Note I will declare right at the start - I reckon Armada is heaps better and everyone should play it more and more!
So the title is the founding idea for this post, based on what I have seen in the local situation.
I'm not sure its always or even mostly true, just an impression. But the impression is generally Imp assault has a lot of attractive advantages over Armada, such as (leaving economics out).. Certainly IA has a stronger following around here.
Obvious ones:
- compressed time requirement - you can get multiple IA skirmishes in in the time required for Armada.
- Diversity of models. (yes aside from obvious counterpoint about the current sameness of scum faction lists over everyone in IA at present)
- IA is very visually appealing - the model scale is combined with really great artwork on the maps/tiles that represents iconic star wars situations really well, on a basically a 2ftx2ft area. As opposed to Armada where a typical game has roughly 10 ships spread across a comparatively massive area - looking at you, relaying flotillas! - with 270 points of unidentifiable (at any casual distance) squadrons.
More subjectively
- Imp assault has a move THEN attack mechanic. So you aren't as at the mercy of activations and timing as in Armada. You can usually get your big guy to do his thing before he goes down, even if you are losing badly. I don't think they need to change this in armada, but I can see how it has appeal. Anyone who has watched an ISD go all game without being able to fire its main guns can appreciate that if you were a starting player this could seem like a formidable reason to not keep investing time and money.
- IA has "big box" expansions that bring in new campaigns, maps, rules and figures for both sides.
So potential ideas from Imp assaults comparative success that may be useful for Armada...
- "Big box" expansions with IA style narrative campaigns and characters and ships based on that campaign. These could include new cardboard or even plastic terrain types that have may have significant gameplay effects, but are mostly there to brighten up the board and add a lot more interest. I'm sure there is a way for these to overlay the current objective set (one of Armadas big strengths).
- Command cards? Command cards specific to particular generals/factions/ship types?
- A "Skirmish" mode? I love 400 point Armada more than I love test cricket, but would a say 200 point mode (maybe more or less) with some sensible list building modifications provide a new way of playing that would let you smash out more than one game on game night, and support more campaign style play?
- Scum or mercenary ships - of course we have been over this before. But I think these are a certainty at some point even if they are just "allies" to imps/rebels and not their own faction. They represent a chance to bring in some different aesthetics and ship styles without having to dredge the EU gunk to fill out the established fleets).