Star Wars Armada

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Turtle
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Star Wars Armada

Post by Turtle » Fri Mar 27, 2015 9:32 pm

So, I got the core set from my local game store yesterday and got in two learning games. I think I really like this new game.

It's vastly different from X-Wing. Enough that you could be into both games, but probably shouldn't due to cost and the way FFG makes you chase cards and components.

The way the big ships work is a nice change of pace, slower and shooting from multiple a arcs at once. While using defensive tokens to lower or shift damage around.

Fighter squadrons have an interesting dynamic in how they interact with the big ships. No longer the focus, but still very powerful, being able to strike at vulnerable parts of a ship.

They also announced their large ships recently, the imperial star destroyer from the movies, mon calamari cruiser and frigate.

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Re: Star Wars Armada

Post by Daveman » Fri Mar 27, 2015 11:31 pm

I'd really like to get into this, but X-Wing fell flat with my son and this looks too similar, physically, to likely lure him in.

I wonder how long it'll be before they put out "epic" format with Super Star Destroyers :P

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Re: Star Wars Armada

Post by wonderpug » Sat Mar 28, 2015 10:02 am

How much did it cost at your game store? I preordered at $50ish on Amazon a while back but there's no sign of it shipping anytime soon.

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Re: Star Wars Armada

Post by Turtle » Sun Mar 29, 2015 3:39 pm

It was $70, I had some built up credit and a discount.

I think FFG is deliberately delaying or withholding to big stores due to the extreme discounting and loss leadering for X-Wing.

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Re: Star Wars Armada

Post by Chrisoc13 » Mon Mar 30, 2015 7:29 pm

Wow I really want to play this game, but I can't get into it. Because I would simply love it too much. I'm a huge X-wing fan (which is well documented here) and I know I would dive into this deep. I just picked up and started playing Imperial Assault too so I think this would be one star wars game too many. But I would like to give it a try, and I think there is a good chance if I give it a try I will end up wanting all of it. FFG just has my number when it comes to these Star Wars games. They are knocking it out of the park over and over again.

Keep the updates going with the game, fun to hear about.

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Re: Star Wars Armada

Post by wonderpug » Tue Mar 31, 2015 6:52 pm

Man, went to give my FLGS some business for this but they were charging a hundred bucks. Even tried to haggle him down at least a little bit closer to the ~$70 it is everywhere online, but he was barely willing to budge at all. As much as I love helping local businesses, a 50% markup is tough to swallow.

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Re: Star Wars Armada

Post by Chaz » Tue Mar 31, 2015 7:38 pm

I'm pretty sure MSRP on it is $100, but I know how you feel. Last year, my store dropped their prices to be a few bucks above online prices, and now they get a lot more of my business.
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Re: Star Wars Armada

Post by Smoove_B » Tue Mar 31, 2015 7:44 pm

Yes, that's the MSRP and Amazon wants to send it to me via Prime for $69.90, courtesy of FunAgain Games. I really want to support locals, but they just can't compete sometimes. At least near me.

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Re: Star Wars Armada

Post by Chaz » Tue Mar 31, 2015 8:45 pm

Even at $70, I totally can't justify this thing. I'd like it, but I can't see when I'd ever get a chance to play. It seems like it's a long game, and it's also got that whole "it's a minis game, so you pretty much need to buy more ships to have a more interesting game" thing.

I'd love to buy the half-price cheapskate version that just uses big cardboard counters in place of the fancy plastic ship.
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Re: Star Wars Armada

Post by El Guapo » Tue Mar 31, 2015 11:11 pm

Seems like the right move is to buy someone's collection off eBay in a year or two.

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Re: Star Wars Armada

Post by wonderpug » Wed Apr 01, 2015 3:34 pm

Daveman wrote:I'd really like to get into this, but X-Wing fell flat with my son and this looks too similar, physically, to likely lure him in.
Chrisoc13 wrote:Wow I really want to play this game, but I can't get into it.
Chaz wrote:Even at $70, I totally can't justify this thing.
But then...

Image

You want this, don't you? The low self-control is swelling in you now.

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Re: Star Wars Armada

Post by Smoove_B » Wed Apr 01, 2015 3:37 pm

wonderpug wrote:You want this, don't you?
Yeah, particularly after CERN confirmed they discovered the Force.

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Re: Star Wars Armada

Post by El Guapo » Wed Apr 01, 2015 4:52 pm

Do the rules require you to make "pew pew!" sounds while you're playing, or is that optional?

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Re: Star Wars Armada

Post by El Guapo » Wed Apr 01, 2015 4:53 pm

wonderpug wrote:
Daveman wrote:I'd really like to get into this, but X-Wing fell flat with my son and this looks too similar, physically, to likely lure him in.
Chrisoc13 wrote:Wow I really want to play this game, but I can't get into it.
Chaz wrote:Even at $70, I totally can't justify this thing.
But then...

Image

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Re: Star Wars Armada

Post by Daveman » Wed Apr 01, 2015 5:20 pm

From BGG:

Image

Our wallets can't repel firepower of that magnitude!

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Re: Star Wars Armada

Post by El Guapo » Wed Apr 01, 2015 5:46 pm

I will say that I can't wait for my little dorks to reach the age where I can justify spending money on stuff like this by saying that I'm getting it "for the kids."

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Re: Star Wars Armada

Post by wonderpug » Wed Apr 01, 2015 5:58 pm

El Guapo wrote:I will say that I can't wait for my little dorks to reach the age where I can justify spending money on stuff like this by saying that I'm getting it "for the kids."
Pfft. Even when my son had just turned 2 I was already excessively purchasing Cars toys so that "he" could have a good collection.

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Re: Star Wars Armada

Post by Chaz » Wed Apr 01, 2015 6:47 pm

I sure do want that, but I totally can't justify the price. I'd rather be able to play the game without the plastic ships than not be able to play the game or have the plastic ships.
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Re: Star Wars Armada

Post by Zarathud » Wed Apr 01, 2015 7:22 pm

The miniatures are what makes you unconsciously make the pew pew noises while playing.

But for me Star Wars was always about the Death Star Trench Run, not the Battle of Endor. Even wrote an article about the topic for FreeSpace mission design. Resisting Armada is much easier than the new X-Wing fighters.
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Re: Star Wars Armada

Post by Chrisoc13 » Sun Apr 05, 2015 6:44 pm

Saw this at the store the other day, I need to try this game out, but I will say my resistance is fading.

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Re: Star Wars Armada

Post by wonderpug » Sun Apr 05, 2015 8:49 pm

I'm really loving this so far. Already getting tempted to buy a second core set. I'm eager to get my hands on the wave 1 expansion capital ships, but really excited to get the fighter squadron expansions. The core set hints at the fun dynamics that will come out of having bombers escorted by other ships, but you can't experience any of that with just TIE Fighters and X-Wings.

I'm pretty sure I'll like this even more than X-Wing. The only real concern I have is that in 6 rounds the capital ships kind of have one pass at each other and then never get around to circling back for another interaction. I think this will hopefully play out differently once I can play with more than 3 ships.

I'm also a wee bit worried about playing with miniatures rule-monger. You do a lot of manipulation of the ship and squadron bases, and while it's awesome having so much information right there on the board instead of on cards, it also amplifies the risk of bumping just about every figure out of place.

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Re: Star Wars Armada

Post by Turtle » Mon Apr 06, 2015 8:02 am

The squadrons can be moved around a bit, the rules even say their postions aren't as important.

However, the game has pre-measuring in almost everything. You can pre-measure movement until the point where you notch the measuring tool into the base, and you can pre-measure ranges and other distances. So that helps with bumping.

I have 2 core sets, and I have to say, it's not an optimal way to go. You don't save money, and you miss out on extra upgrade cards.

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Re: Star Wars Armada

Post by wonderpug » Mon Apr 06, 2015 9:57 am

I was more thinking of all the manipulation you have to do with the bases, especially for squadrons in dense fights.

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Re: Star Wars Armada

Post by Chrisoc13 » Mon Apr 06, 2015 10:48 am

So Turtle you would suggest only one core set? Is this the general consensus? I was concerned it would be a lot like X-wing in needing two core sets but it sounds like this isn't the case? Are there enough dice with only one core set?

Resistance fading fast...

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Re: Star Wars Armada

Post by wonderpug » Mon Apr 06, 2015 1:32 pm

Chrisoc13 wrote:So Turtle you would suggest only one core set? Is this the general consensus? I was concerned it would be a lot like X-wing in needing two core sets but it sounds like this isn't the case? Are there enough dice with only one core set?

Resistance fading fast...
I think buying a second core set is less of a sure bet with this one than with X-Wing. You do need more dice, as the core set sometimes has you rolling 4 dice when you only have 3 available.

Another movement template is also a good buy. In addition to being able to have one for each player, it seems like it would be nice to have one only pieced together up to speed 2 for slower ships like the Star Destroyer that have that as their max speed.

But unlike X-Wing where having an extra X-Wing and two extra TIE Fighters is handy even if you also buy the standalone expansions for each, in Armada you probably won't want more than two Victory Star Destroyers. Once more and more ships come out, you'll probably be satisfied with just the one from the core set and one from a standalone purchase (to get the upgrade cards).

That all said, I'm still tempted to get a second core. I think it just depends how patient you can be for the Wave 1 expansions to make it to release.

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Re: Star Wars Armada

Post by Chrisoc13 » Mon Apr 06, 2015 2:32 pm

Ok. I'm more and more likely to pick this up, but I don't feel a huge rush right now, in fact it might be a few months. So that is good to know, I will likely either buy just the core set soon to get a handle on the game, or I will wait until the first wave is fully out and buy the core set, one of each expansion, and an extra dice pack and movement template. Man that is expensive...

I need to try this game out soon, see if I want to get into it.

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Re: Star Wars Armada

Post by Brian » Thu Apr 09, 2015 11:29 am

The Angry Joe Show is now getting into table top reviews. The pilot episode just dropped and he's reviewing Star Wars: Armada.

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Re: Star Wars Armada

Post by AWS260 » Thu Apr 09, 2015 12:02 pm

A stormtrooper commanding an Imperial fleet? The Empire is in worse shape than I thought.
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Re: Star Wars Armada

Post by Turtle » Fri Apr 10, 2015 9:47 pm

I'm going to have to day that while a review is a review, the core box game, more so than X-Wing, is not a good indicator of what Armada brings.

The core box is about 180 points assuming you take upgrades, whereas the full game, once wave 2 comes out with Imperial Star Destroyers will have a default point value of 400, including a variety of ships and objectives.

In X-Wing, a lot of the game is planning and guessing movement, in Armada there is significantly less guessing, but even more planning ahead, especially for Imperial players. There's more resource management as well figuring out how much damage you can take before you focus on repairing for a few turns.

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Re: Star Wars Armada

Post by wonderpug » Fri Apr 10, 2015 10:13 pm

I got two more games in last night, and my love for this game continues to grow. While I really like X-Wing:TMG as well, there's something about having all the capital ships in the mix that gives more context to the fight. The fighter squadron stuff is super duper simplified and abstracted compared to X-Wing:TMG, but I still get the sense that all the cool stuff from the movies is happening.

In my game last night I played Imperials with a souped up Star Destroyer and just 3 TIE squadrons. My opponent had two X-Wing squadrons, one of which was Luke. Luke can bypass capital ship shields, rolls a better die for anti-ship, and the scenario we were playing would let him roll a second die against my Star Destroyer (if we interpreted the rules right). Trouble.

So I had all three TIE squadrons make a bee line to Luke, getting swarm bonuses against him. Totally felt like a scene from a movie or a video game with TIEs flooding out of a Star Destroyer. Luke's fancypants defense abilities let him survive that first salvo, but with just 1hp left. There was a space station he could fly to for repairs, but he was pinned down engaged with the TIEs. "Blast it Biggs, where are you?" The other X-Wing squadron and the capital ships tried to clear the way, but they couldn't get all the TIEs. In this director cut, Luke blows up on turn 3.

I've now gone all in with the game with a ridiculous Wave 1 preorder. Can't wait!

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Re: Star Wars Armada

Post by Chrisoc13 » Sat Apr 11, 2015 10:00 am

Really want to try this game now. I think I'll hold off until the rest of wave 1 is available though, that way I'm not tempted to buy a second core set which I don't think I want. Maybe I'll even wait for wave 2.

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Re: Star Wars Armada

Post by $iljanus » Mon Apr 13, 2015 11:21 am

Chrisoc13 wrote:Really want to try this game now. I think I'll hold off until the rest of wave 1 is available though, that way I'm not tempted to buy a second core set which I don't think I want. Maybe I'll even wait for wave 2.
Stay strong brother! My X-Wing miniatures don't get enough table time so I'm trying not to be tempted by this money sink of a game...which has Star Destroyers...cool, awesome, Star Destroyers.
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Re: Star Wars Armada

Post by Chrisoc13 » Mon Apr 13, 2015 11:58 am

$iljanus wrote:
Chrisoc13 wrote:Really want to try this game now. I think I'll hold off until the rest of wave 1 is available though, that way I'm not tempted to buy a second core set which I don't think I want. Maybe I'll even wait for wave 2.
Stay strong brother! My X-Wing miniatures don't get enough table time so I'm trying not to be tempted by this money sink of a game...which has Star Destroyers...cool, awesome, Star Destroyers.
Thing is I know I am more likely to talk my wife into playing Armada than X-wing. She likes the idea of X-wing, but doesn't like the lack of pre-measuring and thus really doesn't like one of the central mechanisms of the game. Armada seems to have a mechanism for pre-measuring since it isn't as much about movement and dog fighting and out-guessing your opponent as it is strategy (correct me if I'm wrong anyone who has played it). With that in mind it makes it far more likely that she will actually play this with me. I'll need to try it out first though obviously and I'm not in much of a rush, but I do have a feeling I will own it soon...

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Re: Star Wars Armada

Post by wonderpug » Mon Apr 13, 2015 12:39 pm

Chrisoc13 wrote:
$iljanus wrote:
Chrisoc13 wrote:Really want to try this game now. I think I'll hold off until the rest of wave 1 is available though, that way I'm not tempted to buy a second core set which I don't think I want. Maybe I'll even wait for wave 2.
Stay strong brother! My X-Wing miniatures don't get enough table time so I'm trying not to be tempted by this money sink of a game...which has Star Destroyers...cool, awesome, Star Destroyers.
Thing is I know I am more likely to talk my wife into playing Armada than X-wing. She likes the idea of X-wing, but doesn't like the lack of pre-measuring and thus really doesn't like one of the central mechanisms of the game. Armada seems to have a mechanism for pre-measuring since it isn't as much about movement and dog fighting and out-guessing your opponent as it is strategy (correct me if I'm wrong anyone who has played it). With that in mind it makes it far more likely that she will actually play this with me. I'll need to try it out first though obviously and I'm not in much of a rush, but I do have a feeling I will own it soon...
Funny, I've also been thinking I have a better chance of getting my wife into this. Generally I think you're spot-on. In a broad sense, this game is more on a strategic level whereas X-Wing:TMG is more on a tactical level.

Turn-based ship activation is a lot easier to wrap your head around, especially when combined how you can determine your ship's course at the time of activation. Instead of having to hold a bunch of different ships' activation orders and potential movement paths in your mind, you can just look at how the board is right then and there and react accordingly.

Also, I think it helps that more information is on the board. There is still some info you need to look at the cards to see, but it's really neat seeing shield strength and squadron health right there on the mat.

I'm trying to think what some negatives or other things that might turn your wife off from the game. I guess firing arcs and line of sight rules come to mind first. The rules book doesn't do the best job talking about what does or does not block what and how you measure this or that when figuring out ship to ship targetting. There can be some unintuitive situations where a ship's firing arc can or can't do what you'd expect. I'd recommend taking a look at this imgur album to get a sense of the complexity level, since that album covers it way better than the manual does.

It could also be potentially offputting how long it can sometimes take for a single ship to take its turn. "Ok, activating this ship. I reveal a squadron dial, so I'll activate three squadrons now. I'll move this squadron here <measure> and attack your guy here <roll>, are you using defense tokens? <fiddle with ship base dials> Ok, now this next squadron I think is in range of my ship <measure>. (repeat two more times) Ok, now my ship is going to shoot your ship there <measure measure roll roll defend roll fiddle>, and for my second attack I'll attack your 6 squadrons over here <roll & fiddle x6>. Ok, now I'm going to use this engineering token to repair some shields <fiddle>. Oh right, time to move <measure measure measure fiddle>.

Especially as I'm still learning the rules, it can sometimes feel like a single ship's activation took ages to complete. Of course, Armada is designed to generally have fewer ships involved with longer turns each (compared to X-Wing:TMG), but it's still a little odd. And unless you're playing deathmatch style, there is a 6 turn limit that helps keep the overall game from dragging on.

I'm getting my second core set today since Amazon is finally making good on those discount January preorders, so hopefully I'll be able to get some 300 point games in soon and see how things feel with more than just three ships on the table.

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Re: Star Wars Armada

Post by wonderpug » Mon Apr 13, 2015 1:25 pm

Here are some willpower-breakers from this great AAR

Image

Image

Image

Disclaimer: most of the miniatures don't shoot actual visible laser bolts (and the fighter squadrons don't come with those great paintjobs)

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Re: Star Wars Armada

Post by stessier » Mon Apr 13, 2015 4:17 pm

wonderpug wrote:Disclaimer: most of the miniatures don't shoot actual visible laser bolts
I've been following these threads and have been wondering if they could though. All the ships are on bases - why couldn't they contain LEDs the illuminate the shooting arc? You could either have multiple or an LED on a sweep arm that you actuate to see what is hit.

It would certainly be a premium base, but wouldn't collectors snap them up? Anyone have a China manufacturing contact for me?
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Re: Star Wars Armada

Post by coopasonic » Mon Apr 13, 2015 4:21 pm

wonderpug wrote: Disclaimer: most of the miniatures don't shoot actual visible laser bolts (and the fighter squadrons don't come with those great paintjobs)
most?
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Re: Star Wars Armada

Post by wonderpug » Mon Apr 13, 2015 5:01 pm

coopasonic wrote:
wonderpug wrote: Disclaimer: most of the miniatures don't shoot actual visible laser bolts (and the fighter squadrons don't come with those great paintjobs)
most?
One can dream.

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Re: Star Wars Armada

Post by wonderpug » Mon Apr 13, 2015 5:05 pm

stessier wrote:
wonderpug wrote:Disclaimer: most of the miniatures don't shoot actual visible laser bolts
I've been following these threads and have been wondering if they could though. All the ships are on bases - why couldn't they contain LEDs the illuminate the shooting arc? You could either have multiple or an LED on a sweep arm that you actuate to see what is hit.

It would certainly be a premium base, but wouldn't collectors snap them up? Anyone have a China manufacturing contact for me?
I've more been dreaming about the augmented reality possibilities for games like this. How cool would it be if you could see firing arcs and distances overlaid on your miniatures? And when you finish resolving the dice, you see little lasers shooting out of your ships and explosions on your targets?

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Re: Star Wars Armada

Post by hentzau » Mon Apr 13, 2015 5:33 pm

Saw one of these TargetLock laser lines being used at Adepticon. Pretty cool.
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