Hello
I have been creating new objectives to Armada and will try it out with my son for fun. So what you think of this new ones:
Assault Objective
Ambush
First player deploy his ships in the middle of the board game. Second player may deploy ships in the edge of any side or corner of the board as he wish. So he may totally surround player ones fleet.
Most Wanted
Player one choose one ship with no unique officer/hero and then have to choose one for free. This ship is now rated as objective and second player gets double ships valued points for destroying this ship.
Hit and run
When the first player kills a capital ship the game is over, after both players have done their round.
Prototype weapon
First player choose one capital ship that gains prototype weapon. It then get 2 extra blue dice when shooting from front or side arcs against capital ships. But if ship is destroyed its value is doubled.
Defense Objective
Stand your Ground
Both players are forced to fight 8 rounds , before any player may retreat to hyperspace and end the game.
Damaged ship
Player one starts with one ship in the middle of the board with one face up damage card. It may only move at speed 1 the first 2 rounds. Then maximum speed 2. Player one must drive ship of the board to gain the ships value in points.
Control of the orbital station
Put one orbital station at the middle of the board. Every player gets 5 points for every capital ship within range 1 of the station each round.
Defense of base
Place one large asteroid in the middle of the board game and put an objective marker on it. This represent a small base on the asteroid. Owner gets 24 points to buy extra squadrons. But always have to keep at least one ship within distance 2 from the base. Failure means the base is lost to opposite player and he gets 100 points.
Navigate Objective
Intel Sweep
Players deploy their ships. Then place 5 asteroids and 5 tokens that represent Intel satellite’s at minimum of range 5 from player’s starting line For every capital ship that passes over the intel tokens that player gets the token and 10 points.
Minefields
Place 5 asteroids and 5 tokens that represent mines. . Players choose position of one each until all are placed. Mines must be place at distance one from asteroids and no more than two mines on each asteroid.
Capital ships ending their move at distance 1 of a mine roll 2 blue dice. Players get that damage the dice shows. It is not possible to take damage to shields instead.
Battle at the asteroid belt
Place 7 asteroids on the board. Players choose position of one each until all are placed. They have to be placed at least at range 3 from each other and starting capital ships.
Stopping the fleet
If a player gets damage to hull in the rear arc of his capital ship , his engine is considered damaged
( Rear shields must be reduced to zero) The ship speed then drops to zero. It may not move more during this game.
Evade tokens are considered useless but ships may use the other tokens.
New objectives
My only issue with many of these is that they seem pretty balanced, when going first is a huge advantage. That's why the standard objectives give a pretty substantial bonus to second player.
Going first may or not be an advantage depending on mission and chosen capital ships. Manny upgrade cards also give bonus when they attack a ship/squadron that already is activated.
I do agree in some cases when ships is locked together in close combat it may some times best to act first. But in many cases it is also good to react to opponents move. He will maybe move into your fire line so you may shoot instead of you have to move and he can shoot.
Going first is a specific, significant advantage. A much bigger advantage than the two rebel-only cards that give a (small) bonus against activated ships (squadrons in Wedge's case). Plus those advantages can still be used by the first player if he times his activations correctly.
Out of curiosity, how many games have you played?
First of all I am not a very high experienced armada player. For me this is not to exploit every details of ships and squadrons to win. I play for fun changing ships and tactic all the time. Not finding a winning list witch I play all the time. I do also not go to any tournaments and play only with friends and family. For me this is star wars experience with one playing the rebels and one playing the imperials.
The list I made is to take away the tournament type of the game , and bring inn more fun playable scenarios.
Making the winner of points to choose to start first or choose his position in the objective.
I agree that starting first is an advantage but how huge it is I am not sure. Bringing in other objectives this huge advantage may be more balanced.
Ok, well if you have fun that's the important thing. Going first is pretty significant most of the time - that's why every single objective that comes with the game gives a boost to the second player, so that the first player doesn't win 75%+ of all matches.