Honestly, I think the game is in a pretty good spot, meta-wise, after that last FAQ and with the wave VII stuff we've seen so far. Some room for improvements - a few objectives could use tweaking (looking at the lists for regional events shows a rather embarrassing imbalance in the objectives brought), but overall we're in a pretty good spot.
That said...boy, a couple things bug me about the game, thematically.
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Teleporting ships.
SUPER annoying that the maneuver template doesn't matter for obstacles or collisions. It really takes a lot of the skill of maneuvering a fleet out of the picture, as you can just weave it back and forth, over or under things, until you end up in the perfect spot. Doubly-annoying? Can't take a good shot at that Demolisher, as it's obstructed behind two bumper-to-bumper Raiders, and then when it activates it teleports over to your side of the Raiders and drops a salvo into you. How?! Game mechanic -> theme fail ++.
Seriously, would it have been so hard to just have ships step down the maneuver template to each notch, and any collision along the way is the point of collision they have to back away from?
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Squadron suicide pacts.
Okay, so it's a common enough mechanic in wargames (simulating historical aviation and ground combat) that larger units (platoons to squadrons), once engaged in a melee, are sort of 'stuck' together in battle. Commonly, until one or the other is destroyed or (if the game models it) has morale break and they retreat. So far, so good. HOWEVER, systems that do that also model the ability of said units TO leave the battle...at a cost. Often reflected/described as 'having some components of the unit sacrifice themselves to cover a retreat'. How this is handled varies by system, but as applicable to Armada, one of two methods seem simple enough:
- 'Free attack'. Any squadron can move away while 'engaged', however if it does so, all enemy squadrons currently engaged with it get an immediate free attack against it. This attack is not an activation, and may be performed even if the squadron has already activated. It ignores counter and escort keywords, and defense tokens cannot be spent against it.
- 'Automatic step loss'. Any squadron can move away while it is 'engaged', however if it does so, it immediately suffers damage equal to half its remaining hull points (round up), minimum 1.
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Okay, seriously, where ARE all the fighters coming from?
Only really a problem for the Empire, as most Rebel fighters have hyperdrives, but seriously - so many squadrons of TIE Interceptors flying with a handful of Arquitens? HOW?! And especially for adapting the game for campaign rules - *oof*, it'd be nice to have had some kind of stat on the ship cards for some of the 'fluff' elements. (Number of squadrons embarked, for example.)
