral on par with Screed at this time. Ackbar is going to help, but he is expensive, and a bit limiting without gunner (or being surrounded).

Orvin
Sep 9, 2006




Here is the list I am planning on running:

VSD II
Screed
Gunner
X17 turblaser

GSD I
Assault Concussion Missles
Engine Techs

GSD I
Assault Concussion missiles
Engine Techs

2x Tie Interceptors
Tie Advanced

That comes in at exactly 300 points. If there is an objective, the VSD drives for it, while the gladiators swing around to flank. I love the engine techs, because the gladiators are incredibly manuverable with them. I usually have them start at speed three and bank a manuver token on the first turn. Save it for when you really need to get into position, or out of something else's firing arc. But don't forget to pepper manuver commands in elsewhere, usually for round 3 and possibly 5.

I have been toying with dropping the VSD down to the cheaper one to take demolished or possibly another Tie advanced. I kinda wish I knew the local meta enough to know if people would be bringing squadron heavy lists to the event.

Orvin
Sep 9, 2006




TastyAvocado posted:

Imperial Raider preview is up: https://www.fantasyflightgames.com/en/news/2015/9/18/fast-and-aggressive/

A little underwhelming I think. You can do the guaranteed overload pulse with screed thing, but that'll cost as much as a Gladiator I, a bit more than I would have liked.

I need to change my pants after reading that. Not because of the raider, but because I think the Gladiator got even stronger. Ordinance Experts let you reroll any black die for 4 points. With the increase to 400 points for fleets, I can see 4 or 5 gladiator fleets wrecking everything.

Orvin
Sep 9, 2006




The Gate posted:

Gladiators are going to start having issues reaching range one I think. The sheer firepower on the large ships is going to shred them if they take more than one shot. They already can fold pretty fast under fire from a couple ships. The real heavy hitters tossing 8+ dice are going to make swarms have issues I think. Plus both sides will actually have ships with numerous black dice, so rolling into short range means surviving a serious counterattack instead of just a few red dice.

For every big ship that has 8+ dice, 2 gladiators is roughly equivalent in points. While there are ways to work around, having both a brace and redirect means that they should be able to survive 2 shots from the biggest ships. So while a pair (or 3) big ships could probably focus down a gladiator the first turn they are in range, the remaining 4 ought to be able to take out at least one of the big ships and start stripping the shields off a second.

I will admit, it is not necessarily a great list, but I do forsee Gladiators remaining a mainstay of imperial fleets. The reroll ability allows for something other than Screed to be taken in Gladiator heavy lists.

And If you are that concerned about mobility, you can always throw engine techs on each ship. The problem is that techs are a little expensive, and taking ordinance, engine techs and assault concussion missiles makes Gladiator I too expensive to fit 5 of them in a list with Screed.

Orvin
Sep 9, 2006




I think the Rebels now have a direct competitor to the Gladiator now. Especially since the frigate can use gunnery team, it can make good use of its side arcs. Ackbar gives the frigate a whopping 7 dice from the side arcs. I think the Reroute Circuits are a good fit for that combo, especially since it gives flexability between crits and double hits.

I am a little worried about the manuverability of the ship. Speed 3 looks great, but speed 4 seems really restrictive, but I imagine that is the point.

I wonder if the torpedo frigate had a misprint. The image shows turbolaser upgrades, not ion cannon upgrades.

I am just a little bummed that I am going to have to get like 3 of these frigates at a minimum. Quality ships to make a list, and a number of great upgrades.

Orvin
Sep 9, 2006




Cobbsprite posted:

I'm really looking forward to seeing Wave 2 drop into stores, and super psyched about Mustering at Sullust. How many folks here are planning to make it to one?

I think I am going to be able to make it to two different Massings, one on Saturday, and one on Sunday. The Sunday event is at my local store, and my wife is attending a wedding on Saturday with an Aunt, so I found another Massing to attend.

I am likely to be flying a VGG list with a sprinkling of interceptors. If I had more opportunities to practice, I might have tried to figure out a counter list. But with the ships available in Wave 1, I am not sure there is anything other than Corvette swarm that can stand up to it.

I am really looking forward to the MC30 as a good Rebel counterpart to the gladiator. Those with an MC80 flagship will probably a competent challenge to Gladiator based lists.

Orvin
Sep 9, 2006




There were 8 people at the Massing I went to today, and I came in 2nd at the end of the 3 rounds. Since the leader and I were both playing Imperial, he chose to keep playing Imperial. I had to throw together a list for Rebel, and kinda wished there wasn't as much time pressure. I went with the more expensive MC80 (with Ackbar) and MC30, and threw in an Assault Frigate. After upgrades, I had 50 points for squadrons and took Han Solo and 2 A-Wings. My Opponent went with an ISD ( with Vader), 2 Gladiators with ACM, and the raider with ACM. He took IG-88 for the squadron.

I got torn to shreds. I had my MC30 swing way too far to the edge of the map to try to avoid the ISDs arcs, and was out of the fight just about the whole game. The ISD with speed 3 is a major upgrade in mobility over the VSD. It also didn't help that the dice were not with me. Home 1 shot 6 red and 2 blue shot at a nearby gladiator resulted in a paltry 3 hits and an accuracy. I learned you really need to have a way to reroll dice when you are throwing that many. Leading shots would have been a great upgrade on it. I ended up going home with the Home One expansion. If I do well tomorrow at another Massing, I will be sure to load up on Cr90s instead of the Assault Frigate. 3 of them with Ackbars ability ought to throw a lot of hurt around.

I also learned to not ignore the raider. It doesn't look like much on paper, but if it can sneak in close, it can land a 5 damage shot with the extra damage from ACM. Vader was really helpful to my opponent, I think most shots he was rerolling at least something. And since I wasn't throwing a lot of little ships at me, he had lots of defense tokens going unused.

Finally the new squadrons. IG-88 was amazing. That single scatter combined with the ability to ignore counter fire was really strong. It took me a couple of turns to get all my squadrons nearby to start attacking him. I probably should have just left him alone and try to do some damage to his ships, but I didn't realize he had that scatter until I had everything engaged. I can see Han Solo being much more useful in dealing with regular opponents squadrons.

Orvin
Sep 9, 2006




I just won a second Home One. I was second place, and the first place player didn't want to just flip a coin for the prizes. So we just played a match with our regular fleets, as I really didn't want to spend the time to build and set up a Rebel list.

I ended up losing to his VGGG list with my VGG (plus 2 Ints and an adv). I blundered one of my gladiators into range of two of his gladiators on the econd round, and it was pretty much downhill from there. I did manage to get his Victory and a single Gladiator before I conceded on the last turn.

I will be very happy when Wave 2 hits, and something other than Gladiators are fielded by the Imperials. Although a mix of ISDs and Gladiators may not be much better.

Orvin
Sep 9, 2006




I have been looking at the new cards, and wanted some input on a Rebel list idea I had. Slaved turrets add a red die to any arc, with the restriction of only getting a single attack. Would a bunch of CR90a with slaved turrets being lead by Ackbar be a good foundation?

My thoughts are 3 red and a blue out the front, or 4 red and a blue out the side. At 50 points a ship, that is a little expensive, but I was thinking 4 or 5 of them (putting Ackbar in an Assault Frigate or MC80) might be enough to do a lot of damage if you can keep them at long range and circle around the enemy.

Orvin
Sep 9, 2006




Reynold posted:

I'm still amazed by the sheer volume of fire the MC80 assault cruiser with Ackbar, slaved turrets, and Defiance were putting out. Throwing another 6red/two blue with Gunnery onto his flanks in the form of the two assault frigates is just ridiculous. Although I already miss the token games Bel Iblis and Weapons Liasons let me play in the last few rounds.

I haven't played rebels nearly enough, but is it wise to leave an MC80 with only a single attack? Are decent opponents usually smart enough to only approach from one side arc? The single attack allowed by slaved turrets is what has me a little apprehensive about them, and why I figured they would work well on small ships that if they are lucky enough for a second shot, it is maybe only 1 or 2 dice.

Upon reflection, I am hoping the large base ships really encourage running bomber squadrons. They can get in close without too much risk, and properly placed, are likely to get off many rounds of shots without having to reposition. Enough Tie Bombers or Y-Wings can whittle down the shields and open the way to a nice alpha strike from something.

Adbot
ADBOT LOVES YOU

Orvin
Sep 9, 2006




Someone in an Armada Facebook group pointed out that the modification header on upgrade cards has an actual purpose.

Hidden in the rules is a bullet point that a ship can only have a single modification card. I never noticed that point before. I don't think it mattered before Wave 2, but with more upgrades, and different combinations of slots on ships, it is going to start mattering.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply