Does movement templates suck?

By TheRealStarkiller, in Star Wars: Armada

I've watched 3 demo vids now.

The models are great.

The bases are a bit ... overdone?

But the movement templates ... man ... seems like you accidently touch and move other ships with that templates ... isn't there an alternative?

FFG?

I'm sure you could do better then this.

Maybe a template for each 'speed value' (= length) for ships and squadrons...

This sounds much but ... look what we have in X-Wing: The templates allow precise movement.

I can see why they've done the movement template like that. It adds a unique form of movement. But it does seem to get in the way of things a lot. I'm not sure about shortening it, as it seems the Corvette can use the full length. Maybe a short one for the VSD would be a good idea. It's got card and plastic components, so maybe it can come apart if need be.

I was thinking the bases do seem overly complex, although very well done for what they were trying to achieve. This isn't the first game I've seen that uses a shield counter dial on the base. But with each ship needing four, it has increased the bulk. Looking at the Corvette, the base seems bigger than the model.

It's going to be interesting to see how it all comes together on the tabletop, but that's still next year. :(

Do the same thing you do with X-wing when the templates overlap models, I'd say.

I think it is pretty ingenious, imo.

It's not really the template's fault anyway. The only reason the people in the demo's knocked around models was because they weren't trying to play super-precise, they just did things casually so they could do more and learn more of the game.

I suppose the good thing is that the template can change shape. If you're only wanting a 2 move, and the end is overlapping a model, just bend it out of the way and carry on.

The movement stick is just cardboard pushed into plastic. You could probably dismantle it in a pinch. Plus, you could always snake it under the base of the ship in the way. The guys running the demos were not very concerned with squadron placement.

The movement stick is fine. The title of this thread less so.

With those 4 shield counters on the bases 'over-engineering' comes into my mind.

The VSD is still looking good on those giant bases ... but in case of the CR90, the base is in the foreground, you need a second to realize the model on it.

The bases are little tables indeed. The models come with their own tables. Armada is the first TableTableTop game!

The movement stick is fine. The title of this thread less so.

I appreciate your disagreement.

When I first saw the movement stick and the bases I thought you would lay out your maneuver and then the ship would ride it like a rail.

When I first saw the movement template, I was in two minds, looks cool, clunky POS.

It is quite adaptable though, you can place it either side of the ship, I dare say you'd be able to measure from the rear of the base instead if needed and I'd think if you were moving at Speed 2, you could start at range 2 on the ruler to shorten it's length/impact on the table top.

We, the gamers, will adapt.

When I first saw the movement template, I was in two minds, looks cool, clunky POS.

It is quite adaptable though, you can place it either side of the ship, I dare say you'd be able to measure from the rear of the base instead if needed and I'd think if you were moving at Speed 2, you could start at range 2 on the ruler to shorten it's length/impact on the table top.

We, the gamers, will adapt.

Moving from a different point on the ruler also occurred to me, and I think it may be the best opportunity to combat the ruler's extra material. I think the end hanging out into the playing area and overlapping everything else will be the biggest challenge, and this seemed like a possible solution.

I'm sure I heard in one of the interviews, FFG were still awaiting the final approval on the manoeuvre template, meaning what we've seen may not become the final product.

I got the impression squadrons must be placed exactly on a selected range.

But if it is anywhere within the models max range, the template for quadrons is cool.

Leaving the ships movement template.

I can't help myself - this is what comes into my mind when I see the template:

Snake-ToyPLY-TOY-JTS.jpg

Jointed Snake

This is a true classic boys toy. The Jointed Snake used to be found in every boys cupboard and now this rare toy is slithering back. Each snake is 20cm long comes in a variety of colours. Perfect for frightening mums or sister and grans too!

And now the joined snake is slithering out of the SW Armada box

How is the above a 'boys toy'?

and what if one simply measure movement with a tape-meter as per common wargames? The template saves from arguments about measures (endemical in every wargame played by not fair gamers...) but with a bit of education, one should be needing its help

How is the above a 'boys toy'?

because we all clearly live in a segregated world of stuff for males and the pink isle for females

mainly because we're too stupid to figure it out for ourselves what we like. we need to be told what we like

How is the above a 'boys toy'?

because we all clearly live in a segregated world of stuff for males and the pink isle for females

mainly because we're too stupid to figure it out for ourselves what we like. we need to be told what we like

lol, yea that thing is so old it comes from another era of advertisement. back then we DID live in a segregated world of stuff.

To you, the shield dials may be over-engineered. But to me, that is one less cardboard token I have to keep track off.

I don't mind good old, huble but honest cardboard tokens.

After all, the miniatures should be the stars of a miniatures game - not the bases.

I don't mind good old, huble but honest cardboard tokens.

After all, the miniatures should be the stars of a miniatures game - not the bases.

Surrounding a miniature with cardboard tokens also takes away from the miniature.

Edited by keroko

I don't mind good old, huble but honest cardboard tokens.

After all, the miniatures should be the stars of a miniatures game - not the bases.

I don't think that would have worked very well for Armada. In X-Wing, I sometimes already have "token overload" on some ships, and moving all those tokens around without getting anything mixed up is a chore.

In Armada, a ship would be starting out with four piles of tokens for shields, and it is important that they not be mixed up. Add in whatever other tokens happen during gameplay, and it would become kind of a pain to keep all that cardboard organized, especially when moving it around.

I agree that there is nothing wrong with cardboard when it is feasible, but I also agree with the above posters; huge piles of tokens would take away from this game. I think the bases are a (relatively) elegant solution, and the "large size" complaints mainly stem from the fact that we aren't used to them yet. I actually don't mind the look of them at all anymore, though at first glance I did think they were clunky. But that was because I was comparing them to X-Wing.

Ships in X-Wing sometimes get in the way of templates but its usually pretty easy to work around. As someone else already said, we'll adapt :)

I love the fact that capital ships have different shields on each facing, and I imagine that shield management (and thus movement) will be a big part of the game. Whilst a little big, the bases are the perfect way top track this - no chance of getting shield values mixed up and its easy to see the shields of any ship at a glance.

Yeah I belive the developers wanted to present a highly sophisticated solution. But the bases look bulky that way for small ships like the corvette.

Don't get me wrong ... I WILL get a copy of this game ++ and I hope there will be official tournaments just like in X-Wing.

Its such an agony that we have to wait for so long ....