If they were wind up, I would also demand they actually fly.
So I had my first game of Armada last night.....
Yeah, it's 'down the rabbit hole'.
I'm grateful to X-wing for bringing be back to the Star Wars fold and providing a lot of little lunch hour games, but Armada is the one that always gets my nod. There's no need to pick sides and no need to just 'firesale' everything in X-wing quite yet. That said, if you did, no judgement here
Armada is still getting ramped up, and it's great to be on the ground floor and see how things evolve. I can't tell you how comforting that is compared to just leaping into a well-established community with its own quirks and jerks (lets face it, every community has them in some form).
Like Ly-ly said, take the time to get involved or at least really participate in your own community (start a facebook account or something if your locale doesn't already have one) and you will see results in turn out. Hell, I only ever made a facebook account because of Armada. X-wing did exactly that, it got a lot of shop support, and it's a smashing success (as it should be!). We're still in the early days of Armada, it has some more complications in terms of economics of space for shops which may reduce some local commercial support, but more gamers and more supporters can mitigate that and ensure that we see this game being played for a long time to come.
MWUHAHAHAHA! Down the rabbit hole you go!And I want to sell my Xwing stuff really really bad. Anyone else do something like this?? LOL
Granted we played a 225pt game with no upgrades but man I loved the flow, I still get my squadron small based fighters to attack, it's literally all there. I don't get why this game isn't any bigger ya know??
Armada is still growing. We are the 3rd best selling tabletop game in the US and that was released before it was even a year old!
Help build your community and it will grow
DONE N DONE!
That is all we ask. Help the game you love and the game will treat you well.
Great to see more players jumping on Armada.
I started with X-wing too. After playing a few games of it, I was poking around the internet and stumbled upon Armada. After reading more about Armada, I decided to buy in. I think I'm at the point now where I'm interested in selling off my X-wing stuff. I really only have the time for one good miniatures game, and I just like Armada better as a game. Armada really comes across like they've learned some of the lessons from X-wing and implemented those into Armada. I think they also aimed to capture two different types of game as well. X-wing has a fighter pilot "if you think, you're dead" feel to it. Armada really illustrates the inertia of the big ships well. The scales and what they're trying to replicate in gaming terms are different. Yes, with a longer play time, the community will probably be smaller than X-wing. Games just trend in a "short-play" direction. Still, I've played 3 Armada games in 4 hours, especially when you both bring under 6 squadrons each. It somewhat takes people that want to move the game along and somewhat takes lower squadron compositions. Still, compared to some games, 2.5 hours is pretty good for a quick game.
Edited by VergiliusAnd the alternative would require a complete remaking of the game. If you have players alternate their entire fleet, then one person will get to fire with everything before their opponent does anything. To balance that, you'd have a completely different game.
Without changing everything, thing of this:
You're out of range of an Ackbar toilet boil. Your opponent is second player and sitting on a contested outpost. You have to move in, and your opponent can concentrate fire on everything in your fleet before you do anything.
Or you could do like they did in Imperial Assault skirmish mode and allow you to pass if your opponent have more activation than you left. They did this change exactly to limit the power of having more activation than your opponent and prevent abuse.
I started with imperial assault which I didn't like. I hen went to armada which is now my favorite game I have ever had. I recently bought into X-wing and like it a bunch but armada is as close to perfection as a Star Wars game can get I think. Rebellion is pretty good too but it's more in the style of a classic board game.
Being able to just hold an activation because you have fewer would completely change this game. Remember it is move then shoot. If you can hold then you can always force your opponents to move into your eyes so that you can shoot. You could easily ruin the point of first player
I switched games more because of the community than the gameplay. I've found the Armada group to be a lot less worrisome about "Meta" and "Viability" when it comes to things to play.
We also have a Drunk Tarkin.
I would have to say that personally, I derive most of my enjoyment out of the game merely by making teams.
There are so many teams that work great on paper, but get destroyed in actual flight, and vice versa.
The thing that steers me towards this game is that you can play the same game, same lists you had, and have a different outcome. No meta and everyone playing the same stuff. I got tired to losing to Palp aces all the time and it just burns you out.
I was a pretty big supporter for X-Wing out of my FLGS until Armada came along. It played right into my resentment at green dice defense, so I jumped ship. I refuse to sell my X-Wing stuff though, and toy with the idea of returning now that the TIE Defender is getting a fix. Scum pretty much kicked me out and holds me out, because I have no interest in the faction that hogs up most of the wave now.
My personal peeve with X-Wing really rests on green dice as a survival mechanic. This should be made up for by positioning, but turrets and turret upgrades take that away and force more ships to rely on the green dice to live. Empire, my favored faction, suffers heavily for this. I'd rather spare myself the frustration of the random mechanic of ship survival and instead lean on the heavy capital ships here in Armada.
That said I still think X-Wing is a good game, and Armada definitely builds upon the trail blazed by X-Wing. I still keep an eye on X-Wing, waiting the appearance of the TIE Avenger and Assault Gunboat to REALLY get me to return to the game.
I was a pretty big supporter for X-Wing out of my FLGS until Armada came along. It played right into my resentment at green dice defense, so I jumped ship. I refuse to sell my X-Wing stuff though, and toy with the idea of returning now that the TIE Defender is getting a fix. Scum pretty much kicked me out and holds me out, because I have no interest in the faction that hogs up most of the wave now.
My personal peeve with X-Wing really rests on green dice as a survival mechanic. This should be made up for by positioning, but turrets and turret upgrades take that away and force more ships to rely on the green dice to live. Empire, my favored faction, suffers heavily for this. I'd rather spare myself the frustration of the random mechanic of ship survival and instead lean on the heavy capital ships here in Armada.
That said I still think X-Wing is a good game, and Armada definitely builds upon the trail blazed by X-Wing. I still keep an eye on X-Wing, waiting the appearance of the TIE Avenger and Assault Gunboat to REALLY get me to return to the game.
You have summed up my dislike for X-Wing almost completely. Thank you.
Being able to just hold an activation because you have fewer would completely change this game. Remember it is move then shoot. If you can hold then you can always force your opponents to move into your eyes so that you can shoot. You could easily ruin the point of first player
On the contrary, it could help a player that decide to go first.
Let's say I have 3 activation and you have 5. I am first player. I move a ship, you move one, I move, you move, I move, then you move your 3 ships left, probably your big hitters just waiting for their target to commit.
Now with the possibility to pass. I move, you move, I pass (could have decided to move), you move, I pass (could have decided to move), you move, I move, you move, I move, you move.
Being able to pass prevent your opponent to over-activate and bring units just to have more activation. I can really see people bring flotillascjust to have more activation and force their opponent to commit.
But that's just my opinion on this particular mechanic that a lot of other wargame share. I never liked it in other games, so I don't see me liking it here. So I deal with it and build around it. Other than that, Armada is a great game.
When I play armada, I've considered introducing a Chess clock with 1 hour each player. If its your activation, its on your time. If your opponent is taking to long to choose defense tokens, slap it over to his time. For dials, Clock stays on last player to activate till his dials are down. If his opponent doesn't have his dials down, slap it over to his time. Then back to activation's.
Being able to just hold an activation because you have fewer would completely change this game. Remember it is move then shoot. If you can hold then you can always force your opponents to move into your eyes so that you can shoot. You could easily ruin the point of first player
On the contrary, it could help a player that decide to go first.
Let's say I have 3 activation and you have 5. I am first player. I move a ship, you move one, I move, you move, I move, then you move your 3 ships left, probably your big hitters just waiting for their target to commit.
Now with the possibility to pass. I move, you move, I pass (could have decided to move), you move, I pass (could have decided to move), you move, I move, you move, I move, you move.
Being able to pass prevent your opponent to over-activate and bring units just to have more activation. I can really see people bring flotillascjust to have more activation and force their opponent to commit.
But that's just my opinion on this particular mechanic that a lot of other wargame share. I never liked it in other games, so I don't see me liking it here. So I deal with it and build around it. Other than that, Armada is a great game.
Ok, let's go with your concept of 3 to 5.
I have 5 ships as first player and I move first. I no longer can move a back ship to tease you out so there goes a strategy. So I move anyways.
You choose not to move forcing me to move again. (so far I have moved 2 and you have not moved any)
You pass for the last time and I am either forced to move towards you to be able to shoot you. Next turn or not engage and let the stalemate continue.
Let's end that right there shall we.
First off, there are strategies to combat a foe who has more activations than you. One is to (going to use a chess term here) Fork them and force them to make some hard decisions on movement. Do they take advantage of their positioning and maybe lose a ship or do they save the ship and sacrifice their positioning.
A second strategy is to let them come to you, this helps by letting you predict their movement and letting you catch them after a move. This requires speed control and learning when to speed up and down. This can help you escape a trap as well.
Secondly, someone having more activations is not a huge deal. If it were than all the tournaments would be won by the same lists/archetypes. This has not happened.
I think Armada is pretty balanced around the existence of activation advantage, though, so for most matches, I think it's fine as is. Giving the low activation player a choice to pass until they have the same number of activations remaining would favor them too much.
If someone convinced me that large Activation advantage fleets were a problem, I'd probably make activations something like:
12112121 for 5v3, and 12212212 for 3v5. Pack the extra activations around the middle, but at least give p1 the extra bang of last move if they out activate p2.
Being able to just hold an activation because you have fewer would completely change this game. Remember it is move then shoot. If you can hold then you can always force your opponents to move into your eyes so that you can shoot. You could easily ruin the point of first player
On the contrary, it could help a player that decide to go first.
Let's say I have 3 activation and you have 5. I am first player. I move a ship, you move one, I move, you move, I move, then you move your 3 ships left, probably your big hitters just waiting for their target to commit.
Now with the possibility to pass. I move, you move, I pass (could have decided to move), you move, I pass (could have decided to move), you move, I move, you move, I move, you move.
Being able to pass prevent your opponent to over-activate and bring units just to have more activation. I can really see people bring flotillascjust to have more activation and force their opponent to commit.
But that's just my opinion on this particular mechanic that a lot of other wargame share. I never liked it in other games, so I don't see me liking it here. So I deal with it and build around it. Other than that, Armada is a great game.
Ok, let's go with your concept of 3 to 5.
I have 5 ships as first player and I move first. I no longer can move a back ship to tease you out so there goes a strategy. So I move anyways.
You choose not to move forcing me to move again. (so far I have moved 2 and you have not moved any)
You pass for the last time and I am either forced to move towards you to be able to shoot you. Next turn or not engage and let the stalemate continue.
Let's end that right there shall we.
First off, there are strategies to combat a foe who has more activations than you. One is to (going to use a chess term here) Fork them and force them to make some hard decisions on movement. Do they take advantage of their positioning and maybe lose a ship or do they save the ship and sacrifice their positioning.
A second strategy is to let them come to you, this helps by letting you predict their movement and letting you catch them after a move. This requires speed control and learning when to speed up and down. This can help you escape a trap as well.
Secondly, someone having more activations is not a huge deal. If it were than all the tournaments would be won by the same lists/archetypes. This has not happened.
You misunderstood a little bit the concept of passing activation with your example, you can only pass if you have fewer activation than your opponent. In a 5 vs 3 situation, with the first player having 5, the second player would only be able to pass one time during the turn, so worst case scenario is that the first player would have to activate 2 ships instead of one before the second player have to move. And yes, I would actually prefer it this way.
Also, I think you are misunderstanding me a little bit. I didn't say that the current rules break the game, because I don't think it does. I didn't say either that I don't know how to counter it, so no need to tell me strategy to counter it as if I didn't knew how and was just whining about a viable strategy. I just said that I don't like this particular game mechanic. I didn't like it in Anima Tactics, I didn't like it in Heavy Gear, I didn't like it in Imperial Assault prior to the FAQ changing it, and I don't like it in Armada. It doesn't mean that I feel powerless against an opponent with more activation or that I don't like the game as it is. But you know what, that's just my opinion, and you don't have to share it. It's okay that you like it this way, more power to you. But it's not because I love a game that I can't criticize it either.
At this point that topic should get it's own thread, since we are kinda pooping on the original purpose of the thread- to welcome a new player and be excited about the game being good!
Being able to just hold an activation because you have fewer would completely change this game. Remember it is move then shoot. If you can hold then you can always force your opponents to move into your eyes so that you can shoot. You could easily ruin the point of first player
On the contrary, it could help a player that decide to go first.
Let's say I have 3 activation and you have 5. I am first player. I move a ship, you move one, I move, you move, I move, then you move your 3 ships left, probably your big hitters just waiting for their target to commit.
Now with the possibility to pass. I move, you move, I pass (could have decided to move), you move, I pass (could have decided to move), you move, I move, you move, I move, you move.
Being able to pass prevent your opponent to over-activate and bring units just to have more activation. I can really see people bring flotillascjust to have more activation and force their opponent to commit.
But that's just my opinion on this particular mechanic that a lot of other wargame share. I never liked it in other games, so I don't see me liking it here. So I deal with it and build around it. Other than that, Armada is a great game.
Ok, let's go with your concept of 3 to 5.
I have 5 ships as first player and I move first. I no longer can move a back ship to tease you out so there goes a strategy. So I move anyways.
You choose not to move forcing me to move again. (so far I have moved 2 and you have not moved any)
You pass for the last time and I am either forced to move towards you to be able to shoot you. Next turn or not engage and let the stalemate continue.
Let's end that right there shall we.
First off, there are strategies to combat a foe who has more activations than you. One is to (going to use a chess term here) Fork them and force them to make some hard decisions on movement. Do they take advantage of their positioning and maybe lose a ship or do they save the ship and sacrifice their positioning.
A second strategy is to let them come to you, this helps by letting you predict their movement and letting you catch them after a move. This requires speed control and learning when to speed up and down. This can help you escape a trap as well.
Secondly, someone having more activations is not a huge deal. If it were than all the tournaments would be won by the same lists/archetypes. This has not happened.
You misunderstood a little bit the concept of passing activation with your example, you can only pass if you have fewer activation than your opponent. In a 5 vs 3 situation, with the first player having 5, the second player would only be able to pass one time during the turn, so worst case scenario is that the first player would have to activate 2 ships instead of one before the second player have to move. And yes, I would actually prefer it this way.
Also, I think you are misunderstanding me a little bit. I didn't say that the current rules break the game, because I don't think it does. I didn't say either that I don't know how to counter it, so no need to tell me strategy to counter it as if I didn't knew how and was just whining about a viable strategy. I just said that I don't like this particular game mechanic. I didn't like it in Anima Tactics, I didn't like it in Heavy Gear, I didn't like it in Imperial Assault prior to the FAQ changing it, and I don't like it in Armada. It doesn't mean that I feel powerless against an opponent with more activation or that I don't like the game as it is. But you know what, that's just my opinion, and you don't have to share it. It's okay that you like it this way, more power to you. But it's not because I love a game that I can't criticize it either.
Not everyone knows those strategies. I have never played you, how can I assess with confidence what you do or do not know? Therefore, me pointing out those strategies not only helps you if you did not know, but it helps those why have not tried these things before.
In Imperial Assault have gone more activations was a huge thing becuase you could move hen attack, double move, move interact, etc. We don't have that in Armada. We have Attack then move. If a player is allowed to "hold" an activation you are presenting a huge dilemma to a person who wants a swarm fleet. In fact swarm. Fleets would likely work even less.
I would consider your "fix" only if a swarm style list won't a majority of tournaments. So far they have not. So there does not seem to be an issue.
At this point that topic should get it's own thread, since we are kinda pooping on the original purpose of the thread- to welcome a new player and be excited about the game being good!
Yeah! Quit pooping on my thread! LOL
I would consider your "fix" only if a swarm style list won't a majority of tournaments. So far they have not. So there does not seem to be an issue.
Eurgh... I'm not advocating a fix. There is no balance issue. Again, you misunderstand me. It's not to solve a balance issue but just my personal preference, how I would have done it differently. There is no need to worry, it won't come to this game and really I don't care that it doesn't, because I like the game and will continue playing it.
Now, I agree that we either start a new thread to just repeat ourselve over and over again until one of us get tired of it, because there is no right or wrong with opinions, or we let it go and only accept positivism in this thread because there is no way that someone could have a criticism against this wonderful game, it would be preposterous.