How big!?

By Tukk Darknoon, in Star Wars: Armada

Just a few minutes ago a box arrived. Excitedly I broke into the box and opened it to reveal the Armada Starter Set.

Thinking that the ISD would be the size of my hand, imagine I'm glorious surprise when I saw the VSD. IT'S ABOUT AS BIG AS MY HAND!!

This has sparked the question:

As someone who bought this game for Imperial Star Destroyers, just how big are they?

I'd also like to add I'm VERY VERY VERY HAPPY with the size of the Nebulon-B and CR-90.

I've read many complaints of broken ships. Not so in my case. All ships are gorgeous and unharmed.

Would it be unmanly to cry?

So happy.

Nothing like what I'd expected.

BIGGER!

BETTER!

MORE AWESOME!

Yes. The ISD is a weapon.

Glad to see a new player! All the best getting into the game.

The isd is a beast, pretty intimidating to see one or two of them over the table from you!

Welcome to the game! Always happy to see new players join up. The ISD is, indeed, a beast of a model. FFG has done well with representing the ships of Star Wars so far.

Here a picture where they are fairly close to each other.

http://i.imgur.com/dPwIHGu.jpg

Funny

The Gladiator looks about the size I expected the Victory to be.

Yes. The ISD is a weapon.

Glad to see a new player! All the best getting into the game.

Welcome to the game! Always happy to see new players join up. The ISD is, indeed, a beast of a model. FFG has done well with representing the ships of Star Wars so far.

Thank you both!

I'm only disappointed I procrastinated so long. Even the fighters are a good size.

Can't wait to get my first ISD :)

The isd is a beast, pretty intimidating to see one or two of them over the table from you!

I was going to get seven!

With an Interdictor.

That was going to be my Empire Fleet.

The ISD is 8" and the VSD is 5"

Here a picture where they are fairly close to each other.

http://i.imgur.com/dPwIHGu.jpg

Two observations from your picture. looking below the Vic and Isd is the Cr-90 and a Glad. Both are almost to scale looking at the picture. BUT I wonder what it could be spreading its SHADOW on the ISD and Vic..... No, Could It Be? A Super Star Destroyer!

(Coming This Christmas??)

Here a picture where they are fairly close to each other.

http://i.imgur.com/dPwIHGu.jpg

Two observations from your picture. looking below the Vic and Isd is the Cr-90 and a Glad. Both are almost to scale looking at the picture. BUT I wonder what it could be spreading its SHADOW on the ISD and Vic..... No, Could It Be? A Super Star Destroyer!

(Coming This Christmas??)

How huge would that be!

Here a picture where they are fairly close to each other.

http://i.imgur.com/dPwIHGu.jpg

Two observations from your picture. looking below the Vic and Isd is the Cr-90 and a Glad. Both are almost to scale looking at the picture. BUT I wonder what it could be spreading its SHADOW on the ISD and Vic..... No, Could It Be? A Super Star Destroyer!

(Coming This Christmas??)

Or it could just be one of the guys taking pictures of the case casting his shadow on it (or the Liberty/Inti on the shelf above)

I mean, come on...

If there was an SSD there.

Those would have been the FIRST PICTURES taken.

I mean, come on...

If there was an SSD there.

Those would have been the FIRST PICTURES taken.

What you don't know is, that the guy who did take a picture of the SSD, was promptly arrested by stormtroopers and despatched to Kessel :lol:

The ISB confiscated the camera and kept any evidence on it, at a secure location. ;)

Edited by Kiwi Rat

Fantastic.

Now if we can only get that to happen to everyone who demands an SSD...

Two observations from your picture.

That picture is about a year old now... It came out before Wave 2 did. The Shadow could've been the Raider from X-Wing, or a box from a completely different game.

But if there was a SSD in there, it would of been released by now.

The reflection behind the SSD (Edit Lol, ISD) is totally a raider from X-Wing. I'm not sure if this is whats being referred to as "shadow"

2nd Edit: Nvm I get what you're saying. I'm just oblivious to humor.

Edited by WuFame

I mean, come on...

If there was an SSD there.

Those would have been the FIRST PICTURES taken.

What you don't know is, that the guy who did take a picture of the SSD, was promptly arrested by stormtroopers and despatched to Kessel :lol:

The ISB confiscated the camera and kept any evidence on it, at a secure location. ;)

I suspect he was actually arrested for taking unsolicited pictures of the poor woman behind the cabinat.

Anyhoo

This week I'll get my first opportunity to try out Armada. Hopefully tomorrow.

Will post about it here rather than starting another topic.

Looks like I'm on for tomorrow!

VICTORY I with Expanded Hanger Bay

6 Tie Fighter Squadrons (one with Howlrunner)

VS

NEBULON-B ESCORT FRIGATE

CR90 CORVETTE B

4 X-Wing Squadrons (one with Luke Skywalker)

Rebels outnumber Empire by 21 points but wanted to learn the rules before starting on upgrades and crew. The Hanger Bay was to lessen the points gap and help command the Tie swarm.

Will report back with the result of the battle, and any highlights, tomorrow.

Your in for a treat. As nice as it all looks the rest of the time, the game is breathtaking when played on a quality mat. It's a guilty pleasure to play in public and enjoy the attention Armada gets.

REBEL VICTORY!!!

Two hours of gameplay. Forgot to track turns but who cares at home (naughty in public I'm sure). There's so much to talk about but first I give my honest opinion of the game:

THAT WAS FRAGGIN' AWESOME!

Ahem.

Now to the serious business of summing up the game.

At first the two fleets moved towards each other. Turned out to be a big mistake on the part of the Victory, but I'll get to that soon. There were some whoops moments, like forgetting to shoot before moving, but I took it like a man and missed that round (X-Wing brain is to blame, I'm used to move then shoot). During this time the squadrons closed in on each other until they got engaged (marriage ended in a lonely and damaged Tie fighter squadron).

But it was the big ships that stole the scene, or maybe just one of them. The CR90 got behind the Victory and let rip. Shields fell, Capacitor Failure and three damage cards was the tally after three turns. Nebulon-B added some shots, softening up other shields, but the Corvette was just vicious. Unable to turn around quick enough, the Victory was on the defensive attempting to repair faster than it was taking damage.

Finally with zero shields and only three hull remaining, the final attack was rolled. Nebulon-B had ordered concentrate fire. Three dice were shaken. Then released. Slowly turning blue from held breath but the dice came to rest......

TRIPLE WAMMY!!!

Not just three damage, but a triple critical!

Oh dat ship is toast!

But, mistakes were made. No doubt about it, the game had a bad case of beginners duh:

1. Forgetting to shoot first was a lesson learnt and didn't happen again. Nearly, but I stopped as I was holding the manoeuvre dial to roll.

2. Only shot from one arc to one arc. I'm sure a ship can fire all of it's available shots. Perhaps it's explained later in the book but the game continued on the one arc shooting.

3. Remembering to use the defences and use them wisely. Just because you have a brace or redirect doesn't mean you have to use them. Or the other side of the coin, as in the case of the Victory, wait until shields are down and panic.

4. Commands were poorly used. Concentrating fire when the enemy ship was out of range was a bit of a bummer. Sending squadrons zooming forward turn two and realising they weren't in range of the six Tie squadrons barrelling down on them was....actually pretty funny. X-Wings put up a good fight despite losing a squadron early on.

But repair was used well. At first I thought it was pointless until shields started to drop, but being able to redirect shields kept both the Nebulon-B and CR90 from harm. Actually, the Nebulon-B suffered two damage total but repaired one and got it's shields back up.

Now I've got to tidy up and await my next opportunity to wage war. Once I've gotten used to the game I'll start beefing up the collection.

Edited by Tukk Darknoon

I don't know who posted this first, but it really helped me with order of play when I started.. Sorry I didn't think to repost it earlier.

  1. Declare Target
  2. Roll Attack Dice (in this order):
    1. Attacker gathers certain dice to create his dice pool:
      • The battery armament dice printed on your ship card.
      • Dice granted by any upgrade cards that specifically increase your "battery armaments".
      • Upgrade cards that add dice to your attack without specifically saying they change your "battery armament" are not rolled here, but rolled during the modify dice step later on.
    2. Roll Attack Dice
  3. Resolve Attack Effects (in this order):
    1. Modify Dice:
      • Dice can be Added, Re-Rolled, Changed, and Spent in any order.
      • Any upgrade cards that Add dice to an attack do so during this step
      • Dice Added during this step are not restricted by range unless specified by the effect.
      • Spent dice are removed from your dice pool.
      • Dice can be Re-Rolled multiple times by different effects.
    2. Spend Accuracy Icons
  4. Spend Defense Tokens
    • The Evade token takes effect here.
    • Brace and Contain must be declared at this point, even though their effects do not resolve until later in the sequence.
    • Redirect must be declared during this step and you must choose which hull zone potential damage will be redirected too. The rest of the effect resolves later in the attack sequence like Brace and Contain.
    • Only 1 of each type of token may be spent during each attack.
    • Each defense token can only be spent once during an attack.
    • Spent tokens are flipped to their exhausted side, or discarded if already exhausted.
    • Any effect that exhausts an already exhausted defense token will have no effect on that token.
  5. Resolve Damage (in this order):
    1. You may resolve a critical effect if at least 1 critical hit symbol is showing in your dice pool.
      • Resolve the effect in full before continuing.
      • Critical effects do not combine with your attack damage unless specified.
      • Because critical effects resolve at this point any damage caused by a critical effect cannot be moved or changed by a defense token effect unless directly specified by an effect.
      • Some critical effects might have delayed resolution, like the default critical effect, but they must all be declared at this stage, no matter when they will take effect.
      • No matter how many critical hit symbols you have in your dice pool you can only resolve one critical effect per attack.
    2. Work out the total damage of the attack
      1. Add up the # of hit and critical symbols in your dice pool. That is your damage.
      2. A point of damage from a hit icon and a point of damage from a critical hit icon are the same thing at this point. Which dice the damage points came from no longer matters as any critical effect has already been resolved.
      3. Brace token takes effect here, but only if spent in step 4.​
    3. Apply the total damage one point at a time.
      1. Redirect token takes effect here but only if spent in step 4.
      2. Remove shields first then start dealing damage cards.
      3. If the attack generated a critical effect and the attacker resolved the standard critical effect available to all ships (flipping the first damage card dealt) during step A then it takes effect here.
      4. Remember you are just dealing with damage points now, you no longer care about the symbols in your dice pool.
  • Declare Additional Squadron Target

Here is the original thread if you want to see the whole thing:

https://community.fantasyflightgames.com/topic/181567-do-you-have-questions-about-attacking-defense-tokens-and-critical-hits-read-this-first/

But, mistakes were made.

Only shot from one arc to one arc. I'm sure a ship can fire all of it's available shots. Perhaps it's explained later in the book but the game continued on the one arc shooting.

I knew I read about shooting from more than one hull zone somewhere. Remembered the Home One preview where one of the strategies was manoeuvring between two ships and shooting broadsides from both port and starboard hull zones.

But then I went back to an early preview of the game itself and found what I needed to know:

"Attack

After you reveal your ship’s command dial, your ship can perform up to two attacks, though each must originate from a different hull zone. Each attack can target a single hull zone on an enemy ship or one or more enemy squadrons. We’ll look at how your ship resolves its attacks in more detail below."