this news/article its a + for purchasing armada!
Objectives article is up.
These objectives make thing more interesting than X-Wing which is just "whoever kills the most points wins".
These objectives make thing more interesting than X-Wing which is just "whoever kills the most points wins".
I agree, the objectives is the biggest single improvement over X-Wing.
These objectives make thing more interesting than X-Wing which is just "whoever kills the most points wins".
I agree, the objectives is the biggest single improvement over X-Wing.
That and the fact that there are now capital ships which are useful as something other than battering rams...
These objectives make thing more interesting than X-Wing which is just "whoever kills the most points wins".
I agree, the objectives is the biggest single improvement over X-Wing.
That and the fact that there are now capital ships which are useful as something other than battering rams...
I will miss that though hahaha, maybe an adjustment could be, when a ship overlaps squadrons, each squadron takes 1 damage and is then relocated by the other player to a position touching the hull of the ship that overlapped them.
I must have missed when they announced the only six rounds part before. Or I don't pay attention enough. I kind of wish there was more than six rouunds, though. I wonder if things will stay balanced if you extend the rounds for casual matches.
I must have missed when they announced the only six rounds part before. Or I don't pay attention enough. I kind of wish there was more than six rouunds, though. I wonder if things will stay balanced if you extend the rounds for casual matches.
The 6 round limit does seem small, but an average game will probably be each player activating 3 Caps and 6 Squadrons, and each Cap has multiple phases, plus the ability to premeasure adds time. Supposedly 6 turns takes an hourish, which makes sense to me as 40k has 5-7 turns taking 2 hours pretty easily (unless your in tournament mode and you are trying to speed through). Plus the turn limit puts a much bigger emphasis on objectives. If you up it to 8 or 9 turns then suddenly the objectives only matter in how much they help you table your opponent, as that is what is likely to happen.
For casual matches the 6 turn limit could easily be increased by adding on some house rules or upping the point limit (making tabling less likely).
The thing that stands out for me is that many of the objectives explicitly favor the player without initiative by giving them a boost of some some kind.
In other words, one player gets to have initiative and choose which objective to play, while the other player gets to have one of their objectives used, and gets the "boost" the objective gives.
Asymmetric equality so that one player does not get an undo advantage for having initiative.
Hopefully the next one says "armada availible now".
Probably something along the lines of "The rules of war"..
Great summarising Maverick, thanks
I'm really liking this aspect to the game - as others have said it breaks away from the "kill everything" approach of X-Wing and adds an additional element to list building.
There will probably be some kind of 'fleet building' article with some example lists
They did a fleet building article a while back.
Edited by Ghost Dancerinteresting read to say the least
https://www.fantasyflightgames.com/en/news/2015/3/2/a-galaxy-at-war/
Awesome stuff. Thanks for breaking the news.
Too excited to put into words right now.
We are on the verge of a golden age of board game goodness, my friends.
Here's the first list that I plan on bringing to the table (once the expansions arrive):
Screed's Facepunchers
Victory II @85 + Screed @26 + XX9 @5
Gladiator I @56 + Demolisher @10 + Assault Combat Missiles @7
Gladiator I @56 + Assault Combat MIssiles @7
6 TIE Fighters @48
Total: 300 points
Alternate Set-Up: Downgrade the Victory to a I-class, and upgrade the two Gladiators to II-class. This would be a meta call, if lots of people are running 100 points worth of fighters.
Objectives:
Advanced Gunnery (a double-tap from the front arc of a Victory II is a nasty alpha strike; Precision Strike also has potential)
Fleet Ambush (this fleet wants to get in close and do some damage; Contested Outpost is another solid choice)
Intel Sweep (Gladiators make great sweepers with their speed and durability; Superior Positions is also good)
Edited by chemnitzAlternate Set-Up: Downgrade the Victory to a I-class, and upgrade the two Gladiators to II-class. This would be a meta call, if lots of people are running 100 points worth of fighters.
Seems like a bad call. Victories are slow, so by downgrading you are swapping half of your weapons to short-range guns you won't get to use for a while. Same thing for the Gladiators, you are going to be barreling forward to get as close as possible, and a single red die from a secondary arc seems hardly worth the effort. You want to be rolling all those sexy black dice once you get real close and cozy.
Any thoughts on how future objectives could be handled?
Basically, if they release new objectives in future expansions how would people feel about that? Is it unfair that your opponent may have an objective you don't own?? Does it matter?
Just curious on people's thoughts.
Any thoughts on how future objectives could be handled?
Basically, if they release new objectives in future expansions how would people feel about that? Is it unfair that your opponent may have an objective you don't own?? Does it matter?
Just curious on people's thoughts.
Is it any different really to the ships? If I buy an expansion and you don't I have access to cards that you do not. Is that unfair?
Any thoughts on how future objectives could be handled?
Basically, if they release new objectives in future expansions how would people feel about that? Is it unfair that your opponent may have an objective you don't own?? Does it matter?
Just curious on people's thoughts.
Is it any different really to the ships? If I buy an expansion and you don't I have access to cards that you do not. Is that unfair?
See I have no problem with this. But, there is the example in X-wing were an update in damage deck would be great, but it would be very unpopular as it would require everyone to purchase.
But that is completely different to new missions, so maybe the simple answer is new objectives in the future are completely plausible.
I also dont think its required for both players to technically own every objective card, if they released new objectives with expansions its not really different to how the release certain upgrades with certain ships. If you dont buy the expansion you dont get the new upgrades and that may limit you when building a squad for competitive play. I dont see why objectives couldnt work the same way.
Any thoughts on how future objectives could be handled?
Basically, if they release new objectives in future expansions how would people feel about that? Is it unfair that your opponent may have an objective you don't own?? Does it matter?
Just curious on people's thoughts.
I don't think that's really any different than any other upgrade that you can't get in the base packs. Besides, you still get to choose 1 of 3 of your oppenents objectives.
Agree with the previous posts. New objectives = good thing and no different to getting upgrades in expansion. They'll likely make new objectives to work with the ship they come with.
I don't think that's really any different than any other upgrade that you can't get in the base packs. Besides, you still get to choose 1 of 3 of your oppenents objectives.
I agree with this wholeheartedly. Perhaps another "lesson learned" from X-wing. New objectives with the future waves could allow them to continue to keep the scene very fresh and at the same time let the waves consist of fewer ships.
Part of my waning interest in more investment into X-wing is that I'm running out of ships that I can think of that I would even want to see on the table. Scum and Villainy really feels like my personal limit. I mean, I actually could be interested in prequel factions I guess, there is certainly potential for that to be cool. Or the EpVII versions of existing ships and beyond... but it just feels exhausted to me. Expanding Armada with fewer ships but making them have a more substantial impact to the game beyond just a new model with different capabilities would be a great way to keep me buying for a long time to come.
If anything, there are more capital ships in the EU to work with than starfighters/ small freighters.
Oh agreed, I think there are many more viable capital ship options. But if adding new objectives in the future allow them to have waves with less emphasis on adding more models but more "meat" to the game, we could see a very different pacing to Armada releases. Could be an improvement to X-wing, could be worse. At the same time though, too many objectives coming too quickly would be just as terrible as rushing through the highest profile ships. I'm very interested to see how they plan to release expansions for this game.
Because the objectives are so varied, I'd like to start a new thread for each card to discuss strategy, then we can discuss overall feelings about the objectives or types of objectives here.
For my part, I think a thread per objective is perfectly fine. It's not like every other plausible topic does not have three threads each.
Anyway, HNN has reported on this development. Read about it here:
Naval Academy Shifting Curriculum Towards Fleet Tactics
Oh agreed, I think there are many more viable capital ship options. But if adding new objectives in the future allow them to have waves with less emphasis on adding more models but more "meat" to the game, we could see a very different pacing to Armada releases. Could be an improvement to X-wing, could be worse. At the same time though, too many objectives coming too quickly would be just as terrible as rushing through the highest profile ships. I'm very interested to see how they plan to release expansions for this game.
Amen to this. It would also allow me to invest fully in each wave, as I could afford to buy a few of each ship rather than maybe one of each. quite hopeful they find the right balance. Not to complicate it, but maybe have a system where the equivalent of 4-5 small ships were released per side per wave, with fighters counting same as a small, mediums counting as two smalls, and larges counting as thee smalls. Objective packs (1 of each) released with each large ship to keep things interesting.
Because the objectives are so varied, I'd like to start a new thread for each card to discuss strategy, then we can discuss overall feelings about the objectives or types of objectives here.
For my part, I think a thread per objective is perfectly fine. It's not like every other plausible topic does not have three threads each.
Anyway, HNN has reported on this development. Read about it here:
Naval Academy Shifting Curriculum Towards Fleet Tactics
Ha ha ha ha! This is getting printed out and going on my wall
Maybe my resume as well...
Nice, alot better to have limited turns and objectives.
As ffg like to give cards and tokens away at events wouldnt it be cool to have an event where new themed missions were given away and used as part of the event?
I would actually like to see a similar VP system in xwing.