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Slab Squatthrust
Jun 3, 2008

This is mutiny!

Gravy Train Robber posted:

Have they talked about how the squadrons will work in Armada?

They get into it in the video. Basically they activate after the large ships, and can either move or attack (range 1 always). If fighter squads are within attack range of each other, they are engaged and cannot move until they are no longer engaged. They move and attack in any direction at all times, fighter combat is abstracted a lot since the capital ships are the focal point for Armada. Capitals can take an order to activate a squad (or two, maybe, they activate in pairs normally) in the capital ship phase instead, and it gets to both move AND shoot when they do.

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Slab Squatthrust
Jun 3, 2008

This is mutiny!

jivjov posted:

If its anywhere near in-scale it's gonna be the size of the Tantive and probably be closer to $100

No it won't, it's only about 2x the length of a Victory class. An SSD might be that big I guess, but the Tantive is huge compared to anything in Armada so far. An ISD in scale would probably be like half the size of the Transport for X-Wing if I had to guess, maybe 2/3rds of it.

Slab Squatthrust fucked around with this message at 03:06 on Aug 16, 2014

Slab Squatthrust
Jun 3, 2008

This is mutiny!
The ability to manipulate crits, and having choices from equipment sounds really awesome too. Taking away those tokens sounds pretty neat. I'm seriously excited for the game at this point.

Slab Squatthrust
Jun 3, 2008

This is mutiny!
Yeah. Soontir Fel with some TIE Advanced escorts will be funny. Auto damage when you attack the escort, which you have to attack.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

alg posted:

7/25/15 Cary The Gamer's Armory

When does this get played during the week anyway? I've seen like one game on Mondays, but I'm always playing with X-Wangs then....

Slab Squatthrust
Jun 3, 2008

This is mutiny!

alg posted:

Free casual league just started last night for the next 5 weeks.

Cool. How does a league work for this though, aren't the "teams" generally 1 imp and a few people as rebels?

Slab Squatthrust
Jun 3, 2008

This is mutiny!
Those are some sexy, sexy spaceships, hot drat! Why must FFG keep making awesome Star Wars stuff that I need to buy?

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Taran_Wanderer posted:

I hadn't taken a look at the details, but this matches my initial reaction; Armada's dice will give more consistent results than X-Wing's dice. This makes me very happy, as the crazy swings that can happen in X-Wing have really killed a lot of my enthusiasm for it. Can't wait for Armada!

That and the fact that there's no defense dice rolling, just the tokens. There's very finite amounts of reduction that can occur.

Rebel fighters basically all being bombers is pretty scary too, fighters are going to be really important I think.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Gamerofthegame posted:

It's also pretty fast paced at six rounds. Having seen a demo play I really can't understand how that'll work, the ships are pretty tanky. I'm sure it does, of course, but it must be throwing tons of damage dice.

Someone on a forum did some napkin math on the dice, and ignoring critical effects, red and blue dice average like .75 hits per roll, and black dice average 1 hit per roll. Crits and accuracy results, rerolls, etc will only boost that. I think it's going to be pretty bloody honestly. Especially when you can manage to line up your firing arcs so a ship is in two of them at once.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Sgt. Anime Pederast posted:

In the lore rebels are pretty reliant on fighters since their capital ships lose to imperial ones. So I'm glad to see that as a star wars nerd.

Same! Even the A-Wing has decent odds at loving up a cap ship, it still gets a black die, just no crits.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Gamerofthegame posted:

To be honest I find that really weird, too, as the game is pretty simple and straight forward. Not in a bad way, anyway, but I really can't fathom how a round lasts more then five minutes or so. :shrug:

Now, granted, I haven't played either game. But Armada seems especially straightforward, given you'll have 2-5 big ships at most and then a bundle of simplistic squadrons. Flip command, declare arcs, roll, deal damage/react, move, next.

Plenty of X-Wing games run over 30 minutes too. Tournaments allow 60-75 for a reason. 30 is okay for games where both players are 2 ship lists, more than that and it slows right the hell down. Especially when you have a lot of ships moving at the same speed all trying to dogfight, and people are trying to figure out how to maneuver.

I think an hour will probably be more reasonable of an expectation once people have the rules down for Armada.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Thirsty Dog posted:

I envy everyone playing with people who don't agonize over every decision in every game

Being able to place the maneuver template down and see how it lies will honestly help with this I think. No agonizing over whether you're going to hit an asteroid or ship, easier to see how ranges will probably be, etc.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

pbpancho posted:

Played two games of Armada today (perks of having a bunch of friends at FFG). One 180pt starter game, one 300pt real deal game. The full game took less than 90 minutes, including all our looking rules up, and was a total wipe of one side on round 4 or 5. Very fun, but also VERY different from X-Wing (which I play a TON of). The models look great too!

Good, goooooood. If it can be played that fast for new players, 75-90 minute rounds seems reasonable enough for an event

Slab Squatthrust
Jun 3, 2008

This is mutiny!

alg posted:

Yeah 75 minutes for X-Wing is an eternity. Can't imagine 2 and a half hour rounds.

Coming from the other side of things as a tabletop Warhammer player, that's pretty normal. 3 rounds for a normal event, the trick will be having good tie breakers in place, since 3 round with 20+ players means ties will happen.

I think Armada is going to end up more relaxed regarding tournaments simply by nature, with X-Wing probably remaining the more "serious" game. I also think they are massively overestimating how long rounds will take, but that remains to be seen I suppose.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

StuG Jeebus posted:

We frequently had to move multiple squadrons out of the way to make room for the template. There are rules for when a capital ship ends up on top of fighters, but they really shouldn't be moving if just the template crosses them. At least in X-wing you have the straight 1 and 2 if you need to temporarily move a ship and place it back exactly where it was, Armada doesn't have anything like that. We basically just resorted to using our fingers to mark where the fighters should be while we placed the maneuver template, but will that fly in a tournament?

Capital ships weren't as much of an issue because the Star Destroyer annihilates the rebel ships before they can close anyway.

Any other questions you have?

The Corvette is definitely super fragile if it ends up in 2 arcs at once at close range, but the Nebulon is fairly sturdy and has lots of long range red dice. My wife and I played a match with the example fleet from the website and Rebels won handily. X-Wings are nasty little fuckers, especially Luke. The Corvette just evaporated in two turns, since I left it in close and it couldn't use the evades at all.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

HOOLY BOOLY posted:

So as excited as i am for Armada to arrive i really don't like the idea that it's like X-Wing where you really need to get 2 core sets to get everything you need to really start getting seroius. Especially at it's starting price point.

No chance the extra add on ships will come with stuff for a second player huh? :(

The only stuff missing is convenience. The only thing in the core set that you don't have enough of right off the bat is some extra dice and possibly some upgrade cards depending on what comes in the expansion sets. A bunch of the upgrades available are unique crew and titles right now, so if they stuff an extra copy of the others in the wave 1 boxes there's really no reason to buy two sets.

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.

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.

Slab Squatthrust
Jun 3, 2008

This is mutiny!
Yeah, I think for Rebels spreading squads out so they can't be all tied up at once and alpha struck with be a big deal. Honestly the points limit on squads instead of a number limit means that will be really hard for rebels.

Slab Squatthrust
Jun 3, 2008

This is mutiny!
You can do worse than just spamming the repair order every turn to be honest.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Kai Tave posted:

Initiative doesn't change in the quickstart that I recall, but the initiative token flips over every round to help remind you about squad activations using the little blue/orange tabs.

I'm pretty sure that the player with initiative switches each turn. So the the same person doesn't go first each round. I may have misread that though, or it might be skipped in the quick start rules.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

TheKingslayer posted:

FS:A v2 is a lot of fun. Its very different t from Armada obviously. But both are different in good ways and a different experience all together.

V2 fixed a lot of balance issues it seems like, but the gameplay itself just...I dunno, it's not very fun, everything feels very samey. All of Spartan's games are like that to me though, so it may be just my own taste.

Slab Squatthrust
Jun 3, 2008

This is mutiny!
Our store got everything today. I bought one of everything NO I DON'T HAVE A PROBLEM SHUT UP!

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Sir DonkeyPunch posted:

Me either!!!


Also, this assault frigate is way cooler looking than I expected

It looks like a murderous manatee and I love it.

Slab Squatthrust
Jun 3, 2008

This is mutiny!
X-Wings are pretty good looking to me. They literally do almost everything above average. HP, attack, bomber, and escort. Their speed is only average, but still.

You've also got to take points into consideration. How many points is that combo? Soontir plus a single Advanced is 30 points, not exactly cheap considering that's already a third of your fighter points in a game. Two X-Wings are cheaper, have two more HP, and roll an extra attack die by comparison. Not that it isn't a pretty sweet combo, but still.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

hooman posted:

I find the balance thing really interesting when it comes to Squadrons. That Soontir/Advanced death ball will wreck wangs but only ones willing to engage them. Since most of the Reb squads have bomber sinking half your squadron points into a murdersquad which can't be beat won't do much for you if they're fighting one wang while a bunch of other stuff is throwing bomber dice at your capital ships.

Yeah, this too. Imp fighters want to ball up, Rebels can spread out, and have good fighter defense on their cap ships. I'm looking forward to just trying out all sorts of crazy stuff with this game. Fighter combat will be interesting for fleets set up to support it.

Slab Squatthrust
Jun 3, 2008

This is mutiny!
The Assault Manatee also can roll 2 blue dice, and is pretty drat tough. Is going to be interesting. Bouncing in 3 fighters plus Howlrunner with a squadron based Victory seems like a terrifying threat as well.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Strobe posted:

Honestly at this point I feel like two Imperial Fighter packs and one Gladiator is all you need extra to do some truly hilarious things with 300 points. Two Gladiators or an extra Victory would be sweet though.

Double Victory is what I'm going to run. Bad idea? Yes. Alpha strike from hell? Also yes. Corvettes might be fast, but even the Vic's side arcs are pretty dangerous.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

apostateCourier posted:

Wait, that's how anti-fighter weapons work? Everything in that arc? Holy poo poo did we read that wrong!

Yuuuuup. It adds up pretty fast, and since the Imperial fighers lack Bomber largely, they're not nearly as big a threat on your ships.

Slab Squatthrust
Jun 3, 2008

This is mutiny!
Yeah, but the X-Wing meta is changing again. Two ship lists are still very powerful, but swarms and elite + swarm are growing in popularity. The raider is going to seriously shake up Imperial lists at least.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

hooman posted:


I also noticed that the Space Manatee can only take 6 damage before going down (compared to 8 on the VSD and only one more than a Neb B). Which means that while its side batteries are dangerous it is fragile.

Two less hull, but an extra front and rear shield. I'm looking forward to messing around with it.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Zerf posted:

Since you mentioned the NebB here:

I think that the biggest drawback of the NebB frigate isn't its hull or its shields, it's the absence of a redirect token, which means that it should preferably be at long range at all times so it can make use of its evade token. It's going to be interesting to see if Mon Mothma can remedy its lack of survivability.

After playing last night: she helps a lot, but no redirect means that when something like an Expanded Lauchers-filled Gladiator blitzes you....yeah. The Neb went from full to 1 hull in a single shot thanks to 2 Accuracy tokens blocking the brace actions, then puching 7 damage with a crit into the nose. Then it rammed me and boom!

On the other hand, I returned the favor to his Victory that had taken a couple damage from an Asteroid. We were playing the Hyperspace objective and it let me jump the space manatee in behind the Vic with two X-Wing squadrons, activated them, and then blasted the Victory down to 1 hull and rammed it to death. :black101:


Pimpmust posted:

It got like 1 angle where it looks good (side-front shot), but it still looks like it should have shark-teeth painted on it and be some sort of slow but well armored gunship.

I will fight you.

Seriously though, different aesthetics work for different people. I really like the AF Mk2.

Slab Squatthrust
Jun 3, 2008

This is mutiny!
I think Mom Mothma is pretty huge for Rebels, honestly. Especially for the Corvette. So far I'm not very impressed with the Nebulon myself. No redirect action hurts it tremendously, especially if something ever manages a flank shot. The assault frigate is a beast though, especially with the Paragon title.

Speaking of which: reading the title, my take on it is that if you shoot a ship that has already been attacked by any of your other ships this turn, you get the bonus die. Reasoning is that the card says "turn" and not "activation", and doesn't mention any other restrictions like " by this ship" or anything. I've seen a few mentions elsewhere that people thought the title only triggered if the assault frigate itself shot the same target twice. Thoughts?

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Sir DonkeyPunch posted:

it does in fact say that.

that's kind of a lovely effect then

It's not that hard to manage really, especially if you know you'll have initiative the next round and can just place yourself pointing at the target. Definitely not as good as I was hoping it would be, but hey. Being able to broadside at long range with a black die is pretty nasty in theory. It's only a 5-point title after all.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Sir DonkeyPunch posted:

But yes, you flip your engineering dial and spend the engineering token to get all those points at once

Just as an FYI, it actually doesn't combine like that. Using the dial and a token gives you two separate point pools that don't combine. So a Victory world get 4 + 2 for example. Which matters since that prevents you from repairing two hull in a turn for example. I played that wrong my first game actually.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

blackmongoose posted:

Since spending both is one resolution of the command, you get all the points to spend at the same time.

Huh, I totally misread that in the rules. I think I read the "complete 1 repair effect" as meaning you needed to complete the whole thing before doing another. Welp!

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Reynold posted:

I faced no squadrons except a-wings the whole tournament, and I wiped them every time with mine. It was like a free 50 something points each game. I definitely had the most success with my rebel bomber-heavy build when moving slow and forcing the enemy to engage my fleet on my own terms. I agree that squadrons are a sort of upgrade to your ships, since as everyone has seen, a couple squadrons just left hanging out of range on turn 4 because they moved poorly becomes worthless for the rest of the game. However, if you can afford to move slowly and keep them close, and you have a squadron activation ready at the right time, they can be absolutely devastating.

Also, I can't imagine that Home One or the Imperial Star Destroyer are going to be moving all that fast, making it easier to keep your squadrons in screening/command range. Think about landing in long range of Home One to take your shots, and it's four b-wing escorts maneuvering into your path for the next round.

The ISD I think was speed 3 in the images we've seen. So faster than a Vic at least. But the base is going to be a lot larger too.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Chomp8645 posted:

I think his point with the larger base was that it's a lot more surface area for squadrons to attack and therefore will (theoretically) be harder to screen from bombers. Not the speed.

Yup. Speed three will probably not move the base entirely out of range of squadrons at the nose when it starts the move. Or at least it will be close. Depends on how much the turns swing the rear end end around I suppose.

Slab Squatthrust
Jun 3, 2008

This is mutiny!
Enough! Vader, release him!

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Slab Squatthrust
Jun 3, 2008

This is mutiny!
Yeah, manipulating tokens is a pretty big deal actually. Intel officer is solid at forcing bad trades. You should look at the X17 turbolaser upgrade as well, it basically turns off redirects which is very powerful. Only comes in the Nebulon pack though, which hurts a little.

I had a Neb two shot a gladiator with some above average rolls and those upgrades (and a ram for the last hull point). Acted last one turn, then first the next, dead Gladiator.

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