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The Gate posted: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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# ¿ Aug 16, 2014 06:32 |
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# ¿ Apr 19, 2024 06:36 |
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jivjov posted:I can feel the complaints about variety in the X-Wing core box...but FFG is always trying to balance "Having a bunch of cool stuff in the core box" and "Keeping the core box at an affordable, casual-buy-in, price point". That's why you frequently have to buy multiples of their card game boxes/packs to have a complete tournament playset. Armada has three detailed models with more complicated bases (all three larger than X-Wing core minis, and the VSD substantially bigger), 9 smallish squadron minis, several plastic command dial thingies, a clicky plastic maneuver snake thing, 9 dice, some cards, and some cardboard punchouts. Part of why X-Wing was so "cheap" was that it didn't really have a lot of components. The ships are high quality, but everything else is cards or cardboard. It was also much more mass-marketable, having a good combination of popular IP and a low enough price point to actually be carried in non-specialty stores. Armada just can't hit that kind of price point with the same level of quality. It also doesn't quite have the same level of simplicity to make it easily marketable in stores like Target and Walmart. I think it is much more firmly targeted to the enthusiast gaming crowd, where a higher price point (and higher quantity of nice components) is more acceptable.
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# ¿ Aug 16, 2014 06:42 |
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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.
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# ¿ Mar 5, 2015 17:44 |
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Is there a thread on here somewhere about Tabletop Simulator yet? I'm thinking about creating the setup needed for ImpAss so my friends and I have more opportunities to play short sessions online (it's tough to line up schedules when your whole group are dads). I'm trying to figure out how easy or difficult it would be to share all the necessary files with my friends, before I waste time doing a METRIC SHITTON of scanning and image cropping. I'm not really comfortable uploading to Steam Workshop for everyone because of the fuzzy legality.
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# ¿ Mar 6, 2015 16:25 |
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Megaman's Jockstrap posted:Well he hosed that up then. He told us he started with Threat equal to the threat level and that is 2 at the beginning of the campaign. Good to know.
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# ¿ Mar 7, 2015 07:51 |
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They do activate together, but there is no requirement that they remain close together. When you activate a squad, each figure has to do their complete activation before another one can start (move and shoot, double move, etc.) I don't see any restrictions on abusing reinforcements like that, except that there must be one guy alive in the squad, and there must be room in the squad (at least one dead guy). Reinforcements must use the same deploy points as everyone else (not the surviving members of their squad). Many squad deployment cards have some skill or bonus that triggers when near allies or the same class of dude, so splitting them up isn't usually ideal.
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# ¿ Mar 8, 2015 01:01 |
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Progress report: gently caress this is a lot of scanning. I (crappily) used mspaint to make the dice faces.
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# ¿ Mar 8, 2015 04:05 |
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Taran_Wanderer posted:That was my thought. Makes me wonder how big they'll be when they're released.
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# ¿ Mar 17, 2015 04:38 |
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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.
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# ¿ Mar 20, 2015 17:15 |
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It's not that difficult to interpret:quote:Competitive play in Star Wars: Armada depends on precise placement E: Armada even comes with play area "corner" tokens, so you can mark play area borders on a surface that is bigger than the official size. FuSchnick fucked around with this message at 17:47 on Mar 27, 2015 |
# ¿ Mar 27, 2015 17:45 |
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It's been a few years, did X-Wing have some quality issues with the very first run?
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# ¿ Mar 29, 2015 18:37 |
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Imperial Assault question: What is the Empire supposed to do to make "Sympathy for the Rebellion" even slightly challenging?
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# ¿ Mar 30, 2015 00:34 |
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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. There is no rule that says crits are explicitly absorbed by shields. Instead, you "spend" your crit on a bonus effect to go along with the attack. Some upgrade cards give you explicit options you can spend it on (even if the enemy has shields remaining). The confusing part that the rules don't do a good job of clarifying is: All ships have a default ability to spend crits on "The first damage card dealt to the target is face up". This can't affect shields, since you are decreasing their shield counter instead of dealing a damage card. The end effect looks the same as "crits do not affect shields", but the actual mechanics of why are subtly different, and this subtle difference is what makes the crit upgrade cards so confusing for people coming into this game with X-Wing experience (which is probably all of them).
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# ¿ Apr 1, 2015 17:29 |
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HOOLY BOOLY posted:Ah so there is more than one crit effect, the one the Learn to Play guide mentions just happens to be the one that all ships can do. I suppose i don't fault it for not going "here's what a crit effect is, oh by the way there are a few different ones,but don't worry about those and only use this one for now" AFAIK all crit effects other than the default one come from upgrade cards. At least so far.
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# ¿ Apr 1, 2015 23:01 |
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alg posted:I'm mobile so I can't write too much. The only complaint I've had is that building the maps is time consuming. Otherwise our group of gamers from all backgrounds, including wargames, has been having a blast with skirmish. It's extremely nerve wracking because of the objectives. It also doesn't snowball at all; there are tons of come from behind wins.
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# ¿ Apr 7, 2015 17:31 |
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This is really stupid, and yet I want one: https://www.youtube.com/watch?v=r99uj3ImnbM
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# ¿ Apr 10, 2015 20:50 |
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AndyElusive posted:For anyone wondering if it's worth buying the FFG playmat for Armada/Xwing/Whatever. Played on mine after it arrived in the mail last week and the thing holds to the table like it was glued to it. Vinyl mats have this slight tendency to shift around a little while the neoprene FFG mat doesn't budge at all. Thing's pretty much a big mouse pad. Moving ships around on it feels good and dice bounce off the surface nicely. It's not especially thick and rolls up real easy. You'll have to keep the box it comes in though since it doesn't come with a storage tube. Here is a very no-frills alternative: http://www.lowes.com/Search=shelf+l...N%5B%5D=1z10wbp Check out your local hardware store for black shelf liner. You can usually find rolls that are 12 inches by 6-7 feet for less than $10 each. Three of them together make a flat, matte, *very* grippy surface of 3x6 for a total price of less than $30. The stuff I bought is pretty similar to the one in the link above, and is maybe 1/8th of an inch thick. It is VERY grippy on both sides, and matte enough to reflect lasers at any angle. It looks very ghetto compared to a printed playmat, but for a space game it isn't too terrible. Also, having 3 separate rolls makes it pretty easy to store in a regular grocery bag. The material is stiff enough that it doesn't curl easily and you can lay them side-by-side without gaps.
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# ¿ Apr 13, 2015 20:48 |
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This image is a handy reference for the LOS rules:
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# ¿ Apr 28, 2015 18:32 |
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Kilo147 posted:Hey, anyone here live in the Seattle area? [E] I do have a friend in Bellevue who would be interested, but I just got him hooked on X-Wing two weeks ago and he is already buying that up like a madman.
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# ¿ Apr 30, 2015 17:44 |
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Kilo147 posted:Where up north? Maltby? Cathcart?
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# ¿ Apr 30, 2015 20:21 |
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Squadrons within distance 1 of each other are "engaged", unless line of sight is obstructed. They can still shoot at each other while obstructed (at -1 die), but are not considered engaged. When a squadron is engaged, it CANNOT move. It also cannot target ships. It can only target squadrons. Basically, the only way to leave the engaged state is: A) Kill all enemy squadrons in engage range B) Have line of sight become obstructed between you C) Have a ship overlap you or the enemy, causing them to be relocated, which could result in moving them out of range or placing them out of line-of-sight. If there is an enemy squadron in range with "Escort", you must target it before you are allowed to target non-escort squadrons (except for counter-attacks) If a squadron has "Heavy", it does not prevent enemy engaged squadrons from moving or targeting ships. It essentially does not cause enemies to be engaged, but there might be a fine-print difference. Dirty X-Wing trick: Sit on top of an obstacle and don't move. TIEs attacking you are not "engaged" because the obstacle obstructs LOS, so the TIE swarm ability can't be used.
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# ¿ May 2, 2015 21:20 |
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Kilo147 posted:Seriously though, should I keep the hunk of junk scheme for all my ships or stick with a clean white and red scheme? Also: Was I too far away for you?
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# ¿ May 2, 2015 21:35 |
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Stormgale posted:The fine print on heavy is that if they ever print something with heavy and swarm they will actually work. Also, heavy squads still suffer the effects of being engaged by others. I suppose in theory, if they ever printed a card with heavy and escort, it would prevent enemy squadrons from shooting at other squadrons in range, but not ships. Seems like an unlikely configuration though. Armada seems to have a LOT more rules-lawyering potential than X-Wing. I think they have left a few too many ambiguities in the core rules, and a few too many rules that are clarified but only after combing over the full rules with a microscope.
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# ¿ May 2, 2015 21:41 |
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Kilo147 posted:I'm one of those...bus people. Genesis Games in Redmond, or either Uncle's Games works fine for me. Monroe is a bit far for me. Hoping to play my first Armada game later today. A single core set feels kind of... anemic
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# ¿ May 2, 2015 21:47 |
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Bottom Liner posted:CSI is having a big sale on Star Wars items for May 4th
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# ¿ May 4, 2015 21:50 |
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FishFood posted:I just ordered this and a some of the pluck foam inserts of various heights, I'll get a report up when it arrives along with the wave I stuff I'm getting. It was a little pricy, but muuuuuch cheaper than that battlefoam stuff. I do think that foam will be good to have with Armada, the miniatures seem a bit more delicate than X-Wing. I've never bought any "pluck foam" stuff before, so maybe these are all things that are assumed... but I can't even find youtube videos on this particular brand of stuff (just lots of battlefoam, and gun/knife collectors). Do the foam pieces "tear" out when you pluck them, or are they just held in place by friction from their neighbors? If you pull them out, are they out for good, or can you reconfigure stuff if you made a mistake? What is the size of the "grid"? From their pictures, I'd guess around 1cm or so, but they don't actually specify it anywhere, even though they give pretty precise measurements for the overall size of the trays. If anyone already has these, what are ideal tray sizes for X-Wing? Is a 1.5inch tray high enough for most ships? I'm really interested in buying these, but I need more information before I commit $80+ to a set.
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# ¿ May 9, 2015 17:34 |
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Prefect Six posted:If you want to get foam, hold out until KR puts out custom foam for Armada. They already have a bunch for xwang.
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# ¿ May 9, 2015 23:39 |
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Not Keyser Soze posted:Ran through a few games of Armada and it seems that it's almost impossible for the Rebels without a decent Objective in play. The fact that a lucky battery from the Victory can all but vaporize the CR90 means the game can swing hard against the Rebs very suddenly. Hopefully Waves 1 & 2 will fix that issue.
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# ¿ May 10, 2015 21:19 |
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Kai Tave posted:That's how it works in X-Wing too, ships don't "collide" so long as you can get past them on your maneuver.
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# ¿ May 11, 2015 19:02 |
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HOOLY BOOLY posted:So it's not like X-Wing where mystical omnipresent capital ships don't blow you up the instant you step outside of the gamespace?! It guess it kind of makes sense since you're playing WITH the capital ships in this one and they are too busying shooting each other to pay attention to you. Doesn't X-Wing allow you to do a move where the template might go off the map, but the end position of your ship is still on it?
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# ¿ May 11, 2015 23:06 |
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Have all the cards been spoiled already, or are there still a few unknowns?
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# ¿ May 12, 2015 17:25 |
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alchahest posted:If spoiled, where can we see the spoiled cards?
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# ¿ May 12, 2015 18:43 |
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Some spoiler pictures up in the horrible forums: https://community.fantasyflightgames.com/index.php?/topic/176126-who-wants-spoilers/
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# ¿ May 12, 2015 21:00 |
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Corbeau posted:Armada, X-Wing, or Firestorm Armada? There are players for all three locally, and I have a little bit of X-Wing stuff from way back, but I can really only afford to get into one of the three now.
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# ¿ May 13, 2015 00:54 |
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Strobe posted:If you're playing a game with figures on the table, it's tactics. List building is the equivalent to strategy here (which I suppose makes buying figures logistics. ). X-Wing very heavily leans towards the tactics side, because you go in with a very rough strategy and make your decisions based on what is unfolding turn to turn. Armada is more of a mix. There is definitely more planning ahead involved, though there is still plenty of tactical execution too. In a more abstract way, the state of the game does not change as rapidly or unpredictably from one turn to the next as it can in X-Wing.
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# ¿ May 13, 2015 17:48 |
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susan posted:Well, bought the Armada starter set. Any thoughts on best next purchases? I'm definitely leaning Imperial.
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# ¿ May 14, 2015 01:17 |
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Valatar posted:The X-wings are already pretty great jack-of-all-trades fighters, a rebel player would probably do fine with just them. The TIEs on the other hand suck hard, getting the fighter pack is fairly mandatory for the imperial side if they're ever going to hope to control the table at the squadron level. With a couple each of interceptors, advanceds, and bombers, you'll have a group that is at least not easily facerolled by rebel fighters and can do significant damage to bigger ships.
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# ¿ May 14, 2015 16:30 |
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Cobbsprite posted:It's all about order. You put them between your capships and the enemy fighters. They have to hit the death ball if they want to use their bomber ability, so you counter them neatly. You can stay close enough to your caps that they can't hit your caps without being engaged, and use a timed squadron command to throw them into the fighters with their superior speed. Oh, and if a bunch of Rebel squadrons are engaged, Mauler Mithel plows into them like a bowling ball. And when Admiral Chiraneau comes out, he can keep moving.
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# ¿ May 15, 2015 04:07 |
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Umm... does this work? Demolisher: During your activation, you can perform 1 of your attacks after you execute a maneuver. Engine Techs: Navigate: After you execute a maneuver, you may exhaust this card to execute a speed-1 maneuver. Do your maneuver, use Demolisher, use Engine Techs, use Demolisher again for your 2nd (and final) attack.
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# ¿ May 19, 2015 01:26 |
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# ¿ Apr 19, 2024 06:36 |
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Merauder posted:I know Armada is all the hotness right now, but I'm finally diving into my copy of Imperial Assault and am hopefully going to be starting a full campaign this week with a group of regulars. Any tips, suggestions for newbies, easily missed rules, etc? I've been through the starter mission once as a Rebel but will be running Imps for this group, and they're all newbies to my knowledge.
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# ¿ May 25, 2015 20:20 |