Random: playing the core set again

By DUR, in Star Wars: Armada

Have any of y'all done this recently?

It's kind of... how should I put it, quaint? Nostalgic?

I was playing with someone new to teach the game, but wow- it really is a fun little exercise in tossing dice!

There's something fun from the fact that it is so simple when even the obstacles are laid out for you. It's like playing monopoly on a rainy day with the kids :)

I remember a poster on these forums who, back in the 300 point days, claimed he'd created an unbeatable list and boasted of his accolades of going undefeated at his local game store (not without affirming the game was dead, mind you). What was this miracle list? Tripple vics with enhanced armaments and Tarkin, always deployed in echelon. ::cough::

I also remember when Quyn created, through his gen con special victory, a massive debate about how fighters were useless and how unthematic that was, etc etc etc, and then seeing Reining use 8 a-wings, garm, some Afmkii's and no upgrades to blow that assumption out of the water. And Rhymer OP every other post. (followed by Clonisher OP/Raider useless/Raider OP/ Clontrooper5 OP, then firesprays OP, yt-2400 OP, then TRC90 OP... can go on!)

In other words, playing the coreset again put some things in perspective:

1. pushing around plastic is more fun than giving and receiving offense on t3h interwebz

2. who knows what the game will look like in a few waves? The armadapocolypse keeps being foretold, but it hasnt quite manifested yet. There are speciating pressures at play: its at the point where, after so many internet assumptions were put foreward and then subsequently blown up, that I think I've come to expect the unexpected

3. Faq the faq.

134 bombers

Amen. Armada lives and you can do a lot of different builds that work.

Never under estimate the fun you can have with someone at this game even with only a VSD against a CR90 and a Neb-B!!!

Different maybe, but still fun.

;)

I personally think gameplay-wise things have gone downhill since the core-set. Playing armada with minimal upgrades provides a much more interesting strategic game, rather than the current (since demolisher really) stacking of various upgrade-cards & ship combo's together to win roughly half the match before it is even played. When I look at for example the video posted here on these boards around easter with a list of 8 or so CR90's with rieekan and engine techs to chain-ram an Imperial fleet I'm a little disgusted really.

Edited by Lord Tareq

The only card I think that is broken in an OP way is Rieekan.

Funny thing is I never cared for the starter missions. Too slow and they do more of a job highlighting the end game (where only a few ships remain) than the full game of X-wing.

But yeah playing X-wing is way more fun than playing Nerf on the Forums.

10 hours ago, DUR said:

Have any of y'all done this recently?

It's kind of... how should I put it, quaint? Nostalgic?

I was playing with someone new to teach the game, but wow- it really is a fun little exercise in tossing dice!

There's something fun from the fact that it is so simple when even the obstacles are laid out for you. It's like playing monopoly on a rainy day with the kids :) .

This.

8 hours ago, Lord Tareq said:

When I look at for example the video posted here on these boards around easter with a list of 8 or so CR90's with rieekan and engine techs to chain-ram an Imperial fleet I'm a little disgusted really.

And, unfortunately, this as well. When I first read that post a little bit of me died. MTG is a fine card game, but the whole 'build with the archetypes in mind or you will get stomped' is kinda disheartening.

Of course there has always been Demo and Rhymer Balls that have had a major impact on the game, and then there was Clonisher type fleets for a little while.....but a ramstorsities type fleet feels like it's an instant win, unless you have the specific build to deal with it. And that makes me a little sad.

13 hours ago, TallGiraffe said:

The only card I think that is broken in an OP way is Rieekan.

Agreed, if he's used in a CR90 ram list. He's pretty strong in a normal list but in those he's not really a "problem" beyond the way you expect a 30 point Admiral to be a problem.

Discussions like this almost make me glad that Armada is kind of small where I live. It can be frustrating when it seems like it almost always just me and the same guy playing against each other but it's also nice not having to care or even know what the meta currently is, since "the meta" here means "whatever I feel like playing." I think the Corellian Conflict was the only time I played the same list more than once, although I've played a few modifications of the same list now an again. I feel like I'm in a good spot, where I'm at least somewhat familiar with each ship but I haven't lapsed into habits when building lists. Not everything feels new and exciting, but there's still a lot of unexplored ground for me (or my opponent) to try new combinations of ships, squadrons, and upgrades.

I'm absolutely stuck in a rut objective-wise, though. Station Assault/Contested Outpost/Minefields, or Precision Strike/Fighter Ambush/Superior Positions. All the freaking time. Planning to pick a trio of objectives and build around them to try and break this habit.

Yeah I played a 180 point corset box game a while back with a potential player.

Its amazing the VSD actually feels intimidating when you have no TRCs, no real weapon options for the rebels etc. He just put enhanced arms on the VSD and it became an all-round gun platform!

On April 22, 2017 at 2:03 PM, DUR said:

2. who knows what the game will look like in a few waves? The armadapocolypse keeps being foretold, but it hasnt quite manifested yet. There are speciating pressures at play: its at the point where, after so many internet assumptions were put foreward and then subsequently blown up, that I think I've come to expect the unexpected

For me the Armadapocolypse will never come because I play this game almost completely casually. Eventually one day if I have a kid whose into Star Wars and boardgames then i'll play this game with them onwards.

This isnt directed necessarily at you but what I also don't understand about the idea of an Armadapocolypse, is unlike an MMO or online video game, you can simply agree with another player to only use ships from a certain wave back. For instance, hypothetically, if wave eight comes out and it sucks and rewrites the rules of the game you could just locally agree to play games using wave seven and back. I mean at this point including the impending wave 6 we have more then enough ships and squadrons for the game to last a long time and remain diverse.

On the topic of core set games... I've never managed to see how the Rebels win a core set game. I just don't see how the Rebels get the critical mass of fire they need to take down the Victory. It's particularly bad with the intro game where the rebels seem to have very little way of adding additional anti-ship firepower- at least in an 180 point game, the rebels can use enhanced armament and the x-wings to do some extra damage, but it still seems like the Victory simply has to stay alive while the Rebels have to take some serious gambles or really outmaneuver the VSD.

Last weekend I played the core set about 400 times! To be clear I was demo'ing the game at Star Wars Celebration.

It certainly is nostalgic. From my experience it seemed like the empire had a huge advantage. I kid you not - every tie fighter's blue dice rolled a hit all weekend long. X-Wings rolled a hit one out of ever 4 dice - so the Empire really took advantage of that. I wonder if FFG has weighted dice at the conventions lol!

23 hours ago, Squark said:

On the topic of core set games... I've never managed to see how the Rebels win a core set game. I just don't see how the Rebels get the critical mass of fire they need to take down the Victory. It's particularly bad with the intro game where the rebels seem to have very little way of adding additional anti-ship firepower- at least in an 180 point game, the rebels can use enhanced armament and the x-wings to do some extra damage, but it still seems like the Victory simply has to stay alive while the Rebels have to take some serious gambles or really outmaneuver the VSD.

Ramming!

Or, getting double arcs at close range with the CR90 into the Vic's tailpipe. First/lasting when you have initiative next turn makes this especially juicy.