Myself and a mate played our first game of Armada last night since November (Frostgrave campaign has taken over a bit!) as we included some of the new Wave 5 and CC toys.
I had rebels with a Pelta, AF2 and 2x CR90s + Squads, he had Imps with 2x ISDs, aGozanti and some Defenders
In the Imp side - Defenders and Blast Doors are very nice indeed.
He had Motti as his admiral and it felt like I had to kill an ISD twice. The defenders are very powerful, but were ultimately swamped by my B-Wings, Y-Wings and A-Wings.
I put Rapid Launch Bays on the AF2 and carried the B-Wings into the face of an ISD - which worked quite well. I had to drop them a turn early as they needed to help take out the Defenders (who would have cancelled my y-wings and probably a-wings too had I not).
The Pelta worked well on a slow roll with boosted comms to control the y-wings. I also had Nora Wexleyin the mix, but forgot to use her. Post game (when I remembered) we agreed that she would have helped a fair bit to reduce the shields faster on the ISD the squads focused on.
In general though the new missions seem to change the game quite a bit as there are more "types" of missions that you can choose and then aim to build a fleet around.
For example: There are two missions based around stations (Station Assault and Contested Outpost) that suit a more static fleet, Blockade Run and Capture the VIP might favour an Interdictor etc...
All in all, some great additions to the game ![]()