Does movement templates suck?

By TheRealStarkiller, in Star Wars: Armada

The template is really cool! The movement patterns it generates should be pretty unique, and really lend to atmosphere of relatively ponderous, sizeable capital ships.

Having the shield trackers on the base will make it easier for your opponent to keep tabs on your shields, although I do worry about the potential ramifications for the long-term life of the bases. Still, worst-case scenario, a few X-Wing shield tokens will do nicely.

I have been expecting a gamelike this for a while, and looking foward to it. I almost certainly will buy it as well. Having said that, I do think it is a little over engineered. command stack for instance. I understand and Like the idea of having to anticipate and plan ahead, but this could be done with cards, for instance. I do not like the movement template at all. I do think we may be able to use a couple of sections, and just use them more than once, and it might make the thing less of a hassle. time will tell. I do like the way fighters work, I do like the different layers of weapons (different attack dice). as to the rest, we will see. I would like to see better fighter stands and a better movement template myself.

I'd definitely rather have seen cards for the command stack. I dread the possibility of command dials breaking. I don't trust anything with fiddly bits.

Edited by TheTuninator

No doubt the designers went through numerous options before settling on the ones they did. They seem a little clunky at the moment, but considering none of us have had a chance to use them yet, I think we should withhold judgement until then.

I have seen a couple of games where command cards were used to stack commands for use over the course of a few turns, and I'm not sure if this would have been a good idea. I have seen numerous ways to cheat that system, and the cups they've come up with might be a better plan. But durability could be an issue. With breakages however, FFG Customer Service has always been outstanding, so that shouldn't be a problem.

I think we've also got to take into account that the only demo's that we've seen so far are just using the core set, and how many X-Wingers out there are still only using their core set? The table size is 6'x3', so clearly we're expecting a lot more ships to come into play. The need to remove stacks of tokens from the play area was obvious from the beginning, and their solution is going to make for a clearer field of battle.

I actually like the command stack. I think it is a sturdy, convenient solution to juggling multiple orders, and the fact that it stays off of the main playing surface is a bonus.

I actually like the command stack. I think it is a sturdy, convenient solution to juggling multiple orders, and the fact that it stays off of the main playing surface is a bonus.

I also like the idea of planning in advance - imagine a stack of 4 with an ISD

I'd definitely rather have seen cards for the command stack. I dread the possibility of command dials breaking. I don't trust anything with fiddly bits.

With four different orders possible, and a command rating of four, a Victory II would require a "command deck" of 16 cards to pull from in order to build its series of orders, and every turn you'd need to shuffle the top one back into your hand before pulling one and putting it back on the bottom of the pile. The "command cups" are the same concept as X-wing's maneuver dials, re-engineered to be stackable. Would you like X-wing better if it used a deck of "maneuver cards" as opposed to the dials?