Too Much Clutter

By TheBlueMax, in Star Wars: Armada

I just got back from game night at a friends house where I was running a few guys through the L2P scenario. While they said the like the game they also said that repeatedly having to move squadrons either out of the way or for tracking their hit points was a pain in the butt.

I Agree with this to a huge extent; I had the same problem playing the game solo and with the kids.

At times we had to move 4 to 5 squadrons out of the way for caps to move. And that's another problem the maneuver tool was constantly getting in the way. I found a fix by just snapping the extra pieces off the tool to make it shorter.

Back to the squadron issue. We were discussing how Wings of war came with a card of the airplane so if there were overlaps you could just replace to model with the card. Then I said I'll just make some templates to place down to mark the locations.

On the way I came up with a better idea, I going to buy some rings to move around with the squadrons. Then if I need pick them up the ring will still be sitting in the exact location of the squadron base.

Got home did a quick measurement of the base; they're 35mm or 1 3/8".

Quick google such produced this result

https://www.etsy.com/listing/204823809/100-pack-1-38-large-key-rings-35mm-split?utm_source=google&utm_medium=cpc&utm_campaign=shopping_us_supplies-commercial-findings-low&utm_custom1=14bef670-99fc-8288-aa23-0000387633d8&kpid=204823809&gclid=CNm58rD_28QCFQoEaQod8iAA8Q

I'm going to pick them up and have a go with these.

Also for one guy this was enough to push him from most certainly buying to maybe buying.

the rings are a good idea, will they fit under the models base or around it? i was afraid a perfect 1 3/8 would just sit on the exact rim and push the model off balance or leaning at all times.

I've played 6 games now, ranging from starter game to 180pts to 300pts.

I think I've had to move 9-10 squadrons .... total, out of all those games.

Also, how important is it that they go back in exactly the right spot? I don't think, with their movement system it's that important. Close enough is good enough for when the maneuver template gets in the way (and I created a speed 1 and speed 2 template out of my second core set, so I have a speed 1, 2 and 4 template which really helps.

IMO people are far too worried about exact positioning when squadrons are placed back down. Fighter combat is so abstract it is not a big deal as long as they are placed back down in the rough original spot. If money was on the line maybe, but otherwise its supposed to be fun. I think people forget that it is a game at times.

the rings are a good idea, will they fit under the models base or around it? i was afraid a perfect 1 3/8 would just sit on the exact rim and push the model off balance or leaning at all times.

I was worried about the same thing so I'll probably look for 1 1/2" rings instead.

IMO people are far too worried about exact positioning when squadrons are placed back down. Fighter combat is so abstract it is not a big deal as long as they are placed back down in the rough original spot. [...] I think people forget that it is a game at times.

This is a good reminder...at least until tourneys start happening. Then, exact placement with be of utmost importance.

IMO people are far too worried about exact positioning when squadrons are placed back down. Fighter combat is so abstract it is not a big deal as long as they are placed back down in the rough original spot. [...] I think people forget that it is a game at times.

This is a good reminder...at least until tourneys start happening. Then, exact placement with be of utmost importance.

I disagree, even in tournaments, exact positioning of squadrons won't be that important, as long as when you put it back down it is placed in such a way that it is still engaged with the same enemy squadrons as before, and is in approximately the same position.

If a squadron was locked in combat, put it down so it remains in combat. That is pretty much the only thing we need to watch out for when moving squadrons out of the way during movement (assuming the squadrons haven't been overlapped).

Removing the fighter minis from the stands is the easiest solution we have found to this. It's a lot easier to reach into the furball and decrease hit points that way. On a couple of occasions, we even found pulling the VSD off its base helped a great deal.

I don't believe this will go over in tourneys. BUt if you are concerned with exact placement, this works best.

This is an Xwing rule that's a vice on Armada. You don't need to remove squadrons or ships to move.

It's already on the rules and tournament rules. You don't remove ships of squadron of the table, you just eyeball from above where it will land, and in the case you end up in top of squadrons, you won't need to place a tool anyways to know where they were, as you will follow the overlapping rules.

Tournament rules (Movement, page 4)

It may be necessary to move a ship when the maneuver tool cannot be directly placed onto the play area due to the presence of other ships or squadrons. When this occurs, the ship’s owner should determine course, then hold the maneuver tool above the activated ship and move it to its final position. Both players must agree on the ship’s final position and facing.

Rules (Reference maneuver, page 7)

If the maneuver tool cannot be placed on the play area because it would overlap a ship or squadron, the player should hold the maneuver tool above the play area and estimate the final position of the moving ship
Edited by DreadStar

That is what I was going to bring up after reading it today DreadStar. Even in comps holding the tool above the fight will be standard.

Yep. The game simply does not mandate the same level of exactness with moving/positioning, as the rules state.

Rings? The underside of the squadrons is hollow. Put a coin underneath, and as long as it is large enough and you just push the squadrons around, it'll perfectly mark the squadron's position when you pick the squadron up.

Pushing the Squadrons across the board isn't going to work. With you know obstacles and other Squadrons or ships in thier path.

It is slightly humorous to me that so many people complain about picking up and putting down pieces when the rules tell you to not do that and instead eyeball it as best you can.

Actually that little cardboard L piece used to mark game deployment zones works great to mark a squadrons position Temporally while you move stuff around.

IMO people are far too worried about exact positioning when squadrons are placed back down. Fighter combat is so abstract it is not a big deal as long as they are placed back down in the rough original spot. If money was on the line maybe, but otherwise its supposed to be fun. I think people forget that it is a game at times.

This x 10.

I know some people just can't help themselves when it comes to everything being "exact".

Rings? The underside of the squadrons is hollow. Put a coin underneath, and as long as it is large enough and you just push the squadrons around, it'll perfectly mark the squadron's position when you pick the squadron up.

This is also a good idea. Will do this.

the only issue i had was in a situation where my squads were chasing a cap or another squad and would end up just out of range to fire so instead had to move, i could see where the eyeballing would/could have aided me one way or the other. we were just having fun, so no big deal but in a serious game it could have been detrimental.

My friend plays Imperial Guard in warhammer 40k. Poor guy has to cut out, assemble, prime, and paint like 50 guys. Then move them all individually each turn if he wants them to move spread out.

I think I can manage a dozen minis and live.

My friend plays Imperial Guard in warhammer 40k. Poor guy has to cut out, assemble, prime, and paint like 50 guys. Then move them all individually each turn if he wants them to move spread out.

I think I can manage a dozen minis and live.

My Blood Angels army pushes 50 figs. My Steel Legion army was well over a hundred.

Played a lot of Warhammer in my days, tournaments manage even when using such lax rules as the "determine line of sight by bending down and looking at the intended target from the attacker's point of view" rule.

FFG's ruling of leaving squadrons in place, but making the ship's movement eye-balled and approximate, when ships have the most at stake for firing arcs, bumping, etc, is incredibly strange. We have a very precise maneuver tool for ships, and just a ruler for squadrons, but somehow the ships end up being estimated.

My friend plays Imperial Guard in warhammer 40k. Poor guy has to cut out, assemble, prime, and paint like 50 guys. Then move them all individually each turn if he wants them to move spread out.

I think I can manage a dozen minis and live.

My Blood Angels army pushes 50 figs. My Steel Legion army was well over a hundred.

That's just his conscripts. He has several squads of regular guardsmen. Many tanks. Tons of heavy weapons teams, command squads, and more. He has a loooot of guys.

You defiantly will want additional measuring tools to have different lengths such as a 3 or a 2 along with the 5 if you plan on playing regularly/competitively.

Unfortunately that also tacks on to the already high price point to get enough for a standard list for each of the 2 factions. Untimely I think the price point of Armada will be the biggest hurdle to overcome.