Boarding

By Deth3327, in Star Wars: Armada

I think that boarding doesn't really fit the games scope well. But if I were to incorporate it I'd use it to remove upgrade cards, lower stats, or alter command dials rather than deal actual damage. That would give boarding a more unique sabotagy feel. Personally.

I also think that boarding just doesnt work with Armada from the point of view of Star Wars and the crew sizes involved - what it does suit though is Star Trek - if you check out my thread in off topic where I am experimenting with replacing squadrons with boarding parties :D

I also think that boarding just doesnt work with Armada from the point of view of Star Wars and the crew sizes involved - what it does suit though is Star Trek - if you check out my thread in off topic where I am experimenting with replacing squadrons with boarding parties :D

You are thinking of Star Destroyers only. Boarding would of course be more focues around corvettes and frigates. That are captured a couple of time in the fluff. Also I dont see how it should be easier to "steal" a warship than to capture it.

That's terribly OP. An 8 point model that can one shot a corvette?

You obviously know something I don't about how to bring an enemy corvette to speed 0. Please do share - I've tried to find out how the Wave 2 Tractor Beam upgrade card works but I had no luck so far.

I also think that boarding just doesnt work with Armada from the point of view of Star Wars and the crew sizes involved - what it does suit though is Star Trek - if you check out my thread in off topic where I am experimenting with replacing squadrons with boarding parties :D

You are thinking of Star Destroyers only. Boarding would of course be more focues around corvettes and frigates. That are captured a couple of time in the fluff. Also I dont see how it should be easier to "steal" a warship than to capture it.

For sure it is easier to steal a ship than boarding it. Judging from historical events, not every station or supply depot where a ship might stay is a heavily armed/guarded fortress. Ships might seek cover in neutral ports, or be taken away from the frontline to remote yards for refurbishment. If you demobilize a batteship, usually you reduce crew and marines o/b to a minimum in order to save supplies, grant rest to the troops you dont need or bring them to use on other ships. In these situations, it is arguably easier to "steal" a ship, although you might argue that stealing a demobilized battleship (with low fuel, chained/drydocked (whats the SW equivalent to drydocking?)) and delivering it to your cause is two different things. In space, at least, you have an unlimited amount of directions to go ..

Boarding on the other hand means taking over a ship that is ready for battle, fully manned. It never happened in modern naval warfare afaik, as is requires plot armor which still is not available in real life..

We could create a mission, like say a disabled rebel or disable Imperial ship that sits at speed 0. We have to move a Ship to it and hold on it's side at speed 0 for "X" amount of turns to capture it? I guess if the rebels are taking on an Imperial ship the story line would have to fit like Imperials are trying to defect but a loyal Imperial fleet of reinforcements are coming to stop the defection.

Rebels mission could be the ship got caught in a asteroid field took crippling damage or a module has knocked out engineering and the ship is disabled. Imperials moved to the area for training and found the disabled ship carrying "Death Star plans" but a rebel fleet has shown up to provide assistance.

This could add a dynamic to the game to have a ship take fire and sit at speed 0 and try to tank attacks while it gets the job done.

Thoughts?

Edited by Rottenreason

We could create a mission, like say a disabled rebel or disable Imperial ship that sits at speed 0. We have to move a Ship to it and hold on it's side at speed 0 for "X" amount of turns to capture it? I guess if the rebels are taking on an Imperial ship the story line would have to fit like Imperials are trying to defect but a loyal Imperial fleet of reinforcements are coming to stop the defection.

Rebels mission could be the ship got caught in a asteroid field took crippling damage or a module has knocked out engineering and the ship is disabled. Imperials moved to the area for training and found the disabled ship carrying "Death Star plans" but a rebel fleet has shown up to provide assistance.

This could add a dynamic to the game to have a ship take fire and sit at speed 0 and try to tank attacks while it gets the job done.

Thoughts?

But it is a cool idea.

You'd have to offer a significant point boostbfor each turn. Maybe 30?

We could create a mission, like say a disabled rebel or disable Imperial ship that sits at speed 0. We have to move a Ship to it and hold on it's side at speed 0 for "X" amount of turns to capture it? I guess if the rebels are taking on an Imperial ship the story line would have to fit like Imperials are trying to defect but a loyal Imperial fleet of reinforcements are coming to stop the defection.

Rebels mission could be the ship got caught in a asteroid field took crippling damage or a module has knocked out engineering and the ship is disabled. Imperials moved to the area for training and found the disabled ship carrying "Death Star plans" but a rebel fleet has shown up to provide assistance.

This could add a dynamic to the game to have a ship take fire and sit at speed 0 and try to tank attacks while it gets the job done.

Thoughts?

Objectives are meant to boost the second player. Nobody would pick these as they create an immense disadvantage.

But it is a cool idea.

You'd have to offer a significant point boostbfor each turn. Maybe 30?

I'm sure we could work in certain advantages to boost either side.

The disabled ship wouldn't count against your build total btw