Armada Tactic News topic list

By Lyraeus, in Star Wars: Armada

Alright so as I make the videos for these topics I will be changing each topic into a link to said video.

If there are any topics you want to see let me know.

Here are the topics I am working on:

Squadron Tactics:

B-Wing Screen

No commands B-Wings

A-Wings/TIE Interceptors

Aces

Combos:

Admiral Chiraneau + Mauler Mithel

Soontir Fel + TIE Advanced

Demolisher + Engine Techs

Salvation & Company

Dutch + Wedge

Adar Tallon + Yavaris

XI7 + Advanced Projectors

The Rhymerball

Rules:

Attacking

Targeting

Critical Effects

Ramming (How, and Why)

Squadrons (Attacking, Moving, Engaged or not)

Commands (Timing and tokens)

Upgrade Cards:

Motti Sympathy death

Tactics 101:

Hammer and Anvil

Juking the engagement

Movement

Tactical awareness

Squadron placement: herding

Squadron placement: Getting the overlap

Misc:

Storage

Corseceng Acrylic review

*requested by nicholscs73*

*Changing Speeds (when/why)

*Finesse movement

*Getting that double arc

Fusing your rounds effectively

*requested by ransburger*

*Judging the distance (when, where, how)

*requested by byrns*

*Deployment*

As always I appreciate your questions and your comments. Always looking to improve

Edited by Lyraeus

The thing that I really need to refine is movement/speed relations in maneuvering and making the most out of those 6 rounds

Hmmmmmm so how my movement will change your movement. Hmmm ok, so if I am going speed 2 with a VSD and you are doing speed 3 that means together we are closing at about a rate of max 5 (if headed straight at each other) but average of 3.25 or so.

Did I get that right?

Then you want to know how things like joking would effect your plans so same scenario where my VSD is going 2 and you are going 3 but I suddenly slow down to 1 the turn you expect to engage at and you fly into my arc (more of a first player thing but can be done against second player as well)

Is that right?

Attacking is one area where you have to read and re-read the rules quite carefully.

Several rules are quite often missed or misunderstood: Firing Arcs, LOS, the use of defensive tokens and critical effects.

You may also cover off some of the keywords with repect to timig.

I am using the unofficial FAQ posted in the rules subthread. I know it all already but I think it is a great idea to go over it step by step and if I can edit the steps in word wise it would reinforce everything

I added in a Tactics 101 section. Let me know if there are topics you want expanded on in there.

Hmmmmmm so how my movement will change your movement. Hmmm ok, so if I am going speed 2 with a VSD and you are doing speed 3 that means together we are closing at about a rate of max 5 (if headed straight at each other) but average of 3.25 or so.

Did I get that right?

Then you want to know how things like joking would effect your plans so same scenario where my VSD is going 2 and you are going 3 but I suddenly slow down to 1 the turn you expect to engage at and you fly into my arc (more of a first player thing but can be done against second player as well)

Is that right?

I guess what I mean is knowing how to finesse movement, momentum, firing arcs, etc in a 6 round game. I tend to play Rebels and have issues over shooting targets or staying in brutal firing arcs too long. Also related would be deployment I suppose.

Practice, practice, practice!

Oh ok, I guess I over thought that one :P

OK, movement, ideas on when to shift speeds, etc. I can do that!

Lyraeus, I know alot of people have a hard time in setting up there squadrons when attacking ships. Those pesky ships just fly away the next round and if your ships are not close enough to perform a squadron activation then your squadrons are playing catch-up... Two rounds later they shoot again (maybe). Discussion of that would help alot of people I think.

I would appreciate an exploration of the dimensions of the board or ship in relation to the articulated template. ie assuming our ships are directly across from eachother, and as far forward as possible, how much ground needs to be covered until we are at long range? Medium? Close?

Does speed 2 allow a victory to move one ship length or more forward? How fast does a CR90 need to go to clear a Medium base ship?

I've worked out a lot of those things and found it to be helpful, especially the first one as I try to anticipate when and where battle will be joined.

I would appreciate an exploration of the dimensions of the board or ship in relation to the articulated template. ie assuming our ships are directly across from eachother, and as far forward as possible, how much ground needs to be covered until we are at long range? Medium? Close?

Does speed 2 allow a victory to move one ship length or more forward? How fast does a CR90 need to go to clear a Medium base ship?

I've worked out a lot of those things and found it to be helpful, especially the first one as I try to anticipate when and where battle will be joined.

Lyraeus, I know alot of people have a hard time in setting up there squadrons when attacking ships. Those pesky ships just fly away the next round and if your ships are not close enough to perform a squadron activation then your squadrons are playing catch-up... Two rounds later they shoot again (maybe). Discussion of that would help alot of people I think.

List is updated

List has been updated

I'd like a deployment video. :)

I'd like a deployment video. :)

Commands video is up.