First game, REALLY fun and learned a lot

By Forensicus, in Star Wars: Armada

Obvious question. How'd you get your core set?

I second the obvious question, where and how did you get that set?!

Come on spill it, where did you get those wonderful toys?!?!?

I'm with Angry Penguin, Eagle128 and miridor!

What! How???

That is AWESOME! Hehe. I think you've done what most of us would have done, ripped the pieces right out and play! Forget the starfield play mat. Heheh!!!

This is fantastic!

Edit:

Actually, tell us!! You have to tell us, what you have learned! Share the experience, come on! Hehe.

More importantly, I'd like to know if there is anything we need to 'Unlearn' before we can re-learn! (Sorry guys, couldn't resist! : :P )

Edited by Alpha Xg1

Rather than repeat questions, crew panic looks terrifying. I wonder what other crits will be as concerning or as difficult to deal with.

My bet is Europe!

Or he walked off with that core set that was featured in that German unboxing video. His profile says he lives in Denmark. So, it would not have been too difficult for him to drive (or take the train) down and B&E into the distributor's headquarters.

Or he walked off with that core set that was featured in that German unboxing video. His profile says he lives in Denmark. So, it would not have been too difficult for him to drive (or take the train) down and B&E into the distributor's headquarters.

hmmm... we may have another candidate for Bandit King of Scum & Villainy!

That definitely is a terrifying crit... I wonder what other nasty surprises are hiding in there...

1) I'm waiting FFG to see this and delete the thread... but if that's why you posed it late on Friday so the'd have nobody over the weekend at the office to do it, that's hilarious.

2) Posting this without explaination, more pictures, and lingering approximately 1 hour to answer the inevitable questions you knew this would generate, sir, is an act of evil that rivals even the destruction of Alderaan.

Would be great to see the manual ;)

1) I'm waiting FFG to see this and delete the thread... but if that's why you posed it late on Friday so the'd have nobody over the weekend at the office to do it, that's hilarious.

2) Posting this without explaination, more pictures, and lingering approximately 1 hour to answer the inevitable questions you knew this would generate, sir, is an act of evil that rivals even the destruction of Alderaan.

It's like he's a Dark Lord manipulating Jedi or something like that....

Hi guys. Thx for all the comments, I simply HAD to enjoy my small moment of "glorious privilege "

Alas, it's not my game (yet) but a demo game that a (new but very dear) friend of mine have been issued to test and review on his board game page. He needed someone to help him test it and my name came out. I/we will be doing some actual "open" demoing in mid March and on march 21st we are doing a huge Star Wars demo day at the local board game cafe her in Copenhagen, Denmark. We will be doing demos of X-Wing, Armada, SW LCG and Imperial Assault.

Now back to Armada: obviously it was a lot of fun. There were a few knacks/details we had some trouble figuring out but not big ones except we missed a huge detail about how the large ships attached squadrons.

A brief recap: we played the start scenario set up without asteroids and with the pre constructed squads. I played Imps which meant I had 6 squadrons of TIE's as support for my 85 point Class II destroyer. It has a whooping 3 command dials which basically means that it's necessary to "plan" 3 rounds ahead, a feat I failed miserably at near the end. My opponent hat a Nebulon, a Tantive and 4 X-Wing squadrons: the Nebulon has 2 command dials and the Tantive only has one. We had a very fun casual game while figuring out the game and a couple of highlights or major points:

Never expose your rear end of the large ships towards your enemy's ship

TIE-squadrons in a swarm will eat up A LOT of X-Wings very fast.

Very good overall thematic feel, the small and large ships are very different and there a lot of customization just in the core

The Crit damage are really fun to read

The models are smaller than expected but VERYdetailed and nice. They've added engine glow very nicely on the large ships and even the unpainted ones looked good, but when I am getting my own versions the will be getting some paint.

Anyways, I hope you liked this elaborating explanation and I wish you all a chance to soon be playing your own version.

Take care

Thanks for sharing and glad to hear the game was enjoyable :)

Meanwhile, back at an emergency FFG meeting...

His name is... Forensicus. Yes, disintigrations.

BountyHunters.jpg

Thanks for sharing this! I'm very jealous!!! Did you use a commander for that game or are they omitted for the learning scenario?

NP, all my pleasure (if anyone was in doubt)

The Learn To Play blissfully simply works with "naked" ships and no asteroids. Even though they are of no concern to me

And this is the looks of a guy (me) who just flew his Imperial II-Class Star Destroyer off the board:

image.jpg

Don't worry, it's only a rusty old Victory Star Destroyer, not an Imperial

Ahh, now I fee less bad

You truly are an evil Darl Lord of the Sith... Thank You

How are the squadron bases assembled? Do the named characters have a dedicated base, or is the cardbox piece swaped like in X-Wing?

How badly do 6 ties crush 4 X-wings on the table? The raw numbers say it should be pretty one sided, more so if the ties get squadron commands.

How does the VSD match up to a neb-b and a CR-90? Weight of fire, mobility, durability etc?

Just how fast do speed 1, 2, 3, and 4 "feel"?

What are your impressions of the range bands for attacking (black, blue, red)? and how easy/difficult is it to get squadrons attacking a capital ship?

What do the crew/team/tech upgrades that haven't been spoiled do? (only if you can tell us, of course)

What was your impression of the defense tokens, how did big of an impact did they make, and how do they define the role of the ships?

How are the squadron bases assembled? Do the named characters have a dedicated base, or is the cardbox piece swaped like in X-Wing?

How badly do 6 ties crush 4 X-wings on the table? The raw numbers say it should be pretty one sided, more so if the ties get squadron commands.

How does the VSD match up to a neb-b and a CR-90? Weight of fire, mobility, durability etc?

Just how fast do speed 1, 2, 3, and 4 "feel"?

What are your impressions of the range bands for attacking (black, blue, red)? and how easy/difficult is it to get squadrons attacking a capital ship?

What do the crew/team/tech upgrades that haven't been spoiled do? (only if you can tell us, of course)

What was your impression of the defense tokens, how did big of an impact did they make, and how do they define the role of the ships?

The base plates comes with generic pilot on one side and named on the other

A Swarm is just as lethal here as in X-Wing but with new squadrons the Escort function of the X-Wing will come in to play and that will change everything

Hard to say much about the proper strength of the ships but one thing is for certain: never leave your aft section open for attacks from 2 sections of another ship. That will kill it

The Speed management is brilliant: you may only change speed by "1" up/down if you have the token or dial/command so (as I learned the hard way) it is vital to think ahead and/or change directions in time

The Range seems fair but was so caught up with all the other stuff

Didn't play with crew at all and by the time we were done it was well after midnight so didn't have much of a chance to look at them

Defense tokens is also important as there are no defense dice. And the ability to prevent your opponent to spent them is brilliant. Also there's a lot of Frits that will severely hurt you tokens

So I'm guessing if your ship goes off the board due to poor planning its effectively destroyed?