Two Core or not Two Core

By VanorDM, in Star Wars: Armada

Remember that you have 3 or 2 dices x number of ships x number of squadrons in range. Considering TIE has 3hp you can kill 6 squadrons multiple times over.

I think that anti squadron might be to strong becouse you have your set numebr of dice against EVRY squadron in range.

TIE-fighters aren't anti-capital, though. That's where the bombers come in, which seem to have... at least 4, maybe 5 HP.

Still, best to keep your bombers spread if you're playing Imperial, it seems.

Edited by keroko

Tie Bombers have 5 HP -

I guess Y-Wings have 6 HP then...

And B-Wings? 7HP, 8HP?

So I think you are going to need your Tie-Fighters between your ships and attacking enemy fighter squadrons; ready to lock them in range 2 from your ships. Tie-Fighters are pretty fast, so you can keep them behind until you need them.

Can squadrons locked in battle be attacked by capital ships?

Yes, they did this in the demo video. I believe the shot was obstructed, though, and the capital ship firing did so with one less die on the attack.

Tie Bombers have 5 HP -

I guess Y-Wings have 6 HP then...

And B-Wings? 7HP, 8HP?

So I think you are going to need your Tie-Fighters between your ships and attacking enemy fighter squadrons; ready to lock them in range 2 from your ships. Tie-Fighters are pretty fast, so you can keep them behind until you need them.

B-Wings have 5 hp. There is a photo where the base is just visible. They also have the same icon thing as Y-Wings and TIE Bombers (the one that looks like escort but isn't--not the red one).

What about starter box splitting? I most likely will never play rebels so i can see myself parting out two starter sets and selling/trading the rebel ships.

What about starter box splitting?

Sure, but that still means you have 3 VSD's which you may or may not need or want.

The biggest issue with the 2nd core set for Armada, is that you're getting $50, maybe even more worth of ships that you may not have a use for.

A second core set for someone who plays Rebels is actually a better deal if they can sell off that extra VSD and the Ties. 3 Neb's and 3 CR-90's is a lot more useful.

Again I'm not trying to talk anyone out of it. Just pointing out that it's not a no-brainer like it is for so many other FFG games. I've seen more then one person say they're going to get a 2nd core because you always get 2 cores for FFG games.

Edited by VanorDM

There are a lot of unknowns. One of which is how powerful are fighters and bombers? How much of a threat is a squadron of Y-wings or TIE Bombers to a capital ship? If its a significant threat, then I would dedicate a significant portion of my list to obtaining air (space?) superiority.

Another point that needs more information would be upgrades and titles. How much of an affect will they have? Is Armada going to follow the same pattern of X-Wing where 4 generic ships are better that 3 elite ships?

Character upgrade? Howlrunner seems very powerful. I can see wanting to pay for that. I think it is a safe bet that each expansion will include equally powerful cards, so the decisions become difficult.

I'm thinking this game is one starter + 1 of each expansion + 2 fighter expansions. I have a feeling that fighters are the key to rebel victory (just like in the movies).

Rebels do seem to be the go-to faction if you love fighters. Sturdier ships for not that much more points and most of them have the bomber rule too, making them better at hunting down capital ships.

Tie Bombers have 5 HP -

I guess Y-Wings have 6 HP then...

And B-Wings? 7HP, 8HP?

So I think you are going to need your Tie-Fighters between your ships and attacking enemy fighter squadrons; ready to lock them in range 2 from your ships. Tie-Fighters are pretty fast, so you can keep them behind until you need them.

B-Wings have 5 hp. There is a photo where the base is just visible. They also have the same icon thing as Y-Wings and TIE Bombers (the one that looks like escort but isn't--not the red one).

That is the Bomber icon.

So if Y-Wings get 5 HP, I'll bet B-Wings have 6 HP...

...

The red icons look like an curved arrow, wich tells me like: escape; evade - but with a risk

The 'Escort'-like icon is indeed the Bomber-icon, which was already spoiled as Luke's ability.

So if Y-Wings get 5 HP, I'll bet B-Wings have 6 HP...

Y-wing has 6, B-wing has 5 and is missing the red icon.

So if Y-Wings get 5 HP, I'll bet B-Wings have 6 HP...

Y-wing has 6, B-wing has 5 and is missing the red icon.

B-Wings should have more HP then Y-Wings ... hence the stronger shielding

One advantage to a second core (I don't recall seeing it mentioned previously) is having a spare maneuver template, range ruler and a spare damage deck. They probably will sell a dice pack/app so those aren't a big concern but if they follow X-wing damage decks, range rulers and maneuver template will be core only, and I doubt that the maneuver template will be as easy for 3rd parties to replicate as the X-wing set, the range ruler probably will be easy enough though (and honestly I would love to see how FFG makes an acrylic Armada ruler for a prize, with its 2 sides being different and all)

I can't decide if I like the maneuver template or not. Half of the time, I think: "It is so innovative and cool, I love it!" Then half of the time I think: "It looks pretty goofy. I hope I can get used to how ugly it is..."

Either way, it will be interesting to see if third parties can replicate it, or if they think it is worth their time.

I think that, much like X-Wing, any third party's interest in duplicating any pieces of Armada will be based solely on how successful the game seels, and what their potential market will be.

One advantage to a second core (I don't recall seeing it mentioned previously) is having a spare maneuver template, range ruler and a spare damage deck. They probably will sell a dice pack/app so those aren't a big concern but if they follow X-wing damage decks, range rulers and maneuver template will be core only, and I doubt that the maneuver template will be as easy for 3rd parties to replicate as the X-wing set, the range ruler probably will be easy enough though (and honestly I would love to see how FFG makes an acrylic Armada ruler for a prize, with its 2 sides being different and all)

As I said in another thread, if the individual ships(Victory, Fregate and 'vette) doesn't come with cards not sold in the core set, I will buy a second set specifically for a second ruler (so I can make a close combat one with only Speed 1 and 2) and a second damage deck for my opponent (since I'll probably be the only one investing in the game).

But I can hardly justify having a 3rd Victory class ship so, around 80$ is hard to swallow for a second range ruler and damage deck or around 30$ for a couple cards.

One advantage to a second core (I don't recall seeing it mentioned previously) is having a spare maneuver template, range ruler and a spare damage deck. They probably will sell a dice pack/app so those aren't a big concern but if they follow X-wing damage decks, range rulers and maneuver template will be core only, and I doubt that the maneuver template will be as easy for 3rd parties to replicate as the X-wing set, the range ruler probably will be easy enough though (and honestly I would love to see how FFG makes an acrylic Armada ruler for a prize, with its 2 sides being different and all)

As I said in another thread, if the individual ships(Victory, Fregate and 'vette) doesn't come with cards not sold in the core set, I will buy a second set specifically for a second ruler (so I can make a close combat one with only Speed 1 and 2) and a second damage deck for my opponent (since I'll probably be the only one investing in the game).

But I can hardly justify having a 3rd Victory class ship so, around 80$ is hard to swallow for a second range ruler and damage deck or around 30$ for a couple cards.

yeah it would be fairly Hard it probably wouldn't be a right off the bat moment for me if I do but it certainly will be something for later, I would love to try a triple VSD list 3 VSDs+ a commander+5 Tie Squadrons would certainly be intriguing even if less than competitive

I can't decide if I like the maneuver template or not. Half of the time, I think: "It is so innovative and cool, I love it!" Then half of the time I think: "It looks pretty goofy. I hope I can get used to how ugly it is..."

Either way, it will be interesting to see if third parties can replicate it, or if they think it is worth their time.

hehe ... the template looks like a kids toy from the 90's

One does not simply Dual core. Once one feels the speed of a Quad Core, they cannot turn back.

Oh wait, talking about starter sets? Well, I will need 2 victory classes each to screen both my Imperator Star Destroyers, and probably pick up a booster as well to make a squadron of 5.

Welp, time to take a mortgage on the house. Again.

So if Y-Wings get 5 HP, I'll bet B-Wings have 6 HP...

Y-wing has 6, B-wing has 5 and is missing the red icon.

B-Wings should have more HP then Y-Wings ... hence the stronger shielding

B-wings had great shielding but average hull. Y-wings had above average shielding and great hull. I can see why they gave them more HP than B-wings. they probably made the B-wing squadron a multi-tasker, able to dogfight and strafe captital ships, while Y-wings can really only hit cap's

So if Y-Wings get 5 HP, I'll bet B-Wings have 6 HP...

Y-wing has 6, B-wing has 5 and is missing the red icon.

B-Wings should have more HP then Y-Wings ... hence the stronger shielding

B-wings had great shielding but average hull. Y-wings had above average shielding and great hull. I can see why they gave them more HP than B-wings. they probably made the B-wing squadron a multi-tasker, able to dogfight and strafe captital ships, while Y-wings can really only hit cap's

Correlating to that the B-wings shielding may be sufficient against starfighters but a capital ships antifighter lasers have more juice than a fighter and that extra juice cuts through the shields faster