What is this game missing?

By EbonHawk, in Star Wars: Armada

It will be cool if we had a 600 point game tier with 8 stages, instead of commanding a flottila, we would be in charge of fleets,

16 hours ago, Battlefleet 01 Studios said:

Rebs need a medium sized Vic’ style ship. Just something with more firepower than an Assault Frigate and less maneuverability.

Assault Frigate Mk1 or a Dreadnaught would be nice.

U-Wings

The game needs a narrative driven campaign and the KoTOR Era ;) also it would benefit from more ships for the current factions we have now. More mediums for rebels. More flotilla for both and a new large for empire ....

Also give us more rogue one stuff.

Edited by BlueSquadronPilot
11 hours ago, Jukey said:

Venator is missing still for iconic film ships, along with a rebel refitted CIS ship.

i agree, Venator for imps and a Providence class for rebs...

Rebel One anyone?? http://starwars.wikia.com/wiki/Rebel_One

20 minutes ago, BlueSquadronPilot said:

The game needs a narrative driven campaign and the KoTOR Era ;) also it would benefit from more ships for the current factions we have now. More mediums for rebels. More flotilla for both and a new large for empire ....

Also give us more rogue one stuff.

Kotor era would be great.. Maybe smaller point battles than current

The hammerhead after all was in service for 3000 years after the Jedi Civil War... so makes sense some would find there way to the rebels. Also like the cis fighters I'm sure the rebels would've made use of them considering their lack of pilots.

12 hours ago, CaribbeanNinja said:

I feel that Armada needs more objectives and a deep campaign more than anything.

As cool as new ships are, new objectives would make what we already have better.

A new campaign would help me drag some of the less hardcore out to play.

(that and real debris. I’d pay ffg $ for probably the easiest sculpts ever for 3d roids and debris, stations and dust clouds :) )

10000%

Venator should be similar to a Victory (also used during the clone wars). I'd say faster speed 3, but red/blue dice more similar to an AfM.

Providence should be a watered down home one. 1 variant for mid range ion stuff, one for squadron pushing.

Both medium ships filling a gap imo, prov may be a large base not sure on both their dimensions

Edited by EbonHawk

OP: Aside from just listing types of ships/squads you want to see, what general types of role-filling options this game is missing?

Everyone Else: Here's a list of the ships and squads I'd like to be able to buy.

:D




Personally, I think it'd be nice to see things for squads to target (e.g. objectives or something), since so much of Star Wars has focused on having squadrons attack vulnerable targets that are otherwise resilient or inaccessible to ships. I think squads have always been a little too powerful and influential in the game (see: every Worlds list ever with Max Fighters), and one way to possibly address that without flat-out reducing the squad cap down to 100pts would be to create things that were meant to be killed by squadrons. e.g. maybe an objective where there are "comm relays" hidden in the asteroid fields, and one side's squads are trying to attack objective obstacles while another side's squads are trying to protect it. Then, players could decide how many squads to throw against the objective and how many to throw against enemy ships, which would indirectly make ships a little more resilient to squads. As it stands now, every Squad-Based Objective is basically " bonus points for having squads attack ships," which is what they're gonna do anyways.

Edited by AllWingsStandyingBy
8 hours ago, EbonHawk said:

Venator should be similar to a Victory (also used during the clone wars). I'd say faster speed 3, but red/blue dice more similar to an AfM.

Providence should be a watered down home one. 1 variant for mid range ion stuff, one for squadron pushing.

Both medium ships filling a gap imo, prov may be a large base not sure on both their dimensions

Judging by ROTS, an ordnance Providence would make a lot of sense. That and the fact it has 102 proton torpedo launchers. The first Providence we see on screen is 1,088 meters long; a larger variant is 2,177 meters long. The Venator is 1,155 meters. At 45 meters less than a liberty, making it medium just doesn’t feel right.

Edited by The Jabbawookie

Back to the original topic, I'd like to see more heavy bomber wing options, and possibly a three die bomber (Need some serious balancing though, because it would be real easy to mess up).

18 minutes ago, The Jabbawookie said:

Judging by ROTS, an ordnance Province would make a lot of sense. It has 102 proton torpedo launchers. The first Providence we see on screen is 1,088 meters long; a larger variant is 2,177 meters long. The Venator is 1,155 meters. At 45 meters less than a liberty, making it medium just doesn’t feel right.

Thank you, so two large ships.. Could still work but not like rebels are calling for more large ships atm! Ordnance versions always sound good to me ;)

I may be alone, but I think the game would be cool with generic commanders. Accessible by both factions, no more than 15 points each. Cheesy or very low impact effects.

Aggressive fleet commander
15 pts

When a friendly ship activates it may choose to attack out of only one hull zone, while attacking a ship you may add 1 red die to the attack pool.

Defensive fleet commander
15 points

When a friendly ship activates it may move a number of shields equal to it's command value without spending engineering points. No hull zone can exceed it shield value this way.

Evasive Fleet commander
15 points

When a friendly ship activates it may refresh an exhausted "scatter" or "evade" defense token.

Squadron fleet commader
15 points

When a friendly ship resolves the "squadron" command, one squadron activated by that ship may either increase it's speed by 1 or add 1 blue Anti-squadron attack die until the end of it's activation.

Unstable Fleet Commander
15 points
When a friendly ship activates it may suffer it's command value in facedown damage cards, if it does, it gains 1 extra attack for this activation. After all attacks, if the defender of the last attack is a ship, and a critical effect was not resolved, flip one of the attackers facedown cards face up.




I think something like this could give a more generic feel to the fleets. Which, in my opinion, would be cool.

5 minutes ago, Darth Sanguis said:

I may be alone, but I think the game would be cool with generic commanders. Accessible by both factions, no more than 15 points each. Cheesy or very low impact effects.

Aggressive fleet commander
15 pts

When a friendly ship activates it may choose to attack out of only one hull zone, while attacking a ship you may add 1 red die to the attack pool.

Defensive fleet commander
15 points

When a friendly ship activates it may move a number of shields equal to it's command value without spending engineering points. No hull zone can exceed it shield value this way.

Evasive Fleet commander
15 points

When a friendly ship activates it may refresh an exhausted "scatter" or "evade" defense token.

Squadron fleet commader
15 points

When a friendly ship resolves the "squadron" command, one squadron activated by that ship may either increase it's speed by 1 or add 1 blue Anti-squadron attack die until the end of it's activation.

Unstable Fleet Commander
15 points
When a friendly ship activates it may suffer it's command value in facedown damage cards, if it does, it gains 1 extra attack for this activation. After all attacks, if the defender of the last attack is a ship, and a critical effect was not resolved, flip one of the attackers facedown cards face up.




I think something like this could give a more generic feel to the fleets. Which, in my opinion, would be cool.

I mean, I like the concept... the only issue is that the design ethos is “character driven” and “nothing in Star Wars is generic”

Just now, Drasnighta said:

I mean, I like the concept... the only issue is that the design ethos is “character driven” and “nothing in Star Wars is generic”

Well, we do have generic squadrons, right?

There had to have been a couple of nameless career solider grunts on both sides that history doesn't remember or care about, right? It was a galactic war after all, not everyone was an ace. lol

1 minute ago, Darth Sanguis said:

Well, we do have generic squadrons, right?

There had to have been a couple of nameless career solider grunts on both sides that history doesn't remember or care about, right? It was a galactic war after all, not everyone was an ace. lol

No, but Commanders are by necessity charismatic and individual - characters - even if the grunts are faceless.

Thats the nature of command.

Edited by Drasnighta
Just now, Drasnighta said:

No, but Commanders are by necessity charismatic and individual - characters - even if the grunts are faceless.

I mean *shrug* maybe? I haven't seen enough to know.

The way I see it, all of the people who've ever barked orders at me could be an interchangeable indistinguishable command grunt for all I care... they all seem to have the same personality to me.

2 minutes ago, Darth Sanguis said:

I mean *shrug* maybe? I haven't seen enough to know.

The way I see it, all of the people who've ever barked orders at me could be an interchangeable indistinguishable command grunt for all I care... they all seem to have the same personality to me.

To be fair - Military to Military - Did any of them command things on the level of fleets?

Because that’s what I’m talking about here.

Not, random dude like me who “commands” a section, or even a platoon.

Theyre nameless faceless career grunts.

But those who REALLY rise to the point where they are commanding multiple large detachments - Wing commanders, base commanders, regimental commanders, actual ADMIRALS, in my experience across multiple militaries - they are all memorable and individual with high personal charisma...

Because you basically can’t be IN command without it.

Just now, Drasnighta said:

To be fair - Military to Military - Did any of them command things on the level of fleets?

Because that’s what I’m talking about here.

Not, random dude like me who “commands” a section, or even a platoon.

Theyre nameless faceless career grunts.

But those who REALLY rise to the point where they are commanding multiple large detachments - Wing commanders, base commanders, regimental commanders, actual ADMIRALS, in my experience across multiple militaries - they are all memorable and individual with high personal charisma...

Because you basically can’t be IN command without it.

That's a fair point.

I'm a civilian, so I can't say I have a good insight on that world. Just basing it off what I do know. Bosses, employers,ect ect

I just find it hard to believe that in a fleet of 25,000 Star destroyers and how many ever rebellion ships there weren't a handful of dudes that were "9 to 5/only here for the pension/ typical feet on desk boss " A-holes that no one remembered...



Either way. I still think it could be an interesting way to expand the game. Even if they had to tweak how it was presented, maybe commanders that switched sides? there were a few, I think?

30 minutes ago, Darth Sanguis said:

maybe  commanders that switched sides? there were a fe  w, I think?  

Like Jan Dodonna?

Or General Crix Madine? ?

9 minutes ago, Drasnighta said:

Like Jan Dodonna?

Or General Crix Madine? ?

I'm sure there's more too lol.

Just now, Darth Sanguis said:

I'm sure there's more too lol.

Was off the top of my head ?

1 hour ago, Darth Sanguis said:

game would be cool with generic commander  s

Well, how about C-3PO as a commander :)

Joke aside there are tactical and strategic advisor droids, I am sure they can be used for fleet assistance , a cheaper and less capable replacement for actual commanders.

( also when I mentioned C-3PO, in Rebellion PC game he really annoyed me all the time )

Just now, LostFleet said:

Well, how about C-3PO as a commander :)

Joke aside there are tactical and strategic advisor droids, I am sure they can be used for fleet assistance , a cheaper and less capable replacement for actual commanders.

( also when I mentioned C-3PO, in Rebellion PC game he really annoyed me all the time )

That's an idea.

16 hours ago, CaribbeanNinja said:

I feel that Armada needs more objectives and a deep campaign more than anything.

As cool as new ships are, new objectives would make what we already have better.

A new campaign would help me drag some of the less hardcore out to play.

(that and real debris. I’d pay ffg $ for probably the easiest sculpts ever for 3d roids and debris, stations and dust clouds :) )

Agreed on all points. I have a few asteroids that I place on the table. They really help bring the game to life.

As far as campaign play goes, I was able to bring a bunch of people into Armada with that. If we got one campaign box / year with new titles or a special set of squadrons I would be ecstatic.

A campaign-style with a lot more depth. Like you are playing a Moff/rebel leader with bonus and a cost, you have 1200 starting point of fleets and the need to fight 3 different combat at the same time each turn. So no ships nor unique can fight more than once a turn.

Each turn of campaign, you can resetup your fleet so the Avenger who was with Demolisher in same fight, the first round of the game, will battle in different fleet the next turn.

Campaign objectives where your rebel deployment was only a decoy. Lost 100 ressources, but win another planet to your cause.

Or hyperspace blocus where you force a fight with the rebels amist civilian ships. Cost ressources to the empire but each cusualty in the civilian lead to diminish the ressources cost of the mission.

Or sacrifice the appearance of your Interdictor for one round to gather Intel about the rebels bases. Starting at 1100 fleet cost this round, less unique upgrade card in it.

Skirmishes objectives focused where you only need to ram the amoral ship and get the **** out ASAP. Ending in 3 turn.

More depth to the "commander/strategist game setting" on all those thingys.

Maybe but less mandatory : Other factions/era. Get another era starting kit and re-evaluate cost of every existing ships of civil war era. Make some money on mandatory "empire/rebels conversion kit" to play with both era ships. Put some mercenaries ships/squadrons that can play both sides. Why not the new "ssd only era" where ships are 100 bigger and never destroy a ****. Just put your hand in our pocket for our money and give us new toys to play at.

More responsiveness from the team to players.

Has someone take that "unnofficial FAQ" and answer it all at once. Then clarification made monthly.

Pooling about interest, next expansion ect.

Add some "two minutes" timing machine to limit player time at each activation in official tournament for more stress and make the game faster. Time is what render this game uncompetitive in audience vs X-wings.