6 Rounds: How you finding it?

By R22, in Star Wars: Armada

The first proper game I played against my sister would be the reenactment of Battle of River Plate. The game was split to 2 set of 6, 1st was the actual battle and the escape to Montevideo constituted the next 6.

Yes the battle was completed in 6 rounds with her NebB being obliterated by "Graf Spee" but her CR90 completely blew "Graf Spee" out of the water by the 2nd round of the 2nd set of 6.

We both agreed that the 6 round rule was just fine but the lack of ships is most disturbing.

I have only done the learn to play. 6 seems about right. There have been times where if there was another round or more the VSD would have gone boom

6 rounds is absolutely fine, and in fact seems to be the norm of other games (warmachine/hordes and even the game that must not be mentioned)

my only potential gripe is that objectives are not neutrally generated, which puts a lot of pressure on the bid and may skew things heavily in the future. It might also be that I'm too used to warmachine, though, where the objectives are generated through a chart independent of either army.

I think for now, 6 rounds is just right, however, in my games I think 8 rounds would completely resolve the game.

In the upcoming larger scale games (300- 400 points), with the next two waves and with a larger playing surface, I suspect 6 rounds may not be enough. This is especially true with players trying to set their forces up for the attach rather than just jousting.

In larger games, and as players learn it more, I believe players will adopt a more "chess-like" strategy rather than a "bumper car strategy."

Also, I think Rebels players will start developing new tactics along the x-wing line of the "Rule of 7" meaning Rebel players will start to learn where to position their ships as they approach a Star Destroyer head on so that they can avoid a close 6-dice frontal attack, and then on their movement, increase to speed 4 and shoot past the SD ship to enable them to get behind it rather than having to flank the SD.

At this stage, tactics have yet to be developed and I am sure 6-rounds is going to start being restrictive.

Who knows

At higher points, the risk of a ship going down in a tidal wave of focus fired dice increases quite drastically .

Plus, the whole point of 6 rounds is to be restrictive :P

It's only through being limited that we can bring out the most of our creativity, which we direct towards working around said limitations ^_^