Some Ideas for Armada (From an eager SW Armada fan)

By Kiwi Rat, in Star Wars: Armada

I havn't played a game yet, but I read alot of the stuff you all have written, with keen interest on this forum.

Here is two ideas (or extensions to existing ideas) I've been thinking about.

1st Idea:

I can read that there has been some discussions for how to implement an Interdictor cruiser into the game, and what function/game mechanic it can have to simulate a gravitation field.

1) The idea that the Interdictor cruiser gives the Imperial player the option to choose to play an additional (7th) round, is not bad as it simulates that the Rebels cannot fully disengage and jump into hyperspace at a whim, and gives the Imperial commander an extra round to finish the job or acheive an objective.

2a) To simulate that the Rebel ships is brought out of hyperspace prematurely or at an inconvineent time or formation: if the Imperial player has the initiative he can have the choice and tell the Rebel player that he can only place all his ships in the Left or Right table half of his deployment zone.

2b) The imperial player can after all ships for both sides has been deployed, turn or reorient the intial direction of travel on all rebel ships. But they most all be turned in the same direction (left or right) and they can't be turned more than being traveling parallel with the table edge (to prevent ships being pointing in a direction out of the play area.)

2nd idea:

Many Naval battles in history has not been fought where one side have a numerical disadvantage, but still got away with inflicting losses to the opposing side with little loss in exchange to their own side. In the Star Wars universe, the closest thing to this is the Hit and Fade tactics the Rebels used.

1) The game is soon evolving into a 400pts game, but why not make some rules where I.e. fighting with a 250pts force VS a 400pts force, gives the smaller force the option to end the game a turn or two before the 6th turn.(unless an interdictor cruiser is present)

2) Or for every 50pts the smaller force has less than the bigger force, would allow an extra ship activation for each ship activation made. this is to simulate that it is much easier for a fleet commander to co-ordinate the movements of two ships, than it would be when you have four or more ships under your control.

3) The small force has an easier objective to acheive than the large force.

4) The lower limit of a small force should be no lower than 200pts.

I hope we can have a good discussion about this and some brain-storming for additional usefull ideas, that can make Armada even more wide in scope and depth.

PS: Can hardly wait for wave 2 and are even more impatient for wave 3, 4, 5 etc... :)

When I first read your post I thought, "Oh boy, hasn't play the game and already want's to change how it works."

That being said, I was pleasently surpised. I like the first idea you mentioned, that being said Idea 1 #1 sounds good. 2a and 2b are interesting but would need a lot more thought on the issue.

The second idea sounds good, but I am not a fan of the suggested implemntation of cutting the rounds shorter. Round 4 is normally when the action really picks up, and if that's the end of the game because the other guy brought in a smaller force, that kinda of sucks.

A house rule that we have in my area is that when a ship is destroyed you lay down a debris field in its place, leaving something to consider for people who are doing repeated rams or following ships too closely when they destroy them.

I'm a fan of the Int. creating a 7th round as well as creating new objectives to pick from based on if that ship is in play. It adds a ship, even if it's inferior weapons wise, that allows it to still be a wanted addition.

I don't think it's fully necessary to mess with your 2nd idea. I think the Rebel's ships accurately capture the feel of mobile tactics. It's near impossible to just go toe to toe with the Imperial Vessels. I have a feeling the 2nd wave ships may help push that as well. Honestly, it's very realistic for a Rebel force to just get one opponents ship, and then start disengaging in turns 5 and 6.

But I love creative discussion like this. And I'd like to think FFG reads enough comments to, even if its not taking the exact idea, and developing something for a game.

Well the main idea for the Interdictor cruiser is that it should have some influence on the deployment of the rebel players ships, giving the imperial player a slight advantage in the beginning of the game, which he has to exploit quickly within lets say first two rounds. Any alternative ideas, to what i've suggested?

As for unbalanced forces, I would really like that some sort of scenarious where created, to cater for battles like this, so its not always roughly equal pointed forces facing each other.

Any way a quick idea popped into my head for a convoy scenario:

The defending side deploys a convoy of freigthers* with a small escort of ships in the middel of the table, the attacker can deploy his ships within range one or two of any or all corners of the table.

The defending side has a force of ships in reserve that will arrive as re-inforcements in the beginning of round four or five.

However the defender has secretly selected one or two freighters, which if they take damage, will trigger an earlier arrival of the defenders re-inforcements.

The attacker has to destroy or damage at least one third or half of the convoys ships before the game ends.

The defenders re-inforcements will arrive, (Deployed) within range one of any selected table edge.

With this mission I hope players can get the feel of a Hit and Fade strike on a convoy. Where they attacker has to rush in and do as much damage as possible before the defenders Re-inforcements arrive in sufficient large numbers.

Hopefully FFG will release a booklet of various mission scenarious, with their own uniqe deployment zones

*This way we can have cool freighter models included in the game..

*This way we can have cool freighter models included in the game..

Cool freighters are already en route...the new fighter pack coming out has a bunch of light freighters!

Some medium and heavy freight would be cool, though. Give me the Gallofree and the flying lunchbox! Assault transports and Star Galleons for the Imps would be nice as well.

*Sigh* ...Anyone else feeling nostalgic for Rebellion? That was such a great game.

Hello

Some interesting ideas you have. I also hope to have more objectives to choose from. And would like small skirmishes as well.

I think one good idea about one objective with the indictor cruiser is that rebels cant disengage before this ship is destroyed.

Anyway I hope for more great ships that may give the game a new tactical way of thinking. And do hope we will se more objective cards also for small skirmishes.

3rd Idea:

As people are not forced to per say, to fill out their allotted 300pts (or soon 400pts). It is obvious that in order to get the initiative people can underbid each other in points.

This is where the following "Underdog rule" might prove useful or be the challenge some people might want from the game.

If one player has +50pts more than the other player, the player with the lesser points, may declare himself as being the "Underdog"

If the point difference is +50pts The "Underdog" player may select up to-

2x small size ships

or

1x medium size ship

-of the opposing players fleet to be placed in reserve. (See more about reserves below)

If the point difference is +100pts The "Underdog" player may select up to-

3x small size ships

or

1x medium+ 1x small size ship

or

1x Large size ship

-of the opposing players fleet to be placed in reserve. (See more about reserves below)

Ships placed in reserve may be arriving/deployed from the beginning of the 4th or following rounds in the owning players deployment zone (unless otherwise stated), the owning player may set all command dials for each ship arriving from reserve as he sees fit.

If the "Underdog" player has more point value in ships and squadrons deployed on the table when the game begins in round 1, than the opposing player, then the opposing player wins/has the initiative.

Imperial special rules: If the Imperial player already has an Interdictor Cruiser on the table in the beginning of the 4th round and following rounds, he may select along which table edge the ships arriving from reserve, must be deployed in. Within range 1 of the table edge.

The Imperial player may select which table edge the Rebel squadrons arrive from, if he rolls a ยค with a blue dice.

Rebel special rules: If the Imperial player is the "Underdog" player the Rebel player may swap 1x ship he is forced to have in reserve for the following squadrons:

1x small size ship for 3x Squadrons.

1x medium size ship for 5x Squadrons.

1x Large size for 7x Squadrons.

Squadrons from reserve may arrive along any table edge within range 2.(Unless otherwise stated)

Notes:

My reasoning for the "Underdog" rule is that you can turn up with any point size force that you wish to play with, without the odds getting to much against you in favour. So that the game begins with more or less even numbers point wise on each side.

The main catch is, if you as "Underdog" player select to much of the opposing players ships to be placed in reserve you may loose the initiative that you otherwise might have had.

Having the choice of deploying reserves in the beginning of each round from round 4, also adds the dynamic to the game, that you have the possibility of luring an opponent to a table edge of your choosing (if he is willing to take the bait), and then pop out a close range ambush behind them.

Again this setup also gives reason, purpose and function to an Interdictor Cruiser. Further more it also indirectly shows that Rebel Squadrons has hyperdrive capability as an main advantage over Imperial squadrons in general (I know that the TIE advanced has hyperdrives, but lets leave it at that for now).

So what do you all think of my 3rd "crazy" idea???

Edited by Kiwi Rat

The "mess with deployment" ability is something that could be fun, but would be very tricky to fit in an upgrade card. I'll give it some thought.

For other Interdictor abilities... https://armadashipyards.wordpress.com/2015/08/29/immobilizer-418-class-cruiser/

If you make a Tech upgrade card titled

Gravity Well Projector

"Interdictor cruiser only"

Exhaust this card to deploy any or all ships arriving from reserve along any table edge.

Discard this card at the end of the 6th round to play an additional 7th round.

Discard this card to gain 4 shields, up to the maximum allowed.

Hope its not to much functionality put into one upgrade card.

Sadly Armada rules don't work like that.

First, upgrade cards (title or otherwise) do not resolve during game setup, so you cannot affect deployment in any way. You would have to word it to take effect at the start of the first round - like the XQ Platforms. You could do that, and word the effect so that you can adjust each other friendly ship's position, or let them execute a speed-1 maneuver; redeploying anywhere would mess too much with the core game, especially with Superior Positions. I was already planning to make a card like that for the Black Asp. But that already takes up the entire card.

For the 7 round effect, everyone who proposes this (you're like the 8th person) forgets that upgrade cards from destroyed ships become immediately inactive. So if the ship is destroyed during the 7th round, the card becomes inactive... and you no longer have an endgame condition. Does the game end immediately? Does it carry on until the end of the 7th round, even though there's no longer an effect that instructs you to? Does it carry on indefinitely until a fleet is destroyed? Or did it end retroactively after round 6 as the rules say, so that points from the 7th round are ignored? The answer needs to be explicit so, again, it takes up the whole card, as in Harpax.

For the shields ability, though wording it properly would be trivial... why? EDIT: I get it, you could be forced to spend it earlier to survive, so you can't extend the game. That's not a bad idea; you could give the ship one fewer defense token to begin with, so that the various gravity well upgrades would not need to have a "cost" written into them. It's still going to be very hard to fit it into a single card, but I'll take a look.

Edited by DiabloAzul

For the 7 round effect, everyone who proposes this (you're like the 8th person) forgets that upgrade cards from destroyed ships become immediately inactive. So if the ship is destroyed during the 7th round, the card becomes inactive... and you no longer have an endgame condition. Does the game end immediately? Does it carry on until the end of the 7th round, even though there's no longer an effect that instructs you to? Does it carry on indefinitely until a fleet is destroyed? Or did it end retroactively after round 6 as the rules say, so that points from the 7th round are ignored? The answer needs to be explicit so, again, it takes up the whole card, as in Harpax.

I don't know where I saw it, but my favorite wording of this effect was as follows:

"At the end of the fifth round, the Imperial player may discard this card, rather than discarding the round token."

Sadly Armada rules don't work like that.

First, upgrade cards (title or otherwise) do not resolve during game setup, so you cannot affect deployment in any way. You would have to word it to take effect at the start of the first round - like the XQ Platforms. You could do that, and word the effect so that you can adjust each other friendly ship's position, or let them execute a speed-1 maneuver; redeploying anywhere would mess too much with the core game, especially with Superior Positions. I was already planning to make a card like that for the Black Asp. But that already takes up the entire card.

For the 7 round effect, everyone who proposes this (you're like the 8th person) forgets that upgrade cards from destroyed ships become immediately inactive. So if the ship is destroyed during the 7th round, the card becomes inactive... and you no longer have an endgame condition. Does the game end immediately? Does it carry on until the end of the 7th round, even though there's no longer an effect that instructs you to? Does it carry on indefinitely until a fleet is destroyed? Or did it end retroactively after round 6 as the rules say, so that points from the 7th round are ignored? The answer needs to be explicit so, again, it takes up the whole card, as in Harpax.

For the shields ability, though wording it properly would be trivial... why? EDIT: I get it, you could be forced to spend it earlier to survive, so you can't extend the game. That's not a bad idea; you could give the ship one fewer defense token to begin with, so that the various gravity well upgrades would not need to have a "cost" written into them. It's still going to be very hard to fit it into a single card, but I'll take a look.

My intention for having an effect with Gravity well is mostly during the game, to have an influence where any late arriving ships from a reserve may deploy, if they turn up in round 4 or later, see my "Underdog" Idea above.

And yes admittedly I have to be specific of what happens when the Interdictor cruiser lowers its Grav-well projetor or is destroyed in a would be round 7. Obviously the game ends full stop before the round 7th is complete.

But another facet overlooked is, there should also be a game mechanic where ships may disengage from the battle on a "Accurate" blue dice result. To deny the opposing side to get an easy kill on a badly damaged ship in a following round. (Deployed Navigation beacons may give a ship a re-roll to disengage if within range 2 ;) )

Here the interdictor also has a role to prevent the hasty retreat of badly damaged enemy units.

That is also why that FFG should come up with at least half page of additional rules revolving around the use of Gravity Well projectors. to ad to the current rule set.

That would save some space for you on any opgrade cards you may make.

The Interdictor is such an important part of the Star Wars space combat lore, that it would not really have that 100% Star Wars feel to it, if FFG left out the Interdictor cruiser and its tactical role in Armada.

Edited by Kiwi Rat

I like the idea of the Gravity Well Projector as an upgrade card. How about if it reduces the speeds of all enemy ships by 1 within medium range or reduces ththe yaws of their last movable joint by 1 click? I think this more closely reflects its effects within Star Wars literature.

I don't know where I saw it, but my favorite wording of this effect was as follows:

"At the end of the fifth round, the Imperial player may discard this card, rather than discarding the round token."

I saw that somewhere too, and it's also something I toyed with while drafting the Harpax card (you can't imagine how many iteration that upgrade has had). It has the massive advantage of its elegance and simplicity of wording... but I decided against it because the rules don't say "the game ends at the end of the sixth round", but rather "the game ends after six rounds". Which makes all the difference. It also interacts weirdly with Garm Bel Iblis, but that's a minor issue by comparison.

My intention for having an effect with Gravity well is mostly during the game, to have an influence where any late arriving ships from a reserve may deploy, if they turn up in round 4 or later, see my "Underdog" Idea above.

And yes admittedly I have to be specific of what happens when the Interdictor cruiser lowers its Grav-well projetor or is destroyed in a would be round 7. Obviously the game ends full stop before the round 7th is complete.

But another facet overlooked is, there should also be a game mechanic where ships may disengage from the battle on a "Accurate" blue dice result. To deny the opposing side to get an easy kill on a badly damaged ship in a following round. (Deployed Navigation beacons may give a ship a re-roll to disengage if within range 2 ;) )

Here the interdictor also has a role to prevent the hasty retreat of badly damaged enemy units.

That is also why that FFG should come up with at least half page of additional rules revolving around the use of Gravity Well projectors. to ad to the current rule set.

That would save some space for you on any opgrade cards you may make.

The Interdictor is such an important part of the Star Wars space combat lore, that it would not really have that 100% Star Wars feel to it, if FFG left out the Interdictor cruiser and its tactical role in Armada.

FFG aren't going to introduce new rules for a ship, it goes completely against the entire design philosophy of Armada. They will introduce an Interdictor at some point, almost certainly, but its special abilities will be handled by upgrade cards.

I like the idea of the Gravity Well Projector as an upgrade card. How about if it reduces the speeds of all enemy ships by 1 within medium range or reduces ththe yaws of their last movable joint by 1 click? I think this more closely reflects its effects within Star Wars literature.

That'd be massively powerful without some strong checks and balances. Just look at the tractor beam upgrade: it only affects a single ship and can't reduce its speed to 0... yet it's widely regarded as a complete game-changer! The Grappler card from Shipyards is about as strong as I'd be comfortable with.

Making a Interdictor cruiser and then forcing it to take upgrade cards, in order to do the thing it is meant for.

Is like getting a Star Destroyer that can only shoot, if you get an upgrade card for it. ;)

Upgrade cards IMHO is something you can apply to most ships in Armada.

While a Gravity Well Projector in a Interdictor Cruiser should be such a rare piece of kit, that it should be more or less restricted to that one type of ship.

Else we will end up with everything from Mon Cal cruisers to the smallest Corvette or Raider, can be upgraded with the Gravity well projector upgrade card.

And that is not very Star Wars like for me.

Edited by Kiwi Rat

I'd say it's like making a Star Destroyer that can only use its tractor beams if you get an upgrade card for it :)

And, really, I agree with your general feeling. But don't expect FFG to scrap their entire design philosophy because of one cool ship from the EU.

Anyway, it's as easy as making the base Interdictor fairly expensive, but then making the title upgrades (or exclusive upgrades, if that ever becomes a thing - rules don't currently support this) cheap, free or even worth negative points so there'd be no reason not to take them.

While a Gravity Well Projector in a Interdictor Cruiser should be such a rare piece of kit, that it should be more or less restricted to that one type of ship.

Else we will end up with everything from Mon Cal cruisers to the smallest Corvette or Raider, can be upgraded with the Gravity well projector upgrade card.

And that is not very Star Wars like for me.

Wes Janson's proposal was to introduce a new type of upgrade icon for GWPs, available only to very few ships, chiefly the Immobilizer 418 (a.k.a. Interdictor Cruiser) and the much larger Interdictor-class Star Destroyer.

I'm totally on board with that idea, but I prefer to wait until FFG introduce new upgrade icons before revising my cards (which are restricted to Interdictor only by virtue of being ship-specific titles).

Your earlier proposal, i.e. to make them read "Interdictor only", would also be a good choice. Though again, it's something I'm reluctant to do in my own custom cards as FFG did not yet set a precedent.

Anyway, it's as easy as making the base Interdictor fairly expensive, but then making the title upgrades (or exclusive upgrades, if that ever becomes a thing - rules don't currently support this) cheap, free or even worth negative points so there'd be no reason not to take them.

I always just assumed they would add the appropriate ship silhouette to an upgrade card, making it an exclusive upgrade. To be honest, I was expecting FFG to start doing that with upgrades at some point. It allows upgrades to be exclusive for multiple ships. I did expect it would come in an aces pack after wave 4 or 5 though, so they could breath life back into older ship sales. ;)

The rules do say the ship icon indicates a title upgrade, implying that's the only type of ship-specific upgrade card there can be.

Oddly, by the way, the Rules Reference document does not say you can only equip a single title. This rule is only found in the Learn To Play booklet.

The rules do say the ship icon indicates a title upgrade, implying that's the only type of ship-specific upgrade card there can be.

True, but that dose not preclude an upgrade card with two icons, thus taking up two slots, in this case title and (something else).

I guess not, strictly speaking, although it would look rather weird and cause confusion. You might as well make it a regular title card and just add "you cannot resolve abilities on [whichever upgrade icon] cards" to the text.

What about the following rule for interdictors:

If one fleet contains an interdictor cruiser, then during step 6 of setup, the player without an interdictor cruiser must place all of their ships and squadrons before the player with the interdictor cruiser. If both fleets contain an interdictor cruiser, the player without intiative msut setup first.

OR

If your fleet contains an interdictor cruiser, then you choose which ship or squadrons your opponent deploys during each of their turns during step 6 of setup.

Like we said before, Armada (much like X-Wing) doesn't have that type of design philosophy. Ships don't come with extra rules. Those are on upgrade cards, and upgrade cards don't resolve during setup.

Obviously, once you go into house rules, you're very much free to do what you want :)