Using a SSD in an Armada game need advice

By Captain Gideon, in Star Wars: Armada

If all goes well I'll soon be able to get a SSD from Mel's Miniatures the one that $241.66 and not the higher priced one.

Now once I knew that I was going to get one ideas have started to form in my head on how to use a SSD in an Armada game with the SSD as the focal point in the game.

So what I would like from you good people is some ideas on how to do a game around the SSD.

If this works out I plan on running the game at a local gaming convention later this year in my area and I think that it'll draw big crowds to play and watch the game so with the help of my friends we'll do this.

And connected to this I'll also need cards for the SSD so has anyone done a card for the SSD yet and if so please point me in the direction so I can check it out.

Thanks

Michael

Put the SSD in the center and deploy the rebels all around it. The SSD would have 4 red and 3 blue dice on the front and sides, and 3 blue in the rear. The SSD activates last at the end of the ship phase. Fool around with the shields and hull, I would start with a 6 5 3 shields layout with 6 in the front and 3 in the rear . I would start with 14 hull and adjust it from there.

That is the best I can do with some armchair balancing, honestly you will never be able to let it be as powerful as it should be, it would not be balanced to throw 20 red die out the front arc.

I'd definitely play test whatever rules you come up with before playing in public. The SSD will draw a lot of attention so you don't want people watching you figuring out how to make it work.

The model is done in such way that it will need 2 Large bases. The distance between one hole and the other is 15cm so the two bases will be almost touching themselves. Making the entire token about 28cm long.

There is a 50 page thread on the subject of how a SSD would work (Hint: it wouldnt)

Nickvr628 thanks for the info I'll show it to my friends and we can talk about it.

Vogons since the Convention that I would want to try this out is Labor day weekend we'll have plenty of play testing and I agree with you regarding the crowd so I'll keep you posted.

The main thing is to first get the SSD and then go from there.

Michael

Mel I've seen the pictures of your SSD and it looks very good and like I said very soon either myself or my friend will order the one I want to get so I'm looking forward to get this.

Michael

There is a 50 page thread on the subject of how a SSD would work (Hint: it wouldnt)

I find your lack of faith...

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Screw you, it can work!!!

Do it how they did it in Empire at War...have it start in the corner...and slowly inch forward.

key word...inch forward.

Nah...wait...you need squadrons for a reason.

Another question came to mind with regards to players for the game.

And that is how many players do you think would be good for playing this game?

Since I live in San Francisco I was curious to know how many Armada players in the San Francisco Bay Area that might be attending Pacificon Convention in Sept.

Now regarding the game itself here's a few questions about it that I need to know:

1.Should the SSD have escorts and if so how many and what ship types?

2.How many Rebel ships would be good for attacking the SSD?

3.How many players would be best for the game?

As I said my friends and I are still in the early stages of planning out the game and I think is to get SSD and then go from there.

Any other help would be grateful.

Michael

Does anyone have in game pictures of Mel's SSD ?

Does anyone have in game pictures of Mel's SSD ?

Considering it only went onto Shapeways a matter of days ago, and even discounting any printing time, no-one would have enough shipping time to actually have received one yet...

No. I don't think so :D

But maybe we'll get lucky in a Week or So...

I have to finish a $400 Commission before I can even look at the potential.

I have to figure out a way to secure 4 bills of Pork Barrel spending without my wife noticing...hrm...let me think about how to achieve this. Have to transfer cash in small increments into dirty off-shore black-ops slush funds...

Edited by Rocmistro

I think it could make a fun mission or scenario. Rebels get X amount of points to spend on ships and squads, while imps get a certain amount of points for squads and SSD upgrades (this is where you get creative). Then have more than four arcs surrounding the SSD like so:

zzPhn1w.png

and have each arc have its own shield value and command stack (but attack only once by default for balance), and they will have their own 'hull value'. When the Hull reaches zero I guess it loses its ability to issue commands and fire(?).

Then give the Rebel ship a series of objectives to complete in order to destroy the SSD. Like maybe 'destroy the rear hullzones before you can attack the other arcs', to simulate having to destroy the shield generators. It'll open up the possibility for a lot of custom upgrades for both the rebels and the Imps...

This is my idea for a 17" long Battle star that I will be using in a game I will be running soon.

The Battle star will have 3 hull zones down the sides of the ship the size of a medium base with their own shields, weapons. ark of fire and yellow dots, with one to the bow and stern as wide a 2 medium bases. It will have speed 2 with one click of turn. 3 braces and 3 redirects 3 of each color dice for each hull zone and it will have 4 attacks per turn. 3 blue dice anti fighter with its own 2 attacks and last 4 shields per hull zone. the rear hull zone will have no red dice and 3 shields. also each zone will have 20 hull points.

and yes it will not likely be killed ;) but that is not the point of the game, its to do more damage then the other players force to the battle star and take as little as possible from it.

ling to my full game idea

https://community.fantasyflightgames.com/topic/218288-this-months-big-6-player-game/

Edited by ouzel

Anyone given thought tonthe squadron and engineering values for this monster? It's got to be able to control a ton of fighters, and I can see it using engineering commands to remove damage about as fast as it gets it

I was thinking each hull zone would have squadron 3 and engineering 4. I was also thinking the the movement/navigation control would be in the aft hull zone where the CIC and the engines are with a command of 4. command 2 for the other hull zones.

its going to work out like 8 ships locked together in a unbreakable formation with one driving. super powerful but if you can attack one hull zone you can take it out with luck like a ramming fighter in the weekend right place.

But who in their right minds puts a useless 40'x 60' window in a space ship?? and the CnC on the outside skin?? or at least have blast shutters to auto close when in combat. :P