Edit : I can't edit the title and its missed off a section. Should say ,and I don't think I'm alone.
I'm sticking with the game out sheer determination to make it work. I love the theme and what the game does well, it does really well. The range of ships, upgrades and squadrons is brilliant. I love fleet building and I love the love the ffg design team have given this games options. It puts other games to shame and continues the high quality of x wing. I just wished they had play tested more.
I have a problem and after playing some 80 odd games, it's not going away. I hoped wave 2 would help, but after some 20 odd games it's not. I want this feeling to go away because when armada is fun, it's really fun.
I'm also struggling with the fact that a lot of other players say the same thing about armada and its struggling to get the attention it deserves. I can't convince new players who quickly point out the games issues, that they aren't problems with the game when I can't convince myself. X wing is still king and most players are going back to it as there only Star Wars game.
I think an x wing player friend hit the nail on the head at an Armada tournament. 'I'm really trying to convince myself that this is fun'
I think the basic game is a bit slow and can be surprising uneventful if two players pass each other and then move out of range. (After all round 1 and commonly round 2 are used
mainly just move close enough to shoot each other) I think wave 2 is helping with more points, boosted comms and bigger ships, although it's not solving the issue. in 6 turns you can quite easily spend two hours moving towards each other passing and exchanging fire and then running away. And the game doesn't really have an answer to running away.
What has worked and is fun is this - lists that contain a variety of different ships, squadrons and upgrades with a random mission card that encourages fleet engagement. These are great fun both from a competitive game perspective and theatrical setting. But they aren't tournament competitive.
This game is not balanced. I have pounded and destroyed balanced variety list with great ease to the point I've started apologising for winning. I've got bored of winning. I'm not the worlds best player, but I've won a few tournaments and I probably played this game competitively far more than most. But I'm only average at other games. The thing is, that when I play an opponent and I take a balanced variety list ( a nice mix of ships, squadrons and upgrade cards) and I give advice with their power lists (because I've played a lot) I'm really struggling to win, in fact it's frustrating difficult to win. It's not me that's good, it's the list.
And the lists that do well in this game are boring. Armada suffers from an age old war game problem with free game builder systems. Over exploit one aspect of the game. Variety doesn't pay.
Its was a problem in fantasy battles for example but I really don't think the solution is the age of sigmar approach of tossing competitive play out the window and just not bothering anymore. I have far more respect for ffg than gw.
Let's start with the worst but now very common lists. However after analysing and thinking it over for far more hours than I should, the game is not a million miles from actually being competitive and fixed. i think a few changes would make a massive difference.
The 2 biggest issues are actually with the rebels.
Arkbar highly mobile gun lines. This in my opinion is almost going to ruin this game for many players. In the hands of someone who can nativgate AF s and CRs these will easily beat 90% of lists with long range firing. 4 AF with gunnery teams are highly effective, but boring as hell. Invest too much in squadrons and these guys have far less ships to get through before your squadrons go puff into thin air. The carrier ships required to make the slow squadrons competitive go down too easily. The mobile smaller ships that can get away are no good at activating squadrons. And raiders/victories, don't make me laugh. I might as well just hand over the points.
All ship rebel list with an A wing swarm. The easy answer to 90% of empire list that bother to take squadrons and are quick enough to actually be useful against empire ships. But the real problem is this. The answer to the empires superior ships should be balanced by effective rebel bombers. A swarm of bombers (and the Rebs have a nice selection) should take down an unprotected star destroyer forcing the imp play to really consider the importance of a fighter screen. In reality good manvouring is that that is required because empire ships can just fly away.
Imps
Empire heavy all ship lists. The problem that dogged wave 1 but has been lessened. However this has been achieved via Ackbar. With out Ackbar 3ISD are a boring yet highly effective solution to most rebel lists. Demolisher is still the best if ackbars not around. But demolished is actually fun to play. Maybe if his ability was not so unquie amongst ships.
RHYMER ball/fire ball. Not as bad as Ackbar and not as boring as a heavy imp list this just over exploits a particular ability way above the effectiveness of other imperial squadron combinations. It's makes the rebel bombers look even more ineffective. How boring to think that you need 4 fire sprays and dangar when we have all those other ships to use.
What I think is needed.
Faq Ackbar. I agree with a commander that can improve firepower, but he is not far from ruining the competitive scene. He really will put off all but the most experienced imp player from returning.
Make rebel bombers better, it's not ackbars red dice that the Rebs need to compensate for less fire power and hit points, but improved bombers that can terrorise unprotected imp SDs. They need to be much more effective at chasing down unprotected ships and doing real harm. Not just chipping away. This in turn would force imp fighter counter lists making for much more variety. Why are they so slow? In the films they are flying all over the bigger ships. Could the answer be that bombers can engage ships and actually stay with them. Maybe only at speed 4 should they get away or with engine tech. Or can we just provide abilities to make them faster. Squadrons are already penalised by 1) limitations on points you can take 2) inability to hold objectives 3) auto die if all your ships are destroyed 4) having to use squadron activation commands.
The ability to provide rogue upgrade cards for squadrons. After all the x-wings of a new hope didn't need a command ship to take the Death Star out.
Improve small ships for reb list and imp lists with better at anti squadron, to give them more of a role in protecting big ships.
Give more ships the ability to move and shot to help speed up the game and provide more options. This should be limited as shooting first and then moving should remain the most effective. E.g. An upgrade card that allowed small ships to move and shoot, but only if they shot once. Or even a card for SDs or MCs that gave reduced armament after movement. Again limited to prevent swarm abuse.
Of the 3 mission cards selected I think the first player should randomly select to induce more variety. This really helps stop the same bloody cards.
Ideally the game would massively benefit from a cap of no more than 2 ships of the same type or 4 squadrons. I understand why ffg wouldn't to do this, so I think more named cards that are unique or limited upgrade cards (say some cards are limited to 1 per 200 pts would really help).
In summary
Faq Ackbar
Improve rebel bombers instead of red dice as the balance to imp ships. A helping hand to other fighters would not go a miss.
Improve small ship anti squadron to provide better big ship protection role.
Inject limited number of move and shot abilities to help speed up the game
More named cards and limited qty's on upgrades to support variety.
Random mission selection from 3 to open mission selection up.
This doesn't sound like much, but it's an all too common observation and compliant. Die hard fans may disagree, but I think most less invested players wouldn't and they are simply not playing this as a result compared to other games (x wing in particular)
The game is far from doomed, but to be a real success I just feel it has some underlying issues that can make armada, well bit boring at a competitive level.
Edited by Winter79