Fighters seem...Fiddly.

By Cuthawolf, in Star Wars: Armada

So I love that FFG went the extra mile to make fighters cool and a factor in this game, but right now...frankly they get in the way a lot. And I don't mean being overlapped and thus re-positioned, I mean my opponent and I were constantly having to pick them up and then replace them just to make room for the capital ship maneuvering tool. Has anyone else found this to be the case? Any thoughts on how to mitigate it, aside from taking less fighters?

Don't put your fighters in front of your ships?

Honestly there isn't really away around that. You could buy multiple maneuver tools and have one for each speed once the single ones come out. That will help with the end you are not using getting in the way. Nothing can really be done about the ones in the way of where you are going.

seriously considering just going to X-wing route and marking cards for them because flipping their health values without moving them is nigh on impossible

get an activation token ala imperial assault and some sort of damage counter, and maybe write some numbers on them to distinguish them

Edited by ficklegreendice

Also, if things are in the way, the rules recommend holding the tool above the pieces and estimating the movement as best as possible.

The activation sliders, while a cool idea, often seemed to get in the way when a squadron ended up sandwiched between multiple friends and foes in base contact.

Appreciate the thoughts guys :) I was thinking about just carrying some loose change and using coins to remind myself where the bases were.

We just picked them up and moved them, then put them back close as possible. We did not find this to be detrimental in any game thus far. Tourney players may lose their hair over it, but maybe it is just the way it is. I do suggest a shorter range ruler for slower ships though.

I can see a 3rd party making proxy bases or a crescent wedge markers to mark squadron positions.

Put coins under the squadrons to mark positions if you need to lift them for fiddly stuff.

I golf and we place a coin on the green to move the balls. This is the accepted tournament standard. So if moving a ball that could lead to you making millions of dollars isn't a huge deal I doubt its one here

I think you should accept that this game isn't one of precision like Xwing. There's just too much going on. I'm fine with that because I don't plan on making this anymore than a really fun friend game.

I golf and we place a coin on the green to move the balls. This is the accepted tournament standard. So if moving a ball that could lead to you making millions of dollars isn't a huge deal I doubt its one here

I hear a great many ocd nerds head 'sploding.

Use the corner tokens for marking the setup area. They frame the fighter bases perfectly, so you can pick them up and put them right back.

Use the corner tokens for marking the setup area. They frame the fighter bases perfectly, so you can pick them up and put them right back.

Aha! Excellent idea, thank you.

I think you should accept that this game isn't one of precision like Xwing. There's just too much going on. I'm fine with that because I don't plan on making this anymore than a really fun friend game.

I think you nailed it. The Cap ships are the important part, and the squadrons being off a little bit after being re-placed doesn't matter as much.

The activation sliders, while a cool idea, often seemed to get in the way when a squadron ended up sandwiched between multiple friends and foes in base contact.

All we do is when we put the measure tool down to where the fighter is moving we pick the fighter up and then flip the switch at that point then put it back down never had an issue.

Unlike in X-wing where every milimeter of movement and dgree of rotation really matter, Aramda fighters can pretty much go anywhere they want and shoot anywhere within range. Sure bumping them, or picking them up and putting them down again has some effect on the game, not nearly as much as it would in X-wing.

seriously considering just going to X-wing route and marking cards for them because flipping their health values without moving them is nigh on impossible

get an activation token ala imperial assault and some sort of damage counter, and maybe write some numbers on them to distinguish them

I can see a 3rd party making proxy bases or a crescent wedge markers to mark squadron positions.

This raises an interesting notion. It wouldn't be difficult to print out base tokens similar to the base templates for the X-wing miniatures in the same circular dimensions as the squadron bases. Like pogs if anybody remembers those. Include an image of the ships, basic stats, keywords, and, presto, you're done. It would remove some of the fun of miniature fighters to be sure but it would cut down on moving squadrons and, as a trade off, allow for some awesome artwork I'd bet.

If you could make them out of genuine cardboard style material like the X-wing base templates you could even add some pin holes for activation or damage a la the pegs used in Battleship. Now you can keep track of health or other fun bits too. Be kinda neat.

EDIT:

For fun, if FFG had gone this route if would've been neat if different fighter types were wider or larger circles representing their firing range. Just a fun thought.

The activation sliders, while a cool idea, often seemed to get in the way when a squadron ended up sandwiched between multiple friends and foes in base contact.

All we do is when we put the measure tool down to where the fighter is moving we pick the fighter up and then flip the switch at that point then put it back down never had an issue.

I wasn't really talking about the sliders being a problem during activation (although even then, if you activate an engaged squadron that's not going to move, your tip can't help).

I was referring the the sliders actually taking up real estate and preventing base-to-base contact. It's not a problem when 2-3 ships are duking it out, but if you have two TIEs engaged with two X-Wings and a Star Destroyer in btb with the X's you start to run out of rotation space for some of the squadrons.

Use the corner tokens for marking the setup area. They frame the fighter bases perfectly, so you can pick them up and put them right back.

Aha! Excellent idea, thank you.

I think you should accept that this game isn't one of precision like Xwing. There's just too much going on. I'm fine with that because I don't plan on making this anymore than a really fun friend game.

I think you nailed it. The Cap ships are the important part, and the squadrons being off a little bit after being re-placed doesn't matter as much.

That's a totally reasonable stance, but even the capitals seem to have to undergo a lot of fudging. They don't have much surface contact with the board, so they wiggle and wobble easily. And I was surprised at how non-rigid the maneuver template is. You need to be very ginger to complete an exact move.

We just picked them up and moved them, then put them back close as possible. We did not find this to be detrimental in any game thus far. Tourney players may lose their hair over it, but maybe it is just the way it is. I do suggest a shorter range ruler for slower ships though.

Yeah. The nice thing is it's just usually in ship move it's an issue. Approximation and maybe third party templates. Just concerned I'm gonna need 4 maneuver tools and 8 range templates

I think you should accept that this game isn't one of precision like Xwing. There's just too much going on. I'm fine with that because I don't plan on making this anymore than a really fun friend game.

What X-wing games are you playing where people aren't constantly bumping, nudging, or otherwise displacing things? And i play with some pretty anal retentive people and even they agree that it just has to slide to be able to get on with the game.

And it being a fun friend game has nothing to do with the real issue on how often these ships will have to be displaced in tournament environment, and the margin of error introduced there.

Unlike in X-wing where every milimeter of movement and dgree of rotation really matter, Aramda fighters can pretty much go anywhere they want and shoot anywhere within range. Sure bumping them, or picking them up and putting them down again has some effect on the game, not nearly as much as it would in X-wing.

I observed a friendly X-Wing tournament. Every player had a laser for line of sighting. They didn't use it, but they all had one in their fishing tackle boxes.

Edited by wjgo

We've been using the corner markers as a way of marking a squadron's position when a ship moves past or we need to pick it up to move the activation slider or mark damage. Since squadrons engage at distance 1, can move in any direction any distance up to their movement allowance and get moved by the opponent every time a capital ship moves onto them, squadron placement isn't an exact science.

Cheers

Mark

Laser levels will be just as if not more useful in this game as X-wing.

We found the same issue. Will look for something like a golf ball marker for the squads.

Also buying a few extra measurement tools and will only assemble them to shorter lengths to try and help out.

The margin of error is an acceptable part of the rule system, considering the designers felt free not to provide a tool to account for the problem. Games have quirks, people get fiddly.

Edited by Wes Janson