Using Legion's setup?

By Darth Sanguis, in Star Wars: Armada

Can anyone think of a good reason Armada wouldn't benefit from adapting Legion's deployment, objective, and condition system as well as using a similar command card system? The way I see it, based on my experiences playing Legion, it levels the disparity between blue and red (1st and 2nd) player. Pip cards with effects based on the commander and standard orders also could also add a neat depth to the game. I understand that Legion is supposed to be a much more complicated system, and realistically Armada is Tabletop "lite" but I don't think an extra few minuets during setup would harm the game.

Of course, I understand this isn't anything that can happen officially, but if anyone else would be interested in trying this and testing, maybe we could work together to try to convert the current objective system?

Anyways, I'm interested to hear thoughts on the idea.

Edited by Darth Sanguis

I like the command system but not so keen on the win loss type of objectives. It’s not great for larger tournaments where multiple players can be unbeaten and tie breakers have to be used. I would prefer legion to use Armada’s point based objectives to give a scale of victory.

One could try the deleting system for armada objectives selection. Instead of 1st player deciding which objective he wants from 2nd player's hand, 1st player chooses one objective that s/he does not want. Then 2nd player does the same. We are now left with one remaining objective to be the objective for the game :)

Edited by Muelmuel
11 hours ago, Darth Sanguis said:

Can anyone think of a good reason Armada wouldn't benefit from adapting Legion's deployment, objective, and condition system as well as using a similar command card system? The way I see it, based on my experiences playing Legion, it levels the disparity between blue and red (1st and 2nd) player. Pip cards with effects based on the commander and standard orders also could also add a neat depth to the game. I understand that Legion is supposed to be a much more complicated system, and realistically Armada is Tabletop "lite" but I don't think an extra few minuets during setup would harm the game.

Of course, I understand this isn't anything that can happen officially, but if anyone else would be interested in trying this and testing, maybe we could work together to try to convert the current objective system?

Anyways, I'm interested to hear thoughts on the idea.

For one, the amount of forshadowed arguments on the Legion forums about how in certain objectives, you'd never not be one player or not... Because its that overbalanced.

Plus, the fundamental "command system" of Armada is different =- would you maintain the command dial stacks, or would you state anyone activated outside of the "order pips" simply have no command dial, only placing Dials on activated ships?

More information. More information and consideration is needed for me to judge, because the systems are just so disparate. It'd be like trying to slap the X-Wing Maneuver system to Armada Ships... I mean, sure, you could do it... But it requires such a major overhaul just thinking about it needs a bit of consideration as to how it would be implimented.

I don't consider legion to be a more complicated system at all. I think Legion is rather a 3rd point in the planning triad...

X-Wing is perfect personal planning. You almost always get to choose what you are doing right now. You've seen what your enemy has done last turn and can compensate right now .

Armada is delayed personal planning. For a lot of things, you need to plan and prep in advance . So much to the point that you can find yourself steadily outpaced by whats going on around you.

Legion is imperfect timing planning... You can choose exactly what you want to do, but you may not necessarily get to pick exactly when and where to do it ... You've only got limited control over that through your order system (and the points you sacrifice in order to mitigate it, if need be).

They're complicated by the enemy in their own ways, and they're all along that "parallel but different enough" that trying to put one over the other given the rest of the mechanics is... complicated at best.

So yes, to answer the question, "can I think of a reason why?"

Its Complicated .

I think if one were approaching it, I'd certainly consider looking at the objective side of things... Indeed, having your 3 and having those winnowed down by choice is a good compromise - without having to rewrite every objective into multiple deployment types... That's the other side, with the way maneuver is in Armada, certain deployments would result in null games, and we already do what we can to avoid those in Armada typically.

5 hours ago, Muelmuel said:

One could try the deleting system for armada objectives selection. Instead of 1st player deciding which objective he wants from 2nd player's hand, 1st player chooses one objective that s/he does not want. Then 2nd player does the same. We are now left with one remaining objective to be the objective for the game :)

You'd want to start with more objectives if doing that.

Yavaris using Son of Skywalker?

No thank you! 😆

2 hours ago, Irokenics said:

Yavaris using Son of Skywalker?

No thank you! 😆

Or Demo with a Palp bomb!

I think it might be fun to do deployments in different parts of the board like Legion but not the objectives or command system. Battlefield conditions maybe a possibility. We have very few things that alter the deployment zones and I would like to see more of that.

I think I would like the Deployment Zone - Objective - Modifier set up. Here is an example.

Deployment: Blockade Run

Objective: Contested Outpost

Modifier: Select one of the non-deployment zone edges (long or short) when firing at a ship and that edge is in the arc, you must use 2 accuracies to negate a defense token. (Modified solar carona)

15 hours ago, Drasnighta said:

For one, the amount of forshadowed arguments on the Legion forums about how in certain objectives, you'd never not be one player or not... Because its that overbalanced.

Plus, the fundamental "command system" of Armada is different =- would you maintain the command dial stacks, or would you state anyone activated outside of the "order pips" simply have no command dial, only placing Dials on activated ships?

More information. More information and consideration is needed for me to judge, because the systems are just so disparate. It'd be like trying to slap the X-Wing Maneuver system to Armada Ships... I mean, sure, you could do it... But it requires such a major overhaul just thinking about it needs a bit of consideration as to how it would be implimented.

I don't consider legion to be a more complicated system at all. I think Legion is rather a 3rd point in the planning triad...

X-Wing is perfect personal planning. You almost always get to choose what you are doing right now. You've seen what your enemy has done last turn and can compensate right now .

Armada is delayed personal planning. For a lot of things, you need to plan and prep in advance . So much to the point that you can find yourself steadily outpaced by whats going on around you.

Legion is imperfect timing planning... You can choose exactly what you want to do, but you may not necessarily get to pick exactly when and where to do it ... You've only got limited control over that through your order system (and the points you sacrifice in order to mitigate it, if need be).

They're complicated by the enemy in their own ways, and they're all along that "parallel but different enough" that trying to put one over the other given the rest of the mechanics is... complicated at best.

So yes, to answer the question, "can I think of a reason why?"

Its Complicated .

I think if one were approaching it, I'd certainly consider looking at the objective side of things... Indeed, having your 3 and having those winnowed down by choice is a good compromise - without having to rewrite every objective into multiple deployment types... That's the other side, with the way maneuver is in Armada, certain deployments would result in null games, and we already do what we can to avoid those in Armada typically.

There’s a lot to consider, for sure. I’m out of the office, so I may not have anything on this until after the holiday, but I intend to generate some examples and see if I can’t flush it out anyway. I guess the thing that bothers me the most about Armada, having had the chance to play other objective based TTGs, I feel like there’s too heavy a reliance on the mechanics of the game rather than the individual functions of units being used. It doesn’t matter if it’s an ISD, Demo, Mc30, Yavaris, or really any other ship, using the turn mechanisms to get last/first has always been and will likely always be a powerful gimmick. I’m not saying it’s inherently bad, but it just seems lazy. High bid, high activation or activation modification, last/first. If it could be flushed out, bidding would matter significantly less, and players would have to compete for initiative each round, giving an opportunity to escape mechanism gimmicks. I also thing that by breaking down the effects of the current objectives into deployment, condition, objective categories could allow for more dynamic games.

I do agree. It’s complicated. I still want to try.

I would like the objective system and a bid system with command cards to see who activates first but alternating activations are what armada is all about.

Quote

Hi everyone !

Armada is my favorite game, i play in some event but most of the time i play with friends at home...

some time ago i tried a game of runewars mini and i realy liked the deployment cards feature so i decided to create my own set of casual play deployment cards for Armada.

After playtesting im sharing my work with the community. You can get the 2 sheets here: https://i.imgur.com/H82Plzi.jpg and https://i.imgur.com/CITzvHw.jpg

Hope you enjoy !!!

I've found that in off topic months ago...