- Pass, well there still has to be a move, this is a space combat game and although not in 3d space the idea is everything is in motion until it says stop. Now if the 0 stop could pass maybe but that is the only way I could see a pass implemented in Armada without breaking theme. It is already closer to say an inverse warhammer 40k set up with squadrons and ships.
- Agreed, however that could undermine the need to play the objectives and just go to an all out kill heavy X-wing style Armada lists. Ask any Warmachine players of the age of Warcaster kill lists. All you had to do to win is take your Jack and smash warcaster.
- Well I'm not sure about the play area but the game length does need to be shortened down. The whole game ends already ends after the 6th turn shows that this doesn't have the refined game-play mechanics as it was boasted to have. The fact that it could take longer than 90 minuets to play 6 turns is a strike against it.
- Keep in mind that you do need it to be open like space. Having too many obstacles makes it more like a ground combat game.
Well I'll throw in my two cents but to be honest I think it also needs more factions, Now I am not talking about scum. That has already been nullified by the way Armada splits the squadrons up between the two factions. But I am talking about 1st Order, Resistance, Old Republic, and even the CIS. Rune Bound as of now has only 2 factions but there is a 3rd and perhaps more already planed and coming up and that is already looking like it is going to be taking the pinnacle of ground combat table top strategy.
