I never really got into X-wing miniatures.
But this game fits me so much. I like to know what some who have played X-wing mini think of this game in comparison.
I have my own Opinion on the issue, but i doubt people what to read about it
I never really got into X-wing miniatures.
But this game fits me so much. I like to know what some who have played X-wing mini think of this game in comparison.
I have my own Opinion on the issue, but i doubt people what to read about it
I have been an avid x-wing player for about 6 months, and this game is really sweet
I love the defense tokens and the extensive planning ahead of tales when moving and choosing commands
It is definitely slower paced but that is fine and the new attack dice are SWEET
Now it does take longer and it seems that it is going to be difficult enogh to kill ANY ships in 6 turns that the objectives in most of the matches will be all but the exclusive way to earn victory points, which is fine because it makes it feel far more cinematic
This game has me so drawn in that I didn't know why X-Wing mattered to me once...
Ok, so not that bad, but I don't seem to care about phantom changes or anything else from the FAQ. Ever since release was imminent I've been so focused on this game..
My main problem with X-wing is I really couldn't fly a Squadron. Instead i was reduced to a Flight. The Scale of the Mini's made the playing area too small IMHO and the Fireing arcs were too **** big.
With Armada I can play with what would basically be a Task Force, or Squadron of ships with Fighters. and it is not easy to get a ship into Close range of another. my only beef is i think 6 rounds is too little for 180 point core set build, 8 rounds seem more reasonable
I have mentioned before that I see Armada as more of a thinking mans game than X-Wing.
Now for me to explain that. X-Wing obviously makes you think and have to look at your movements to get your opponent's fighter in LOS and that is a good tactics game.
Now Armada has a few of those elements but there are also resource management decisions and you 'Have' to think several moves ahead instead of being in the moment. Add in the Squadrons being a new element that can really effect the game with the more objective based victories you see a more complex game.
Now X-Wing still has a very complex/option-filled squadron building element before the game begins but Armada is more about what choices you make in game then at the building portion.
Edited by BeattyI have mentioned before that I see Armada as more of a thinking mans game than X-Wing.
Now for me to explain that. X-Wing obviously makes you think and have to look at your movements to get your opponent's fighter in LOS and that is a good tactics game.
Now Armada has a few of those elements but there are also resource management decisions and you 'Have' to think several moves ahead instead of being in the moment. Add in the Squadrons being a new element that can really effect the game with the more objective based victories you see a more complex game.
Now X-Wing still has a very complex/option-filled squadron building element before the game begins but Armada is more about what choices you make in game then at the building portion.
Definitely. Got my core set, played the starter scenario, and watched a lot of games played at my LGS. There was a lot more deep thinking happening than in X-Wing and decisions made early in a game could really haunt you in later turns. A good number of imperial players were learning that the first three command dials were highly important, and that you really had to think ahead about your VSD's movement if you didn't want to run off the board or give the rebels your tail for extended periods. And your mid game alpha strikes needed to count.
In my game, around turn three, I gave the VSD a good shot at my Nebulon's flank that earned me a lot of damage and a crit that really impacted every choice I made with that ship for the rest of the game (power failure or some such). But ultimately that same VSD ran off the board because he was so focused on murdering the Nebulon that he didn't slow down in time.
Another game saw some truly brutal bloodshed mid-game after Dodonna inadvertently left the field (taking his frigate with him), but do to a little luck and some good tactical decisions (especially in his maneuvering), the rebel player won the day and even took down one of the two VSD's he was facing (with a mad-brave CR90 no less). The VSD's did some staggering early harm, but the imperial player let them run the field and expose their rear arcs for too long and ended up paying the price for it.
But the observation stands. Thinking ahead, making hard choices between immediate gains and future gains, and managing your resources wisely has certainly been a big factor (and a big part of the fun) in the games I've seen so far.
But the observation stands. Thinking ahead, making hard choices between immediate gains and future gains, and managing your resources wisely has certainly been a big factor (and a big part of the fun) in the games I've seen so far.
Sound slike you were describing Death Matches. Was anyone playing for objectives?
Aside from Objectives and the Commander which both affect the entire battle, the inclusion of fighter squadrons is a big deal. Also the fact that there are different types of dice and that every ship has to be both lucky and very very considerate about what defence tokens and commands are used makes things very very interesting in the long run.
If we were to compare X-Wing and Armada to foods we can say X-Wing is like a good thin crust pizza with a lot of toppings. While flat it is still flavourful, fun, exciting and easy to share with others, but not having a ton of depth to it: actions and thinking ahead, while important, are much more knee-jerk, which I feel does fit it thematically and from a gameplay perspective. Armada would be more comparable to say a robust and layered casserole: more difficult to just pass around, but it possesses much more in terms of thought and care, with both how it is prepared and what is included inside it, having a more profound, filling experience that has much more in terms of deep and nuanced gameplay with quite a lot of small things that hold lots of potential instead of them being all out in the open and exposed. :3
Excuse me, I'm gonna go get dinner~
X-Wing is much more reactionary and involves knowing where your opponent will go vs. where you will go.
Having only played the learning scenario for Armada, even the deathmatches in the style of X-Wing have a much different feel. You are trying to maximize your decisions and resources, often times planning things well before you have any idea how things will shake out. Objectives will only complicate this let alone upgrades and commanders.
I dunno, I think 6 turns can be pretty decisive with scenarios. I did a 6-round match today, and while it would have been nice to see that Victory go off the board it was getting to the point where ships would need several turns to catch up with one another and it was pretty decisive as it was. Both my CR-90s would have been just chasing the Victory and shooting it in the butt the entire game.
I dunno, I think 6 turns can be pretty decisive with scenarios. I did a 6-round match today, and while it would have been nice to see that Victory go off the board it was getting to the point where ships would need several turns to catch up with one another and it was pretty decisive as it was. Both my CR-90s would have been just chasing the Victory and shooting it in the butt the entire game.
The game has to end at some point. The dice are just finicky enough that you could potentially last a real long time just taking repair over, and over, and over again. So yeah, I agree.
Edited by rowdyoctopusYea, the 6 rounds go fast. My first game not one of our Capitals went down and my opponent won by getting the Objectives. Second game 1 capital went down, so I got the victory by those VP.
In time I will see if 6 rounds is enough but right now with only 180 points and only 3 ships on the table there just isn't enough firepower to take out ships fast enough. And the fighters were easy to negate and lock up almost the entire game. That is going to take some training to overcome.
But the observation stands. Thinking ahead, making hard choices between immediate gains and future gains, and managing your resources wisely has certainly been a big factor (and a big part of the fun) in the games I've seen so far.
Sound slike you were describing Death Matches. Was anyone playing for objectives?
I believe the two VSD game was and for victory points for rear arc hits as I recall, which among other things, really ended up costing the Imp player for letting his VSD's keep their rears exposed in a very lengthy jousting run against the rebels.
Yea, the 6 rounds go fast. My first game not one of our Capitals went down and my opponent won by getting the Objectives. Second game 1 capital went down, so I got the victory by those VP.
In time I will see if 6 rounds is enough but right now with only 180 points and only 3 ships on the table there just isn't enough firepower to take out ships fast enough. And the fighters were easy to negate and lock up almost the entire game. That is going to take some training to overcome.
The 300 point games I've seen definitely had some cap ships getting good and roasted. I saw more than one VSD suffer for the arrogance of the Imperial navy ![]()
And the rebels have suffered some staggering losses in more than one game. The latter game had a corvette and a Nebulon get obliterated by the end of the third turn (turns out that getting into the front arc of two VSD's is really bad for you).
Edited by Deathseedmore points does make a difference because you have more ships out to throw more damage. The VSD really has to sucker-punch a rebel ship at close range to make the whole weight of the dice felt, and the rebel fleet has to basically throw their entire weight at the VSD for at least three turns to chip away the shields so they can do damage.
X-Wing was my gateway game - it got me into tabletop gaming, and it's been a wild ride ever since. X-Wing has always been my favorite, with a few close seconds...
But after playing Armada once, I'd have to say that it is amazing and it MIGHT just have dethroned X-Wing after a single play. I've never been so anxious to play more...
What everyone else said.
Armada is fantastic. Much more chess than checkers. In the short term it's going to usurp X-Wing because it's new and different enough. Long term it's gonna be a great change up and potentially awesome for Galactic Campaign options when combined.
FFG has now guaranteed a steady flow of income by staggering Star Wars more frequently. (You bastards!!)
I'll be playing both for years to come. Now I just need to build a second outdoor shed to live in. (You bastards!!)
But after playing Armada once, I'd have to say that it is amazing and it MIGHT just have dethroned X-Wing after a single play. I've never been so anxious to play more...
i currently have the same feeling, but it's also brand new and new things always feel very exciting at first. better than X-wing? perhaps. but i'll give you my answer after a year of play. If it still feels this exciting to play it, it will officially overthrow x-wing as my favorite past time hobby
After 20 years of space gaming our group already determined this is the game we have been waiting for. The rules are clean and simple, yet the game is complex. With many more ships to come, this game will be on my hit list.