I'm so happy right now. This looks so thrilling. All of those campaign objectives look interesting and incorporating them into fleet building excites me. I also believe this is the first in a series of armada articles that are about to start dropping, so I am all aquiver with anticipation.
Corellian campaign article is up
It would be super neat if you can throw more than 1 fleet at an assault. Try turtling against that!
The tradeoff would be you can only *use* 3 fleets in a turn, so say Team A is turtling a key system, team B decides that they will send the 7th and 13th fleet to try and bust that key system, Team B now has to choose whether to send 2 or 3 fleets to defend it, send none and cede it, send 1 and do the most damage they can. If they send 1 they have 2 fleets to assault the enemy in a similar 2v1 or 2v0 OR they send 2 and expose a large number of assets to destruction (the attacker might decide to play to a draw or play to "bleed" the opponent).
If a turn is a back and forth of choosing assaults till your team is out of fleets, and your team can choose how many fleets to commit it makes turtling much harder as there appear to be no real restrictions on movement so you can't just turtle a choke, it also sounds like you can't NOT declare an assault (looks like you can hit most anywhere on the board?)
Well, the thing was... It states you Declare Assault, Alternating...
ONE of those may be a Special Assault
That doesn't mean you only make one assault... Only that one of them is Special...
There are a few problems with this campaign setup.
1. as written it seems to cater to elitism. Joe and, Bob have all the minis and can field the best meta fleets so they play most of the games and the rest sit-out.
2. the team has more control over your fleet then you do or you don't play.
3. not enough turns in a round for all the players to play.
4. RAW is very pron to turtling by a team that can gain the advantage quickly.
Overall I like alot of what I am see but the listed problem could make this less a store campaign game and more a gaming group meet-up
1) What is this supposed to mean? Bringing a good fleet is no different for a tournament or standard battle than for a campaign battle.
2) You play campaigns with people who don't let you play? This isn't an Armada problem.
3) This is a good question. We don't have all the rules yet. Hopefully there will be a mechanic to assign missions until everyone has a battle to fight. <crossing fingers>
4) Turtling is zero problem in any of the tournaments I've watched nor in my local casual meta. And there are easy ways to counter turtling. Again, not an issue with the Campaign rules.
Well, the thing was... It states you Declare Assault, Alternating...
ONE of those may be a Special Assault
That doesn't mean you only make one assault... Only that one of them is Special...
I think this is correct.
Which makes Campaign initiative important. Looks like Rebels go first in the first turn and then after that it is the team with fewer Campaign Points. Winning assaults seems like the best way to earn Campaign points, which gives things a nice catch up mechanic if a team is not doing as well.
So then if you "turtle" sending only your crappiest fleets on assaults, then you won't ever win the game because you need to gain ground to score points. Also the game will be asymmetrical, there is no guarantee that fleets will be equal all the time, as a team, do you have 1 big, nasty fleet and 2 scout fleets? do you spread the points evenly?
The distribution of resources in a 3 person per team game will end up being a minigame all its own. Might be worth selecting 1 player as "grand admiral"
Edited by HastatiorYeah you could be hard pressed to keep a base if you're constantly dumping points to keep your Demolisher or ISD alive. I could see there being a potential for a grind there but there are definitely options to swing the game your way especially with those special assaults. An extra 40 points of squads is nothing to bat your eyes at.
Hopefully, the 500-point max fleet size will mean that you have a reserve. Most battles could be 400-points allowing you to pick and choose the right ships for the right jobs...and to leave scarred units behind for a turn.
Sure, I think the strategy in building your 3 fleets will be huge.
If you know your opponent has a Rhymerball fleet. You can respond by building a nasty anti-squadron fleet. If Rhymer ever assaults you have a counter waiting. Demolisher hates fighting Rieekian. Tougher to use Demo if he has to face that every time.
I might need a second ISD at this point.....
Anyone notice the points change on tarkin??
There are a few problems with this campaign setup.
1. as written it seems to cater to elitism. Joe and, Bob have all the minis and can field the best meta fleets so they play most of the games and the rest sit-out.
2. the team has more control over your fleet then you do or you don't play.
3. not enough turns in a round for all the players to play.
4. RAW is very pron to turtling by a team that can gain the advantage quickly.
Overall I like alot of what I am see but the listed problem could make this less a store campaign game and more a gaming group meet-up
1) What is this supposed to mean? Bringing a good fleet is no different for a tournament or standard battle than for a campaign battle.
2) You play campaigns with people who don't let you play? This isn't an Armada problem.
3) This is a good question. We don't have all the rules yet. Hopefully there will be a mechanic to assign missions until everyone has a battle to fight. <crossing fingers>
4) Turtling is zero problem in any of the tournaments I've watched nor in my local casual meta. And there are easy ways to counter turtling. Again, not an issue with the Campaign rules.
1. you assume that all players in a local area have access to all the minis and cards. where some people like the game but don't have the money to field 3 GSV or 4 Neb's
2. I was not talking about me. I don't only think of myself but, in a game-store tournament environment players are out to win so less skilled player can sometimes be snubbed
3. ![]()
4. depends on the type of tournament. but from the design I was getting from the write-up sitting back and building resource points seem to be a viable tactic in this campaign
Did anyone notice, that Grand Moff Tarkin in the article has a new cost. Only 35 pts. instead of 38 pts. Just a failure or will he be revised?
Sure, I think the strategy in building your 3 fleets will be huge.
If you know your opponent has a Rhymerball fleet. You can respond by building a nasty anti-squadron fleet. If Rhymer ever assaults you have a counter waiting. Demolisher hates fighting Rieekian. Tougher to use Demo if he has to face that every time.
Reminds me of a certain vassal tournament we had in the past.
Must be time to go...Bacta the Future!
Edited by MadaghmireAnyone notice the points change on tarkin??
missed that
could be a typo
or
as part of the making older wave relevant comment could be new cards to bring the point values in step with the newer waves.
Sure, I think the strategy in building your 3 fleets will be huge.
If you know your opponent has a Rhymerball fleet. You can respond by building a nasty anti-squadron fleet. If Rhymer ever assaults you have a counter waiting. Demolisher hates fighting Rieekian. Tougher to use Demo if he has to face that every time.
Reminds me of a certain vassal tournament we had in the past.
Must be time to go...Bacta the Future!
why do I see these games taking forever as 6 admirals huddle together to plan each click on the maneuver stick
I'm really curious what the armament is on the armed stations.
Anyone notice the points change on tarkin??
missed that
could be a typo
or
as part of the making older wave relevant comment could be new cards to bring the point values in step with the newer waves.
Could also be the second time they put the Wrong Card up, too... In this case, the pre-release card...
Since at the start of the article, they put the X-Wing version of him there....
Sure, I think the strategy in building your 3 fleets will be huge.
If you know your opponent has a Rhymerball fleet. You can respond by building a nasty anti-squadron fleet. If Rhymer ever assaults you have a counter waiting. Demolisher hates fighting Rieekian. Tougher to use Demo if he has to face that every time.
Yeah exactly, do we know for sure if the defender will know which fleet is attacking before assigning a fleet to defend?
Also, pyric victories will be no victory at all in this setup, which is both bad and good.
On another forum someone was pointing out that you could set up a nasty imperial aces synergy and shred the enemy squadrons and withdraw. If you have to pay to unscar or replenish squads it could be a huge way to bleed an enemy fleet.
Anyone notice the points change on tarkin??
I'm guessing error due to if they were fixing points, Rhymer would be more and Boba Fett would be less.
As my own local meta, I'm excited to be able to still run games and to be able to make them mean more than just a one off thing.
One other thing that was said at GenCon was that a Campaign could last 8-9 Campaign Rounds. So, it's probably not something you can finish in one day.
Maybe... but if in a 6-player campaign, you can have 3 simultaneous games, then couldn't it simply take the same length of a 3-round tournament effectively? That would be a MAJOR reason to bring 6 players together as opposed to simply have 3 separate campaigns of 2 players each - For those times when you guys all decide to do a day-long event.
And if you can't play your games simultaneously, then I honestly see zero reason to ever play with more than 2 people. I am never going to participate in a campaign where I have to sit and do nothing for 2 - 4 hours at a time.
Sure, I think the strategy in building your 3 fleets will be huge.
If you know your opponent has a Rhymerball fleet. You can respond by building a nasty anti-squadron fleet. If Rhymer ever assaults you have a counter waiting. Demolisher hates fighting Rieekian. Tougher to use Demo if he has to face that every time.
Yeah exactly, do we know for sure if the defender will know which fleet is attacking before assigning a fleet to defend?
Also, pyric victories will be no victory at all in this setup, which is both bad and good.
On another forum someone was pointing out that you could set up a nasty imperial aces synergy and shred the enemy squadrons and withdraw. If you have to pay to unscar or replenish squads it could be a huge way to bleed an enemy fleet.
I hope you know ahead of time. It would add a fun set of choices to make.
I think the Tarkin card showing 35 is more than a mistake. Updated FAQ showing Tarkin at 35 soon? They would just be linking existing images of cards so I don't see how they have the wrong points for him unless it's intentional.
As my own local meta, I'm excited to be able to still run games and to be able to make them mean more than just a one off thing.
That's the big win. Giving a battle context in a larger venue makes them so much better!