This game looks amazing. Though I wanted to ask about how much of a fair fight we are going to have. If one buys the basic set and plays the scenario which has a big fight (which should be at least one), then what chances do the Nebulon B Frigate and the Corillian Corvette have against a Victory class star destroyer? I figure that if they flashed broadsides and went blasting away at each other like good capital ships, chances are that the Corvette would probably disappear quite quickly, and that the Nebulon B would be destroyed over time with only moderate damage to the Star Destroyer.
A Nebulon B Frigate and a Corvette against a Star Destroyer
Depends on how well you play.
FFG has demonstrated a number of times they know how to create a balanced game, so I'm going to assume that they did it again with Armada, until it's shown otherwise.
It's fairly common for core sets to not provide totally even sides and make up the difference by giving one side access to more upgrades or favorable scenarios. 40k always does it, X-Wing does it, and I suspect Armada will as well.
Scenarios and objectives appear to be a large part of the game, so I would assume they will give preferential treatment to the rebel forces. They will probably also provide better commanders.
Finally, don't forget starfighters. The Alliance has always been about starfighter superiority. I suspect the rebels for will more numerous and better armed starfighters to make up for their weaker capital ships.
i.e. it will probably work a lot like it does in the fluff.
Not to mention that the game is Objective based unlike X-Wing. If you look at the cards, one of them involves constantly moving asteroids. The Corvette especially is going to be able to dance through there, while the Star Destroyer is going to get slammed, which feeds the Rebel player victory points.
Also, fighters. X-wings have 5 hit points versus the 3 on the TIE's and the Rebels have the only confirmed named squadron leader so far in Luke, who can bypass shields when attacking.
Edited by kerokoLooking at the cards for the corvette and the VSD, their firepower looks much closer than I would expect. The corvette shows 2 red dots in the front arc compared to the VSD's 3. Add in a side arc for each and you are looking at 3 vs 5. The VSD Seems a little under gunned compared to the corvette. Thoughts?
And what about the blue dice? They shoot at range 2 as well.
VSD II has the Corvette outgunned there 6 vs 3 in front arc (9 vs 5 with a side arc)
After watching the demo, it the Victory class is much sturdier than one would think. The redirect token means those extra shields on different sections really add up. Concentrating fire doesn't necessarily mean you will be able to get to their hull quicker.
2 things I now realize. This is a VSD, not an ISD. Second, until I watched the demo, I thought the blue dots were shields, now I understand they are smaller guns. Ok, now I am tracking. The ISD better bring the heat though!
I would bet the fighters will play a big balance role between the two factions.
Plus, you have to remember, it's only a Victory.
From the demo on Youtube:
1) with the maximum possible dice roles (6 hits from 3 red dice) the VSD failed to do serious damage to a corvette.
2) The smaller rebel ships have twice the speed & 3 times the turning rate of a VSD.
3) with two "ships" to 1 VSD the turn sequence guarentees that their 2nd ship moves after it knows the final position of the VSD.
Hence I'd expect the rebels to be able to get one or both ships into the rear arc of a VSD and keep them there.
I doubt that's a favourable tactical positions for the VSD:)
Edited by XAosIt does take two turns to get to max speed and two more to reduce speed to two again though. Getting behind shouldn't be a problem. Staying behind a VSD, however, will take some practice and pre-planning.
From the demo on Youtube:
1) with the maximum possible dice roles (6 hits from 3 red dice) the VSD failed to do serious damage to a corvette.
2) The smaller rebel ships have twice the speed & 3 times the turning rate of a VSD.
3) with two "ships" to 1 VSD the turn sequence guarentees that their 2nd ship moves after it knows the final position of the VSD.
Hence I'd expect the rebels to be able to get one or both ships into the rear arc of a VSD and keep them there.
I doubt that's a favourable tactical positions for the VSD:)
Keep in mind that the VSD was firing at long range and the corvette had all it defense dice at its disposal but even then it lost 4 points of shields. I'd say that's pretty devastating. If the VSD manages to catch the corvette at range 1 it would have to face 3 additional back dice on top of the 3 red dice.
From the demo on Youtube:
1) with the maximum possible dice roles (6 hits from 3 red dice) the VSD failed to do serious damage to a corvette.
2) The smaller rebel ships have twice the speed & 3 times the turning rate of a VSD.
3) with two "ships" to 1 VSD the turn sequence guarentees that their 2nd ship moves after it knows the final position of the VSD.
Hence I'd expect the rebels to be able to get one or both ships into the rear arc of a VSD and keep them there.
I doubt that's a favourable tactical positions for the VSD:)
Keep in mind that the VSD was firing at long range and the corvette had all it defense dice at its disposal but even then it lost 4 points of shields. I'd say that's pretty devastating. If the VSD manages to catch the corvette at range 1 it would have to face 3 additional back dice on top of the 3 red dice.
Actually if that guy would of played the other ignore die ability it would of been 2 then he would have redirected those. In a pinch you can even play the red version but then it is gone for the game.
From the demo on Youtube:
1) with the maximum possible dice roles (6 hits from 3 red dice) the VSD failed to do serious damage to a corvette.
2) The smaller rebel ships have twice the speed & 3 times the turning rate of a VSD.
3) with two "ships" to 1 VSD the turn sequence guarentees that their 2nd ship moves after it knows the final position of the VSD.
Hence I'd expect the rebels to be able to get one or both ships into the rear arc of a VSD and keep them there.
I doubt that's a favourable tactical positions for the VSD:)
Keep in mind that the VSD was firing at long range and the corvette had all it defense dice at its disposal but even then it lost 4 points of shields. I'd say that's pretty devastating. If the VSD manages to catch the corvette at range 1 it would have to face 3 additional back dice on top of the 3 red dice.
Actually if that guy would of played the other ignore die ability it would of been 2 then he would have redirected those. In a pinch you can even play the red version but then it is gone for the game.
True except the guy running the demo did say that you can only spend one of each kind of defense token per attack so the corvette would've still had to suffer 4 hits.
Edited by Wraithdt
From the demo on Youtube:
1) with the maximum possible dice roles (6 hits from 3 red dice) the VSD failed to do serious damage to a corvette.
2) The smaller rebel ships have twice the speed & 3 times the turning rate of a VSD.
3) with two "ships" to 1 VSD the turn sequence guarentees that their 2nd ship moves after it knows the final position of the VSD.
Hence I'd expect the rebels to be able to get one or both ships into the rear arc of a VSD and keep them there.
I doubt that's a favourable tactical positions for the VSD:)
Keep in mind that the VSD was firing at long range and the corvette had all it defense dice at its disposal but even then it lost 4 points of shields. I'd say that's pretty devastating. If the VSD manages to catch the corvette at range 1 it would have to face 3 additional back dice on top of the 3 red dice.
Actually if that guy would of played the other ignore die ability it would of been 2 then he would have redirected those. In a pinch you can even play the red version but then it is gone for the game.
True except the guy running the demo did say that you can only spend one of each kind of defense token per attack so the corvette would've still had to suffer 4 hits.
Oh right! So he could have still used the red to kill one more but that early in the game and the amount of shielding he had left it would be a waste.