What Starwars Space battle from any Book, Comic, Tv Series, Movies would you like to recreate in armada?

By Stinchy, in Star Wars: Armada

Hi,

What Space Battle from any movie, comic, book or tv series would you like to recreate in armada, you can even include possible clone war expansions!!.

Here are my top 5 favourites:

Please let me know what you think.

Many thanks.

I’d like to recreate the battle from Last Jedi.

The Rebel player would get one mon calamari ship that couldn’t turn and was locked at speed two. The Empire would have 1000-10000pts of Large Ships (their choice) but they can’t turn either, and are locked at speed 2. The mon cal ship starts just inside long range of the lead Imperial ship, but the Imp is only allowed to fire a maximum of 1 red dice. On turn 2, the Imperial player is allowed to initiate one round of fighter combat against the Rebel ship. On turn 6, a third person needs to shove the Rebel player on to the floor, then hold them gently and tell them it’s all about love.

In all seriousness though, I’m really looking forward to doing Scarif this summer.

Endor. Go big or go home! ;)

Up to 11 ISDs, I'm 1/3 of the way there.

Battle of Coruscant.

So.

Many.

VENATORS!!!

I just want Vader in a Defender.

Since that’s Canon now.

Edited by Drasnighta
5 hours ago, Drasnighta said:

I just want Vader in a Defender.

Since that’s Canon now.

Except Defender Vader should still have the same pilot ability, but have Rogue, Grit, Counter 2, and Bomber instead of Escort.

26 minutes ago, Cap116 said:

Except Defender Vader should still have the same pilot ability, but have Rogue, Grit, Counter 2, and Bomber instead of Escort.

Why overcomplicate things?

Vader.
Defender.
Done.

3 hours ago, Drasnighta said:

Why overcomplicate things?

Vader.
Defender.
Done.

It was more a a joke than a serious remake, but based kinda off his appearance in SW:Rebels against Phoenix squadron, and also in the Thrawn book when he literally flew off to do his own thing against the Grisk fleet.

Balance wise Escort is a fine ability for him, fluff wise I think Vader would have been better without it.

Edited by Cap116
More to add

I want to try the comic battle of the Death Star, with Lucrehulk Prime and maybe a small fleet vs the Death Star defense fleet. Also, the Battle of Jakku.

The obliteration of naboo

Hoth. The Rebels are second with both Blockade Run and Planetary Ion Cannon, and get 6 GR-75 Medium Transports, Toryn Farr, Rieekan, Derlin, Bright Hope and 6 X-wing squadrons. The lifeboat and cap rules are not in effect. The Empire gets 6 Imperial II-class Star Destroyers, Admiral Ozzel, the Vader officer and the Executor .

The opening of A New Hope. In this fantasy scenario, I am the Imperials and we’re playing for the world championship.

Ugh! Why just space battles haha, I love me some in atmosphere fights too (most of which would be better played in X-Wing though)

Ison Corridor Ambush from Rogue Squadron II

Battle of Scarif

Battle of Fondor Shipyards

Any large Clone Wars battle from both phase I and phase II years.

I would love Battle for Naboo (personally one of my favourite battles), however with how Starfighter combat works in Armada, I am not sure how well it would work. I think could be great in X-Wing though

Edited by BlueSquadronPilot

Battle of Endor. Rough plan - probably needs lots of fixing/balancing. Best played with the Death Star II and Starfield game mats.

Rebel forces: 4 MC80s (2 of each), assorted CR90s, Frigates, GR-75s, X-Wings, A-Wings, B-Wings, Y-Wings, and one Modified YT-1300. Admiral Ackbar - on a flagship with EWS. Appropriate upgrades.

Imperial forces: 1 Star Dreadnought Command Prototype, 6ish ISDs (half Is, half IIs?), assorted TIE Fighters and TIE Interceptors. Admiral Piett, Commander Palpatine also in effect. Appropriate upgrades.

Deployment: It's a Trap - deploy as for Blockade Run (with the Rebels on the Death Star side), but all Imperial ships start at Speed 0. Rebel is First Player

Round 1: Fighters Coming In! - Imperial ships may only resolve a Squadron Command. Each Imperial Squadron activated by a ship may move twice during its activation.

Round 2: That blast came from the Death Star! - at the end of the Ship Phase the Death Star may fire. The Death Star targets enemy hull zones only, as if it were a squadron, with infinite range, placed [on the superlaser point on the game mat]. The Death Star cannot attack a hull zone if the attack would be obstructed were this a normal attack. The Imperial player rolls one blue dice. On an accuracy, the target hull zone suffers 10 damage. On a hit, the defending player must choose a hull zone at distance 2(?) of the defending hull zone - that hull zone suffers 10 damage.

Round 3: Closer! Engage those Star Destroyers at point blank range! - At the start of the Ship Phase the Rebel player gains one "Entrapment Formation!" card (attached to any ship with a Command Value of at least 2). At the end of the Ship Phase the Death Star may fire.

Round 4: The shield is down, commence attack on the Death Star's main reactor! - At the start of the Round, Emperor Palpatine must be discarded. At the start of the Ship Phase the Rebel player gains one "All Fighters Follow Me!" card (attached to any ship with a Command Value of at least 2). All Rebel Squadrons gain Grit. The YT-1300 may move even if engaged. At the end of the Ship Phase the Death Star may fire. At the end of the Status Phase each player may Set Aside any Squadrons overlapping the Death Star.

Round 5: Concentrate all fire on that Super Star Destroyer - At the start of the Ship Phase the Rebel Player gains one "Intensify Firepower!" card. While a Rebel ship or squadrons performs an attack against the Star Dreadnought Command Prototype they may add 2 dice of any colour already in the attack pool to the attack pool. Death Star may fire, Squadrons overlapping the Death Star may be Set Aside.

Round 6a: Target the strongest power source, that should be the main reactor - Players take turns activating one set aside squadron. Those squadrons cannot move or shoot, but for each activation the player rolls one blue dice. On a hit, the opposing player must discard one of their set aside squadrons. If activated the YT-1300 rolls 3(?) blue dice. If the Star Dreadnought is in play the Imperial player may roll 1 additional blue dice for their first 3(?) attacks. Once all set aside squadrons have been activated or destroyed, if there are Rebel Squadrons still set aside the Death Star is destroyed; each Imperial ship suffers one(?) face-up damage card.

Round 6b: Move the fleet away from the Death Star - At the start of the Command Phase the Rebel Player may gain one "Entrapment Formation!" card (if they no longer have one). At the end of the Ship Phase the Death Star may fire (if not destroyed). If the Death Star was destroyed, during the Status Phase all ships at Distance 2 of the Death Star are destroyed.

The Rebel Player wins if the Death Star is destroyed and at least one Rebel non-flotilla Ship survives. The Players draw if all Imperial ships are destroyed but the Death Star survives, or if the Death Star is destroyed but all Rebel non-flotilla ships are destroyed. Otherwise the Imperial Player wins.

How does that sound?

10 minutes ago, Grumbleduke said:

How  does that sound    ?

It sounds like you left out StM despite its Endor art... 😜

But seriously, I love the scenario, especially the Death Star’s representation.

Destruction of the Elomin Task Force. Empire get Thrawn, Chimaera, and 3 sentry ships (3-4 raiders, arqs, glads? Since they were probably carrack cruisers or strike cruisers) plus a handful of Ties.

Rebels get 4 assault frigates and a bunch of X-wings but must deploy in the cloud V formation and cannot break off.

Just have to find some way to simulate the Marg Sabl maneuver…

4 hours ago, mr_mithrandir said:

Just  have to fi  nd so  me way to simulate the Marg Sabl maneuver

It’s as simple as Rapid Launch Bays

I don't know if this counts as a "Space" battle, but it was used with ships, and that is the Battle above Taloraan. While this was a small scale battle, I found this to be a really fun battle to play in Rogue Squadron, and I could see this being a really unique experience as a Table Top.

I suppose another interesting battle would be the Battle of Thyferra for the end of the Bacta War. Rogue Squadron and supporting vessels against the SSD Lusankya and Ysanne Isard. This was a stunning battle as far as set up in the storyline and I feel the entire Bacta War as a whole would be a great campaign if allowed to build up your fleet in a similar manner.

After just watching Rogue One again, Battle of Scarrif is on my short-list.

I have plans to attempt the Battle of Bilbringi this summer. We're looking at around 3000 points per faction, equally split among the different players. I have rules and everything set up for it. I just need enough people to play it...

I'm waiting for Executor to hit so I can plan a massive Battle of Endor scenario. Just need to figure out how the superlaser is going to work.

1 hour ago, Norsehound said:

I'm waiting for Executor to hit so I can plan a massive Battle of Endor scenario. Just need to figure out how the superlaser is going to work.

I've been trying to figure is if you actually jump up to a 6x6 or 3x9 or some such for Endor considering the sheer number of models that have to fit on the board.

17 minutes ago, Alzer said:

I've been trying to figure is if you actually jump up to a 6x6 or 3x9 or some such for Endor considering the sheer number of models that have to fit on the board.

That thought's been on my mind too- maybe 4 of 5x6. Going 6x6 may have too much room for the combatants- they have to cross all that distance before getting into shooting range.

Plus there's a lot of things stacked against the Rebels. More ISDs than the Rebel fleet? The Executor? A superlaser that fires at least once during the scenario? The Rebels need a set of things to do to make up for these advantages, so they can possibly win even if they aren't killing enemy ships.

Whatever the scenario specifications, I figure it's also going to be an all-day event. It could be too that I have a pre-reg spread sheet with a set number of heavies, mediums, and light ships players being from their own collections to participate in the battle. That way I don't have to supply everything. Resolving *everyone's turn* though, will take a lot of time.

For Battle of Endor we need Lando on the Millenium Falcon

I sorta wanna do the Halo Battle for Earth as a sector fleet game, modified for Star Wars.