Wave 7

By Crabbok, in Star Wars: Armada

The "it" being the Star Wars franchise. The specific "it" being the game, Armada, which is an extension of this franchise.

Being able to look at the table and know, immediately, which ships are Imperial and which are Rebel is part and parcel.

Fair point - however you know... they could make each side's Dreadnaughts look different. Either by paint or variation of mold. or both.

They've done it in X-Wing. 3 factions now, and several ships are shared between factions. Even TIE Fighters!

I also agree that between wave five and CorCon we are going to have more than enough squadron options to go a few waves withot adding more.

What we NEED is for the Empire to get +1 more ship, to even out and have the same variety as the Rebels. But why? One ship is not a real difference, and the Imperium has the ISD, what could you ever want more?

What we NEED is to go a few waves without so many squadron options. But why?

What we NEED is dreadnaughts! Now you are talking!

What we NEED is a preview article of the Correllian Conflict. (Not wave 7 related) Now you are back on the right track.

What I'd like to see is some more different arc ideas. Suppose a ship has a really strong rear-arc? (Can't imagine why anyone would build such a thing though....) or asymmetrical firing arcs - a ship whose right side is broader than it's left? Or a ship with multiple side arcs? (Executor!!!!!) Different side arcs could work on a ship like the Breen Cruiser:

http://www.ex-astris-scientia.org/scans/stmagazine/breen-3views.jpg

They COULD give the finalizer a double-side arc, yet a single side arc for shields. Suppose you cut it's side arc in half, and effectively allow it to shoot twice that way, but still only give it one shield token, effectively any hit to EITHER side arc reduces the total side shield.

I'd like to see a ship with Red anti squadron dice. But why? And which ship should that be? Lancers?

I'd like to see more upgrades in more cardboard-only expansions. I want more titles!

To answer #1 - Imperials need 1 more ship because the Rebels have 1 more ship. I mean this is pretty self explanatory. X-Wing tries to keep it balanced, and each wave since 1, has been the same ammounts of Rebels as Imperials - so catching up would be a good thing. And while the ISD is very nice, I still like variety.

As far as your two other "WHY" questions, I'm not a big fan of squadrons, so giving a ship red anti-squadron dice would allow me to have some different ways to counter squadron heavy builds.

As far as having a wave or two without squadrons - that goes back to my request for balance. We have WAY more squadrons than we have capital ships in this game. I feel like Wave 5 is pushing that balance even farther off base. I look at my collection of Imperials, for example, and I see 6 different ship models. ISD, Vic, Raider, Gozanti, Interdictor, and Gladiator. Now I look at my squadrons, and there are 8 different models. (4 Imperial, 4 scum). Wave 5 is going to add 4 to that number, while only adding 1 to the ship count. So it will be 12 to 7. Not to mention squadrons can only be 1/3rd of your list at max. In a perfect world, those numbers should be flip-flopped. However I believe a major difficulty for FFG right now is the lack of canon capital starships for them to use, and a wealth of starfighters.

I like a visually stimulating tabletop for my games. This means big, nasty models. I want the Finalizer, I want the Executor, I want smalls ships, lined up next to larger ships for scale. The fighters in Armada don't really do it for me. I'm ok with a handful of squadrons, like 3 or 4 usually, but I hate builds that go 133 points of squadrons and can't get many ships on the board.... it doesn't look as pretty!

Additionally, squadrons pose a peculiar challenge in this game. If you don't plan to counter them, they can absolutely destroy you! (I took down an ISD with Motti last night using Yvaris, Luke, and B-Wings, in only 2 turns) - However if you DO plan to counter squadrons, you run the risk of facing a build without any squadrons - and having a ton of wasted points. I find that part rather annoying sometimes. I'll have this awesome raider, with title, Kallus, and even Counter:1 - only to face a build with no squadrons and I just feel like I wasted the whole day preparing for the game!

I dont think factions in any game need the same number of choices per se, even more because each option weights different.

You beeing no fan of squadrons should not lead to demand their influence in the game, espaccally as squadrons are a important part of the lore.

The bases have different colors for the arcs. If by introducing the dreadnought as a dual-faction ship with one variant per faction they kept to that, you would still be able to look at the table and know which ship belongs to which faction.

Wow I never noticed that. Good point.

I feel Crabbok on the squads. I love them and I like to play with them, but we have a ton of options which will only increase with CC. I want more ships after wave 5 and CC, especially with the new squad focused upgrades coming out. I feel the focus has shifted to a squad based game with wave 3/4 due to FCT, FC, BCC and flotillas. I'm at that point where I don't feel I can run a fleet with just 4 squads because how many buffs they have now. Give me more ship upgrades that synergize at the same caliber as the squad upgrades.

Edited by Undeadguy

What we NEED is for the Empire to get +1 more ship, to even out and have the same variety as the Rebels. But why? One ship is not a real difference, and the Imperium has the ISD, what could you ever want more?

What we NEED is to go a few waves without so many squadron options. But why?

What we NEED is dreadnaughts! Now you are talking!

What we NEED is a preview article of the Correllian Conflict. (Not wave 7 related) Now you are back on the right track.

What I'd like to see is some more different arc ideas. Suppose a ship has a really strong rear-arc? (Can't imagine why anyone would build such a thing though....) or asymmetrical firing arcs - a ship whose right side is broader than it's left? Or a ship with multiple side arcs? (Executor!!!!!) Different side arcs could work on a ship like the Breen Cruiser:

http://www.ex-astris-scientia.org/scans/stmagazine/breen-3views.jpg

They COULD give the finalizer a double-side arc, yet a single side arc for shields. Suppose you cut it's side arc in half, and effectively allow it to shoot twice that way, but still only give it one shield token, effectively any hit to EITHER side arc reduces the total side shield.

I'd like to see a ship with Red anti squadron dice. But why? And which ship should that be? Lancers?

I'd like to see more upgrades in more cardboard-only expansions. I want more titles!

To answer #1 - Imperials need 1 more ship because the Rebels have 1 more ship. I mean this is pretty self explanatory. X-Wing tries to keep it balanced, and each wave since 1, has been the same ammounts of Rebels as Imperials - so catching up would be a good thing. And while the ISD is very nice, I still like variety.

As far as your two other "WHY" questions, I'm not a big fan of squadrons, so giving a ship red anti-squadron dice would allow me to have some different ways to counter squadron heavy builds.

As far as having a wave or two without squadrons - that goes back to my request for balance. We have WAY more squadrons than we have capital ships in this game. I feel like Wave 5 is pushing that balance even farther off base. I look at my collection of Imperials, for example, and I see 6 different ship models. ISD, Vic, Raider, Gozanti, Interdictor, and Gladiator. Now I look at my squadrons, and there are 8 different models. (4 Imperial, 4 scum). Wave 5 is going to add 4 to that number, while only adding 1 to the ship count. So it will be 12 to 7. Not to mention squadrons can only be 1/3rd of your list at max. In a perfect world, those numbers should be flip-flopped. However I believe a major difficulty for FFG right now is the lack of canon capital starships for them to use, and a wealth of starfighters.

I like a visually stimulating tabletop for my games. This means big, nasty models. I want the Finalizer, I want the Executor, I want smalls ships, lined up next to larger ships for scale. The fighters in Armada don't really do it for me. I'm ok with a handful of squadrons, like 3 or 4 usually, but I hate builds that go 133 points of squadrons and can't get many ships on the board.... it doesn't look as pretty!

Additionally, squadrons pose a peculiar challenge in this game. If you don't plan to counter them, they can absolutely destroy you! (I took down an ISD with Motti last night using Yvaris, Luke, and B-Wings, in only 2 turns) - However if you DO plan to counter squadrons, you run the risk of facing a build without any squadrons - and having a ton of wasted points. I find that part rather annoying sometimes. I'll have this awesome raider, with title, Kallus, and even Counter:1 - only to face a build with no squadrons and I just feel like I wasted the whole day preparing for the game!

I dont think factions in any game need the same number of choices per se, even more because each option weights different.

You beeing no fan of squadrons should not lead to demand their influence in the game, espaccally as squadrons are a important part of the lore.

They certainly are important - but the game's rules clearly only allow a maximum of 1/3rd your list be squadrons - I feel in that case, that only 1/3rd or less of the new products released should be squadrons. Considering that most of the squadron packs have 4 new models (8 in the rogues and villains pack), the balance is way off IMO.

AND from the looks of things, you won't even be able to FIT the wave 5 squadrons in a single list. (judging based on the original rebel and imperial squadron packs, which if you took 1 of everything that came with them it put you awfully close to the limit - and since these all appear to be significantly more expensive than TIE Fighters and Interceptors, I am betting you won't be able to fit all of them.

The "it" being the Star Wars franchise. The specific "it" being the game, Armada, which is an extension of this franchise.

Being able to look at the table and know, immediately, which ships are Imperial and which are Rebel is part and parcel.

Fair point - however you know... they could make each side's Dreadnaughts look different. Either by paint or variation of mold. or both.

They've done it in X-Wing. 3 factions now, and several ships are shared between factions. Even TIE Fighters!

And if you go to the forums, you will be shouted out that this is almost universally a bad thing .

The "it" being the Star Wars franchise. The specific "it" being the game, Armada, which is an extension of this franchise.

Being able to look at the table and know, immediately, which ships are Imperial and which are Rebel is part and parcel.

Fair point - however you know... they could make each side's Dreadnaughts look different. Either by paint or variation of mold. or both.

They've done it in X-Wing. 3 factions now, and several ships are shared between factions. Even TIE Fighters!

And if you go to the forums, you will be shouted out that this is almost universally a bad thing .

yet they keep doing it! And you KNOW that the scum faction is GETTING those mining guild TIEs probably in the next wave or two... it's practically a forgone conclusion! And it's not always bad however, consider Scum having the Slave 1, people figured that it made sense. It's really just that rebels shouldn't have a TIE Fighter.

In this case however, it makes SENSE to give each side a dreadnaught. Sure it was in the Legends universe that they were used by both sides on a battle, but it's still near and dear to many people's hearts. Especially if it's introduced that way - you see the PROBLEM with people complaining about it on the X-Wing forums is mostly from the standpoint of "TIE Fighters are an IMPERIAL thing, not a REBEL thing" - because they've had TIEs since launch. But if a ship is introduced for both sides at the beginning it can totally work.

I feel that is mostly conjecture.

I like the differences being vast . I dont want symmetry.

Wave 7 will be the 3rd (or 4th faction) It might be Resistance and 1 st Order Along with a new core set. ;)

Edited by Marinealver

Wave 7 will be the 3rd (or 4th faction) It might be Resistance and 1 st Order Along with a new core set. ;)

I doubt we will see a new core set with the FO/Resistance.

Wave 7 will be the 3rd (or 4th faction) It might be Resistance and 1 st Order Along with a new core set. ;)

I doubt we will see a new core set with the FO/Resistance.

Agreed. Too early yet with not enough capital ships represented to do a core set for First Order/Resistance.

I don't understand why people want a new Core set.....

Do they just want to randomly Drop $100 every once in a while?

Geeze, let us space purchases out....

I don't understand why people want a new Core set.....

Do they just want to randomly Drop $100 every once in a while?

Geeze, let us space purchases out....

Shhhhh. A Rebels Themed core would be nice.

Also faction specific cores would be nice.

Every box as released by FFG is going to have something unique in it, that is only available in that box, essentially... Why conflate those purchases with even more Damage Decks, Rulebooks, Measuring Doohickies and other assorted odds and ends that you have to pay for, and which become naught by detritus when you have like, 6 of them......

More Rebels themed content would be nice.

But no Cores.

I bet Dras has nightmares about new core sets! ;)

No.

Just Unpresented FAQs .

No.

Just Unpresented FAQs .

and coffee shortages :)

No, I've lived for longer without Coffee than I have with an FAQ that is "late".

No more Nightmares when it is your every waking existance, after all...

Dreadnoughts for both sides with minor differences....

Corellian Gunship for Rebels....and Assassin class Corvettes for the Empire

Tector class SD...PURE FIREPOWER!

Wave 7 will be the 3rd (or 4th faction) It might be Resistance and 1 st Order Along with a new core set. ;)

I doubt we will see a new core set with the FO/Resistance.

Agreed. Too early yet with not enough capital ships represented to do a core set for First Order/Resistance.

Right now no, but Wave 7 will be around the same time after Episode 8 is released so they might have enough ships. And a new core set could be made for the sequel trilogy.

Edited by Marinealver

The Force awakens X-wing core set was released to fix the damage deck.

What part of Armada do they need to replace?

A standalone damage deck would be nice, so that people who split the core set can complete the one necessary component needed to actually play the game as it was meant to be played.

We can split the measuring tools easy but the damage deck is intended to be one per player.

The argument that dropping a $100 randomly on this game is moot when that is cheaper then the cost of completing an entire wave when it releases, and that's without buying multiples.

That being said the only way they'll do that is if there are gameplay changes due to the futuristic era. For instance from what i've read in TFA era fighters have become much more important then having massive armadas of capital ships hence both factions focusing so much developing superior fighters. In the lead up to Awakens Poe is often by himself or in small squadrons protecting space ways if i'm not mistaken due to the increased power and capabilities of X-Wings by this time period. That is why I think Poe is able to blow up the star destroyer's turbo lasers so easily with a tie fighter.

According to the visual guide and other sources the FO star destroyer is meant to focus on carrier. Capital ships seem to have been put in a support position as fighters move into the forefront. When you think about the saga this really works as time advances. In the prequels fighters are in a support position and space warfare is dominated by capital ships. In the original trilogy it's a mix up between capital ships and fighters. In the sequel trilogy, if what the current canon says stays true, fighters move to the forefront and the capital ships move to support.

I could see FFG slightly altering the existing gameplay to better demonstrate this role switch with some new mechanics unique to TFA in how squadrons work.