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FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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.
There is a different demo video out there too now. Cap ships have a "Squadron" rating, which is how many squadrons they can activate if they use that command in the cap-ship phase. It opens up possibilities for support ships who specialize in offensive fighter usage, for instance.

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FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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.

That's honestly why I'm surprised that the Armada starter box is so expensive.
X-Wing has three normal size minis, 6 dice, some cards, and a bunch of cardboard punchouts.

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.

FuSchnick
Jun 6, 2001

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

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

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...
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.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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.

Also can he reinforce squads or just deploy them? Was earlier told:


Getting conflicting info here. He can pay 2 to reinforce an existing ST unit and place them at the green marker, right? So if 1 dies on turn 1 he can pop a new one out at the start of Turn 2?
Yes he can reinforce them for 2 points per figure. All of the deployment cards that come with more than 1 figure have a per-figure reinforcement cost listed too.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...
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.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...
Progress report: gently caress this is a lot of scanning. I (crappily) used mspaint to make the dice faces.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

Taran_Wanderer posted:

That was my thought. Makes me wonder how big they'll be when they're released.
Someone on the FFG forums drew them based on the sizes in the rulebook.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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.
I'm not sure about "fast". The game time estimate on the box is 2 hours... compared to the (fairly accurate) estimate of 30-45 minutes on the X-Wing box.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...
It's not that difficult to interpret:

quote:

Competitive play in Star Wars: Armada depends on precise placement
of ships and squadrons. It is strongly recommended that each play area
be covered with playmats, felt, or a similar material in order to create
friction and prevent ships and squadrons from sliding out of place when
accidentally bumped.

If playmats are used, only official FFG X-Wing™ Playmats are allowed.
This is to guarantee a consistent experience for players and prevent any
advantage players may gain from familiarity with a particular map. Two
X-Wing Playmats laid side by side meet the requirements for a Star Wars:
Armada play area.

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

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...
It's been a few years, did X-Wing have some quality issues with the very first run?

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...
Imperial Assault question: What is the Empire supposed to do to make "Sympathy for the Rebellion" even slightly challenging?

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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.
In ship-to-ship combat, crits count as a normal damage, plus you get a "crit effect" available on the attack. This is a "yes/no" thing, not a "how many" thing.

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).

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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"

Do those other effects mostly come from upgrades and such? The learning scenario is without those things from the looks of it.

AFAIK all crit effects other than the default one come from upgrade cards. At least so far.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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.
ProTip: Assuming you get a Plano box or something for all the tokens (this speeds up setup/teardown greatly), you can also put all the tiny 2-square map pieces in there. I found this saves some time when building maps, because the tiny pieces are the ones I spent the most time looking for in the big box. Now they are all in one place (one slot for dead-ends, another for hallway connectors).

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...
This is really stupid, and yet I want one:

https://www.youtube.com/watch?v=r99uj3ImnbM

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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.

Other than for verity I don't see myself willingly playing my other mat which is a Gale Force 9 vinyl starfield. So I recommend it to any goon humming and hawing about spending more money on Star Wars spaceship stuff.
I got the FFG starfield mat, and it works decently for X-Wing. It grips the table really good, but the surface is still a little bit slippery and allows the slightest bumps to move your ships around. It is also just slightly glossy... not enough to look bad, but it is very poor at reflecting a line laser if you are aiming it away from you. If you aim it towards yourself, it is highly visible, but this means using a laser for LOS requires two people in most situations.

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.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...
This image is a handy reference for the LOS rules:

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

Kilo147 posted:

Hey, anyone here live in the Seattle area?

Also, an edged Victory. https://community.fantasyflightgames.com/index.php?/topic/168878-maxs-fleet/
I live up north, but work in Redmond. Just got my core set, but have noone to play with yet. I was thinking about doing a demo night at my FLGS (in a small town, where they don't really have a community for anything other than Magic yet).

[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.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

Kilo147 posted:

Where up north? Maltby? Cathcart?
Monroe, pretty close!

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...
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.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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?


I prefer the clean look, but both look really good.

Also: Was I too far away for you?

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

Stormgale posted:

The fine print on heavy is that if they ever print something with heavy and swarm they will actually work.
Actually, I think swarm already works with heavy. A squadron with swarm gets to use it as long as the target is engaged with any other friendly squadron, so a heavy squadron would count.

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.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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.

Also, I went for a Battlestar style beat to gently caress look, because what else am I gonna do with damaged paint?
Well I work in Redmond, so I'm in town often enough. I'm not familiar with Genesis games, is it also known as Games and Gizmos? I've been there, and I have a buddy who just started playing X-Wing there like a madman. If you hang out there often, you probably know him as the really loud South American guy.

Hoping to play my first Armada game later today. A single core set feels kind of... anemic :(

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

Bottom Liner posted:

CSI is having a big sale on Star Wars items for May 4th

http://www.coolstuffinc.com/page/2289?&resultsperpage=25&sb=price|desc
Goddamnit. You just cost me $108. But I got 3 large ships and 5 small ones for $108 (X-Wing). That's... a really good deal.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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 really want to know more about these, but even the manufacturer's website is pretty lacking in details.

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.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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.

https://www.krmulticase.com
I put in just what I already have for X-Wing alone, and their "solution" is twice as expensive and a lot less flexible.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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.

That said I think the game is great and it scratches an itch that's been there since Battlefleet Gothic faded into the mist. The addition of dice that never miss is fantastic and turns attack and defense into a more strategic game of risk and resource management. Compare this to something like Firestorm Armada which, while a fun game with great models, can often come down to "roll 6's to win".
With just the core set components, a big strength for the rebels is how massively X-Wings outclass TIEs. The VSD is virtually powerless to stop them by itself. If you can remove the TIE screens early, they can buzz around the VSD and just keep peppering it. Once some crits sneak through it gets ugly.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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.
The bigger difference is that ALL movement in Armada only cares about final positions and ignores moving "through" anything. This includes obstacles too, you only "hit" them if you overlap.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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?! :eyepop: 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.

This is the kind of misconceptions you get from only glancing through the rulebook or going "yeah i saw a video so i already know this part" you miss very important tidbits like that.
Your ship is still destroyed if you end up going off the map. But the movement tool is allowed to go over the edge, as long as your ship ends up being fully within the map after moving.

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?

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...
Have all the cards been spoiled already, or are there still a few unknowns?

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

alchahest posted:

If spoiled, where can we see the spoiled cards?
There's a guy on BGG who has been putting them up, but I don't know how BGG "blogs" work, and if he updates this post or does new ones or what: https://boardgamegeek.com/blogpost/40283/armada-spoilers

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...
Some spoiler pictures up in the horrible forums: https://community.fantasyflightgames.com/index.php?/topic/176126-who-wants-spoilers/

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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.
I know nothing of Firestorm, but of the other two: X-Wing is much more "established" and has a wide following. It is also easier to learn and faster to play. Armada it very cool, but it is brand new and there is not a lot of depth yet (the 1st wave of expansions came out just today). It is more complex and slower, but it is also a much more strategic game than X-Wing. X-Wing is much more about tactics and maneuvering.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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. :D).
It's like a spectrum. Strategy is planning, tactics is execution.

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.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

susan posted:

Well, bought the Armada starter set. Any thoughts on best next purchases? I'm definitely leaning Imperial.
I feel like the fighter packs have the most "New gameplay possibilities for your dollar" going. But they are useless without some ships backing them up.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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.
The named Imperial squadrons are also packed full of combo potential. I don't get quite as excited about the Rebel heroes (except maybe Dutch + Wedge). The Rebel regular squadrons are a lot better on their own though... Imp squadrons have to work together to accomplish anything.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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.
Don't forget Major Rhymer and his Merry Men sitting behind the Death Ball, bombing FROM DOOOOWNTOOOOWN (He's on FIRE!).

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.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...
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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FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

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.

Also, how's the skirmish mode shaking out now that the games been around for 6mo and there's some xpac content hitting shelves? I picked up the Han and Chewie packs mostly for the extra campaign missions (and honestly the models, obv), but am wondering if there's any I should look at if I want to try competitive skirmishes.
There are a few rules reference cards in with the rest of the deck of big cards. They are really handy to give to new players, especially the one called "Commonly overlooked rules".

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