Gladiator Boxing : Tactics from Gencon

By ransburger, in Star Wars: Armada

a bunch of mc30s should be super fun

also isd yo

I'm forseeing the black die wars... 4+ space shrimp vs 4+ gsds....

could get real ugly with xi7 and the assault torpedo card-- depending on what it's effect is.

I'm also curious what heavy turbo lasers do since I see a brace token reference on the card.

I'm forseeing the black die wars... 4+ space shrimp vs 4+ gsds....

Thankfully the Rebels may have the Zombie Lord Rieekan

I love your graphics that you display. Are those ship images something you designed or can you find them online somewhere. I am putting together a map based campaign and I am looking for top down graphics of Armada ships to make unit counters with.

Pretty sure they're taken as screencaptures of Vassal.

could get real ugly with xi7 and the assault torpedo card-- depending on what it's effect is.

I'm also curious what heavy turbo lasers do since I see a brace token reference on the card.

I agree. I am testing the ISD 1's front fire power and am getting 7 damage as average. With XI7 Turbolasers that will kill a MC30.

Have you seen any spoilers on the SW7 ion upgrade card?

any counter tactics to having one of your GSD focused from their intensely close range? I keep losing one when i trade for their ships.

Also, what to do against squadrons when going squadronless? Some Awings really did some hurt on my ships. Granted some of these were lucky rolls, but they ARE black dice. They weren't SUPER lucky.

could get real ugly with xi7 and the assault torpedo card-- depending on what it's effect is.

I'm also curious what heavy turbo lasers do since I see a brace token reference on the card.

I agree. I am testing the ISD 1's front fire power and am getting 7 damage as average. With XI7 Turbolasers that will kill a MC30.

Have you seen any spoilers on the SW7 ion upgrade card?

ISD front arc is 3 red, 2 blue, 3 black, so .75*3+.75*2+1*3 is your mean damage, or 6.75 per shot. Your variance will be much lower than the VSD1, however, thanks to the 2 blue dice anchoring the distribution (as you are either getting damage or accuracy from them).

Not including Screed, ACM, or any other such variations.

That's true. 7 does seem to be the average roll. It kills a shrimp though if you have XI7 Turbolasers

Thank you, you just confermed something I though was really wrong when I read the rules. and happened in our last game Smaller ships being able to stop bigger ships from moving when they crash ( the bigger one should just push a smaller one out of the way and maybe even make it move out of control for a turn ) and smaller ships takes the same damage as a bigger one whan they crash (each class size bigger should do +1 point of damage maybe even one face up) I just added my first 2 house rules to this fine game. :) Thank you again.

Thank you, you just confermed something I though was really wrong when I read the rules. and happened in our last game Smaller ships being able to stop bigger ships from moving when they crash ( the bigger one should just push a smaller one out of the way and maybe even make it move out of control for a turn ) and smaller ships takes the same damage as a bigger one whan they crash (each class size bigger should do +1 point of damage maybe even one face up) I just added my first 2 house rules to this fine game. :) Thank you again.

Oh and while you formulate your response, please tell me how many games you have played. It sounds like you are newish and don't see the balance yet.

I am sorry if I am coming off combative but I have yet to find a game this well balanced and you are trying to break that because of some notion that the game has to conform to your standards.

What worries me most is your house rules may ruin someone's play experience when they learn the real rules.

ISD front arc is 3 red, 2 blue, 3 black, so .75*3+.75*2+1*3 is your mean damage, or 6.75 per shot. Your variance will be much lower than the VSD1, however, thanks to the 2 blue dice anchoring the distribution (as you are either getting damage or accuracy from them).

Not including Screed, ACM, or any other such variations.

Or, if the sw7 ion upgrade does end up allowing precision and a damage, it can get really ugly.

I think it will. The amount of words are consistent with Vader's so I think the accuracy ability is still going though to negate tokens. Scatter squadrons will have to think twice.

Oh and while you formulate your response, please tell me how many games you have played. It sounds like you are newish and don't see the balance yet.

I am sorry if I am coming off combative but I have yet to find a game this well balanced and you are trying to break that because of some notion that the game has to conform to your standards.

What worries me most is your house rules may ruin someone's play experience when they learn the real rules.

Yes, the game is well balanced, but the ramming mechanic is definitely the weakest link in the rules. It's very gamey.

"Part of the game" is not gamey. Its simply a mechanic.

Yes. A clumsy, hamfisted mechanic.

Look, the game is great. I love it. And there always has to be a 'what to do if you overlap another ship' solution. But the solution FFG chose was too simple and results in some very odd situations.

Yes. A clumsy, hamfisted mechanic.

Look, the game is great. I love it. And there always has to be a 'what to do if you overlap another ship' solution. But the solution FFG chose was too simple and results in some very odd situations.

Well coming from Firestorm Armada original release where there was no ramming and BFG where there was sometimes nothing BUT ramming I actually like the rules. They fit the needs and dont cloud up the ease of the game.

Yes. A clumsy, hamfisted mechanic.

Look, the game is great. I love it. And there always has to be a 'what to do if you overlap another ship' solution. But the solution FFG chose was too simple and results in some very odd situations.

Your opinion...and in no way a fact.

Personally, I find the collision rules quite simple, expedient and sufficent and they dont seem to me to deter from what space combat was in Star Wars...that being ships and fighters blasting each other apart.

But sure...its hamfisted and clumsy. Collide, slow speed, inflict damage. Yep, clumsy. Initially I thought "simple/easy", but you are right, far too convoluted and diffiult to understand.

Yes. A clumsy, hamfisted mechanic.

Look, the game is great. I love it. And there always has to be a 'what to do if you overlap another ship' solution. But the solution FFG chose was too simple and results in some very odd situations.

Well coming from Firestorm Armada original release where there was no ramming and BFG where there was sometimes nothing BUT ramming I actually like the rules. They fit the needs and dont cloud up the ease of the game.

Sure, but there's no need to rain on Ouzel's parade just because he feels differently. I don't really like the 'Haha, you can't move!' part of the ramming rules, especially when it creates situations where for multiple turns, ships can literally not move past each other. For a game intended to take place in a three dimensional plane, it's a very clumsy way to do things.

But I consider it to be a tolerable nuisance because the rest of the game is brilliant.

if you happen to be Z-axis similar or whatever and going on the 2d axis cuz humans like simplifiying to 2d, then yes, maybe you actually will be in a possition where your two ships grind at each other for a few turns. though heavens, id imagine thats more like face up damage vs face down. or two damage or something. lol.

I just feel the stopping of movement for ramming is wrong and the damage smaller ships take from bigger ships is also wrong. I will not be playing it that way. ( I will just have bigger ships push the smaller ones out of the way) I Have no problem with how you want to play and how I play has NO effect on your enjoyment of the game. I'm also sorry you think the game has no room for improvement.

think of it as a 10 ton truck hitting a pick up and bigger truck will just push the pick up out of the way and its simple to game by just sliding the ship through its move and the smaller ship just ends up where ever it ends up.

Edited by ouzel

Oh I can think of plenty of improvements but I also consider how my influence will effect others.

The issue with your system is that you will need to figure out what happens in overlapping situations where ships will hit other ships, squadrons and it causes a chain reaction. You won't have any idea how to resolve it and the games will turn into ram fests.

Oh and your concept of bigger hurts more is false. It is kinetic energy so faster smaller projectiles hit harder than slower moving large projectiles.

So a 10 ton truck traveling at 35 vs a 2 ton pickup going 75, we'll there is hell to pay all over that one.

Oh and ships are still moving they may be stationary when another ship activates on the board but that is just how games work.