Is FFG just giving us everything we ask for?

By Flengin, in Star Wars: Armada

Now that I have Interdictors, Phantoms, and Defenders, I am happy.

What I would like to see is POD upgrade packs so we don't have to buy minis we don't want or need just to get the cards.

A lack of faction specific starters is why I'm only just getting into Armada now rather than when it first came out. I want to play rebels but just don't find the contents of the starter inspiring for the rebellion. Sure I like blockade runners but I can't get past the Neb B as anything other than the medical frigate. I know that rationally I need the starter but to me it's a money sink rather than containing stuff I'd actually use in game.

I would like more squadron choice, but not more squadron keywords! I think were saturated now!

I would like more squadron choice, but not more squadron keywords! I think were saturated now!

Yeah, if you keep adding these keywords, I'm eventually going to glaze over when it comes to the game. I really could do with a straight forward Wave 6 as far as fighters and ship abilities and upgrade slots go.

I say add more options, spice of life.

It's obvious they read the forums and follow our games and concerns closely, which is a good thing. We are also pretty sharp on predicting what will be next, and it's not too difficult giving what's out for X-Wing and what is left in canon. The addition of a campaign still makes me giddy just thinking about it!

FFG, I know you are reading this, so here are my outstanding expectations. :D

  • 6' x 3' playmats. Note, the plural .SOS PLEASE! 3rd party mats are ..... bad!
  • A turn/phase flow diagram like the one recently released for X-Wing. New players have no clue what occurs when until a veteran helps them. Most vets have a tough time too.

My personal pipe dreams:

  • Higher build allowance but much less max squadron allowance. Something like 500 points with 1/6th squad max. I would prefer seeing less squads in a game, only due to the mass cluttering resulting from 134 points of squads on both sides, something we see more of in tourneys now. Trying to move ships/squads among the clutter drags the game down quite a bit. Now with more squadron keywords, just figuring out what the interactions will be pretty heavy.
  • I would still like to see a way to result in more movement in a game. Even with lots of fast ships, games are still pretty much one pass engagements. Engine techs for everyone? Yes? haha
  • One word: DEATHSTAR. Okay it's 2 words but I'm making it one. A off-map death star, or semi-circle gigantic token in a campaign is probably the best home for this.

My personal pipe dreams:

  • Higher build allowance but much less max squadron allowance. Something like 500 points with 1/6th squad max. I would prefer seeing less squads in a game, only due to the mass cluttering resulting from 134 points of squads on both sides, something we see more of in tourneys now. Trying to move ships/squads among the clutter drags the game down quite a bit. Now with more squadron keywords, just figuring out what the interactions will be pretty heavy.
  • I would still like to see a way to result in more movement in a game. Even with lots of fast ships, games are still pretty much one pass engagements. Engine techs for everyone? Yes? haha

Have you looked at the cost of some of those new squads? Both the ones we can see are higher than 20pts per squad! So to really utilise the new keywords I think you may end up running very few squads whilst maxing out your quota! So that should sort out your issue. Either 10 pure dice chuckers, or 6 or less more complicated squads.

I think this will come with time. Too often I see people set up ships facing each other. Fast ships should be deployed to make passes on multiple ships and not just one. Its about planning ahead before deployment even begins. Its something that will come with time.

New keywords on fighters isn't a big deal since it doesn't effect any other components. They are just a shorthand icon so the skill can be shown on the fighter base. They are there because fighters don't get upgrade cards.

As for the upgrade card types, I'm not sure what they can do at this point. They want to represent cinematic effects but keep the game balanced by restricting their usage. I think there are others ways this could have been done this, but the current setup is committed to after the core was released.

EXECUTOR.

My personal pipe dreams:

  • Higher build allowance but much less max squadron allowance. Something like 500 points with 1/6th squad max. I would prefer seeing less squads in a game, only due to the mass cluttering resulting from 134 points of squads on both sides, something we see more of in tourneys now. Trying to move ships/squads among the clutter drags the game down quite a bit. Now with more squadron keywords, just figuring out what the interactions will be pretty heavy.
  • I would still like to see a way to result in more movement in a game. Even with lots of fast ships, games are still pretty much one pass engagements. Engine techs for everyone? Yes? haha

Have you looked at the cost of some of those new squads? Both the ones we can see are higher than 20pts per squad! So to really utilise the new keywords I think you may end up running very few squads whilst maxing out your quota! So that should sort out your issue. Either 10 pure dice chuckers, or 6 or less more complicated squads.

I think this will come with time. Too often I see people set up ships facing each other. Fast ships should be deployed to make passes on multiple ships and not just one. Its about planning ahead before deployment even begins. Its something that will come with time.

yeah but most hero squadrons are over or near 20 points

It's obvious they read the forums and follow our games and concerns closely, which is a good thing. We are also pretty sharp on predicting what will be next, and it's not too difficult giving what's out for X-Wing and what is left in canon. The addition of a campaign still makes me giddy just thinking about it!

FFG, I know you are reading this, so here are my outstanding expectations. :D

  • 6' x 3' playmats. Note, the plural .SOS PLEASE! 3rd party mats are ..... bad!
  • A turn/phase flow diagram like the one recently released for X-Wing. New players have no clue what occurs when until a veteran helps them. Most vets have a tough time too.

My personal pipe dreams:

  • Higher build allowance but much less max squadron allowance. Something like 500 points with 1/6th squad max. I would prefer seeing less squads in a game, only due to the mass cluttering resulting from 134 points of squads on both sides, something we see more of in tourneys now. Trying to move ships/squads among the clutter drags the game down quite a bit. Now with more squadron keywords, just figuring out what the interactions will be pretty heavy.
  • I would still like to see a way to result in more movement in a game. Even with lots of fast ships, games are still pretty much one pass engagements. Engine techs for everyone? Yes? haha
  • One word: DEATHSTAR. Okay it's 2 words but I'm making it one. A off-map death star, or semi-circle gigantic token in a campaign is probably the best home for this.

I definitely agree that 500 pts and maybe 150 for squadrons would be nice. Some more epic battles. Of course we can always do that ourselves.

Drayson

K-wing

Corellian Gunship

AF1

MC40

MC80B

MC90

Would like to have a +9 hull Rebel capital ship.

Edited by Kiwi Rat

FFG, I know you are reading this, so here are my outstanding expectations. :D

  • 6' x 3' playmats. Note, the plural .SOS PLEASE! 3rd party mats are ..... bad!
  • A turn/phase flow diagram like the one recently released for X-Wing. New players have no clue what occurs when until a veteran helps them. Most vets have a tough time too.

I play armada with a group of non-native English speakers. A turn/phase diagram would be very helpful.

A lack of faction specific starters is why I'm only just getting into Armada now rather than when it first came out. I want to play rebels but just don't find the contents of the starter inspiring for the rebellion. Sure I like blockade runners but I can't get past the Neb B as anything other than the medical frigate. I know that rationally I need the starter but to me it's a money sink rather than containing stuff I'd actually use in game.

FOR SHAME! :P

I tease though there are a few of us that are fans of Dodonna and Leia gets a TON of play (more important now with the advent of Slicer Tools)

Seems to me that this is the case.

When we asked for GR-75's and Gozanti's, FFG is like "here you go"

Then we demanded Liberties and Interdictors, so they said "sure, have as many as you can pay us for".

Ever since then, some had been pining for TIE Defenders/Arquitens/Pheonix/Z95's....huh.

Not to mention how long we've been demanding X-Wings with Rogue.

S​oooooo..........EVERYONE KEEP DEMANDING NEW FACTION SPECIFIC, CHEAPER STARTER SETS!!!!!!!

They'll listen. Right?​ ​​​​ ​

Until I see the TIE Avenger in X-Wing, I'm gonna say no. :angry:

Yeah, I was a little disappointed that they weren't in wave 5. I guess they just look too much like TIE Advanced. Do they have them in X-Wing?

The looks like Advances but were suppose to be like intercepters

I'm pretty sure I remember the avenger having shields and ordinance.

So.. Kinda like a defender.

Edited by Eggzavier

I'm waiting for Blue Space Sherlock...

Gimme!

(oh, and a nice SSD of course)

Seems to me that this is the case.

When we asked for GR-75's and Gozanti's, FFG is like "here you go"

Then we demanded Liberties and Interdictors, so they said "sure, have as many as you can pay us for".

Ever since then, some had been pining for TIE Defenders/Arquitens/Pheonix/Z95's....huh.

Not to mention how long we've been demanding X-Wings with Rogue.

S​oooooo..........EVERYONE KEEP DEMANDING NEW FACTION SPECIFIC, CHEAPER STARTER SETS!!!!!!!

They'll listen. Right?​ ​​​​ ​

Until I see the TIE Avenger in X-Wing, I'm gonna say no. :angry:

Yeah, I was a little disappointed that they weren't in wave 5. I guess they just look too much like TIE Advanced. Do they have them in X-Wing?

Nope they just got TIE-Fighters other TIEs in different colours as single releases.

I'm pretty sure I remember the avenger having shields and ordinance.

So.. Kinda like a defender.

Are Z-95 and X-Wings, Y-Wing and B-Wings or TIE-Fighters and TIE-Interceptors also like each other?

Edited by DScipio

I'm pretty sure I remember the avenger having shields and ordinance.

So.. Kinda like a defender.

Let's test this theory. I'm asking for carriers in the next wave.

EscortCarrier-Rebellion.pngQuasarFireCarrier-SWR.png

Small base carriers and large base carriers

Nobody has mentioned this yet but, WE'RE GETTING A CAMPAIGN SYSTEM. I can only remember three or four threads asking for that last year.

I'm pretty sure I remember the avenger having shields and ordinance.

So.. Kinda like a defender.

The avenger was suppose to be the stop gap between the advanced and the defender

The Advanced x1 is more like a prototype that lead to the Avenger (which was also called Advanced)

The high success rate of more advanced Rebel starfighters against standard Imperial TIE/LN starfighters resulted in a mounting cost of replacing pilots and craft. This, combined with the realization that the inclusion of a hyperdrive would allow the fleet to be more flexible, caused the Imperial Navy to rethink its doctrine of using swarms of cheap craft instead of fewer high-quality ones.[5]

The Imperial Navy, under the direction of Admiral Demetrius Zaarin, began exploring this concept with several prototypes that were usually referred to as TIE Advanced, starting with the TIE Advanced x1. The x1, despite pioneering the inclusion of a hyperdrive and deflector shields, was more expensive and suffered from reduced maneuverability compared to the standard TIE Fighter. While it did become Darth Vader's personal craft, it never went into full-scale production.

Nonetheless, TIE Advanced development and production continued. At first, production of the TIE Advanced was without a hyperdrive engine as adding one at the time would reduce performance. This major obstacle was soon overcome when Admiral Zaarin discovered Habeen and the Nharwaak scientists who had created a revolutionary new hyperdrive model that could be small and reliable enough to eliminate the disadvantages of including a hyperdrive.

The result of this was the final TIE Advanced, a starfighter that not only incorporated a hyperdrive, shields, and a warhead launcher, but did so without sacrificing the TIE's trademark speed and agility. When Zaarin gave a successful demonstration of the new Advanced's capabilities, Darth Vader was so impressed that he authorized its production.[3]

While "TIE Advanced" is technically correct, as it was the only prototype to make it into production, Imperial pilots nicknamed it the "TIE Avenger". Soon, the craft was commonly referred to by its nickname to avoid confusion with Vader's personal Advanced x1.

Nobody has mentioned this yet but, WE'RE GETTING A CAMPAIGN SYSTEM. I can only remember three or four threads asking for that last year.

Now this is true.

Having said that, one of the things I didn't mention in the OP is how many people were asking for new objectives and obstacles.