Ok, so a bit of a click-bait there, but you WERE warned ![]()
Anyway. To business.
Armada has matured.
Gone are the days of the GenCon Special. Ackbar is no longer OP. Neither is Sato. But Sloane TOTALLY is ![]()
We have 6 waves to play with, and we got our first nerf-FAQ not long ago.
Me, I'm having more fun than ever.
That said, there are obviously (to me at least) some cards that are a bit too good - and quite a few duds.
But nothing I can't live with or that ruins the game.
EXCEPT...
Objectives.
Or should I say: the total lack of VARIETY in viable objective picks.
It's been the Achilles heel of this game for a LONG time (CC objectives helped a little). I'm sure not all of you agree, not with all my assessment anyway, but it's not just my personal feelings here - statistical data support it.
For a objective to be good it has to fulfill 3 criteria:
- a real tactical advantage to the second player
- low chance of fallout for the second player
- bonus points, skewed to favor the second player
The below analysis is slightly simplified for brevity. If you really want I can analyse in more detail (but I'm sure other bloggers have done so better elsewhere).
RED
- The only really good Red objective is MOST WANTED. It fulfills all 3 criteria. You'll se this as the Red for AT LEAST 50% of all lists.
- The other two that crop up a bit are Advanced Gunnery and Station Assault. Both are a bit higher on the fallout scale, so not as good as MW, but decent in some builds.
- The rest of the objectives are usually weak on fallout and/or doesn't give a big enough advantage/bonus points.
YELLOW
- The big winner here is CONTESTED OUTPOST. It's not as universal as MW, but about 1/3 of all lists will have it.
- Fire Lanes is a strong one IF you bring Strategic - even better than CO.
- Between them they TOTALLY dominate the yellow scene.
- Other viable picks included Hyperspace Assault (Strategic can complicate matters, and no bonus pts) and Fighter Ambush (niche, plus deployment disadvantage, but bonus points).
- Capture the VIP gives a modest VP bonus and is fairly low on fallout, but offers no real tactical advantage.
BLUE
- SOLAR CORONA continues to be extremely popular. The deployment advantage is significant and fallout is low, but it gives no extra pts and against many list the tactical advantage is slight. As a result this Blue one will OFTEN get pciked over Reds or yellows. As such it's a worthy successor to Dangerous Territory.
- Actually DT continues to be a decent blue. It fulfills all 3 criteria, but isn't super-strong in any of them. If I have MW, CO and DT (or SC) you know which one you'll be picking.
- The finally two are Superior Positions and Sensor Net. Both are super strong. the former favors squadrons and fast/agile long-range ships, while the latter brings strategic.
- Personally I quite like Salvage Run over Sensor Net. Dictate place of engagement, extra obstacles, free nav tokens, 80 pt skew for me, doesn't have to chase them tokens as much...what's not to like?
- I also count Intel Sweep as a good objective. All you need is ONE Strategic and you're more or less 75 pts ahead. Can be run with less squad cover than many of the other blues.
If I have one wish for the celebration of the birth of Christ/pagan midwinter feast (in Norway we didn't even bother changing the pagan name - it's still called Jul, not Kristusmesse) it's this:
Can FFG please do a full rework of the objectives, so that more than a couple of each category are even semi-viable in competitive play?
If nothing else I'm just sick of playing the same objectives over and over.
Edited by Green Knight