So I've seen a few floating around and I think these are kinda cool ideas. Since gameplay in Armada can change quite a lot depending on the objectives I figured we could gather a few good ones under one thread and it'd be kinda fun.
Here's one I'd really like to see.
NAVIGATION
Volatile Wreckage
SETUP:
Player One must deploy all his ships before deploying any squadrons
SPECIAL RULE:
When a ship is removed from the play area as a result of being destroyed it's owner must place a number of objective tokens equal to its command value within distance 1 of the destroyed ships final position.
If a ship or squadron ends its movement within distance 1 of an objective token it suffers 1 damage. Before a ship belonging to Player One would suffer damage as a result of this rule, Player Two may choose to cancel up to 1 damage to flip 1 facedown damage card already on that ship faceup.
Anyone else have some fun ideas?
New objective ideas?
I feel like there's plenty of room for the fun cinematic scenarios to be represented by objectives. For example:
An objective that lets you storm and capture an enemy ship. Put whatever limitations are needed so that it doesn't break the game in half: you have to pick out the target ship at the start of the game, you can only do it once during the game, the "captured" ship is removed from the game rather than joining your side. Whatever.
Superlaser. Maybe you have to roll each round to see if it is charged. When the superlaser fires at a ship (treated as a ship not considered friendly to anything, like Planetary Ion Cannon), roll an attack with 6 red dice. During the Resolve Damage step, if at least 3 damage icons are shown, destroy the ship. If not, the target takes no damage, but you have to paint a tiny exploding planet onto your mat as collateral damage.
Gravitational Anomaly. Objective tokens represent gravity wells from stars, black holes, planets, or especially a deadly field of hazards like the Maw Cluster, etc. A narrow safe path exists, with danger to any ships that stray from safety. Play lengthwise like Blockade Run, and place two or three objective tokens in the setup area within distance 1-2 of one of the long edges and beyond distance 5 of either deployment zone. After a ship at a certain distance of a token performs the determine course step, its opponent can add or subtract 1 click of yaw at 1 . The ship must then complete the corresponding maneuver. If a ship ends its movement at a certain closer distance to a token, reduce its speed by 1 to a minimum of 1.
Unshakable Loyalty. Objectives tend to shape a match by dictating how you win. How about an objective that dictates how you don't lose? Each player chooses one ship. The victory points scored by destroying that ship are halved. If anyone gets tabled, points are scored as normal. Christmas tree ships are a big risk, but they're undeniably fun to command. Let's cut them some slack and mitigate the all-in-one-basket risk.
Pulsar: On all even-numbered rounds, during the Modify Dice step of any attack, the attacker must remove 1 die showing an accuracy icon, if able.
2 hours ago, Nostromoid said:Superlaser. Maybe you have to roll each round to see if it is charged. When the superlaser fires at a ship (treated as a ship not considered friendly to anything, like Planetary Ion Cannon), roll an attack with 6 red dice. During the Resolve Damage step, if at least 3 damage icons are shown, destroy the ship. If not, the target takes no damage, but you have to paint a tiny exploding planet onto your mat as collateral damage.
Nice idea. Are defending ships able to use defense tokens though, and how do they fit into theme/gameplay? ![]()
Here's mine:
8 hours ago, Nostromoid said:I feel like there's plenty of room for the fun cinematic scenarios to be represented by objectives. For example:
An objective that lets you storm and capture an enemy ship. Put whatever limitations are needed so that it doesn't break the game in half: you have to pick out the target ship at the start of the game, you can only do it once during the game, the "captured" ship is removed from the game rather than joining your side. Whatever.
Superlaser. Maybe you have to roll each round to see if it is charged. When the superlaser fires at a ship (treated as a ship not considered friendly to anything, like Planetary Ion Cannon), roll an attack with 6 red dice. During the Resolve Damage step, if at least 3 damage icons are shown, destroy the ship. If not, the target takes no damage, but you have to paint a tiny exploding planet onto your mat as collateral damage.
Gravitational Anomaly. Objective tokens represent gravity wells from stars, black holes, planets, or especially a deadly field of hazards like the Maw Cluster, etc. A narrow safe path exists, with danger to any ships that stray from safety. Play lengthwise like Blockade Run, and place two or three objective tokens in the setup area within distance 1-2 of one of the long edges and beyond distance 5 of either deployment zone. After a ship at a certain distance of a token performs the determine course step, its opponent can add or subtract 1 click of yaw at 1 . The ship must then complete the corresponding maneuver. If a ship ends its movement at a certain closer distance to a token, reduce its speed by 1 to a minimum of 1.
Unshakable Loyalty. Objectives tend to shape a match by dictating how you win. How about an objective that dictates how you don't lose? Each player chooses one ship. The victory points scored by destroying that ship are halved. If anyone gets tabled, points are scored as normal. Christmas tree ships are a big risk, but they're undeniably fun to command. Let's cut them some slack and mitigate the all-in-one-basket risk.
Pulsar: On all even-numbered rounds, during the Modify Dice step of any attack, the attacker must remove 1 die showing an accuracy icon, if able.
Oh man, that's what I'm talking about! what a bunch of cool ideas!
5 hours ago, Muelmuel said:Nice idea. Are defending ships able to use defense tokens though, and how do they fit into theme/gameplay?
Here's mine:
This sounds really interesting too!
6 hours ago, Muelmuel said:Nice idea. Are defending ships able to use defense tokens though, and how do they fit into theme/gameplay?
Here's mine:
So, ships can use defense tokens, but only defense tokens that cancel dice are of any help. Scatter and Evade help, but ships (or planets) with only Brace, Redirect, or Contain are sitting ducks. I was assuming this would just be a die roll to check k if you're instantly executed, but maybe it should adhere exactly to the attack steps and count accuracy symbols. Or just use black dice so that ships can always use tokens. Maybe it should look at the amount of damage shown on dice, rather than damage icons. Feels wrong for critical icons not to spell disaster when a superlaser fires. So, don't try to track onto a flotilla with your Death Star because it probably won't work. Guess it needs to be said that this attack is always considered to be at long range, targeting any ship/zone without obstruction.
I remember your thread, and I think I suggested this in there.
Edited by Nostromoid2 minutes ago, Nostromoid said:So, ships can use defense tokens, but only defense tokens that cancel dice are of any help. Scatter and Evade help, but ships (or planets) with only Brace, Redirect, or Contain are sitting ducks. Maybe it should look at the amount of damage shown on dice, rather than damage icons. Feels wrong for critical icons not to spell disaster when a superlaser fires.
I remember your thread, and I think I suggested this in there.
I talked with a guy about doing a 3v1 death star mode in this thread, I plan on play testing it soon....