Hi. I'm not a beta tester, major event winner, or even a Flight Controller (or whatever those guys are called, darn work schedule keeps me from looking into the program). But I'm a little concerned about a timing issue I see developing very quickly as the game moves past wave 2. I've been forced by necessity to learn most of the rules backwards and forewards as a result of playing some unusual ship combinations, and would like to think I have a very complete understanding of the rules options when it comes to moving, attacking, and defending in Star Wars Armada.
That concern is the timing ability of certain effects that are not defined by the RRG, unlike effects such as effects such as "while" or "before" or "after." These problem effects have words like "during" or "resolves." These terms are very open, and not well defined. And because of that, the abilities change radically based on player interpretation and player order. Two players with the same abilities can have very different effects based on things like turn order, commands used, the decided wording of the card, other similar timing effects, and a host of other issues without firm definitions. Examples include players being unsure how G-8 Grav Projectors work, what happens when a player takes damage and repairs damage in the same action, and how abilities like Fire Control Team and Commander Sato should be implemented. Many of these difficult to define abilities are being introduced as the game matures beyond the initial core set rules reference.
In some systems where the game is designed by a company that is primarily concerned about model build quality these problems may not be as much of an issue. But in this game our models are pre-painted and Fantasy Flight seems intent on offering a quality tournament-focused game. Both of which I approve of.
Please, whenever possible, make the intended timing of your game abilities explicitly clear. If you can't make it clear in the card text, make it explicitly clear in an FAQ or Errata no later than mere days after the card is released. This will resolve numerous headaches as those of us introducing players to the game can explain exactly how these affects work. The game developers will see after even a cursory glance that the vast majority of the questions raised on these forums ultimately hinge on timing questions that are often not answered in the Rules reference Guide or FAQ, and which can wildly change the intended result of the card effect.
Recently, the X-Wing miniatures game received a definitions update that allowed new players to define with incredibly precise detail when and where certain game effects occurred. This same close look could potentially improve Armada greatly for many releases to come. Unlike X-Wing, Armada typically sees most or all of its action occur in a more condensed portion of game time (only 1-2 rounds out of 6 as opposed to infinite rounds until time runs out) and so more abilities are likely to directly clash during a given engagement round.
Thank you for even your briefest consideration.
thecactusman17
aka
Josh Posey, GenCon 2016 Flight 2 participant
Edited by thecactusman17