Conflict Article

By Drasnighta, in Star Wars: Armada

I am waiting for Wave 4 to drop and I will be getting together with some people and talking about implementing Endor.

I am waiting for Wave 4 to drop and I will be getting together with some people and talking about implementing Endor.

It has been done already :)

I am waiting for Wave 4 to drop and I will be getting together with some people and talking about implementing Endor.

It has been done already :)

That's fine. Just means we can take their idea and rework it to be better.

... Man, that Armed 13 Hull Point station has Red-Red-Blue-Blue for ANTI SQUADRON....

That's gonna be bonkers.

You can gather that from the tiny little image in the preview article?

Nah, Trinity. We gather that from the recent info from our Bothan nobility. A frakking huuuuuuge picture size wise.

Thanks to Stev, the Bothan master, and Ginkapo for reposting it.


I did call the 13 HP and possibility for red (actually all I did was imply it. It felt insane enough that I was doubting what the colour correction on photoshop told me it was.). :P

Edited by Vykes

... Man, that Armed 13 Hull Point station has Red-Red-Blue-Blue for ANTI SQUADRON....

That's gonna be bonkers.

I may be paraphrasing just a little but, "It's suicide to attack a Golan defense platform head on!"

Red-Red-blue-blue anti-squadron... I mean it's our first red anti squadron to date, and 2 of 'em? Frig, if the perma-death unique squadrons thing is absolute (and you can't buy them back or have some med-team campaign bonus), I don't think I want any of my special pricey little fighters going anywhere near that thing. Better hope that there's no way to modify those dice rolls.

That A-Wing is AWESOME! And a B-Wing with swarm? That is great! I can't wait to see what jankiness the Y-Wings have.

Maybe the End of Game conditions are remarkably different?

The "normal" mission gives you a game win/loss whereas the "campaign" mission gives you a bonus to your ship repair if you held the system or captured the system.

a possibility actually

Vykes hit that hammer with his nail before me though, just look up. :ph34r:

Lyreus,

If my point is so terrible, why are you so quick to go ad hominem? The data is crud because it's old and has no metric or trends. Show me that sales for last quarter were higher than the previous two and you have something. It was a big deal last year? Wow. How are downloads of Gangam Style going? It's a great hit if you look at a single quarter of 2013, but not so much now.

My point on Flotillas is based on the last wave having left the locals bored months ago. It's not quantifiable. Haven't seen a single Armada game outside of the regular X-Wing night where it's gone from two plus to zero or one. I used to also see or play in several a week outside of Star Wars night. My LGS, where the owner is a big fan of the game, did not even have the last tourney or maybe even the one before that.

The new wave looks great, but I can tell you that there will be less buyers of it than the last because there is not enough play to gain players. OTOH, the campaign might be a big deal. But not if they keep taking so long between releases! That's the point. It's not hate, or whinging, or anything other than an experienced observer of the industry telling you his opinion.

Get over it.

I don't understand how you got bored with wave 2 months ago. It can only be a fickle group. I have maybe 100 wave 2 games in and the only reason I am put off right now is becuase my mind is on wave 3 & 4. I have learned so many things from Wave 2 that I can't wait to try my hand at the next store championship later this year as well as regionals!

So if your group has gotten bored I think that is less fault with the game and more fault with the gamers but that is just a personal opinion. Get fresh blood in there. It always helps I think.

And now we switch back to the ought to's.

I spend much too much time supporting another system. But here's the thing, it's the attractiveness of the game over all that both attracts gamers and motivates alpha gamers to coordinate and build community. There are still ASL communities alive and well. There are even Star Fleet groups and Amarillo is STILL selling new stuff. Those systems are what you would call dead. Any decent game can be kept alive with enough effort, but most players will move on to something else.

Odds are FFG will keep putting enough effort to keep Armada from shrinking too much, and maybe even growing it, but that doesn't mean organized play will remain healthy. When the popularity among serious gamers wanes, the days will be numbered for FFG and Disney to keep it going. I'd be less reactionary to those pointing out problems and more attentive to their perceptions. I've been on your side of this argument and I now regret I didn't use the little influence I have to steer things back in order for what used to be my obsession.

Edited by Mooniac

This thread has been extraordinarily well named.

Its like I planned it. :D

Totally didn't. But its like I did.

I mean, prescience would be a nice ability to have. If you could turn it off and on.

Lyreus,

If my point is so terrible, why are you so quick to go ad hominem? The data is crud because it's old and has no metric or trends. Show me that sales for last quarter were higher than the previous two and you have something. It was a big deal last year? Wow. How are downloads of Gangam Style going? It's a great hit if you look at a single quarter of 2013, but not so much now.

My point on Flotillas is based on the last wave having left the locals bored months ago. It's not quantifiable. Haven't seen a single Armada game outside of the regular X-Wing night where it's gone from two plus to zero or one. I used to also see or play in several a week outside of Star Wars night. My LGS, where the owner is a big fan of the game, did not even have the last tourney or maybe even the one before that.

The new wave looks great, but I can tell you that there will be less buyers of it than the last because there is not enough play to gain players. OTOH, the campaign might be a big deal. But not if they keep taking so long between releases! That's the point. It's not hate, or whinging, or anything other than an experienced observer of the industry telling you his opinion.

Get over it.

I don't understand how you got bored with wave 2 months ago. It can only be a fickle group. I have maybe 100 wave 2 games in and the only reason I am put off right now is becuase my mind is on wave 3 & 4. I have learned so many things from Wave 2 that I can't wait to try my hand at the next store championship later this year as well as regionals!

So if your group has gotten bored I think that is less fault with the game and more fault with the gamers but that is just a personal opinion. Get fresh blood in there. It always helps I think.

And now we switch back to the ought to's.

I spend much too much time supporting another system. But here's the thing, it's the attractiveness of the game over all that both attracts gamers and motivates alpha gamers to coordinate and build community. There are still ASL communities alive and well. There are even Star Fleet groups and Amarillo is STILL selling new stuff. Those systems are what you would call dead. Any decent game can be kept alive with enough effort, but most players will move on to something else.

Odds are FFG will keep putting enough effort to keep Armada from shrinking too much, and maybe even growing it, but that doesn't mean organized play will remain healthy. When the popularity among serious gamers wanes, the days will be numbered for FFG and Disney to keep it going. I'd be less reactionary to those pointing out problems and more attentive to their perceptions. I've been on your side of this argument and I now regret I didn't use the little influence I have to steer things back in order for what used to be my obsession.

I think it is your area because all I am seeing is growth in mine. Between 3 of 5 game stores we have growth in the area. So while you say that FFG will "keep it afloat" I think you are underestimating the game. We shall see what Gen Con brings. It was big last year and two of our areas best are going there this year, both Shmitty and nabooboo2000

This thread has been extraordinarily well named.

I dig it, lol.

Double MC80 Wave 3 here I come!

... Man, that Armed 13 Hull Point station has Red-Red-Blue-Blue for ANTI SQUADRON....

That's gonna be bonkers.

I may be paraphrasing just a little but, "It's suicide to attack a Golan defense platform head on!"

Red-Red-blue-blue anti-squadron... I mean it's our first red anti squadron to date, and 2 of 'em? Frig, if the perma-death unique squadrons thing is absolute (and you can't buy them back or have some med-team campaign bonus), I don't think I want any of my special pricey little fighters going anywhere near that thing. Better hope that there's no way to modify those dice rolls.

I bet it can't shoot them like ships, it has no arcs, so probably has a limited number of shots of either (squad/ship) types... so it's still deadly to your individual prime targets, but it's not gonna sweep a tie swarm in one shot.

... Man, that Armed 13 Hull Point station has Red-Red-Blue-Blue for ANTI SQUADRON....

That's gonna be bonkers.

I may be paraphrasing just a little but, "It's suicide to attack a Golan defense platform head on!"

Red-Red-blue-blue anti-squadron... I mean it's our first red anti squadron to date, and 2 of 'em? Frig, if the perma-death unique squadrons thing is absolute (and you can't buy them back or have some med-team campaign bonus), I don't think I want any of my special pricey little fighters going anywhere near that thing. Better hope that there's no way to modify those dice rolls.

I bet it can't shoot them like ships, it has no arcs, so probably has a limited number of shots of either (squad/ship) types... so it's still deadly to your individual prime targets, but it's not gonna sweep a tie swarm in one shot.

I think it is more likely that this thing is terrible against ships with one black die or something.

Yep. We will see.

I bet it can't shoot them like ships, it has no arcs, so probably has a limited number of shots of either (squad/ship) types... so it's still deadly to your individual prime targets, but it's not gonna sweep a tie swarm in one shot.

hmm, actually you bring up a really good point that I don't think I'd even remotely considered, I/we have made the assumption that they operate like ships, but how would we target with these things? Could it be that it's like a fighter and has an 'engagement' radius? That way it wouldn't be spitting fire to the ends of the galaxy, mowing down uniques. But if one gets close, it might very well be toast.

I am not too sure about the arcs, it will I suspect have 4 x 90 degree arcs or even 6 x 60. Because if you support your Ships with Squadrons quite often you have to make a choice in shooting one or the other. We aren't too sure what there is to shoot ships with, but I suspect it will be sufficient as to have you think twice about shooting the ship over the squadrons. Ultimately the joy in being allowed to field these Armed Squadrons is that whatever shoots at them isn't shooting at my ships.

At speed zero the will not have defense tokens. (At least as per the rules we have now.) So doing 13 Hull Damage shouldn't take too much effort, so they may be quite dangerous for that brief amount of time.

Activation? Will they count as an activation? I suspect they may fire during the squadron phase.

I also suspect we'll have to know if they are the ship or a squadron for Reikeen for example. As a ship it would stay as a Squadron it wouldn't unless it is unique. The card looks squadron sized, but there is a few bits of info missing.

Mind you if FFG spoiled the missions and what was needed to play them I wouldn't be adverse to playing some games with them. I have been asking for more missions for a long time. Of course that has a snowballs chance in the Simpson Desert, because we would need the station armed and unarmed to be spoiled too. That's almost a good portion of the game there.

Now, with a minimum of 12 weeks wait FFG has made sure that what remains of 2016 will feel like a wet weekend.

Huh. . . FFG Josh is on late. . .

I am not too sure about the arcs, it will I suspect have 4 x 90 degree arcs or even 6 x 60. Because if you support your Ships with Squadrons quite often you have to make a choice in shooting one or the other. We aren't too sure what there is to shoot ships with, but I suspect it will be sufficient as to have you think twice about shooting the ship over the squadrons. Ultimately the joy in being allowed to field these Armed Squadrons is that whatever shoots at them isn't shooting at my ships.

At speed zero the will not have defense tokens. (At least as per the rules we have now.) So doing 13 Hull Damage shouldn't take too much effort, so they may be quite dangerous for that brief amount of time.

Activation? Will they count as an activation? I suspect they may fire during the squadron phase.

I also suspect we'll have to know if they are the ship or a squadron for Reikeen for example. As a ship it would stay as a Squadron it wouldn't unless it is unique. The card looks squadron sized, but there is a few bits of info missing.

Mind you if FFG spoiled the missions and what was needed to play them I wouldn't be adverse to playing some games with them. I have been asking for more missions for a long time. Of course that has a snowballs chance in the Simpson Desert, because we would need the station armed and unarmed to be spoiled too. That's almost a good portion of the game there.

Now, with a minimum of 12 weeks wait FFG has made sure that what remains of 2016 will feel like a wet weekend.

We can see on the obstacle card it has no arcs. The campaign comes with a second identical station punch out as the core set. Whether the anti squad uses the main shooting ruler or has a shorter range (1 or 1-2 or close or whatever) we don't know.. but I'm pretty sure the station is not going to throw 2 reds and 2 blues against every squadron in range. My guess is you get a set number of attacks either for ships/individual squadrons each or to split between the two. My bet would be anti squadron being range 1 also (and the station not being a ship means you can't rymberball it from medium).

Whether a 'friendly' station is an activation is a good question, as is will it have any defensive tokens or not? (it's not a ship so it has no speed, as opposed to being a speed 0 ship), I doubt it would be affected by any admiral, as it's terrain, at least in a tournament/competitive form. There may be rules to include them in "fleets" in the campaign if you are defending something perhaps. If I were to guess, I would say if it's not an activation it fires at the end of the round.

... Man, that Armed 13 Hull Point station has Red-Red-Blue-Blue for ANTI SQUADRON....

That's gonna be bonkers.

I may be paraphrasing just a little but, "It's suicide to attack a Golan defense platform head on!"

Red-Red-blue-blue anti-squadron... I mean it's our first red anti squadron to date, and 2 of 'em? Frig, if the perma-death unique squadrons thing is absolute (and you can't buy them back or have some med-team campaign bonus), I don't think I want any of my special pricey little fighters going anywhere near that thing. Better hope that there's no way to modify those dice rolls.

Edited by Muelmuel

Interesting Amanal, Daht, I wonder about it too. Could it be that we're only seeing the 'unarmed station' which might be treated as something that can't attack and thus has no arcs? Perhaps the armed station are treated in a different manner, (such as on the reverse side now that I think about it) and do have arcs of the like? That way it wouldn't invalidate our current obstacles either and would still let us have 2 unarmed, or one armed and one unarmed station.

Interesting catch with the non Rhymerball sort, Daht. That also means that if it's not a ship, it can't be rammed as normal. That said, there's also a face down card waaaaay on the left of the main announcement picture.

swm25_sample.png

That thing beneath the rebel squadron cards. I haven't seen its likes in Armada yet. I'm wondering if it's something like the flotilla card with the new rules on it. That, or it's the stations.

-laughs- good point Muelmuel. I figured it would be one heck of an attrition based campaign, I'd just really not like sacrificing anything to what may be a beast of an anti-squadron station, let alone the thousand-and-one other hazards Armada starfighter pilots are heirs to.

Edited by Vykes

I imagine the station will fire like a squadron. It would be nice if stations went first, before the ship phase.

I am not too sure about the arcs, it will I suspect have 4 x 90 degree arcs or even 6 x 60. Because if you support your Ships with Squadrons quite often you have to make a choice in shooting one or the other. We aren't too sure what there is to shoot ships with, but I suspect it will be sufficient as to have you think twice about shooting the ship over the squadrons. Ultimately the joy in being allowed to field these Armed Squadrons is that whatever shoots at them isn't shooting at my ships.

At speed zero the will not have defense tokens. (At least as per the rules we have now.) So doing 13 Hull Damage shouldn't take too much effort, so they may be quite dangerous for that brief amount of time.

Activation? Will they count as an activation? I suspect they may fire during the squadron phase.

I also suspect we'll have to know if they are the ship or a squadron for Reikeen for example. As a ship it would stay as a Squadron it wouldn't unless it is unique. The card looks squadron sized, but there is a few bits of info missing.

Mind you if FFG spoiled the missions and what was needed to play them I wouldn't be adverse to playing some games with them. I have been asking for more missions for a long time. Of course that has a snowballs chance in the Simpson Desert, because we would need the station armed and unarmed to be spoiled too. That's almost a good portion of the game there.

Now, with a minimum of 12 weeks wait FFG has made sure that what remains of 2016 will feel like a wet weekend.

We can see on the obstacle card it has no arcs. The campaign comes with a second identical station punch out as the core set. Whether the anti squad uses the main shooting ruler or has a shorter range (1 or 1-2 or close or whatever) we don't know.. but I'm pretty sure the station is not going to throw 2 reds and 2 blues against every squadron in range. My guess is you get a set number of attacks either for ships/individual squadrons each or to split between the two. My bet would be anti squadron being range 1 also (and the station not being a ship means you can't rymberball it from medium).

Whether a 'friendly' station is an activation is a good question, as is will it have any defensive tokens or not? (it's not a ship so it has no speed, as opposed to being a speed 0 ship), I doubt it would be affected by any admiral, as it's terrain, at least in a tournament/competitive form. There may be rules to include them in "fleets" in the campaign if you are defending something perhaps. If I were to guess, I would say if it's not an activation it fires at the end of the round.

Good call!

Actually, the card is a Squadron card, so perhaps the station is just treated as a squadron, one shot against a Squadron to range 1, or an anti-ship of 1-2 dice, which is hidden, also to range 1. That would probably be a rather simple approach without needing too many new rules. Then perhaps just give it counter 1 to make it a little better than most Squadrons.

Edited by Amanal

Except of course, they seem to have gone the route that, a Base is a Squadron.

There can't be more than One Black Squadron, because its BLACK SQUADRON.

Unless it is Rouge Squadron, where you can have Rouge Squadron, Wedge (Squadron), Luke (Squadron), and Biggs (Squadron).