Here's an idea: new damage cards

By Tayloraj100, in Star Wars: Armada

A campaign-only one:

Hyperdrive Failure: This ship may not retreat into hyperspace.

And a not-so-serious one:

Bad Luck, Pal: You must eat this card, then draw a face-down damage card.

The change of damage deck did not bother me much in X-Wing, but it did become a (minor IMO) strategic choice. Also, it meant the purchase of a new core set.

Core sets are big difference in Armada, because $40<<<$100. I'd just as soon have damage decks available separately, and then why not new and old types of damage decks, with the requirement that you can't mix and match.

That was broken already: Discard this damage card.

Senior Projection expert: deal this card (face down) to a friendly ship in distance 1-5

Chain reaction: rip this card to pieces and throw them from 2' height over the play area. Any ship touched suffers 1 damage.

12 hours ago, Ginkapo said:

What about Dodonna?

He'd still work.

Okay, yes, having really nasty damage cards is like a small boost to Dodonna. Maybe these hypothetical cards would be added to the existing ones, which keeps the damage deck watered down a bit. Maybe they are specific to a campaign.

11 hours ago, Visovics said:

fair enough, but if that flotilla is taking crits it won't be around much longer

12 hours ago, Ginkapo said:

How many existing crits hurt flotillas?

Hmmmm....

Flotillas are Fragile: If this ship is a flotilla, it is immediately destroyed.

Chain Reaction: If this ship is a flotilla, all of your flotillas are destroyed.

Your Worst Nightmare and Secret Desire are One and the Same: Remove all flotillas from the board, even those of belonging to your opponent. They do not count towards anyone's score.

It's For the Best: Remove all flotillas from the board, even those of belonging to your opponent. If there are other games of Armada being played nearby, remove all flotillas from them as well. Then, remove all flotillas from Armada, using either fire or a hammer. You may not resume your current game until they are all destroyed. Then turn this card face down.

2 hours ago, Mikael Hasselstein said:

The change of damage deck did not bother me much in X-Wing, but it did become a (minor IMO) strategic choice. Also, it meant the purchase of a new core set.

Core sets are big difference in Armada, because $40<<<$100. I'd just as soon have damage decks available separately, and then why not new and old types of damage decks, with the requirement that you can't mix and match.

Yeah, if this were to really be implemented, I see it as either 1) something specific to a future campaign, or 2) adding only a handful (maybe just a couple) of new cards to the existing deck, possibly packaged along with all the ships and/or squadrons of a future wave.

Don’t the crits in the existing damage deck represent the reduced efficiency of a damaged ship already? But more tanky ships with contain can prevent some of those effects.

More objectives I would love, which like CC would really shake up list building and fleet design. The damage deck works just fine, there is no specific problem to fix that I can see.

18 minutes ago, Mundo said:

Don’t the crits in the existing damage deck represent the reduced efficiency of a damaged ship already? But more tanky ships with contain can prevent some of those effects.

More objectives I would love, which like CC would really shake up list building and fleet design. The damage deck works just fine, there is no specific problem to fix that I can see.

Oh, I agree that it works fine as is. The idea here is that new/different/alternate damage cards could be a channel for shifting the meta in the same way that new objectives or upgrades could. Or they could be a campaign-only thing the way base defense objectives from CC aren’t for regular games.

I’m under no delusions that ideas presented here will be picked up by FFG or anything.

I thought the X-wing Epic Play ships having their own damage decks was cool, with fore and aft seperate decks to be really interesting. A variation for Armada would be neat.

I thought a system where each ship class had a seperate deck would be neat and thematic fun. Like CR-90s could have "main reactor shutdown" in their deck as an homage to the early lines from A New Hope. (Whether or not that was caused by damage, I could never tell) Ships that often feature ordinance could have magazine fires and explosions. Staple carrier ships could have suffered hangar strikes, or communication loss. As long as you had one, say 15 card deck for each of your fleets ship classes, maybe 30 card for large ships, and recycled cards from destroyed ships, it would probably work.

I think it'd be fun.