Back to basics

By Jondavies72, in Star Wars: Armada

I gave someone at the local club a taster game last night. Just used the starter set ships with no upgrades or leader... Really stripped back from the normal 400 point competitive formate. It was great and I really enjoyed it. I played rebels and it really allowed me to focus on movement. It also showed me how much I had learn and how my game had changed from the early days when the core set victory seemed unstoppable to my little old vet and neb.

I think I'm going to do a few stripped back 150 point games ( but with upgrades and leaders) at the local club maybe run a comp or two around that formate........less can be more.

Well, if it can helps, I just saw on Facebook that FFG Center is experimenting with a new small format. Here are the details:

***SPECIAL RULES***
"Squadron Escort"

*200-POINT LIMIT

*SMALL OR MEDIUM BASE SHIPS ONLY

*NO FLEET COMMANDER

*NO POINTS RESTRICTION ON SQUADRONS
(i.e. ignore the normal "1/3 of your fleet points total")

*At the start of the game, the Second Player may choose one of their squadrons and mark it with an Objective Token. For the remainder of the game, that squadron may ignore the "Escort" keyword.

*After a unique squadron attacks a ship, if the defender suffered at least 1 point of damage, the attacker's owner gains 1 victory token.

*After a squadron performs a non-counter attack against a unique squadron, if the defender suffered at least 1 point of damage, the attacker's owner gains 1 victory token.

*At the end of the game, each victory token is worth 10 points.

*3 rounds, capped at 75 minutes for each round

I like that they are experimenting with small format games, but IMO going a fighter heavy direction in a game built for capitol ships seems counter intuitive. I'd much rather see 200 pts, no commander, no squadrons, and some unique rules to make that skirmish engaging and interesting. But that's just me.

I like this idea. It's fun to just have a quick engagement.

I too like playing Tycho... :)

I like that they are experimenting with small format games, but IMO going a fighter heavy direction in a game built for capitol ships seems counter intuitive. I'd much rather see 200 pts, no commander, no squadrons, and some unique rules to make that skirmish engaging and interesting. But that's just me.

So much this. I get that squads are important and star warsy (boo), but they are REALLY ramming them down our throats now which I don't like.

I want to see a small force of raiders rain black/blue everywhere.

I too like playing Tycho... :)

Hands of! Hes mine!

I like that they are experimenting with small format games, but IMO going a fighter heavy direction in a game built for capitol ships seems counter intuitive. I'd much rather see 200 pts, no commander, no squadrons, and some unique rules to make that skirmish engaging and interesting. But that's just me.

I have to disagree

Armada was never meant to be just capitol ship combat. It was meant to be combined forces. X wing on a bigger scale with much more capitol ships then the X wing game could have at its scale and detail. In star wars fleet combat, a capitol ships main weapons system is how many fighters it can bring to the battle all ships are Carriers.

star wars combat was model after WWII navy and air combat, taken from old TV shows and movies.This right from the mouth of the creator of star wars.

:)

I like the concept itself but more importantly I like the fact that they are experimenting with different ways to play. I hope to see the results of these experiments. Hopefully they stream some of the gameplay or we get some insight from the organizers into how it went.

This is what I use to teach people.

+++ Rebs and Imps learning +++

++ Imperial Navy (Standard) (199pts) ++

Gladiator I-Class Star Destroyer (60pts) [Ordnance Experts (4pts)]

Victory II-Class Star Destroyer (105pts) [•Admiral Ozzel (20pts)]

+ Squadrons (34pts) +

Aggressor Assault Fighter (16pts)

Firespray-31 (18pts)

++ Rebel Fleet (Standard) (193pts) ++

+ Assault Frigate MkII (110pts) +

Assault Frigate Mark IIB (110pts) [•Admiral Ackbar (38pts)]

+ CR90 Corvette (51pts) +

TRC90 - CR90 Corvette A (51pts) [Turbolaser Reroute Circuits (7pts)]

+ Squadrons (32pts) +

YT-2400 (16pts)

YT-2400 (16pts)

Different ways to play are always good. One of the things I loved about WH40k from years gone by were the different ways to play. I'm actually trying to conceive of a way to fit something like the old (4E) Kill Teams style into Armada.

For those who never played, Kill Teams was basically a 40k adaptation of the movie "The Dirty Dozen." You assembled a kill team of hand-picked soldiers from your army's unit entries. Your opponent fields a force of Brutes - basic models with nothing special about them whatsoever. Stealth was your ally, because as soon as the enemy spotted you, you fired your weapons, etc., you built up Klaxon Counters which made it easier for your opponent to spot and attack you. I feel like the system could be adapted for Armada, I just haven't had the time to figure out how. Nevermind playtesting.

Blail's "TaskForce" model I think is great- and it doesn't require any extra rules! Just a 3 x 3 area and 200 pts. Y'all should try it: it also makes a bunch of "I'll never take this..." upgrades worth another look.

capital ships were really only ever the tool of the empire.

remember - the only capital ships to show up on the side of the rebellion in the first two movies was a single cr90 owned by a senator, a gr75 transport flying for its life, and a nebulon with some escort freighters at the very end. This included the assault on the first death star where they sent only about 45 fighters to defend their main base!!!

In all actuality it was never clear the rebellion even had a "Fleet" until endor, and i always saw it as the rebels brought every ship they had. to try to fight

with all of that said I love this idea, and it seems very thematic to me.

a CR90 with a ton of x and y wings going after a Victory/ISD with a handful of tie fighter escorts.

Blail's "TaskForce" model I think is great- and it doesn't require any extra rules! Just a 3 x 3 area and 200 pts. Y'all should try it: it also makes a bunch of "I'll never take this..." upgrades worth another look.

Ya. I saw the FFG one and I was like... What about mine??? =(

--

Also edit: That FFG one is kinda confusing. And well. Very different from normal Armada

Edited by Blail Blerg

Blail's "TaskForce" model I think is great- and it doesn't require any extra rules! Just a 3 x 3 area and 200 pts. Y'all should try it: it also makes a bunch of "I'll never take this..." upgrades worth another look.

Ya. I saw the FFG one and I was like... What about mine??? =(

Because, You invented it.

Nothing against you in particular, just the fact that you do not work for FFG.

FFG won't do anything that's not developed in-house, as they have no control or license over it... Even things like Scenarios.

This is why their own submission guidelines state that they do not accept unsolicited submissions for game design.

If there is likely to be any question about who made it in the first place - it will never have an FFG stamp, basically.

Well, if it can helps, I just saw on Facebook that FFG Center is experimenting with a new small format. Here are the details:

***SPECIAL RULES***

"Squadron Escort"

*200-POINT LIMIT

*SMALL OR MEDIUM BASE SHIPS ONLY

*NO FLEET COMMANDER

*NO POINTS RESTRICTION ON SQUADRONS

(i.e. ignore the normal "1/3 of your fleet points total")

*At the start of the game, the Second Player may choose one of their squadrons and mark it with an Objective Token. For the remainder of the game, that squadron may ignore the "Escort" keyword.

*After a unique squadron attacks a ship, if the defender suffered at least 1 point of damage, the attacker's owner gains 1 victory token.

*After a squadron performs a non-counter attack against a unique squadron, if the defender suffered at least 1 point of damage, the attacker's owner gains 1 victory token.

*At the end of the game, each victory token is worth 10 points.

*3 rounds, capped at 75 minutes for each round

3 rounds capped at 75 minutes for each game?

I know.

Its just, a really weird looking format. yeah. 3 rounds? on what map? a 6x3?

Well, if it can helps, I just saw on Facebook that FFG Center is experimenting with a new small format. Here are the details:

***SPECIAL RULES***

"Squadron Escort"

*200-POINT LIMIT

*SMALL OR MEDIUM BASE SHIPS ONLY

*NO FLEET COMMANDER

*NO POINTS RESTRICTION ON SQUADRONS

(i.e. ignore the normal "1/3 of your fleet points total")

*At the start of the game, the Second Player may choose one of their squadrons and mark it with an Objective Token. For the remainder of the game, that squadron may ignore the "Escort" keyword.

*After a unique squadron attacks a ship, if the defender suffered at least 1 point of damage, the attacker's owner gains 1 victory token.

*After a squadron performs a non-counter attack against a unique squadron, if the defender suffered at least 1 point of damage, the attacker's owner gains 1 victory token.

*At the end of the game, each victory token is worth 10 points.

*3 rounds, capped at 75 minutes for each round

3 rounds capped at 75 minutes for each game?

I think it's about the number of tournament round, not in-game round. So three games of 75 minutes.

If they really meant 3 in-game round, I don't think they would have to put a time limit of 75 minutes for each round, especially in a 200 pts game. I mean, that would be longer than a regular 400 pts game.

I'm in the area of FFG Center and it's really just an experimental thing to try and support small tournaments during the week, rather than just full tournaments for kits. They did a small Take the Station tournament a few weeks ago (I wasn't able to make it unfortunately), and the turnout was pretty good if I recall. Just another option for something similar. I haven't seen Blail's TaskForce scenario (a link would be awesome), so it could be very similiar.

I know.

Its just, a really weird looking format. yeah. 3 rounds? on what map? a 6x3?

You know, I was thinking about it, perhaps FFG could come up with a "Create a Mission Competition" and make a PDF/Print On Demand book of the best ones.

I would love to see ideas like this get onto the front page as did the Capture the Base Mission.