Star Wars Armada

Publicerad: Fredag, 27 mars 2015, Skribent: Andres Cervantes
The first really big release of the year has arrived, Star Wars: Armada, and I sank right into this this last weekend. Armada is Fantasy Flight's answer to those who thought X-Wing looked cool but wasn’t epic enough.

Here are some of my initial impressions and ideas from my sessions. We played the introduction scenario as listed in the rulebooks how to play guide twice then a 180 point game.

What I liked:
- Six Rounds. The game is set in 6 rounds, no more no less. Never outstaying it's welcome, plenty of time to build for a plan.
- To fire with a ship at an enemy hull zone, you have to check 3 things.
1. Range
2. Firing Arc
3. Line of Sight
This makes position of all your ships as well as squads more meaningful if you need to hit a specific hull of a ship.
- So much play with just the base box alone. I see a lot of potential with just the one base box at the moment. Something I can not say with X-Wing and it's core set.
- The Command Phase. This is where the bulk of the game will be spent playing the game and its for a reason, it's awesome. The planing of all your ships and having to keep your cool when you're screaming inside to let loose with heavy fire on your opponents Right or Rear Hull. The story building in your mind as you sacrifice speed or perhaps heavy fire for shield and hull repair. The relay of orders to squads to engage the enemy ASAP and fire at will.
- Asymmetry. As it should be, the Empire has a big slow lumbering ship, ready to unleash a lot of power. The Rebels have slightly more nimble ships but are lightly outgunned. I really hope this asymmetry in the design of the game continues and builds with expansions. Right now it slight bit it's enough to add another level of depth and tactics.

What I didn't like:
- In 6 rounds the Victory II-Class Star Destroyer barely makes it across the table, even at full speed. Not much room for maneuvering either if you want to keep it in the fray. I will say that I might just not be suited to play Empire because of the subtle nuance in their design. I may just be the kinds player who wants to play the Rebel ships coming in to take down the juggernaut.
- "Fiddlyness:" This is kinda my real big complaint. Anyone familiar with X-Wing, or any Miniature game for that matter, will know that positioning is everything. Bumping or sliding minis can be infuriating and can bring about yeated arguments of range and firing arcs. This is compounded by a lot of the mechanics in the game. For example: Changing the Shield Values after a hit needs you to fiddle with the ship's base. This can become exceedingly difficult to do when surrounded by ships and having little space between them. It is even worse for squadrons. Taking down some hitpoints in a hectic storm will make you move the ship or even take it off the table just to be able to turn the dial.

So verdict? Isn't it obvious? I F-in LOVE it! It's such a brain burning tactical experience! So much depth here that I feel that I barely scratched the surface in our two games. So, there is no ignoring the elephant in the room. IS this just X-Wing at a larger scale? Well, yes and no. Elements of X-Wing's design are very prominent here, but there is so, so, so much more added to the game to give the not just scale but scope. Furthermore, from my play it seems that there is a bit of asymmetry in the design in the factions. Armada feels more true to form to the Star Wars theme then X-Wing to me. All the depth of planning, the dread when a critical damage is dealt to one of your ships, the frantic effort to repair your ship or relay commands to nearby squads. It all just feels more thematic. I can't wait to see this game grow and expand with more points, more upgrades, and more ships.

Stay On Target, and May the Force Be With You.

Andres


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