On 5/25/2017 at 3:06 AM, Kiwi Rat said:What is this obsession with having faster games?
Armada is supposed to be a game, where you can put some thought into your moves before you make them, not this hurry, hurry, hurry, I want to quickly activate all my units thing.
Of all the games ( FoW, Armada etc...) I played, I have observed the following pattern in regards to game speed:
New players are initially slow to make their activations, as they are still in the phase of trying to discover the finer points of the rules.
Veteran players due to their obvious experience, can more quickly spot and decide what to do and should/can't do.
So two Veteran players with alot of sqds. should be able to play a game just as fast if not faster, than two new players with very few sqds.
Armada is one where larger and slower ships have to plan far ahead, but given their size they "act" only twice per game, the rest of the turns are executing that plan of dial set up while smaller ships get to "act" 6 times assuming a game goes to the full 6 without tabling or time or other stuff.
As for your argument on veteran players it has been on record that final games of 5 hours has gone to time after only 5 turns. So with nearly an hour per turn yeah there is missing a lot of refinement that is sorely needed for this game. I don't mind long games as I do play games like Twilight Imperium but a living table top miniatures game that a "standard" match takes more than 1/4 of the day, that is not good. I don't want it to be as fast as X-wing, but 6+ hours for a single "standard" game is an inevitable death sentence.
On 5/25/2017 at 6:13 AM, Baltanok said:Not really an option without a) rules rewrite, and b) dedicated mapsheets, but what I would have liked to try would be for the entire map to be printed with hexes slightly larger than current squad bases. Ships moves as normal, but squads move into & by hexes. squad abilities have a hex range instead of a ruler range. (current range 1 = 2 hexes, all other brackets= 1 hex each) No fussy exact placement trying to get this squad placed engaging that, that, and that squad while not engaging that other squad. A dot in the center of the hex would serve as the official position for LOS measurement.
Another advantage is that minor nudging while toggling fighters in the scrum is no big deal. exact position doesn't matter.
Well yeah, of course there has to be a rulebook errata but at least it isn't the card that is getting changed. However with engagements and intel, nudging does make a bit of a difference. But I haven't really address that other than more squadrons move than two. However it could be adjusted for squadrons as there tends to be more squadrons than ships.
On 5/25/2017 at 9:40 AM, Thraug said:Simple answer to OP question: No.
Too complex for no payoff.
Care to elaborate? I always find it funny when Armada players say something is too complex given how many boast about the depth of strategy in the game.
Either way, Armada has many issues when it comes to the competitive scene. I know many players here don't really care much for the competitive scene and prefer Armada to have a narrative based campaign in which Armada does a much better job when compared to X-wing (especially with stuff like Corellian Conflict). Anyways I was just throwing an idea out there but as common with the forums you make a suggestion and people either reject it flat outright not wanting any changes in their game (impossible with a expansive table top game) or want to put in their own ideas like make flotillas take up squadron points.
Edited by Marinealver