Haven't seen this posted yet.
Enjoy.
Haven't seen this posted yet.
Enjoy.
I am totally buying this game.
It's appearing in various threads and posts here and on BGG. Very informative! I hope it eases the blow of the cost... I'm already hooked, but some of my friends aren't. The engine alone looks like it's worth the investment.
I've watched it 3 times now. The mechanics are great and it has a very different feel from X-Wing. Games will definitely be longer which is fine. The movement guide is very cool.
Ship models are great. I expected the Neb-B to be a little bigger but it's hard to compare based on the shots so far. We need someone to measure the ships and post the details.
$99.95 retail will be $69.95 - $74.95 online for the base game and you know they will have Victory, Neb-B, and Corvette boosters available. Not sure about extra squadrons since you get 10 in the starter. It may be the same as X-Wing launch where buying two starters is the way to go. Maybe 3!
I think it looks really good. I like the idea of fleet commanders and that sort of thing, sounds like you'll have plenty of options for making a fleet the way you want it
Well,
i understand that we saw just a fraction of the game but....
Even my wife was asking me something that i could not answer her, and that says much since she got no idea about either X-Wing nor Armada...
"So what was the difference again?"
As far as i could see its another dogfight game... the maneuvers i have to plan as much as i have in X-Wing... the actions i have to plan as much as in X-Wing...
The fighting... well it might take longer but it seems the same way .... dogfight... Send my ships in and shoot...
Just bigger ships...
I did not see any kind of advanced tactical component here at all...
And please dont say that... oh you have to plan beforehand...
Blub... that i have to do that in most every other game as well if i want to win...
As said, dont get me wrong, i know we did not see everything but i have to admit im drifting away from this game more and more the more i see....
And this movement "tail"... sorry that is just a joke.... reminds me of my dogs tail that wiggles as soon as you got food in your hand... she dont care either if she stands next to a lamp... dangit there goes the lamp...
That thing is just horrible to handle in close combat (the ruler not the tail)
And then we come to another part that made it kinda a no go for me....
Even that i got a house... i dont got room for a 3x6 table just for Armada...
It was already hard enough to sell my wife on a 4x4 for X-Wing...
Im kinda sad.. and disappointed...
Hope the next news (especially the ones on friday) will be lighten up my mood again...
This looks FAR more complicated than X-wing, for sure. Certainly gonna make it harder to get people into this game, but...could be worth a try. I'd of course be happy to play it, and I like the heightened strategy and of course, MORE DICE!
Angle of attack is important. Your ship has shield quadrants and different attacks depending on facing. It sounds like the Nebulon actually excels at long- range, so keeping distance is important. The Corvette is a harrier and gets defensive bonuses at range.
Action planning and movement are completely different. It looks like changing speed actually requires an action, otherwise you keep traveling at whatever your speed was previously. Actions don't execute for a number of turns until after you select them, so planning several turns in advance are important.
We also haven't seen what the various command and upgrades do for the ships yet. It's like judging X-Wing on the core set fight without actions, R2 units or non-Luke pilots.
My cautious optomism, just got a who lot less cautious!
Angle of attack, but also selection of attack. If you have initiative and multiple ships, you need to time which one to activate first and then follow up with in respect to the rest.
For instance, moving your Nebulon-B first gives you a fighter activation, firing at range, and then move. Then when the Victory moves it fires at long range at your CR-90, who then shoots back and THEN moves to dance into the side and rear arc of the ship.
Then there's all the guesswork going into when to issue commands and when you'd expect them to pop up. Wonder what happens if you don't want that command, you just loose it?
I will check it again with more time, because i am actually a bit dissapointed. I dislike a lot games where players just take turns for starters, and a few others things that i won't mention because since i was kind of doing other things i don't really know if i got it right.
I will probably get some ships anyways... just because i love dem star wars ships.
Its taking turns activating each ship, not their whole force at a time. Winning will all be about coordination and timing your attacks as a force, not just a group of individual ships
Looks to me taking the best parts of x-wing and battlefleet Gothic.i cant wait as they are my favorite games
As far as i could see its another dogfight game... the maneuvers i have to plan as much as i have in X-Wing... the actions i have to plan as much as in X-Wing...
The fighting... well it might take longer but it seems the same way .... dogfight... Send my ships in and shoot...
Just bigger ships...
I did not see any kind of advanced tactical component here at all...
And please dont say that... oh you have to plan beforehand...
Blub... that i have to do that in most every other game as well if i want to win...
You don't have to plan your maneuver. Your speed is set and can't be change unless you take a command that allow it (or other way that we don't know yet). When it's is your activation, you attack, then move. The big differences here with X-Wing regarding movement is that when it is your activation, you decide where you want to go, you have a complete view of the battlefield. You don't set every ship movement prior to the activation phase, but are stuck with going at the same speed unless you change it and (unless I got this part wrong) you can't change it from more than 1 speedband. There is no way to make sharp turns like in X-Wing and you can't move 4 one turn and 1 the next. Really, they are nothing alike.
The action is where there is more planning since you must choose your action before the activation phase. Looking at it, in X-Wing you plan your movement ahead and then choose your action, if any, once you moved. In Armada it's the opposite: You plan your command ahead, sometimes up to three turn ahead and can choose your maneuver only when you activate.
For the Dogfight part, the maneuvers aren't sharp enough to be considered dogfight, but it is two game about ship battling each other so, I'm not sure what you really expected. The tactical aspect seems to be more into the command management, reasigning damage to other shield, managing fighters, range seems to play a bigger role.... and yes, also having to plan beforehand like every other tactical game.
Well,
i understand that we saw just a fraction of the game but....
Even my wife was asking me something that i could not answer her, and that says much since she got no idea about either X-Wing nor Armada...
"So what was the difference again?"
As far as i could see its another dogfight game... the maneuvers i have to plan as much as i have in X-Wing... the actions i have to plan as much as in X-Wing...
The fighting... well it might take longer but it seems the same way .... dogfight... Send my ships in and shoot...
Just bigger ships...
I did not see any kind of advanced tactical component here at all...
And please dont say that... oh you have to plan beforehand...
Blub... that i have to do that in most every other game as well if i want to win...
As said, dont get me wrong, i know we did not see everything but i have to admit im drifting away from this game more and more the more i see....
And this movement "tail"... sorry that is just a joke.... reminds me of my dogs tail that wiggles as soon as you got food in your hand... she dont care either if she stands next to a lamp... dangit there goes the lamp...
That thing is just horrible to handle in close combat (the ruler not the tail)
And then we come to another part that made it kinda a no go for me....
Even that i got a house... i dont got room for a 3x6 table just for Armada...
It was already hard enough to sell my wife on a 4x4 for X-Wing...
Im kinda sad.. and disappointed...
Hope the next news (especially the ones on friday) will be lighten up my mood again...
Is your kitchen table 4x6?
It will take some getting use to with the rules being opposite of X-Wing but I'm going to try and play both. Loving having rules for capital ships more toys on the table WOOT!.
For the movement tail, I wonder how tight the board is in the plastic pieces. If they are loose, you could probably remove the range parts you don't need when moving a ship. So, when you move your Victory class, remove range 3 and 4 and keep 1 and 2, or just 1 if going at speed 1.
If they are too tight but I get to buy 2 starter, I'll probably make one range 1 to 4 ruler and one range 1-2 ruler for close combat.
As far as i could see its another dogfight game... the maneuvers i have to plan as much as i have in X-Wing... the actions i have to plan as much as in X-Wing...
The fighting... well it might take longer but it seems the same way .... dogfight... Send my ships in and shoot...
Just bigger ships...
I did not see any kind of advanced tactical component here at all...
And please dont say that... oh you have to plan beforehand...
Blub... that i have to do that in most every other game as well if i want to win...
You don't have to plan your maneuver. Your speed is set and can't be change unless you take a command that allow it (or other way that we don't know yet). When it's is your activation, you attack, then move. The big differences here with X-Wing regarding movement is that when it is your activation, you decide where you want to go, you have a complete view of the battlefield. You don't set every ship movement prior to the activation phase, but are stuck with going at the same speed unless you change it and (unless I got this part wrong) you can't change it from more than 1 speedband. There is no way to make sharp turns like in X-Wing and you can't move 4 one turn and 1 the next. Really, they are nothing alike.
The action is where there is more planning since you must choose your action before the activation phase. Looking at it, in X-Wing you plan your movement ahead and then choose your action, if any, once you moved. In Armada it's the opposite: You plan your command ahead, sometimes up to three turn ahead and can choose your maneuver only when you activate.
For the Dogfight part, the maneuvers aren't sharp enough to be considered dogfight, but it is two game about ship battling each other so, I'm not sure what you really expected. The tactical aspect seems to be more into the command management, reasigning damage to other shield, managing fighters, range seems to play a bigger role.... and yes, also having to plan beforehand like every other tactical game.
I played X-Wing and Tie Fighter for Lucas Arts back in the day on my PC and you had to manage your shields ( reasigning damage to other shield) in the same way as this game only you had to do it faster because it was real time.
It wasn't exactly reassigning as far i remember. You had an overall shield power, and it got diminshed as you were suffering damage, you could focus more of your shield power on different arcs.
Going to wait and see on this one...
Some interesting mechanics, and some we quite don't know.
I wonder why this game takes longer then X-Wing... in some ways it seems it would be faster since less planning would be involved and even less crtitical.
Looks like formation flying will be critical, being able to cancel whole attacks or shifting damage to the back of the ship almost requires focus fire. Not sure if this is good or bad, FFG seems be be actively trying to move away from this in X-Wing.
Commands: While an interesting concept should be interesting to see how it plays out. Would smaller 1 command ships have a large advantage since they can be reactive? We haven't see how the recover shields command works, but I could see a VSD just selecting shield recover for every command...
Initially I am a bit meh but there are sooo many good possibilities and things I want to see more off... Like more dice/range info and how fighters can attack capital ships etc. FFG did a great job on X-wing, I can only expect the same for armada which makes me hopeful.
Well,
i understand that we saw just a fraction of the game but....
Even my wife was asking me something that i could not answer her, and that says much since she got no idea about either X-Wing nor Armada...
"So what was the difference again?"
As far as i could see its another dogfight game... the maneuvers i have to plan as much as i have in X-Wing... the actions i have to plan as much as in X-Wing...
The fighting... well it might take longer but it seems the same way .... dogfight... Send my ships in and shoot...
Just bigger ships...
I did not see any kind of advanced tactical component here at all...
And please dont say that... oh you have to plan beforehand...
Blub... that i have to do that in most every other game as well if i want to win...
As said, dont get me wrong, i know we did not see everything but i have to admit im drifting away from this game more and more the more i see....
And this movement "tail"... sorry that is just a joke.... reminds me of my dogs tail that wiggles as soon as you got food in your hand... she dont care either if she stands next to a lamp... dangit there goes the lamp...
That thing is just horrible to handle in close combat (the ruler not the tail)
And then we come to another part that made it kinda a no go for me....
Even that i got a house... i dont got room for a 3x6 table just for Armada...
It was already hard enough to sell my wife on a 4x4 for X-Wing...
Im kinda sad.. and disappointed...
Hope the next news (especially the ones on friday) will be lighten up my mood again...
Is your kitchen table 4x6?
Ya i actually really measured and the biggest table we got is now the 4x4...
BUT i would actually be okey with playing it on a smaller table (for sure i dont play tournaments at home) but of course we have to see if it is even possible.... with all the movement...
As far as i could see its another dogfight game... the maneuvers i have to plan as much as i have in X-Wing... the actions i have to plan as much as in X-Wing...
The fighting... well it might take longer but it seems the same way .... dogfight... Send my ships in and shoot...
Just bigger ships...
I did not see any kind of advanced tactical component here at all...
And please dont say that... oh you have to plan beforehand...
Blub... that i have to do that in most every other game as well if i want to win...
You don't have to plan your maneuver. Your speed is set and can't be change unless you take a command that allow it (or other way that we don't know yet). When it's is your activation, you attack, then move. The big differences here with X-Wing regarding movement is that when it is your activation, you decide where you want to go, you have a complete view of the battlefield. You don't set every ship movement prior to the activation phase, but are stuck with going at the same speed unless you change it and (unless I got this part wrong) you can't change it from more than 1 speedband. There is no way to make sharp turns like in X-Wing and you can't move 4 one turn and 1 the next. Really, they are nothing alike.
The action is where there is more planning since you must choose your action before the activation phase. Looking at it, in X-Wing you plan your movement ahead and then choose your action, if any, once you moved. In Armada it's the opposite: You plan your command ahead, sometimes up to three turn ahead and can choose your maneuver only when you activate.
For the Dogfight part, the maneuvers aren't sharp enough to be considered dogfight, but it is two game about ship battling each other so, I'm not sure what you really expected. The tactical aspect seems to be more into the command management, reasigning damage to other shield, managing fighters, range seems to play a bigger role.... and yes, also having to plan beforehand like every other tactical game.
Of course my comparison to X-Wing is not accurate, i know that... hehe...
I was just somehow expecting more deep strategy... but beside some changes in the core game it is, until i dont see more of the game, just a fighter game...
I might have somehow expected something more like a Risk or even a Shogun (1986 Tabletop Game from MB)... including planets which we have to defend or conquer... you know...
You are correct, i cant make K turns or sharp turns... i cant adjust my speed every round like at other games.
And these things are the only things that make it feel different. that make it feel like you play hugh enormous ships...
As some already said... im just a bit dissapointed...
Not ranting at all
Lets see what time brings...
I'm torn between Meh and Wow. I think this is the first time I don't know how I feel about a game.
My only worry - which I've tried not to entertain much - is that it'll end up more like a modern (WWI, WWII, or later) naval sim game than, say, Battlefleet Gothic.
One great thing about BFG was that, despite it being set in the far future, it essentially played like an Age of Sail game. The ships had, for the most part, the majority of their guns in their side arcs, i.e., in a broadside. That made maneuvering much more interesting.
On the other hand, the modern naval games I've played have been rather boring: since you have turrets and super long range guns, maneuvering just isn't that important.
I hope Armada is more of the former than the latter.
As far as i could see its another dogfight game... the maneuvers i have to plan as much as i have in X-Wing... the actions i have to plan as much as in X-Wing...
The fighting... well it might take longer but it seems the same way .... dogfight... Send my ships in and shoot...
Just bigger ships...
I did not see any kind of advanced tactical component here at all...
And please dont say that... oh you have to plan beforehand...
Blub... that i have to do that in most every other game as well if i want to win...
You don't have to plan your maneuver. Your speed is set and can't be change unless you take a command that allow it (or other way that we don't know yet). When it's is your activation, you attack, then move. The big differences here with X-Wing regarding movement is that when it is your activation, you decide where you want to go, you have a complete view of the battlefield. You don't set every ship movement prior to the activation phase, but are stuck with going at the same speed unless you change it and (unless I got this part wrong) you can't change it from more than 1 speedband. There is no way to make sharp turns like in X-Wing and you can't move 4 one turn and 1 the next. Really, they are nothing alike.
The action is where there is more planning since you must choose your action before the activation phase. Looking at it, in X-Wing you plan your movement ahead and then choose your action, if any, once you moved. In Armada it's the opposite: You plan your command ahead, sometimes up to three turn ahead and can choose your maneuver only when you activate.
For the Dogfight part, the maneuvers aren't sharp enough to be considered dogfight, but it is two game about ship battling each other so, I'm not sure what you really expected. The tactical aspect seems to be more into the command management, reasigning damage to other shield, managing fighters, range seems to play a bigger role.... and yes, also having to plan beforehand like every other tactical game.
I'm sure what we've seen so far are just the basics of Armada's gameplay. The demo doesn't even include upgrade cards and character crew cards which I'm certain will add alot of depth to the game as in X-wing, if not more, but what I've seen so far tells me that its different enough that it is its own game. I'm especially interested to see how different command values affect the performance of each ship and how they can be manipulated. Also nothing was said about what the engineering value on a ship does. Looking forward to learning more.
Considering that it has less emphasis on tactical maneuvering and more on command and systems management Armada is more a naval combat game than it is a dogfighting game, unless you somehow consider the latter as anything that involves moving spaceships that shoot at each other.
My only worry - which I've tried not to entertain much - is that it'll end up more like a modern (WWI, WWII, or later) naval sim game than, say, Battlefleet Gothic.
Well Star Wars battles were very much based on WWII naval battles. So that's going to be the feel more so then age of sail.
But it doesn't look like super long range is a thing here. The range stick looked to be about the same as X-Wings so 300mm/11.8" on a 3x6 foot table. Plus it looks like the closer you get the better your shooting.
Also you have to account for shield facings and the fact that you can only shoot from 2 arc's per turn, so maneuvering will be important in the game. But they also said you could test and pre-measure your maneuve.
My only worry - which I've tried not to entertain much - is that it'll end up more like a modern (WWI, WWII, or later) naval sim game than, say, Battlefleet Gothic.
Well Star Wars battles were very much based on WWII naval battles. So that's going to be the feel more so then age of sail.
But it doesn't look like super long range is a thing here. The range stick looked to be about the same as X-Wings so 300mm/11.8" on a 3x6 foot table. Plus it looks like the closer you get the better your shooting.
Also you have to account for shield facings and the fact that you can only shoot from 2 arc's per turn, so maneuvering will be important in the game. But they also said you could test and pre-measure your maneuve.
Yeah, it looks like they're trying to strike a good balance. You can fire out of multiple arcs, but you can't fire all (or even necessarily most) of your guns in a 360 degree arc, so maneuvering is still somewhat important.
We'll see how it plays out. I'm definitely optimistic.