WWII / Amada Mash up (kinda sorta)

By tgall, in Star Wars: Armada

Hi All,

So there's a thread out there somewhere (and I'm too lazy to look for it) which had brought up the prospect of kinda using some of the Armada mechanics to put together a WWII (well it could almost be any era at sea) set of rules. When I had first played Armada this was one of the things that had hit me as being something worthwhile to explore.

With what I've put together, it's really far more than Armada, there's a long history of wargaming mechanics blended in as certainly other games that have their own influence as well.

I'm far enough along where the first place tests are starting to happen. I'll have some pics on my blog probably tomorrow.

If there's anyone else that would be interested in picking up the PDF, etc etc and giving it a whirl I'd be interested in feedback. It'll be quite limited, just a play tester or two...

Caveats. Plenty to write as of yet. I've only put together DD and CL stats for a few classes of US and Japanese ships approx for 1942.

Things admittedly inspired by Armada.

1) Movement tool

2) Damage Deck

3) Dice (but used in a sort of different way)

4) squadrons sorta

Anyway it's been a fun exercise...

funny, id say those are the things i dont like about the game the most. haha. maybe add turn order.

movement tool is clunky, and hard to get around on a cluttered board.

damage deck. meh. Its a weird concept if youre not a FFG player

lol dice

squadrons are complex as hell and ... honestly not as thematic or dynamic to how they seem in the movies. it works in the game.. but i was hoping for something different.

still play the game. it is still star wars. and it is a very hard game to master.

Here's the initial test run starting to come together. Concept of player placed obstacles (islands and coral reefs), the US fleet closest to the camera, 3 Fletcher class destroyers and one Cleveland class light Cruiser. The air assets include one wing of Wildcats and one wing of helldivers. The ship etc cards are off camera. Anyway...

IMG_2248-e1471267246720.jpg

Edited by tgall

funny, id say those are the things i dont like about the game the most. haha. maybe add turn order.

movement tool is clunky, and hard to get around on a cluttered board.

damage deck. meh. Its a weird concept if youre not a FFG player

lol dice

squadrons are complex as hell and ... honestly not as thematic or dynamic to how they seem in the movies. it works in the game.. but i was hoping for something different.

still play the game. it is still star wars. and it is a very hard game to master.

Some thoughts.

Different sized movement tools really take care of the problem of "clunky"

The damage deck concept isn't an FFG thing at all. Consider the Seekrieg "Book of Boom" that dates to the 80s.

Hold your thoughts on squadrons, as I mentioned, how I'm doing things in spots is more in keeping with WWII tactics. Unengaged movement for instance is more to scale..

Good luck with this (honestly).

I'd like to see something represent the war at sea during WWII. The idea that a well thought out, more free moving game representing this is strange.

Like the folks who do Flames of War. How can you be a New Zealand based company and not take interest in this part of the conflict?