Forum Posts

Triangularer
Sep 05, 2021
In General Discussion
what my problem with the latest waves is. Since wave 8 I felt uneasy with the game. I first thought it was a certain dislike for the Starhawk. But it grew with the release of CW. And now I realised that it‘s a dislike for a certain design philosophy of new game mechanics. I had a game two weeks ago. My Arquitens could have attacked some squadrons or the Starhawk. I lost my Arquitens later in the game because of the Salvo counter attack. It would have been wise to go for the squadrons not the Starhawk. The following rounds I didn‘t use the side and rear arcs of my Kuat against the Starhawk because the Salvo would have been more dangerous than my attacks. Yesterday I had a game against a Luminara list. My SSD showed a squadron command, the token was used to exhaust all of her Venator’s defense tokens. Then I attacked her squadrons with mine. But I had to stop that because every of my attacks against a squadron flipped a red token back to green at the Venator. And this morning I realised where my discomfort comes from. Rules like Salvo and upgrades like Luminara create situations in which you‘re better off NOT to attack your enemy. In the early waves it wasn‘t wise to fly into the front arc of an ISD but you could fly around that. Counter keyword was also like that but it was a niche in the squadron game. You could play around that. Against Salvo you need to roll accuracies (sometimes a point of sheer luck). Against Luminara nothing helps at all. All your attacks work against you. I don‘t mind if some of you very smart and intelligent champions and masters of this game have no problem. I don‘t want to claim that all that is bad. It‘s just that I don‘t like it. With commander upgrade (and officer) Palpatine began the aera of game mechanics where your attacks started to work against your own ships or fleet. Palpatine wasn’t much of a problem, because he didn’t work. But they went this road further down. For me the logic of “better don‘t attack“ makes the game not more challenging but stale and unsatisfying. At least now know that its not the uggly shape of the Starhawk that aroused my dislike for that unholly piece of sh… . Thank you for reading. Feel free to comment as long as you don‘t disagree. 😘
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Triangularer
May 20, 2021
In General Discussion
It‘s been a time, when I checked the old forums several times a day. It‘s been the time when I tried to seduce my friends into a game of Armada twice a week. It was then, when I sometimes went down to my hobby room just to take a look at my ships. There were these days when I worked more then 10 hours every week to keep the Armada-wiki nice and up-to-date. Then came wave 9 and I didn‘t like the ugly Starhawk at all. Not only the design of the model but the whole idea of a 14-hull-low-speed-brick for the rebels. I finally bought it for about 70€ but it was the first time I did regret to pay so much money for a ship. Then they decided to change the size of the upgrade and ship cards and I thought, that‘s stupid but not bothering me. When the Clone Wars boxes came out I didn‘t want to start two new factions, but then I saw this beautifully designed new models. So I ordered a box for each faction. They didn‘t arrive. I collect the english Armada stuff although I live in Germany and I sometimes payed around 10% more for my dislike of the translation. Sometimes I had to wait several months while my friends were already playing with the new toys. Sometimes I had been lucky. But now all the shops seemed to dry out the english version and at least I had to order my stuff in Britain. Then Brexit meant Brexit. And I had to pay an additional fee for importing ships. My CW boxes arrived and they made me happy for a little while. I liked the larger damage deck. I‘m impressed by the quality of the minis. But it didn‘t feel new or exciting to play them. At least not for me. Then I tried to order the four new ships. But english is hard to get and it is about 25% more than for the german version. I would have to pay about 40€ for a Pelta, which is the price I never payed for an ISD. And I would have to pay 60€ and more for one of the other ships. And then it made *snap* and I decided: no. Not with my money. And I don‘t like some of the new upgrade cards, most of them, but I really have a problem with „Thermal Shields“. An upgrade, that‘s so crazy good after they nerfed ECM, that I don‘t get the design idea, if not: „Play the new factions, pal, to play the best Defensive Retrofit in the game“? And now, the love grew cold and my interest has drowned. I look at my Armada ships and think: Let‘s play Legion or Blood and Plunder. It‘s just sad. (Please respect my grief and don‘t answer, telling me how happy you are with the new stuff. I just want to tell how sad I feel. Thank you.)
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Triangularer
Mar 02, 2021
In Battlereports & Organized Play
Last week we tried a 3-player-senario I designed. You find the description here. “Capture the Hostage“ is meant for three players. It is inspired by “Take the Station“, “Capture the VIP“ and “Station Assault“. It is played at a triangular play area that fits at a 3‘ wide gaming table. Mine is layed out with black cloth so the borders can be easily lined out with chalk. We played with three fleets for 330 FP with a commander. My fleet was at the bottom (Mon Mothma, AF II B, MC30c, CR90 A, 3 X-wings, and 3 Headhunters. I had the highest bid and decided to go last during the first round. Richy at the right had the same bid as KKJ but rolled better. His fleet (Unduli, 2 Accla, Consular, 5 ARC-170 {The YT-1300 is a proxy}) right upper corner went second. KKJ had initiative the first round with his Ozzel Oscillators (Ozzel, 2x Arquitens, 2x Raider, 3x TIA adv, and Whisper). Richy and I got 1 pass token. I felt comfortable after the placement of obstacles and placed two proximity mines to keep the enemy fleet at the far side of the station. End of first round. Ozzel came in quite fast. Unduli went really slow. Both fleets went more or less as I had hoped. Only the Iden-Version-Raider forced me to speed up with my MC30c. Second round Unduli went first. (Initiative changes clockwise.) The Acclamator together with the ARC-170s nearly wiped the Raider. Thanks to new Evade rule it managed barely to survive. I tried to do something similar with my X-wings, and front arc of my flaggship, but only did some shield damage. Iden Versio really helps the Raider! The other Raider repaired, did some flaking, and sped up (Ozzel, hurray!) to flee from the bomber swarm. Now this little ship was my problem! My CR90 hit the nose of the Raider hard and maneuvered around the little basta... capital ship. Ramming would have done the job. I was 1 damage card short of killing it. (And that became the theme of my game!) Ozzel flaggship ordered more squadrons to attack the bombers. I wanted to wait out till the other Raider moved while the Imperial and Republic squadrons killed each other. But finally I was forced to activate before Iden. I had to avoid my own mine and made a sharp turn into the middle of the board. (But hey, here‘s the objective, isn‘t it?) And this is the board state end of round two. Third round I went first. It was necessary to get rid of the Raider. I activated my flaggship and sent the Headhunters to get the needed 1 hit. First attack: crit. Second attack: crit. Third attack: crit. Then my X-wing against Iden: hit. *sigh* So I had to use my side arc for an overkill. But I had hoped to use against the station. The AF II then shot Iden Versio and rammed it, so it gained two damage cards. (In the picture are three, but after discussing Iden Versio we decided, she was able to cancel two dice when discarding an Evade.) That was a strong first activation in the third round. But it took me too much. The Raider wasn‘t able to do more than shield damage to my flaggship even with its double arc, then it sped up and ran. Iden Versio jumped off to give my MC30c a nav-raid-token. (And that was nasty!) While the rebels shredded the Raiders, the Republic gnawed at the Arquitens. After front arc and ram it dealt two damage cards. Now I saw my chance to destroy the station, which already had taken 6 damage. If I could kill the station with 1 ship, I could take the VIP with the other. If not, the Arquitens would destroy it and it would be much more difficult, to get a hold on it. I decided to activate my MC30c. Unfortunately I had a repair command instead of concentrate fire. And my front arc only dealt 3 damage. (1 short of killing it!) Now I had to waste my side arc instead of dealing damage to the Arquitens. *sigh* But I was able to place the VIP-token ready for take off! With the last activation this round the Acclamator sent an ARC-170 to bomb and destroy the Arquitens. But the logic of the game had changed. After grabbing the VIP-token with my CR90 suddenly I was primary target for Empire and Republic. State of the board end of round 3. I realized the weak point of my plan! Next round I would go last and my CR90 would have to survive two enemies‘ activations ... It didn‘t last one activation: The Empire flaggship destroyed the poor little fella and the VIP was once again in the escape pod, then ... ... it jumped the debris, slow enough to claim the VIP next round. But the logic of the game had changed the same second. The Acclamator attacked my MC30c without substantial damage, then my MC30c finished the Raider but at speed 3 and with a nav-raid-token it wasn‘t able to steer around. (Iden Versio holding the wheel.) So it went off the board. With Ahsoka Tano at the CR90 I would have been able to survive. The loss of the first ship doomed the second. End of round 4. The Republic managed to get the Consular near enough to claim the VIP-token next round, when it goes first. Round 5, first activation: The Consular grabs the VIP and paints itself a big „shoot me!“ sign at the rear. Ozzel-Arquitens kills it after the double arc of the AF II, then ... ... it jumps around the asteroids just a little bit, to catch the escape pod. And grabs the „shoot me!“ sign. Last round: The AF II goes first. I know I can‘t win anymore. If I shoot Ozzel, Republic wins, if I let him go he wins. The only possibility would be to shoot Ozzel AND the leading Acclamator. It activates and kills Ozzel, but his „Reactive Gunnery“ deals just a damage card. Face up. „Comms Noise“. Enough to bring its speed to zero! We discussed this a little while and then KKJ decided to accelerate the AF II. But it doesn‘t manage to finish the Acclamator and it is doomed. The Republic has for arcs to kill Mon Mothma, the shields are weak now, the hull damaged from ramming. It doesn‘t survive the first volley. Round six (all victims removed): According to the scenario rules, if the VIP token is unclaimed, the nearest ship to the token wins. Only Republic ships are still in the play area. Richy wins! Thoughts: The scenario was much fun to play! It took us some time, no wonder with nearly 990 FP in the play area. But it didn‘t feel crowded. Gameplay was never boring or stale. The three player game was a fun variety and much better than forcing 1 player watching the other two playing. Hint: And it‘s no good idea to grab the token the round you go first! Next round you will be the target and both your enemies will activate before you do! 😁🔫
„Capture the Hostage“ 3-player battle report content media
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Triangularer
Mar 02, 2021
In General Discussion
Inspired by "Take The Station" I designed a scenario for 3 players. While "Take The Station" is fine, it is a better game for four players. But if you are four you can easily split up and play two regular games. "Capture The Hostage" is played at a standard map but trianglular shaped play area. (That's not only because I love triangles.) You may find the rules in a google document: english: https://docs.google.com/document/d/1YZc542rbs8zoKs75yXdeu1MnCfh6GDKRyf9Ousi0JSI/edit?usp=sharing (Please comment if you find errors. Im no native speaker.) deutsch: https://docs.google.com/document/d/1_-MW66ZVncCepFTXWzsK-VV4ltwZga2SnQjs1SCom2M/edit?usp=sharing (Ihr dürft gerne Kommentare einfügen, wenn Euch Fehler auffallen.) Have fun while reading and let me know how it played out, if you play it.
3-player scenario "Capture The Hostage" content media
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Triangularer
Feb 16, 2021
In Battlereports & Organized Play
Yesterday we had the opportunity to play our first game of Clone Wars: Armada with full 400 FP. KKJ (left) brought a squadron heavy list with an Acclamator I carrier, an Acclamator II flaggship and a Consular Charger as support. Richy (right) was with us as observer and judge. left: Consular Charger: Radiant VI, Clone Navigation Officer, Comms Net right: Acclamator II: Bail Organa, Clone Captain Zak, Clone Gunners, ECM (Republic speaks German) Acclamator I carrier: Nevoota Bee, Flight Commander, Flight Controllers, Rapid Launch Bays, Expanded Hangar Bay, Linked Turbolaser Towers, Ordnance Pods And the 8 squadrons: Ahsoka Tano, Kickback, 2x V-19, Odd Ball, and 3x ARC-170. )The bombers were stationed in the launch bays of the carrier.) My separatist fleet (English speaking): Muni Comms: Kraken, Tide of Progress XII, Heavy Ion Emplacements, Reserve Hangar Deck, Battle Droid Reserves, T-series Tactical Droid, and Quad Battery Turrets. 3x Hardcell Battle Refit: Swivel-Mount Battery; 1x Hardcell Transport; Wat Tambor, Projection Experts, Munitions Resupply; 4x Vulture Droid Fighters My list hit exactly 400 FP maximum and KKJ decided to go first. He denied to play Opening Salvo or Volatile Deposits. So we went with Planetary Ion Canon. I placed the station near to my edge and could build a castle around with obstacles and Ion Canon Tokens. KKJ dropped the flaggship at my right side, and I followed with the first Hardcell B near the station (second ship, when seen from the left). Then followed the Charger and my left-most Hardcell B. After the deployment of the carrier at the left I was free to strengthen my right flank with the Hardcell T, Muni, and than with higher speed the last Hardcell B. My plan was to use the Hardcells as a sort of barrier against the enemy forces, to concentrate at the flaggship and to avoid the carrier and bombers as long as possible. First round: My fleet drifted to the right to aim all potent firing arcs at the flaggship. Acclamators charged in with speed two and the Charger dropped down to speed 1. Second round: The Ion Cannon opened fire at the flaggship, then the charger moved in and dealt tokens. My right-most Hardcell now had an aim and fired at the Charger ripping off 4 shields. The carrier accelerated and deployed its bomber wing. The Hardcell had to sacrifice its Defense Tokens and shields but only received 1 Damage Card. Now I had to decide if I wanted to go after the Charger or stick to my plan. Other than usual I performed like planned and the second Battle Refit shot the second volley into the front of Bails flaggship. Bail sent his squadrons after the Hardcell and then dealt a damage card to the poor bugger. But KKJ forgot to use Bail’s card effect to recharge the shields and decelerate, so the ship came into double arcs of my remaining two capital ships. Because of Kraken’s vicious genius the Munificent was able to deal 5 damage cards and the last Hardcell managed to destroy the flaggship with the last shot of round 2. Third round: The Ion Cannon nearly destroyed the Consular charger, so KKJ decided to activate this ship first, dealing a few tokens and weakening my fore-most Hardcell. That gave me the opportunity to activate my dead-Hardcell-flying one last time and to destroy the Consular with a hot overkill shot. (In hindsight it would have been wiser to aim at the carrier.) The Acclamator converted the Hardcell to dust and now had to kill my squadrons to aim at the ships. Luckily my Hardcell #1 managed to get away with 1 hull remaining. The other three ships now concentrated fire and together dealt 5 Damage Cards the Acclamator. I had a little bit of a problem not to bump one Hardcell into the other and landed my flanker at an asteroid. Fourth round: The carrier was out of range for the Ion Cannon and KKJ decided to shoot first and activate squadrons later, but he didn‘t succeed to destroy any of the Hardcells and after its move the carrier was out of activation range. I had only a side shot from my flaggship and had to deal three damage. Thanks to my Quad Battery Turrets and Kraken I was able to get the needed result and the game ended with the destruction of the last capital ship of the Galactic Republic.
First Encounter: 400 FP Kraken vs. Bail content media
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Triangularer

Triangularer

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