I'd like the standard game size to remain at 400. I think it's good (and for the most part balanced) for competitive play.
That being said though, I do want an epic size equivalent.
I'd like the standard game size to remain at 400. I think it's good (and for the most part balanced) for competitive play.
That being said though, I do want an epic size equivalent.
I wouldn't say no to 450/500 points, assuming squadron cap stays more or less the same as now (1/4 is 125, so maybe...?). I could even see an argument for a flotilla cap at 500 points.
As for timing, the biggest problem I've seen is simply slow play, rather than points. I haven't come across intentionally slow play, but I have hit up against people spending the better part of 10 minutes just activating a single ship. I have literally had a game where a round lasted 45 minutes, and those kind of games are never going to end in time regardless. Bring on the chess clock.
I say yes, so I can have 10 TIE Defenders.
There is of course nothing stopping anyone from running a 450, 500 or even 600 point tournament using one of the FFG prize packs.
OK not for the Store championship, Regional or National events but for the regular seasonal packs the organiser can use whatever formats you like. As long as you advertise clearly so nobody gets caught out.
I wonder if there is the demand for such an event?
I wouldn't feel comfortable doing a 500 or 600 point tournament - would much rather just do casual games at that price point - because I have very little practice with playing at a 600 point fleet, and playing AGAINST 600 point fleets. What's the best number of activations? How many squadrons MUST I bring to defend against the possibility of an even strong rhymerball?
Certain things also change significantly as you increase the points. Look at the extra squadrons you can now bring... Well there are plenty of effects that hit multiple squadrons that are now more likely to hurt even worse. Mauler Mithel for example, is more likely to be able to hit the max number of squadrons. Same goes with Anti Squadron fire. Bring 20 TIE Fighters and I might end up being able to do 20+ damage in a single shot from a ship with good anti squadron armament.
Also many objectives have a static victory point reward. That reward becomes less and less interesting the higher your point total becomes.
I'd be ok with a casual tournament at that point cost. Something like winner takes a small expansion pack. That way, there's not a whole lot on the line beyond casual games, but there's still something for the winner.
Certain things also change significantly as you increase the points. Look at the extra squadrons you can now bring... Well there are plenty of effects that hit multiple squadrons that are now more likely to hurt even worse. Mauler Mithel for example, is more likely to be able to hit the max number of squadrons. Same goes with Anti Squadron fire. Bring 20 TIE Fighters and I might end up being able to do 20+ damage in a single shot from a ship with good anti squadron armament.
Also many objectives have a static victory point reward. That reward becomes less and less interesting the higher your point total becomes.
This is why I was saying you'd have to adjust the squadron cap from 1/3 to 1/4. You'd actually end up with a few points less than what you'd get now, but you'd have more ability to activate them, and support them, too. It's also why I think you'd probably need a flotilla cap to boot.
As for objectives, there are quite a few objectives that people don't take as it is (I've literally never seen Opening Salvo used). Some may fall out of favour a touch - like Intel Sweep - but you could probably see a bigger jump in options like Most Wanted, Hyperspace Assault, and even Minefields. You might even actually see Opening Salvo getting more consistent use, considering how many extra ships would benefit from it.
I wouldn't say no to 450/500 points, assuming squadron cap stays more or less the same as now (1/4 is 125, so maybe...?). I could even see an argument for a flotilla cap at 500 points.
As for timing, the biggest problem I've seen is simply slow play, rather than points. I haven't come across intentionally slow play, but I have hit up against people spending the better part of 10 minutes just activating a single ship. I have literally had a game where a round lasted 45 minutes, and those kind of games are never going to end in time regardless. Bring on the chess clock.
I've run into more slow players in Armada than in almost any other game I play. I honestly believe they overestimated the play time required or the game. In tourney's almost no one I know ever feels pressured for time (rookies excluded). FFG made the safe play because Armada IS a much more complicated game than X-Wing but I don't think they should be afraid to roll back the time a little bit. (that's gonna be an unpopular opinion, I recognize that but no reason for us to delve into that rabbit hole unless FFG actually changes it)
-edit- Just to be clear I don't mean slow players as in deliberately trying to game the time, I mean people who, rightfully granted, feel they can use their time as they see fit. I just feel FFG gives way too much time.
Edited by ImpStarDeucesCertain things also change significantly as you increase the points. Look at the extra squadrons you can now bring... Well there are plenty of effects that hit multiple squadrons that are now more likely to hurt even worse. Mauler Mithel for example, is more likely to be able to hit the max number of squadrons. Same goes with Anti Squadron fire. Bring 20 TIE Fighters and I might end up being able to do 20+ damage in a single shot from a ship with good anti squadron armament.
Also many objectives have a static victory point reward. That reward becomes less and less interesting the higher your point total becomes.
We already talk about the ''victory point'' issue in a other thread and one way to settle this was propose by Dras.
You can set those points proportianally from the fact that the game was originally 300 points (it's the zero). 500 points is 2/3 more points so do the same whit the victory points. For example, in Dangerous territory mission, the value is set to 15 points. For a game of 500 points it's now set to 25 points. I think it's a good idea because this way, you are not losing the interest in those missions.
I wouldn't mind it being rolled back a bit either, honestly. There's a small, but growing player base here, but one of the main reasons there's little tournament support is simply the amount of time even a small event takes. The store massively underestimated how long it would take to complete even two rounds, and had delays/interference to boot. The result was games that ended essentially early, and incomplete. Shortening the actual time might go a long way toward helping that situation.
It's fine if your local store is open 9-6 on the day, with a well organised group of experienced players, but in terms of stores trying to foster a player base, it can be incredibly hard.
As for epic side.................I play 1500-2000 pts per side....chaotic yes, but a lot of options as well. I actually fit ships into squadrons and move squadrons instead of individual ships. Also to save time, I only provide one upgrade per ship, and one fleet commander. But I like to assign one commander to each squadron. Most squadrons of capital ships I use have 2 "front line", with one "carrier" attached. It works well and if you move in squadrons it reduces time as well.