Today I managed to get a game in at TGA.
Being my seond game I made a few mistakes, some bigger than others.
The game went well with victory going to the Rebels.



Today I managed to get a game in at TGA.
Being my seond game I made a few mistakes, some bigger than others.
The game went well with victory going to the Rebels.



thanks for the pics...
which side were you on?
I was playing the rebels.
I'm starting to like the Neb B I've played four games as the Rebs and I've yet to lose a Neb B but I've lost the CR90 twice now.
In my game today I managed to bring down a VSD with out losing a single Reb ship.

Wow, nice work!
I'm surprised your opponent didn't lock down your squadrons before they could get behind him like that!
Looked like there were a few times in that game where the VSD2 had LOS from his front to the side of the Neb B, how did you not get crippled? Poor rolling on your friend's part?
Due to the way the X-wings are pointing, I'd guess that the game wasn't using the engaged rule for the fighters.
Looked like there were a few times in that game where the VSD2 had LOS from his front to the side of the Neb B, how did you not get crippled? Poor rolling on your friend's part?
Hi. Are you talking about the first game if so then ........ yes on the second turn he missed every die. In the third turn he hit me hard but I then spent a Maneuver dial and token to run past him. He rolled OK and left me with only two hull points left but I spent a repair dial and token to do some repairs and I ran behind the asteroids. He then focused on my CR90. At the end of turn 6 both of my ships were badly damaged, he had shot down 2 X-Wings and I had shot down 4 TIE fighters.
Due to the way the X-wings are pointing, I'd guess that the game wasn't using the engaged rule for the fighters.
The second game was a practice game for the up and coming tournament so all rules were being used which by the way this was only my second proper game.
I was first player so I choose the Most Wanted objective. My CR90 was my most wanted ship.
Turn 1
Neb moves forward speed 1.
VSD moves ahead.
CR90 moves diagonal from right to left at speed 4.
TIEs move into position.
X-Wings move to right of Neb.
Turn 2
CR90 attacks VSD and then runs at speed 4 turning to the left.
VSD squad moves the TIEs to attack the CR90. 10 die do 1 damage.
VSD attacks CR90 and leaves it with 2 hull.
VSD moves forward.
Neb squad moves X-Wing and Luke to attack VSD X-Wing strip off some shields and Luke's 2 black die hit VSD for 3 damage.
Neb attacks VSD stripping off some of it's shields and and then rams the VSD.
The last 2 X-Wing strip off the last of the shields.
Turn 3
CR90 attacks TIEs doing 1 damage to each TIE. CR90 keeps banking to the left at speed 4.
VSD Squad moves 2 TIEs towards itself.
VSD attacks Neb doing 3 hull damage.
Neb squad moves a X-Wing to attack doing Life Supoort Crit and Luke doing the final 3 damage to kill it for 170VP.
Game over.
His TIE's had only got back from chasing the CR90 which was futile now they were out of squad command range and it was now repairing itself.
If he had managed to kill the CR90 he would have only recieved 88VPs while I think I could still have killed the VSD for 170VPs for a win.
Thanks for write up...
I think opponent messed up by not locking down your squadrons, but good for you!
Given that was your second game, how are you liking (or not liking) the game so far?
Thanks for write up...
I think opponent messed up by not locking down your squadrons, but good for you!
Given that was your second game, how are you liking (or not liking) the game so far?
That's OK it was a pleasure writing it.
It was actually my fourth game but only the second with all the rules i.e. Objectives, Obstacles etc.
I'm loving Armada. I used to play X-Wing but got sick of the defense die. I'd prefer to play capital ship games so was thinking of playing ST:AW but that game was like tanky fighters. Armada is a lot better and is the game I've been waiting for since 1977. Can't wait until I can get another game in :-)
Like I've said in other posts there are a couple of things that could be better but those are insignificant compared to the power of the Force......I mean Armada's strengths.
Out of curiosity what do you hate about defence dices? Fighter to fighter combat always seems to reflect part skill part luck - so the "luck" factor in rolling dices (both offence and defence) makes more sense. You could always picture an A-Wing pilot flying like a madman with a Tie Fighter on his tail for 1 entire minute with no hits punching thru , and that's well reflected within the X-Wing game.
Now move on Capital to Capital ships & yeah, there's not really gonna be any "dodging" between that Imp Star Destroyer & Mon Cal Flagship ....
I haven't tried Armada yet (I'm waiting till Wave 2 is out), and I can't wait to do so, but one huge thing that does worry me seeing your pictures is the cluster-fest of fighter squads when everything gets close. Has to be extremely annoying when you have to start rotating the dials under the ships ...
Out of curiosity what do you hate about defence dices? Fighter to fighter combat always seems to reflect part skill part luck - so the "luck" factor in rolling dices (both offence and defence) makes more sense. You could always picture an A-Wing pilot flying like a madman with a Tie Fighter on his tail for 1 entire minute with no hits punching thru , and that's well reflected within the X-Wing game.
Now move on Capital to Capital ships & yeah, there's not really gonna be any "dodging" between that Imp Star Destroyer & Mon Cal Flagship ....
I haven't tried Armada yet (I'm waiting till Wave 2 is out), and I can't wait to do so, but one huge thing that does worry me seeing your pictures is the cluster-fest of fighter squads when everything gets close. Has to be extremely annoying when you have to start rotating the dials under the ships ...
In bigger games the table is a 6x3 so things will be spread out more.
Out of curiosity what do you hate about defence dices? Fighter to fighter combat always seems to reflect part skill part luck - so the "luck" factor in rolling dices (both offence and defence) makes more sense. You could always picture an A-Wing pilot flying like a madman with a Tie Fighter on his tail for 1 entire minute with no hits punching thru , and that's well reflected within the X-Wing game.
Now move on Capital to Capital ships & yeah, there's not really gonna be any "dodging" between that Imp Star Destroyer & Mon Cal Flagship ....
I haven't tried Armada yet (I'm waiting till Wave 2 is out), and I can't wait to do so, but one huge thing that does worry me seeing your pictures is the cluster-fest of fighter squads when everything gets close. Has to be extremely annoying when you have to start rotating the dials under the ships ...
I like xwing too and while I don't like it when dice really stink up the place, I accept it as part of the game.
With that said though, I know many a gamer who really dislike the dice randomness. Usually these are war gamers who prefer combat results tables based on odds calculations for "hits" over dice.
Uhm ... I'm a little confused about something: Why is Luke rolling two black dice on ship attacks? His card only has one.
Uhm ... I'm a little confused about something: Why is Luke rolling two black dice on ship attacks? His card only has one.
Most Wanted objective- it's also why the Imperial player rolled 10 dice against his CR-90; I'm assuming a stacked Squadron command + token with expanded hangar bays to move 5 squadrons?
Once you go black (dice), you never go back ![]()
Hey Guys,
I was Vetnor's opponent, so i figured i'd share a different perspecive of the battle.
- Context: Most Wanted (Corvette)
- Turn 2, i made the decision to engage his Corvette with 5x Ties, who were able to fire into the rear arc, after the Corvette's activation.
- 10x blue die, means i'm doing average 5 damage, 1 for shields/4 hull to take out corvette.
- A risk sure, the safer engagement would be to engage xwings and reassess from there.
- but in a tournament setting, extra victory points make it a juicy play and I wanted to test how it'd go. ![]()
- the rebel x-wings moved into attack range of VSD turn 2, but were unable to attack.
The mistake I made in the play, was misjudging where my VSD would be positioned at the end of turn 2.
- this meant i was unable to use my turn 3 squadron dial to effectively respond to the xwing threat in time, which cost me the game.
Still! Was a great game to play, lessons were learnt and kudos to Vetnor for taking the win.
Edited by MKerberos