For the moment I find dice variation to be more decisive in Armada than X-Wing. In X-Wing I can build and act around dice failure; target locks, focus tokens, evade tokens, autothrusters, lone wolf. In Armada, if my expanded launcher gladiator delivers a bunch of blanks, I can modify one of the results with screed, and that's it.
Wave 2 is delivering a lot more die modification options, but they're not here yet.
More active dice modification is definitely coming.
As it is now we have the Warlord + H9 combo, for instance, that becomes even more potent with Screed.
You can roll three red dice, score a hit and two blanks, spend a blank to flip another blank into a crit, then flip that crit to an accuracy, and flip the accuracy to a double hit.
Turbolaser Reroute Circuits skips a step and just flips ANY die to a double hit face.
If we're directly comparing dice between X-Wing and Armada, Armada grants you FAR more variation by letting you arm your ships with different colored dice that all have different probabilities of damage. It also grants you vastly more control over your defensive options in the form of defense tokens.
Personally, I don't know if making dice more decisive is a good thing. In Armada, a bad/good roll can hurt or help, sure, but it's not going to make the difference between win/loss. Deployment placement, how well you've planned your turns, which dice you're bringing to bear in which combinations, which ship you activate first, ALL of these things combine to win or lose the game for you.
In X-Wing? One bad roll sees a vital ship vanish from the table, totally screwing you for the rest of the game.
I don't know. I've never left the Armada table feeling like the dice won or lost anything for me. I've left the X-Wing table feeling that many times.
Edited by Tvayumat