I have flown over from X-Wing....

By Zeoinx, in Star Wars: Armada

3 hours ago, xanderf said:

I dunno, man, that 'shoot first, then move' and 'no defense dice'...those were pretty easy. I don't think I've ever seen someone make that mistake.

Really?! Everybody I have seen play armada has goofed and moved before wanting to shoot. Literally every single one) Most of them several times. Hell, one of my earlier games (but not my first) we were on round 3 before either I or my opponent (who was also an experienced gamer and had played armada before) realized that we had been moving then shooting the whole game and not realized it. Virtually every other game out there puts movement before shooting (for whatever reason, it would be interesting to research why).

I don't see the issue with crits at all though. the crit system is so different from X-Wing that there aren't really any habits that carry over.

1 hour ago, Forgottenlore said:

Really?! Everybody I have seen play armada has goofed and moved before wanting to shoot. Literally every single one) Most of them several times. Hell, one of my earlier games (but not my first) we were on round 3 before either I or my opponent (who was also an experienced gamer and had played armada before) realized that we had been moving then shooting the whole game and not realized it. Virtually every other game out there puts movement before shooting (for whatever reason, it would be interesting to research why).

I don't see the issue with crits at all though. the crit system is so different from X-Wing that there aren't really any habits that carry over.

The reason is because it makes randomized defensive options more effective. You can gamble getting into range and doing enough damage to mitigate the need for perfect defense rolls. Now, in order to attack, you need to think a turn ahead and not be certain if you'll get an optimal attack, but your defense is more concrete.

On 4/3/2017 at 3:01 PM, Zeoinx said:

So with the newest wave of X-wing, Absolutely non of the ships interest me, sadly, including the new C-ROC, so I started sniffing around Armada, and randomly decided to get a few sets. Im avoiding the core set for now, till I save for it, but I figured to get a few for display on a shelf. Gotta say, dispite how tiny they are, they are indeed pretty detailed, and a single package of Imperial Fighters II and a Imperial Light Cruiser, looks quite intimidating aiming towards a lone CR-90! It almost reminded me of playing Empire at war. Here is hoping FFG Decides to release a Venator down the line for both Imperial and Rebel forces to be able to use, would be a instant buy. (And Yes, i know about shape ways, Still weary about 3D Printing and everything....)

As a new possible player after i get the core set, anything major I need to let go from X-wing going to Armada, or is absolutely nothing strategy wise worth keeping in my head.

I too was all in on X-Wing before treading down the path of Armada. I think Armada doesn't have the faction inequality as X-Wing has, it is a real mental and tactical game first and foremost.

I'm no expert, just a novice that is learning, but I'd say rule number one is love Star Wars ships like you do in X-Wing, but leave all the mechanics of the fighter game when you pull out your Capital Ships. Also, keep the rules at hand, for it works so much differently, you'll need them for reference. I like this one; I printed them and had them laminated (beer proofed) and they work great for me and who I'm playing as we go through the game stages.

http://www.orderofgamers.com/downloads/StarWarsArmada_v1.1.pdf

Have fun, take your time, and "increase forward fire-power!"