Your feelings on Armada and objective/round rules

By Blail Blerg, in Star Wars: Armada

Hey!

Objectives:

The objectives are so cool aren't they? Really adds a nice thematic element to the game.

How do you feel about the current rules? Init bidding. First player has init and chooses 1/3 second players choice? Second player.

Would the game be hurt if you both took an objective? VP can be simply placed Imp/Reb on the corresponding objective card.

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Rounds/Play time:

How do 6 rounds feel for you? Is that enough time? Would 8 hurt the game?

I think extra turns make it easier for maneuvering around Imps. Currently, the game doesn't have enough build choices. And there's only 1 strategy for each side, completely asymmetrical.

What has your play experience been with 2 or 3 cores? Does having a large 300 or 400 point game take forever and feel really bloated?

(I'll go read the 6 rounds thread for a bit.)

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Bumping:

How does it feel for you? I think its okay, except for this:

Camping the station and bumping into someone else. This... really feels dumb and not that fun.

Also, not that I think it should be changed, but it feels fluff-odd that you just happen to be flying around and being in the stations aura patches up bullet-holed metal for you.

XWING:

How do you feel about using objectives from Armada in casual XWing play?

Could it be balanced?

Should the VP worth be scared down to 180:100 or 300:100? ex. 15VP = 5 in Xwing?

Which objective cards work in XWing without changing unintuitively?