Sorry if it's been answered already but I haven't been able to find an answer anywhere, but is it possible to play the game say, with three or four people on teams? I would assume that it would be similar to x-wing as each ship sort of goes at a time so it
seems
like you could just assign different players to different ships. Am I wrong on this?
I haven't played x-wing before, so maybe I'm wrong on how that one works as well. I was going to get it now that I have a group that is getting together on a regular basis to play games again but then came across armada and capital ship battles are just more my thing.
So yeah, tl;dr, could I play armada with more than two players?
Teams?
It is hard to tell without a rule book BUT from what I've seen of demo games it is quite possible organize it like X-Wing Team Epic games...
This means having "split lists" across a team points limit (say 300 each player for a 2 on 2, 600 points game) and in case of activation to have as many activations simiatiously as there are player pairs. Since in Armada the teams take turns in activating this might have to be ammended to make sure movement and shooting in properly prioritized, but you can work that out since you are simply speeding up a one-on-one game.
Edited by 0rph3u5I'm sure that teams would be pretty simple to arrange. Each player could command a certain number of ships and be responsible for their activation. Squadrons could also be divvied up in this fashion. If the rules don't make provision for this, I will certainly cook up house rules in order to make this happen, as my gaming group generally consists of at least four players at a time.
Sorry if it's been answered already but I haven't been able to find an answer anywhere, but is it possible to play the game say, with three or four people on teams? I would assume that it would be similar to x-wing as each ship sort of goes at a time so it seems like you could just assign different players to different ships. Am I wrong on this?
Sure, they did it in the Demo. You might have an odd situation or two pop up but you just work through them.
Sorry if it's been answered already but I haven't been able to find an answer anywhere, but is it possible to play the game say, with three or four people on teams? I would assume that it would be similar to x-wing as each ship sort of goes at a time so it seems like you could just assign different players to different ships. Am I wrong on this?
Sure, they did it in the Demo. You might have an odd situation or two pop up but you just work through them.
The biggest problem I see with teams (pretty much the only one) is if my partner and I disagree on which ship to activate 1st, but of course that is a problem between me and my partner and not with the system.
Otherwise I see no issue with I have the the Corrupter and my partner has the Iron Fist (the VSD) and we each have complete control over our individual ships with respect to orders/maneuvers/targeting but someone will probably need to be named "Admiral" in order to determine the activation (Unless you can telepathically communicate with your partner and amicably work out activation order)
What we usually do when playing fwargames as teams is assign one player from each team as an overall commander (usually we draw the name of a player from each team whose willing to take on the role from a hat,)
then we assign fleets in one of three ways
1: Each player is given a certain number of points to build a force with.
2: Each commander is given a point pool to build a force with a set minimum number of points required to be spent per player though the combined minimums never take up the entire point pool and usually only take two thirds to three quarters of it.
3: Each Commander is assigned a pre-built force which they divide to make smaller forces for the players on their team, with a minimum number and point value of units per player though again the combined minimums never take up the full force.
(We had some problems in the early days with commanders assigning players they didn't like token forces which were good for little more then decoying the enemy while giving the players they were close friends with huge forces. The per player minimums were designed to eliminate that problem while still giving the commander some flexibility so he doesn't end up with an array of identical sub-forces unless he wants that to happen)
Once the game starts the Commander determines things like activation order as well as controlling his personal subforce, and usually give some general orders as well often assigning particular targets, areas of responsibility or roles to the subforces Some give more general orders (For example ordering their corvettes to focus on the enemy's escort vessels and fighter screens while their fighters and larger warships focus on the enemy's heavy warships.) but the players can ignore those orders at will. Of course generally if a player does so and it goes badly their teammates won't be happy especially if them ignoring the commander, and them doing so leads to disaster becomes a regular occurrence.
Edited by RogueCorona3 people on each side min. Two commanders(or more) and 1 Admiral. The Admiral uses the commander dial to relay order in secret and is responsible for overall strategy. The two commanders follows those orders by following those orders.
Naboobo2000
Rebel admirals must periodically yell out "its a trap" while their imperial counterparts have to strangle their subordinates occasionally
Edited by HalberdLeaderRebel admirals must periodically yell out "its a trap" while their imperial counterparts have to strangle their subordinates occasionally
I wasn't digging team battles until this...now I'm in.