The evolution of Naval warfare and how it becomes relevant in Wave 2...

By darth0fthedead, in Star Wars: Armada

We all know wave 1 really was just a demo version of the game and with the ISD and other ships released we can really start to play the game with more than just a "rock/paper/scissors" mentality.

Now that we're knee deep in Wave 2, Is it just me or does anyone else get a kick out of utilizing naval warfare history into their Armada stratagem/tactics/meta? (I.E. Ackbar Slash = Admiral Duncan/Jervis/Nelson's tactics used against the French and Spanish)

That being said, what have been some of the more impressive and surprising maneuvers you've experienced during your games? Where do you think the meta for wave 2 will fall when the proverbial dust settles? With carrier/squadron groups, ship of the line approach or possibly a mix of the two?

Personally I gravitate toward the idea of Carrier group combos. I loved watching documentaries on the Battle of Midway and how fighters/bombers were able to dominate the battle in such a decisive manner so I've had a lot of fun coming up with new builds - using the Yavaris/Independence as focal points and then employing cr90's/mc30's as battlefield disrupts.

Obviously no right answer here with the only real constant being the ability to adapt, however, I enjoy the banter the banter regardless and want to get some of your thoughts in regards to the overall stratagem of Armada and the direction the game is going. Cheers! :D

If any of these ships had to be an equivalent to a submarine it would be both the gladiator and mc30. Those completely changed naval warfare and they do the same thing here. I to enjoy the battles of Midway, old time 1700s,1800s warfare as the ship of the lines were dominate and then as the plane became relevant they became a weak spot for bigger ships as we seen for the Bismarck when dozens of torpedo bombers sank it, the same happens to a ISD when a swarm of B-wings comes in.

I love it. Tell me some more though. Atm all I've are slash and conga line shoot and move all day. Circle like sharks.

That is about it really, I seem to recall one naval engagement back when where a bunch of really small ships ruined some ships of the lines day but that is mostly played out as a raider/cr90 swarm.

Pretty much everything from the books or other examples isn't represented in the game. There was a scene in the Thrawn books where an ISD had it's port side completely melted off so went into this death-barrel-roll-thing to bring it's starboard batteries to bear, and just kept rolling and blasting away. It was kind of epic.

While it doesn't really translate with the weapons involved, the engagement speeds and distances, the technology involved, I'd recommend the Honor Harrington novels for a good romp through space navy war.

There are some nice examples in the second and third anglo-dutch wars. Specifically since the English ships were mostly bigger with more guns, so its interesting to see the tactics the Dutch used to mainly cause stalemates apart from some noteworthy victories and losses.

We all know wave 1 really was just a demo version of the game and with the ISD and other ships released we can really start to play the game with more than just a "rock/paper/scissors" mentality.

Now that we're knee deep in Wave 2, Is it just me or does anyone else get a kick out of utilizing naval warfare history into their Armada stratagem/tactics/meta? (I.E. Ackbar Slash = Admiral Duncan/Jervis/Nelson's tactics used against the French and Spanish)

That being said, what have been some of the more impressive and surprising maneuvers you've experienced during your games? Where do you think the meta for wave 2 will fall when the proverbial dust settles? With carrier/squadron groups, ship of the line approach or possibly a mix of the two?

Personally I gravitate toward the idea of Carrier group combos. I loved watching documentaries on the Battle of Midway and how fighters/bombers were able to dominate the battle in such a decisive manner so I've had a lot of fun coming up with new builds - using the Yavaris/Independence as focal points and then employing cr90's/mc30's as battlefield disrupts.

Obviously no right answer here with the only real constant being the ability to adapt, however, I enjoy the banter the banter regardless and want to get some of your thoughts in regards to the overall stratagem of Armada and the direction the game is going. Cheers! :D

Sure, except what you're trying to Ackbar slash has the gun layout of a Nelson BB (ISD) in most cases :P

Sure, except what you're trying to Ackbar slash has the gun layout of a Nelson BB (ISD) in most cases :P

The fact that there is a thread dedicated to a maneuver that is more of a high-risk high-reward tactic of opportunity than anything says a lot about the direction this game is going.

I'm very pleased with wave 2 and with the options it provides. In wave 1 I found myself basing lists almost solely on the capacity of what a ship can do, now wave 2 I'm basing it on what I want to ACCOMPLISH instead and have a hard time containing myself in regards to points. The game is getting more complex and I like it!

For instance builds like your "Fireball" thread will be the new norm, not because it's "broken" or "OP" as some might say, but rather we're starting to get into the phase of the game where it becomes essential to base your fleet on combat multipliers - the aforementioned "Fireball" does exactly that.

I'd be interested in seeing a list of common 'formations' or ship manoeuvre strategies.

Let's see there'd be the:

Conga Line of Broadsides

Medium Front with Starboard and Port flankers

Hammer and Anvil (Main Front with Flanker/s)

MSU (Either Aggressive or Standoff)

Firebase Alpha (Carrier blob)

Sure, except what you're trying to Ackbar slash has the gun layout of a Nelson BB (ISD) in most cases :P

The fact that there is a thread dedicated to a maneuver that is more of a high-risk high-reward tactic of opportunity than anything says a lot about the direction this game is going.

I'm very pleased with wave 2 and with the options it provides. In wave 1 I found myself basing lists almost solely on the capacity of what a ship can do, now wave 2 I'm basing it on what I want to ACCOMPLISH instead and have a hard time containing myself in regards to points. The game is getting more complex and I like it!

For instance builds like your "Fireball" thread will be the new norm, not because it's "broken" or "OP" as some might say, but rather we're starting to get into the phase of the game where it becomes essential to base your fleet on combat multipliers - the aforementioned "Fireball" does exactly that.

Yeah, I held off on Armada for quite a long time. I just found the gameplay to be too shallow in the initial release/Wave 1 of the game.

Wave 2 definitely opened up a fresh can of worms, and that's very healthy for the game.

I do see some similarities to Naval Tactics, not as much as Dystopian Wars, but the real issue is the the Imperial ships don't function like Naval ship.

In Naval warfare where guns are used throughout history the main barrage came from its broadsides, like the Rebel ships, but the Imperial ships have their main guns firing from the front like a submarine and this throws a huge wrench in the tactical decisions.

If a Rebel player went to cross the T the Imperial player would see this as an advantage and would drive right into it, so unless you are playing against a Rebel player do not cross the T. This kind of maneuvering becomes more of a bait and trap scenario where you give your opponent a tough choice to where if he focuses on one ship he will be flanked by another.

Also I see players using their bombers to Chase down capital ships but because how squadrons work that is the absolute worst thing to do. You have to plan ahead and put the bombers where your opponent wants to go. This makes for mistakes to happen when they have to choose flying into the Bombers and taking the barrage or veering off and positioning themselves poorly opening them up to being out flanked.

And with the speed and maneuverability of the ISD's it makes the Rebel's job harder as out flanking and out maneuvering becomes a dream.

But I would love to see more tactical discussions on Naval tactics modified to fit the difference that the Imperial ships bring.

Pretty much everything from the books or other examples isn't represented in the game. There was a scene in the Thrawn books where an ISD had it's port side completely melted off so went into this death-barrel-roll-thing to bring it's starboard batteries to bear, and just kept rolling and blasting away. It was kind of epic.

Are you sure that happened in one of the Thrawn books? I remember it happening in X-Wing: The Bacta War but don't recall it occurring in any of the Thrawn books .

The only problem I see with your analogy of WW2 Fleet Tactics in terms of famous naval battles like Midway or Coral Sea is this. In Armada, the command range of your aircraft is less than the range of your main weapons. A big advantage that aircraft had in WW2 (And today) is they can engage at ranges that leave the carrier 'safe'.

I'll admit to you guys... and only you guys (Don't tell my gaming group!!). That I do take a lot of inspiration from Admiral Yi Sun-sin from the Japanese - Korea war. He's just... So cool!! You should read about him!

I'll admit to you guys... and only you guys (Don't tell my gaming group!!). That I do take a lot of inspiration from Admiral Yi Sun-sin from the Japanese - Korea war. He's just... So cool!! You should read about him!

Oh trust me I have. Someone with no experience on a ship until they first lead a fleet into battle going undefeated in dozens of battles despite being outnumbered badly in most cases (In his most fameous victory he was outnumbered more then ten to one by enemy warships and around twentyfive to one if you count th transport ships) should be known much more then he is IMO.

That's that korean general? wanna talk about him some more?

RogueCorona Just gave us the shortest possible explanation of Yi Sun-sin's career. Anymore would bring out the fanboy in me, and it would be a few books long.

There is a really cool Youtube Channel that does a really awesome job teaching about him. (See attached link)

https://youtu.be/3ieaDfD_h6s?list=PLhyKYa0YJ_5Aq7g4bil7bnGi0A8gTsawu

The only problem I see with your analogy of WW2 Fleet Tactics in terms of famous naval battles like Midway or Coral Sea is this. In Armada, the command range of your aircraft is less than the range of your main weapons. A big advantage that aircraft had in WW2 (And today) is they can engage at ranges that leave the carrier 'safe'.

Yeah, this is the real problem with the anology. We may start to see ships activated by carriers at longer distances, but nothing will make it relevant. I still appreciate the point the Op is making in that the game feels like there is more to it and for the OP it reminds him of the many different historical strategy goes used--maybe not any in particular.

Just remember. We are making these innovations for sport! Not nearly out of the desperation of the times!

If any of these ships had to be an equivalent to a submarine it would be both the gladiator and mc30. Those completely changed naval warfare and they do the same thing here. I to enjoy the battles of Midway, old time 1700s,1800s warfare as the ship of the lines were dominate and then as the plane became relevant they became a weak spot for bigger ships as we seen for the Bismarck when dozens of torpedo bombers sank it, the same happens to a ISD when a swarm of B-wings comes in.

Totally disagree there is no submarine warfare here meaning a hidden hunter with a surprise attack.

This is pure 2d fleet naval warefAre

If any of these ships had to be an equivalent to a submarine it would be both the gladiator and mc30. Those completely changed naval warfare and they do the same thing here. I to enjoy the battles of Midway, old time 1700s,1800s warfare as the ship of the lines were dominate and then as the plane became relevant they became a weak spot for bigger ships as we seen for the Bismarck when dozens of torpedo bombers sank it, the same happens to a ISD when a swarm of B-wings comes in.

Totally disagree there is no submarine warfare here meaning a hidden hunter with a surprise attack.

This is pure 2d fleet naval warefAre

Until they add cloaking devices...

M

If any of these ships had to be an equivalent to a submarine it would be both the gladiator and mc30. Those completely changed naval warfare and they do the same thing here. I to enjoy the battles of Midway, old time 1700s,1800s warfare as the ship of the lines were dominate and then as the plane became relevant they became a weak spot for bigger ships as we seen for the Bismarck when dozens of torpedo bombers sank it, the same happens to a ISD when a swarm of B-wings comes in.

Totally disagree there is no submarine warfare here meaning a hidden hunter with a surprise attack.

This is pure 2d fleet naval warefAre

I agree that the game is a 2 d version of WW2 naval warfare. If three 3D you add a sub type of ship and pickets and hunter killer ships. This game is not that so it is purely 2d naval warefAre.

Edited by EmpireErik

Star wars Armada is NOT modern fleet warfare and do not think of it like that. There are just too many issues not covered

lol. though in the meantime, someone please please come up with a strike tactic for forward shooting ships against broadside shooting ships.

And don't tell me to go under the mat and pop up like submarines.