Favourite thing about Armada?

By Ghost Dancer, in Star Wars: Armada

So I had my first full 300 point game yesterday and I loved it. Such a step up from smaller games with lots more depth and things to consider. There are many things to love about this game, but I thought I'd share just one:

I really like that at every step of the game players have to make really tough tactical decisions. This starts with fleet building. Then the player who wins the initiative bid has to choose whether to go first or second. Then the second player has to choose the objective (this can be a really tough one).

And to top all that, deciding which ship to activate at any given time can be a real dilemma. Do you activate your fighter escort to get that alpha strike with your squadrons, do you move your corvette to safety, or do you move your other Neb and hope you will reach that objective marker.

Just brilliant.

What's your favourite thing about Armada? (only one please, and feel free to elaborate)

Edited by Ghost Dancer

I like the feel of capital ship commands.

There is enough attention given to your capital ships that command decisions, fire control, and ship health are all very important and easily managed. There is no tedium to flying a capital ship, but there is enough in each capital ship to give it identity and character beyond the cut and dry stats.

Two words...

STAR DESTROYER

What I like most?

The look and feel of it. It certainly scratches my "fleet battle itch."

(or rather; it looks like it will the moment wave 1 arrives. Now we make do with a core set each and plonk everything down we have ;) )

I like that it has managed to have all the complex aspects of fleet command represented in some way. Although abstract, the simple way that it handles a rather complex subject has already put it at the top of my list. What I am trying to say is I am having fun. Its been a long time since I have felt genuine excitement playing a war game.

I haven't played too much, but what I really liked is how the game revealed it's depth to me over each turn, as I saw my mistakes play out I began to really feel the gravitas behind the decisions players are faced with each turn.

Even in the learning Scenario, there was so much that was unexpected.

Like choosing to activate my Nebulon B first, leaving my CR90 to go last in the round, right in the front arc of the SD. After the volley of fire the CR90 was left with 1 hull point and the crit triggered would have me suffer damage if i changed my speed. (damaged engine or something)

What command did I have selected for my CR90 to turn over right after that crit triggered? A Navigate command. Luckily it says you may change your speed, so I was just left with a useless command and 1 more click on the tool.

Should have done an engineering command!

Another thing that I also really enjoy, is how they scaled the dice. At first I was confused, and not sure why there were 3 and what the difference was, but once I started to see how they were balancing the dice and scaling it either up or down I thought it was just clever in the end. Good way to represent the type of firepower vs targets on the board.

Can't wait to play more. Having a hard time resisting the urge to buy a 2nd core.

Edited by Malev Da Shinobi

I like that it has managed to have all the complex aspects of fleet command represented in some way. Although abstract, the simple way that it handles a rather complex subject has already put it at the top of my list. What I am trying to say is I am having fun. Its been a long time since I have felt genuine excitement playing a war game.

So much this.

This scratches an itch the 40k used to scratch a long time ago (when GW seemed to care about game balance). It also scratches an itch that never got sufficiently scratched (for me at any rate); the one for a real well-presented, tactically rich space fleet war game. That it is a Star Wars game is pretty much a dream come true (I've been wanting this since I was a kid watching RotJ).

I'm just thrilled to be playing it.

I haven't played too much, but what I really liked is how the game revealed it's depth to me over each turn, as I saw my mistakes play out I began to really feel the gravitas behind the decisions players are faced with each turn.

Even in the learning Scenario, there was so much that was unexpected.

Like choosing to activate my Nebulon B first, leaving my CR90 to go last in the round, right in the front arc of the SD. After the volley of fire the CR90 was left with 1 hull point and the crit triggered would have me suffer damage if i changed my speed. (damaged engine or something)

What command did I have selected for my CR90 to turn over right after that crit triggered? A Navigate command. Luckily it says you may change your speed, so I was just left with a useless command and 1 more click on the tool.

Should have done an engineering command!

Another thing that I also really enjoy, is how they scaled the dice. At first I was confused, and not sure why there were 3 and what the difference was, but once I started to see how they were balancing the dice and scaling it either up or down I thought it was just clever in the end. Good way to represent the type of firepower vs targets on the board.

Can't wait to play more. Having a hard time resisting the urge to buy a 2nd core.

So much this too.

How your plans play out (and as most plans do, unravel) and the options you have to try to salvage the situation are a big part of the beauty this game is starting to show us I think.

Especially as the Imps, where you really do have to think about what you'll be doing three or four turns from now. And then trying to react as your predictions fall flat.

I like all the obvious improvements in game design that you can tell were made after learning from X Wing. Less tokens by using g shield dials, less manuvering tools, smaller dials, better quality cards, a numbered damage deck, and a thinner range ruler are just some of the little things that just make the game a lot better.

I like the the way inertia is represented with the articulated ruler thing.

Having lots of clicks at the end of the ruler doesn't really change your location much, it mostly changes which way you're facing for the next turn. Your ship pretty much slides forwards and pivots. It really forces you to plan ahead for things to work well and to avoid the edge and obstacles and things.