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Star Wars Armada: What Makes It Tick Part I

The X-Wing what makes it tick articles have been tons of fun to write but right now in my local gaming area it’s really all about Star Wars Armada. I like to write about what I’m thinking about and playing at any given point and since this blog is really my canvas it suits me just fine to write some articles for Star Wars Armada. Now I will admit that I’m a lot less comfortable about putting out what makes it tick articles about Armada than I was about X-Wing because I’m definitely no master of Armada, not that I was in X-Wing either but it was certainly a game I played a ton more before I started writing. I have a couple of tournaments under my belt at this point none the less and while I consider myself “still learning”, there are definitely some conclusions I have come to about the game.

With this first article I’m going to tackle one of the most commonly discussed aspects of Armada for Rebel players. The one that I find myself in discussions about regularly is the value of the Nebulon B ship for the rebels. The discussion is always about effective uses for this ship in a fleet, whether or not it’s worth it point wise and how it can contribute in competitive play. In a recent tournament I participated in out of 10 lists there wasn’t a single Nebulon B other than the one I put in my list, hardly a full analysis of the current meta but it certainly says a lot about the Neb-B’s status in competitive play at least in my area. I thought I would kick off the article series by exploring this rather iconic rebel capital ship.

nebulon-b-escort-frigate nebulon-b-support-refit

The Nebulon B Problem

The Nebulon B is probably the most difficult ship to keep alive over the course of 6 rounds of any ship in the game, in particular when using the Salvation title card which needs to enter the fray to make use of its Title ability. It’s a really strange combination because it has both the best and the worst defenses of any ship in its class as well as the best and worst weaponry of any ship in its class. It also has some real vulnerability to select types of equipment that can just utterly devastate it while being ridiculously effective in select situations. It’s a real quandary, the kind of ship that can be a game changer in some situations and absolutely useless in others.

With 2 brace and 1 evade token it’s a ship that can mitigate damage extremely well under normal circumstances, better than any other in the rebel fleet without any special equipment cards. It has 3 shields when facing with its front arc which is extremely good considering its dirt cheap price. As well that front arc has real potential to do a ton of damage when combined with certain title and equipment cards, it really can out shoot far more expensive ships, in fact it’s been known to out joust victory class destroyers.

For Star Wars fans, the Nebulon-B is an iconic capital ship that draws us to it on theme alone, but how much value does it really have mechanically in the game?
For Star Wars fans, the Nebulon-B is an iconic capital ship that draws us to it on theme alone, but how much value does it really have mechanically in the game?

The problems for the Nebulon B however are its extraordinarily vulnerable side arcs and the fact that in order to leverage that defensive and offensive strength of your front arc you have to be moving towards your enemy which in turn means at some point you are going to have to pass your opponents ships and expose your vulnerable sides. From the sides the Neb-B neither shoots well or defends well. With only 1 shield on its side it goes down shockingly easy once enemy ships set their sights on them and you aren’t going to do a whole lot with 1 red and 1 blue die when shooting even with equipment boosting them. It’s in particular vulnerable to commonly used equipment like Assault Concussion Missiles and Heavy Turbolaser Turrets and let’s not forget squadrons which can melt a Neb-B with very little effort.

This drawback is extremely difficult if not impossible to manage, really in a sense if you want to leverage its firepower you have to see it almost as a suicide ship.

Or do you?

I think in large part the current presumptions about the Nebulon B are largely driven by its miss use tactically and it’s really not surprising since it really functions opposite to everything a Rebel player would learn and understand about maneuvering and tactics with the Rebel fleet. I think Imperial players might have a better understanding of a front loaded ship. It’s a ship that is used in the exact opposite way of every other ship in the rebel arsenal, but more importantly it’s a ship that has extremely specialized uses and combinations that require very special care to both pull off and survive afterwards.

More than that though a Nebulon B ultimately borders on being useless without an investment so if you’re looking at the low cost of the Nebulon B and you are tempted know that a properly fitted and used Nebulon B is going to cost you about as much as a base Assault Frigate. You are far better of taking a Corvette for pretty much any purpose over a naked Nebulon B. So this is the first lesson in the use of the Nebulon B. Never, ever… ever use him naked. Of that I’m 100% certain.

A Nebulon B is only as good as the equipment you put on it and it begins with the Title Cards. There are 3 and as such there are really only 3 versions of the Nebulon B (with some subversions based on those core versions). You have the Salvation, Yavaris and Redemption, not having a title card on a Nebulon B is a waste of points, always, no exceptions.

yavaris salvation redemption

The Versions of The Nebulon-B

There are variations on the Salvation build but typically you are looking to maximize your front arc shooting.

With the Yavaris you are effectively a support carrier, usually supporting specialized squadrons that can really make use of that double attack.

Finally the Redemption turns the Nebulon B into a mobile repair platform and support ship.

The Salvation

The standard tactic of the salvation is to arrive to the fight late shooting at already diminished fleets. By leveraging its doubling effect of the critical hits and the defensive front arc combined with two braces on the approach you have both survivability and considerable damage potential. After you strike you will be flying past the fight using its speed and maneuverability, hopefully using its rear arc and braces to escape and survive.

Putting him in a flanking position on deployment and gaining a Nav token is critical in round 1. You also want to make sure as he enters combat he does so by getting into long range and moving at speed 1 so that your approach is slow. Your primary fleet whatever it is, should already be engaged laying down fire on the enemy and softening up shields so when the Nebulon B gets into range it can attack ships that are already damaged.

Than after a round or two when you are about to clash with enemy ships and you are going to pass, you want to ensure you time it right to get a navigation command to speed up spending the nav token you held on to from round one to go from speed 1 to speed 3 in the same round, adjusting angle to ensure whatever shoots at you, shoots at your rear shields.

Finally making use of your speed 3 and double yaw you want to immediately start U turning yourself back into the fight.

With its side arc facing a Victory Class this Nebulon-B is in a lot of trouble.
With its side arc facing a Victory Class this Nebulon-B is in a lot of trouble.

Sound easy? It’s not, it’s so extremely circumstantial that odds of your Neb B making it out alive is slim to none, especially in a tournament where the Neb-B will be seen as an easy way to score points. The truth is that this first pass is likely to be your last so you have to make it count. There are however benefits to the Neb B being exposed. Someone is going to have to shoot at it and while they are shooting at the Neb B, they aren’t shooting at your other ships. 5 Hull is not that easy to chew through when a ship has two braces either so be sure that while your Neb B is getting ripped apart the rest of your ships are tearing into the enemy fleet and making good use of the redirection of firepower. That said, with certain ships and equipment, the defenses of the Nebulon B are worthless, Assault Concussion Missiles in particular will make short work of a Neb.

The real problem with the salvation as an advantage is that it’s an entirely luck driven advantage and the odds of it going off are not very good considering your investment and the almost certain loss of the ship. Statistically you have a 2 in 8 chance per die to roll a critical hit. Regardless of how many dice you roll, the odds of rolling a critical are offset by having the same odds of rolling a miss. It’s really a wash in that regard so you are really gambling here. Even with a concentrate fire and added turrets your average damage is not going to exceed 3 to 4 unless you get lucky. Not bad if the ship could survive and get more than one or two shots in a fight, but given its vulnerability you really have to question the investment on something so luck driven and ultimately fated to explode.

I don't like to get too mathy, but doesn't take more than a quick glance to realize your chances of rolling a critical are as good as a miss statistically offsetting the Salvation ability to turn Criticals into double hits with an equal chance of missing.
I don’t like to get too mathy, but doesn’t take more than a quick glance to realize your chances of rolling a critical are as good as a miss statistically offsetting the Salvation ability to turn Criticals into double hits with an equal chance of missing.

The Salvation can be a real threat if you roll well, which is true of any ship, but it has absolutely nothing else going for it beyond that and the point investment to make it a threat is about the same as buying a naked Assault Frigate. A naked Assault frigate will last longer in a fight and likely put out more damage than a fully loaded salvation.

I personally believe the Salvation version of the Nebulon-B is the weakest of the three versions for that reason. It’s entirely luck based focus and it’s really inability to help your fleet in any other way make this a gamblers ship.

While there are variations on a typical Salvation build, the most effect one would look something like this.

Nebulon –B Support Refit
Salvation
Intel Officer
Slaved Turrets or Heavy Turbolaser Turrets or XX-9 or XI7 or Turbolaser Reroute Circuits

Which turrets you use will have various effects on different types of lists. Typically you won’t know what you will be facing hence Slaved Turrets are best to simply get extra dice. The combination of Intel Officer and Heavy Turbolaser Turrets is great against the brace heavy empire putting your opponent to a really hard choice. X17’s are great to prevent redirects especially effective against Rebel Assault Frigates counting on those Advanced Projectors. XX-9’s are wonderful for dishing out critical hits, great combined with Dodona in particular if you stick to the strategy of attacking late in a fight. It’s all very good and really up to preference, regardless of which one you choose you need one on the Salivation to really stretch the effectiveness of that one or two attack rolls you are going to get with it before it likely dies.

Intel officer is a great way to make your opponent pay dearly for using defense tokens. The more hard choices your opponent has to make the more likely he is to make a critical mistake.
Intel officer is a great way to make your opponent pay dearly for using defense tokens. The harder choices your opponent has to make the more likely he is to make a critical mistake.

The point of the build is to ensure that when you maneuver into combat you are concentrating fire and rolling at least 4 dice, potentially 5 with salvation effect, intel officer effect and the effect of your laser turret which in combination can (if you’re lucky) be completely devastating especially when firing at a damaged ships. With good timing and maneuvering you will be in a position to do this two rounds back to back before you have to make that very risky pass exposing your side arc.

It’s good to point out that the Neb B can be sacrificed to cause additional damage by crashing into stuff and blocking movement if it’s lucky enough to survive added volleys in subsequent rounds. Suffice to say the suicide salvation can cause a lot of chaos and in a way this can be an effect of its own on the fight.

For me personally though the Salvation is a hard pass, its too many points dumped into a ship that is marked for death, in particular for tournament purposes where points are involved. On average it has been my experience that this ship just has far too little impact on a match to justify. I have never been lucky enough to see it cause the havoc the ability of the Title card suggests its capable of. In short, it looks good on paper, but fails in practice in my opinion.

The Armada battlefield can very quickly become completely chaotic, in an environment like that, the Nebulon-B can easily be picked off. This reality is one of the reasons why the Salvation Nebulon-B in particular is tough to survive with.
The Armada battlefield can very quickly become completely chaotic, in an environment like that, the Nebulon-B can easily be picked off. This reality is one of the reasons why the Salvation Nebulon-B in particular is tough to survive with.

The Redemption

The Redemption build is really built to frustrate your opponent. It’s basically a ship that stays completely out of the fight but has a very noticeable impact on combat results by not only supporting the rest of the fleet with heals and tokens, but also potentially coming into the fight at the end to put those front arcs to use. This makes this version of the Nebulon a lot more versatile.

The strategy is simple. Keep your redemption Nebulon-B out of the fight at a maximum range that you can maneuver from your fleet but remain in range to use your primary ability. Hang back and repair ships that are in the fight while helping to manage the battle with command tokens.

The Nebulon-B is not the only ship that can leverage projection experts, but the Redemption is particularly suited for this task.
The Nebulon-B is not the only ship that can leverage projection experts, but the Redemption is particularly suited for this task.

This strategy is exceptional with Assault Frigates, MC30’s and especially the MC80 which can be rendered nearly invisible with Redemption in range.

The Redemption Build

Nebulon B-Refit
Redemption
Leia Organa Or Raymus Antilles
Projection Experts

The Redemption effect works on you as well as other ships so while its already helping the rest of the fleet by providing 1 more engineering for everyone (because everyone should always be within range 5 of you), it also gives you a total of 4 engineering. Leia Organa is great because you will be spamming engineering tokens hence you can pass an engineering command to ships that take too much heat in the fight regardless of their command level. This allows them to fix themselves in addition to the help you’re going to pass on with Projection Experts.

Projection Experts are going to be passing 2 shields each round and you will use the remaining 2 engineering points to recover 1 shield giving you a net loss of 1 shield each time you use it. In the first round you are going to pick up an engineering token so the first time you pass 2 shields you can recover them both with an engineering command and the token. It will take several rounds to really deplete the Nebulon B and frankly it really shouldn’t need them because it should be well away from the fighting anyway.

The alternative here is to use Raymus Antilles, which effectively allows you to pass 2 shields and recover 2 shields every round. I prefer Leia because you get more overall healing to you primary fleet by passing engineering commands. The Neb-B losing a couple of shield over the course of the match is really no big deal, besides it makes for a cheaper build.

Imagine the scenario here. You have an Assault Frigate that has its side shields down and 2 damage on the hull. The redemption kicks in with an engineering command. Leia changes the assault frigates command to engineering. Redemption passes 2 shields to the Assault frigates side, then the redemption recovers 1 of its shields. Then the Assault frigate acts. It has an engineering command, with 4 engineering it removes 1 damage and shifts one of its shields to the side arc from an unexposed area. Suddenly a ship with no shields on its side and 2 damage has 3 shields and 1 damage. If you take an engineering token with the Assault Frigate early, the recovery from the initial engagement can be even better.

With 2 shields coming from redemption and 2 more that it can produce itself, the MC080 becomes an insane tank even without any defensive equipment.
With 2 shields coming from redemption and 2 more that it can produce itself, the MC080 becomes an insane tank even without any defensive equipment.

It’s extremely effective and frustrating for your opponent to watch all that damage get recovered. The redemption should really be called the demoralizer because that’s really the effect it has. This build is definitely approved, it’s easy to use, works reliability and best of all it doesn’t require to put the Nebulon-B in harm’s way.

The Yavaris

The Yavaris is a force multiplier and itself can be an amazing support ship, but requires expert skill (which I don’t have) to use. In fact, I would say avoid using her until you really get the hang of managing squadrons because to use Yavaris you have to understand how to do that well in addition to all the specialized consideration of getting her effect to really pay off. One small error in judgement with this ship and your delicately balanced build will cluster fuck into oblivion.

Yavaris should only be used with named pilots, that’s the first piece of advice. It’s an expensive toy on the board and you want to make sure whatever squads will get those double attacks will be able to maximize their impact on the field. An exception might be B-Wings.

The real trick to Yavaris is to understand that it’s a support carrier not your main carrier and in most fleets that use Yavaris, it should be a late arrival ship. You want those two or three fighters that it’s supporting to come late into a fight to shoot at ships that are already damaged to sort of finish them off. This is for two reasons.

Luke Skywalker is one good choice for Yavaris, but think about how much damage this guy can do with a double shot.
Luke Skywalker is one good choice for Yavaris, but think about how much damage this guy can do with a double shot.

First it’s because the Yavaris is still a Nebulon B, which means you have to soft side arcs and since your managing squadrons you are likely to be put in a position to expose those arcs when you commit to ensure you are in the position you need to be to manage fleets. So you want to come in late into a fight to make a less tempting target. The second reason is that typically the squadrons Yavaris supports are going to have black dice and be bombers, so you want to be throwing those dice against ships with their shields down so that when you roll a critical hit it takes rather than bouncing.

That means that you need other fighter screens and ships capable of managing those squadrons to be up front keeping your Yavaris and its precious squadrons safe. It’s all very complicated and I feel inept here, I don’t feel comfortable really advising on tactics using this ship because either the Stars have to align for this work, or you have to be a fucking maneuvering tactical ace. In fact, it’s precisely because it’s so complicated to use that I don’t use it. At least not yet.

There are variations on the build as well and it’s hard to say which is best, I suppose it comes down to price.

Nebulon-B Escort Frigate (always for the 2 squadron command)
Adar Tallon or Raymus Antilles
XX-9 Turbo Laser (optional)

You must always take the Escort for the extra squad command and the 2 Anti-Fighter attacks. This will help you to clear for your squadrons if need be and of course to allow you to manage a minimum of 2 named squadrons.

Adar Tallon is really good as it can get you a 3rd attack with one of the squadrons in later actions or the squadron phase, this can be in particularly deadly if you combo it with Luke Skywalker for example. Personally I think it’s a little too pricey just to squeeze out one more attack. Raymus Antilles is the better choice in my opinion, it allows you to pick up much needed navigation tokens, extra squad commands and if you actually do get a firing solution you get that extra re-roll. He just works well with anything really. You can also do without either for a cheaper build and I actually think that might be the best version. After all, it’s a Neb B and you will be putting it in harm’s way so it getting blown up is a real possibility, quite likely really.

The XX-9’s are optional but personally I think they are just perfect if you adhere to the rest of the strategy here. You are coming in late, you have squadrons doing double damage on your target during squad activation hopefully by the time you get to the shooting phase the shields your shooting at are going to be down. It can be a real finisher and it’s quite cheap.

Conclusion

I firmly believe that the Nebulon-B is a very difficult ship to use well, but in a sense Star Wars Armada battles are all about risk vs. reward management. There are few guarantees and anything you put on the table is going to have its drawbacks. The Nebulon-B when fitted with purpose and used to good effect, sometimes with a bit of luck can be a real game changer. It never ceases to surprise me how something as seemingly insignificant like a well-timed Engineering Token, or well-orchestrated maneuver can quite literally mean the difference between a crushing defeat and an overwhelming victory. Star Wars Armada can really swing and ships like the Nebulon-B that are well equipped can really turn the tide of a battle.

Still that said, of all the ship in the Rebel arsenal I think the Nebulon-B comes with the greatest risk of backfiring on you. It’s a very unforgiving ship, one small mistake and your toast which is why I typically use it very sparingly. It’s certainly not a ship to build your entire list around, but it’s cost effective enough to splash in there for an extra boost in very specialized areas.

I have very little confidence in luck based mechanics so of all the Neb-B builds, I think the Salvation is perhaps the riskiest but provides perhaps the greatest reward while the Redemption is undoubtedly the most reliable yet pays in moderate dividends. In a way that is the center of balance for the Nebulon-B, it really runs the spectrum of risk vs. reward. Amidst there you also have the Yavaris which I think is perhaps the most specialized and most difficult to use ship and again, I think this is a nice feature as it gives players who get deeper into the game and have more confidence an option to take on some more complex builds that use more complex tactics.

I whole heartedly disagree with the current Meta assessment that the Nebulon-B is somehow useless or doesn’t carry its value. It really offers something for every type of player, whether you like reliable low risk ships, if you’re a high risk gambler or if you are looking for a deeper tactical challenge. The Nebulon-B fits the bill for all three types of players, giving everyone something it can be used for and I think that makes it a really great ship in the Rebel fleet.

I doubt I hit on every point here with the Nebulon-B but hopefully there is sufficient information here to give my readers something new to try with the ship. Good luck in your battles and keep an eye out for future What Makes It Tick articles for Star Wars Armada.

WHAT MAKES IT TICK: STAR WARS X-WING PART VI

Seeing as the last article triggered no less than 19 E-mails with questions and comments regarding ordinance I thought I would ride the momentum and write another one addressing one of the questions most of these e-mail more or less implied. Keeping in mind I’m no master or final authority on the topic, here goes nothing.

Question
Is there any ordinance that is a notch above the rest or better in some way? Something that might not be labeled as “useless” or “not worth it”?

Answer
In my personal opinion I actually think most ordinance is quite a big notch above primary weapons. I think the thing about ordinance is that you typically have to make an ordinance list and create synergy to gain the full value of ordinance and it’s in this element costs mount and you really have to weigh lists against the alternatives. You definitely can’t simply splash ordinance into a list in most cases. You are effectively creating a list built around a strategy driven by the type of ordinance you have selected. I have also noticed that many people miss-read and miss use ordinance, often skipping over a critical element of a piece of ordinance, something I have often been guilty of myself. I think perhaps a more specific breakdown could be helpful. My point however is that I don’t actually believe ordinance is bad, though I do agree that it requires a lot of scrutiny and there are quite a few limitations and “on the fence” points where you really have to consider value vs. alternative.

 

Torpedo’s
TorpsTorpedo’s were effectively the first ordinance introduced into X-Wing in the original core set. Torpedoes typically require you to spend your target lock, so they put you in a position where you might be rolling dice without a focus token which is typically bad. It’s especially bad for one shot items that cost between 2 to 6 points. When it comes to torpedoes as ordinance you are pretty much always looking to create synergy effects to help ensure that when you shoot you get your points worth in damage caused. This is why early ships like Garven Dreis and Dutch Vander where such a great combo for using torpedoes. The question is are they worth it, well, yeah, I think they are.

dutch grave

In this synergy combo Dutch Vander target locks, which in turn gives Garven Dreis a target lock and vice versus Garven Dreis takes a focus action, so when he shoots his torpedo, spends his focus, he immediately gives it to Dutch Vander who in turn does the same thing (shoots torpedoes with focus). Effectively allowing you to Target Lock, shoot torpedos with a focus all in the same round for both ships. Both ships are 6 pilot skill which ensures you can use them interchangeably. A really great combo and example of how synergy combined with ordinance can be very effective. The problem? You have selected 50 points worth of ships around synergy designed for a single torpedo shot from each ship. Once you shoot it your left with a base X-Wing and base Y-Wing unless you dump more points into them. This is where great combos like this really lose their luster, it is a great combo but you have to question its value when compared to alternative ways to spend 50 points and the plethora of ways you can create synergy between ships.

A sound rule for creating synergy based on ordinance delivery is to ensure that the synergy continues after the ordinance has been spent.

That said I think the reputation of Ordinance being “not worth it” stems from Torpedos specifically because of the core mechanical problem with them. You must spend your target lock and they are one shot effects. Aside from the one shot thing unless you target lock one round and shoot the next, you will be doing it without a focus unless you find a combo like the one shown above to alleviate that issue. I agree that this is an issue with torpedoes specifically (not necessarily ordinance in general). It is valid to say that if you are going to shoot a torpedo without a focus, in most cases your better off shooting your primary weapon with a focus even if you are rolling less dice instead.

Let’s look at how some of these torpedoes can impact a match.

Proton Torpedoes for example allow you change 1 of your focus into a crit. While the crit is nice, when you roll 3 red dice with a focus using your primary weapon your odds are not really much improved by rolling 4 dice without one. This is typical of shooting ordinance without a focus. That said however you do flip one focus to a crit and most importantly you can shoot at range 3 without your opponent getting an extra agility with 4 dice. That is the benefit here and it’s a pretty big one because in the opening round of a match you will be at range 3 in almost all cases for at least one round on the approach. A couple of even moderate Proton Torpedo hits against an opposing fleet in the early stages of a match may be all you need to soften up your opponent and domino yourself into a victory. I do think it’s a bit pricey at 4 points, but If you use Proton Torpedoes make sure that by round 2 they have all been fired at range 3. This is there secret, 4 dice, range 3 no agility bonus for targets. If you do it with a focus, you are practically assured of some successful hits.

Advanced Proton Torpedoes are probably the trickiest if not most difficult ordinance to use in the game next to bombs, but they can be made to effectively guarantee 5 hits. You have to be at range one, you have to spend your target lock and the only benefit of its special effect is to flip blanks into focuses (3 of them), which, If you don’t have a focus makes the special ability useless. Now you do roll 5 dice which can be devastating. The assumption here is that you target lock on the approach and focus on the round you have someone in your sights at range one. With a focus you are 100% guaranteed 3 hits and extremely likely to get all 5. It’s not always an easy task to get into range one and get someone in your arc, especially for ships that can fire torpedoes since they tend to be less maneuverable and far easier to arch dodge. At 6 points it’s among the most expensive gear cards in the game as well.

Again this comes down to combos and building synergy is all about reducing or eliminating the core problem created by the base gear in the case of Advanced Torpedoes especially. In this case its arc dodging, easily solved by Nera Dantels for example who doesn’t cares about arcs when shooting ordinance. Another fine ship for shooting short range torpedoes is Major Rhymer, same cost, he increases your range to a 1 to 2 making it much easier in particular for the dial friendly Tie-Bomber. Just a couple of combination in which this little piece of ordinance can be used to greater effect.

Even with its ability to shoot in a 360 degree arc you have to question the wisdom of using a B-Wing as a ordinance delivery system, especially considering the cost.
Is it worth it?.

We are back to the question is it worth it. Well I can say without hesitation that getting a 5 point hit on an opponent for 6 points is well worth it, always, especially if you choose your targets wisely. Since both ships have torpedo slots you can use Extra Munitions to turn 12 points of gear into 8 points of gear to potentially get two 5 dice shots. Not bad at all in my opinion.

Fletchette Torpedoes are also an interesting piece of gear because it’s so cheap and because its effect is guaranteed. Many people miss that there is no requirement to successfully hit to cause stress with Fletchette torpedoes, you simply need to fire it, so it guarantees that a ship with 4 hull or less will receive a stress as a result regardless if you get additional damage. If timed right this can be devastating and really Fletchette torpedoes are a reactive piece of equipment and one of the few that you can splash thanks to its low 2 point cost. You use it when the time is right, when giving your opponent a stress can cause critical problems. In X-Wing such opportunities happen quite frequently, in fact, it’s kind of a rare case when having a stress doesn’t cause you problems. For 2 points it’s a dirt cheap piece of gear to drop on rebel fleets in particular who have some many ships capable of firing torpedoes. I believe it to be one of the most cost effective torpedoes in the game when you understand how to leverage the impact a single unexpected stress can have on an opponent.

Now that’s not all of the torpedoes and perhaps I will do more articles talking about them in the future but suffice to say the reputation for ordinance being useless even when measured against Torpedoes is debatable at best. Missiles on the other hand, their reputation as useless is not deserved at all in my opinion. I will concede that missiles, like torpedoes require synergy and often very specific list building combos to be effective but missiles can be used to devastating effect and it doesn’t take much to make it so.

Missiles
The thing about missiles in my opinion is that almost every specific missile has a specific ship and in some cases, pilot that it’s really fantastic with. For the rest they may be so so or just plain bad, but that’s really the case with any equipment card. That might explain the reputation again here of ordinance being not worth it, but put the right missiles on the right ship and you can produce combos that are crazy game changers.

Cluster Missiles. The fact that you get to shoot twice in one round is already a substantial advantage to this equipment which I think is pretty good for almost every missile capable ship that mounts it. Cluster missiles however are fantastic on the Tie Bomber for several reasons.

Part of the reason is cost. 2 Cluster missiles with 1 extra munition on a low end (Scimitar Squadron) Tie-Bomber means that your Tie Bomber can potentially shoot 8 times in 4 rounds for a combined total price of 26 points. That is dirt cheap! Now grant it you have the “spend target lock” issue but there are a number of ways to address that from Squad Leader, Howlrunner or simply upgrading one of the ships to a Captain Jonas.

Proton Rockets. God I love the proton rockets. First and foremost you don’t need to target lock nor do you spend your target lock when using them which means when you shoot them you always shoot with at least a re-roll. Now there core ability is to increase their firepower when placed on high agility ships making it capable of getting it up to 5 dice. 5 dice if you can combo it to get a focus is … devastating even if you shoot it only once. Where do you put it?

The maneuverable and flexible A-Wings are the obvious and best choice, it goes without saying. It in particular works with an Airen Cracken with squad leader (great way to support ordinance ships in general). Perhaps less obvious is putting it on a Z-95. Sure you’re only up to 4 dice, but a bandit with proton rockets is 15 points. For all the complaints that ordinance is too expensive, that is dirt cheap and you can easily fit 4 Z’s in this fashion for 60 points and still have 40 points to play with.

On the Imperial side you really don’t have a good spot for them at the moment unfortunately. There is the Tie-Defender, which is already a bit too pricey in my opinion to mount missiles on it. The Tie-Advanced could do it, but it has the same issue as the defender, its already a bit pricey as is.

Tie Bombers can be fitted with them cheaply enough, but getting a Tie-Bomber into range 1 and in arc requires some doing and you may as well spend the extra points on a more powerful range one weapon if you are going to try it. In general though there is other ordinance that is fantastic for the Tie-Bomber for the same price.

The final one I will talk about is Homing Missiles. For 5 points you have a 2-3 range ordinance with 4 dice that does not require you to spend a target lock and prevents the use of evade tokens. This is a fantastic missile that works on almost every ship. One of the toughest things to do is to get a bead on high agility ships with evade and homing missiles are a great response. When you shoot a homing missile at range 3 you deny your opponent the bonus agility on top of everything.

Homing missiles have some really great synergy ships that they work particularly well on. Take for example the Z-95 combo of Airen Cracken with squad leader and 2 bandit pilots. You target lock with all 3 ships, then shoot with Airen Cracken in turn giving the other 2 ships 1 focus token each. Now you are shooting 3 Homing missiles, 1 with a target lock you can spend for re-rolls and the other 2 with focus and target lock re-rolls. That 12 dice with a high probability of hits and if you do this at range 3 you are not only denying evade tokens but the bonus for range to agility.

Grant it this is a 60 point combo but these ships continue to have great synergy after their ordinance is fired which is one of the rules you want to govern your ordinance/ship synergy selection.

Is it worth it. Well its debatable whether spending 60 points on Z-95’s is worth it, but if you get the hits early on this combo can really domino a match.

In conclusion. Well it’s hard to come to a conclusion. Ordinance is very expensive and being a one shot weapon requiring synergy to be effective even as a one shot weapon makes this the always questionable choice. There are a lot of great combo’s and lists one can build, it becomes tough to justify ordinance but in the same token I hope I have shown that its hardly “useless” as its often implied to be. There is a lot of potential to create complete havoc against your opponents with ordinance so unless you are an ultra-hardcore competitive player they are certainly viable. In competitive play I still agree with the general consensus that ordinance has yet to find a place in the meta, but in the same token the competitive meta excludes a great deal of things in X-Wing, excluding far more than it includes. To measure ordinance against competitive play is not really reasonable in your house games and it’s in house games the majority of X-Wing games take place.

I hope you found this article helpful and keep those questions coming, I’m always happy to have some fodder for more articles.

Its All About Star Wars

For the Star Wars gamer and fan this has been and continues to be epic time, it really does not get any better than this. Whether you’re just a fan of the movies, board games, PC games, role-playing games or just like collectibles there is something for everyone Star Wars related. I thought it would be fun to do a little break down of all the awesomeness that is here and coming our way in the near future.

Star Wars: The Force Awakens

star_wars__the_force_awakens_by_doghollywood-d85k4sa
The new Star Wars movies has everyone hoping for a revival given the generally accepted disappointment of the Old Republic era movies.

Naturally the best place to start is with the upcoming movie hitting movie theaters on December 16th. Brought to you for the first time by someone other than George Lucas, the Disney fueled J.J Abrams infused film continues the saga of one of the greatest science-fiction sagas ever made. The director who is often dubbed the reboot king has brought back franchise from extinction like Mission Impossible and Star Trek, not to mention some of the more interesting TV series like Almost Human and Revolution. I love this guy’s stuff, but Star Wars The Force Awakens is less a reboot and more a continuation of a story most of us nerds grew up with. The Force Awakens is more than just a movie to gamers however as it represents a new expanded place for some of our favorite games to draw materials for and its already begun.

Star Wars X-Wing: Force Awakens

Cleverly the new core set managed to add new and improved X-Wings and Tie-Fighters without making the old core set obsolete. A welcomed addition to X-Wing.
Cleverly the new core set managed to add new and improved X-Wings and Tie-Fighters without making the old core set obsolete. A welcomed addition to X-Wing.

We have already gained access to the new X-Wing Core set that features X-Wings and Tie-Fighters from the new movies, with more on the way. As part of the next Wave for X-Wing we are going to glimpse a little closer into Force Awakens with new X-Wing and Tie-Fighter expansions as part of the set that will show case a number of interesting new pilots presumably from the movies. Without question you can expect in future waves to see more of the Force Awakens universe to join Star Wars X-Wing, but the important thing here is that X-Wing has plenty of new room to grow into thanks to the movies.

The most exciting element of the upcoming wave however is that epic play is going to grow. We recently got the Imperial Raider which opened up Epic play in a big way but perhaps the most exciting upcoming release is the Imperial Assault Carrier that not only features a new epic ship but a number of awesome Tie-Fighters too boot! It’s an exciting time to be an X-Wing player!

Star Wars Armada

A much needed expansion to Armada has rounded out the game but we are yet to see anything for Force Awakens!
A much needed expansion to Armada has rounded out the game but we are yet to see anything for Force Awakens!

While we are still waiting to see/hear announcement of Force Awakens ships for Armada wave 2 is no slouch in bringing us much needed content for this epic game of capital ship battles. Joining the ranks is not only a new Squadron set that includes some of the most iconic ships in the Star Wars universe like the Han Solo’s Millennium Falcon and Boba Fett’s FireSpray just to name a couple but we are getting some of the most iconic ships from one of the biggest fleet battles in Star Wars movie history (Return Of The Jedi). Ships included are the Home One, MC30 Frigate and The Imperial Class Star Destroyer, not to mention the Imperial Raider.

For Star Wars Armada fans wave 2 has a completion effect, rounding the game out to its destination of 400 points and bringing much needed diversity to list building. What will Force Awakens bring to the table? Well you can bet your bottom dollar that Fantasy Flight Games knows how to milk it and its not much of a prediction to proclaim that the next wave will include Force Awakens capital ships, the thing is, we don’t really know much right now about what that will be. Fortunately we won’t have to wait too much longer as it’s only 2 days as of this writing before the movie premiers!

The Star Wars Role-Playing Game

Edge of the Empire kicked things of and immediately made all previous Star Wars RPG games obsolete. Its nearly perfect!
Edge of the Empire kicked things of and immediately made all previous Star Wars RPG games obsolete. Its nearly perfect!

Whether you are a fan of Edge of the Empire, Age of Rebellion or Force and Destiny (or all three) Fantasy Flight Games has been producing material for the game at a maddening pace. Dozens of books have been pushed out this year not to mention countless variety of supplements and expanded material with many more the horizon and now there is the question of how Force Awakens plays into all this. It’s a safe bet that we can expect a new core rulebook simply called Force Awakens kick starting a new era for the role-playing game and I’m sure I speak for many role-playing fans out there that the anticipation of the expected announcements is exciting. The prospect of playing in the new era may come sooner than we think thanks largely to the fact that FFG has already secured the rights to Force Awakens. Not enough excitement for you? Think about the possibility of linking all three games with Force Awakens and playing out the entire saga of Star Wars from the perspective of a single character of your own creation…. Ok that should do it!

Star Wars Rebellion

Rebellion is the unquestionable king of surprises this year, before we have even had a chance to get excited the game is already on the calendar for release early in Quarter 1!
Rebellion is the unquestionable king of surprises this year, before we have even had a chance to get excited the game is already on the calendar for release early in Quarter 1!

The recent announcement of Star Wars Rebellion was perhaps one of the best surprises of the year. With virtually no knowledge that a Star Wars boardgame was even in the works, Fantasy Flight presented Rebellion, a game that lets you play out the original Star Wars conflict from A to Z, Death Stars Included. In the style of War of the Rings (quite possibly one of the greatest board games ever made) you and a friend will battle it out with the famous people, ships, planets and story of the Star Wars universe. The best part? The game is ALREADY AT THE PRINTER which means you will be playing it first quarter of 2016! Can I get a fuck yeah!

How does Force Awakens fit into it… well duh, EXPNASION! With the game already done and printing there is no doubt FFG will wait and see to ensure the game is well regarded and accepted, but assuming it is as awesome as it looks, A Force Awakens expansion in 2016 is practically assured!

Star Wars Imperial Assault

The familiar Descent-esque system brings the Star Wars universe to the cooperative dungeon crawler genre, but it boasts an impressive competitive skirmish mode that has gained a tremendous amount of popularity overshadowing the cooperative elements.
The familiar Descent-esque system brings the Star Wars universe to the cooperative dungeon crawler genre, but it boasts an impressive competitive skirmish mode that has gained a tremendous amount of popularity overshadowing the cooperative elements.

For the cooperative gamer, in particular if you were a fan of Descent, Star Wars Imperial Assault is an easy pick as it may quite possibly one of the best cooperative games ever made. Fantasy Flight Games isn’t pussy footing around with this franchise either. With countless mini expansions and two major expansions (Twin Shadows – At the Printers & Return to Hot – On the Boat) we already have enough content for Imperial Assault to last us through 2016 but at this point the games popularity is so huge a Force Awakens expansion is not only a guarantee it’s a shocker that they haven’t already announced it. If I had to guess, I would say they are timing it for the release of the films because you know, they are evil!

Star Wars RISK

Easy to overlook thanks largely to its poor title and association with RISK, this little nugget is actually a really great remake of Star Wars Queens Gambit set in the Return of the Jedi era!
Easy to overlook thanks largely to its poor title and association with RISK, this little nugget is actually a really great remake of Star Wars Queens Gambit set in the Return of the Jedi era!

Ok, bad title, very bad title and probably one of the reasons you probably didn’t give this one a second look. Look a little deeper under the covers however and you will discover that Star Wars RISK is actually a new edition of Star Wars: A Queens Gambit, a rare collectable and extremely well made game based on one of the worse Star Wars movies ever made (A Phantom Menace). This time however instead forcing us to play with Gungan miniatures Hasbro back tracked and created the epic battle over the second Death Star from Return of the Jedi. It’s called Star Wars RISK but has virtually nothing to do with the classic Yahtzee style dice roller. Instead Hasbro pulled out a miracle and actually created a great game that looks amazing managing to hit on some of the more distinguished top board game lists on the internet.

Now if I know Hasbro Star Wars Force Awakens: RISK is an inevitable follow up and while I’m not holding my breath they do have a good system to base a game on, the only question is, will the story support the 3 prong battle setup needed to re-create Star Wars: RISK? Here’s hoping that it does!

You wanted Excitement and as you can see from this list there is plenty for everyone here. Let’s just bloody hope the movie is as awesome as we all know it should be!

What Makes It Tick: Star Wars X-Wing Part V

It’s been a while since I have written an article for this series but I have received a number of E-mails from what I have gathered are new x-wing players requesting more and since I don’t actually usually get requests I thought I would fulfill the ones I do have. I thought about what topics I wanted to breach and decided to talk about the frequently disputed elements of ordinance and ordinance based ships. Typically ordinance is an element of the game often labeled “not worth the cost”, a sort of standard mantra at least in the competitive and online conversations about them. Today we will get into some details about the problems with ordinance and ordinance based ships and some hopefully clever tips on how you can leverage them to your advantage.

Ordinance
Torpedoes, Missiles, bombs and the ships that use them are often seen as risky propositions in list building, in fact in the competitive scene you will rarely see ships fielding ordinance and ships like the Tie-Bomber are also very infrequently if ever used in competition. The reason is quite sound. Ordinance weapons are one shot use weapons and typically, for the cost, the effect or impact on the game is considered too small to justify it.  At least that’s the theory.

So what are the listed problems or complaints about Ordinance?

Spending targets lock to fire them is just one of several issues with ordinance. Or do you, look closer, not all ordinance requires you to spend your target lock or focus.

The main complaint for starters is that you have to spend your target lock and really in the case of most ordinances this is the problem.   As you can see above however this is not always the case, I point this out early because its a common oversight.  You often only get one action so target locking someone which with primary weapons is used to trigger re-rolls is spent instead just to use the attack and rolling 3 or 4 red dice without a focus or target lock to improve odds means you are shooting at 50/50 odds. Even with various effects like getting two attacks, doing extra damage to nearby ships or triggering Ion effects there is a legitimate chance you will simply miss. By default hit or miss the ordinance is spent anyway. It’s like effectively shooting 3 to 5 points at a target. Consider the alternatives to spending 3-5 points on ordinance for something else like for example a push the limit (two actions – Focus and Target Lock) or Expose (increase primary weapon by 1), effects that can be potentially be used multiple times in a match. These effects increase your chances of getting more out of your primary weapons for the same price.  Its a valid complaint in my opinion.

Perhaps the most common use of the Tie-Bomber is the cheaper, Scimitar Squadron Pilot coming in at 16 points  Worth it until you see the dial.
Not terrible, but this is no doubt the least maneuverable of the Tie class ships.

There is also the issue of the ships that shoot the ordinance or at least are designed to do it well like the Tie-Bomber for example. The stats on these ships are generally fairly mediocre and you typically are going to need to put more than one piece of ordinance to make it formidable on the field. That of course increases the cost. More than that, if you really want to get some guarantees you have to use special gear to allow you to do that like Munitions Failsafe, Extra Munitions or combining it with other gear like Push the Limit so you could at least roll the dice with a focus or special pilots. All this amounts to increasing costs for a ship that when it runs out of ordinance (assuming it survives long enough to shoot it) is a lack luster performer without ordinance.

For the ships that fall somewhere in-between, ships not really designed for ordinance but have the option it’s even less worth it. Putting ordinance on an X, A or B wing increases the cost of a ship but typically these ships gain far more benefit from its primary weapons when combined with gear more specifically tailored for the ship. Your far better off with an advanced sensor on a B-Wing than you are putting torpedoes on it. Again because you will be able to use advanced sensors throughout the match, while the ordinance is a one trick, one shot pony, the value is fairly easy to determine. You could of course do both but the costs mount and you really have to question the value of things like proton torpedoes where you can roll 4 dice at 50/50 odds one time during the match or rolling 3 dice with a focus (or 4 dice if you are close range) every time you shoot.

Even with its ability to shoot in a 360 degree arc you have to question the wisdom of using a B-Wing as a ordinance delivery system, especially considering the cost.
Even with its ability to shoot in a 360 degree arc you have to question the wisdom of using a B-Wing as a ordinance delivery system, especially considering the cost.

Some might argue that ordinance is all about player skill, if you are good, the impact of having ordinance at the table can be devastating and that to a degree is true, but X-Wing is not just a game of a skill, it’s a game of dice and when it comes to ordinance bad luck with the dice is going to have far more impact on you than it would if you were firing your primary weapons. Besides in the end, the argument that it’s “not worth it”, is a direct reference to point cost. Simply put the cost of mounting ordinance on a ship is going to weigh in at around 10-20 points extra and that is practically a whole extra ship which means that in order to get the value from the ordinance you really need to be able to do the work of 2 ships with your ordinance ship, that’s a tall order! That ordinance, no matter how good you are, simply cannot do it.

Now with that said is there any circumstance in which it is worth it? I believe the answer is yes. Getting value out of ordinance is all about understand how you can leverage ordinance ships not against cost, but against strategical possibilities within the structure of your list and tactics of the game. Another words, a Tie-Bomber with Cluster-Missiles and Extra Munitions might not be cost effective, but if combined with a good pilot card and some bonus gear your opponent will have to address that ship or suffer the consequences. The concept is what I like to call, “rat trapping”, which simply means that you have created an obvious and immediate threat, this Is your trap and your opponent is the rat. He will walk right into your trap because he will see your munitions ship as a major threat and as such if you build the rest of your list with your trap in mind, the combination can be devastating.

With that said, let’s look at an example list.

The Tie-Bomber is arguably the worst of the ordinance ships and so let’s see if can create a list using it as a base for our rat trap.

Major Rhymer 26 (Push The Limit 3, Advanced Proton Torpedoes 6, Extra Munitions 2).

The ability to increase range makes using Advanced Torpedoes more viable for this Tie-Bomber that is unlikely to ever get someone in their arc at range 1 given its dial.

You might immediately see how dangerous and expensive this ship is. At 37 points its death on wheels for at least 2 rounds. You have push the limit to assure you can target lock and focus, you have advanced Proton Torpedoes that can fire at range 1-2 that combined with a focus all but assures you are going to get 5 hits (3 blanks turn to focus, you need only to roll 2 hits with a focus at about 75% odds). Extra munitions that turns a 6 point piece of gear into a 2 point piece of gear.

Now this is a vulnerable ship but there is no question that your opponent will do everything in his power to eliminate it early, he will see this ship as a major threat and rightfully so because it is. If allowed to shoot, it’s going to earn its weight in points. He is your trap and you want to leverage your trap by creating the rest of your list knowing what he is going to go for.

1 x Tie Phantom (Sigma Squadron) 25 + Fire Control System
3x Tie Fighter (Academy Pilot) 36

Most people go for the expensive Phantoms, but the Sigma Squadron Pilot at 25 points is dirt cheap for a ship that can cloak and rolls 4 dice even at long range. Especially when you consider its dial.
Consider the Interceptor dial, a ship widely accepted as being incredibly maneuverable.
The Phantom is pretty comparable to the Interceptor. The only real trade up is boost for cloak. Make no mistake its an arc dodger with fire-power.

All you need to do is position these ships (your core squad) away from Rhymer to ensure that anyone going for him, is going to have to turn their back to the rest of your ships. With some good piloting and careful use of the Tie Phantom and at least one clean shot with Rhymer you should be able to gain an early advantage against most lists.

Now tactically you have many options with this list. Once Rhymer uses his ordinance, he is your blocker. Crash him into stuff and make him a nuisance setting up shots for your other ships. If your opponent chases the phantom or the Tie-Fighter play the avoidance game, evade, cloak and bug out forcing him to waste shots and buying you time to get Rhymer into position. With Rhymer you want to target any low agility ships, or core support ships or big easy to hit ships. Make that those 2 (5 dice) shots count if your opponent doesn’t address Rhymer. Most importantly remember however that Rhymer is not your fleet, he is your distraction, he is the ship that will put your opponents ships out of position and into your trap.

Is this a good list? I suppose we could argue about it, but it does show how the Tie-Bomber and ordinance can in fact have its uses and while this list isn’t what one might call ultra- competitive, it does certainly have a lot more going for it than just reliance on ordinance. The ordinance in this list is really just a ruse if you will for getting the actual threat (1 Phantom and 3x Tie Fighters) into position. The hope is that your opponent will not realize that the munitions ship, that Tie-Bomber is not really the big threat.

The Conclusion
Ordinance is not terribly cost effective, in fact the argument that it’s “not worth it” certainly has some validity and I mostly agree with it. X-Wing list building and in general playing X-Wing is about creativity and fun for most of us, so if you simply step out of the competitive number crunching (Math-Wing) and think outside the box a little, ordinance presents an interesting challenge to players. Can you create a great list that works with ordinance, I believe the answer is yes. I have had success with the list above, not because it’s a great list but because it’s unusual enough that your opponent is stumped on how to address the challenge. Do you split your fleet, do you go for the Tie-Bomber or focus on the Tie-Phantom.

I think meta thinking is part of the reason ordinance has such a terrible reputation in the competitive circuit, in fact, I believe that if you took a list like this to a tournament you would probably do quite well simply because of meta thinking. When everyone is expecting one of three or four meta lists and they are facing something unusual, it throws chaos into the their tactical expectations and this your advantage. I personally love flying lists like this, the look on your opponents face is all the reward I need.

Star Wars Armada By Fantasy Flight Games 2015

Designers: James Kniffen, Christian T. Petersen

Final Score: christmas_starchristmas_starchristmas_starchristmas_starhalfstar(4.5 out of 5 Stars)

When it comes to the world of miniatures games Fantasy Flight Games Star Wars X-Wing took the genre by storm, launching what has become one of the most successful miniatures game on the market today. Its popularity is undeniable and really when you think about the concept, is it any wonder given the revitalization of Star Wars as a franchise in particular in gaming, but in media in general. Star Wars really is an I win button and Fantasy Flight Games is just clever enough to realize that it needs to be smashed…. repeatedly.

For me personally it came as a considerable surprise however to find out that Fantasy Flight Games was going to be making another Star Wars based collectable miniatures game so bloody soon. In fact, in a sense I was deeply concerned, after all, what does that mean for my beloved X-Wing? Is it getting replaced? Star Wars Armada has now been released and we are about to receive the second wave which will effectively bring the game out of its trial period as was the case when X-Wing’s core set and wave 1 ships where all that was available and bring it into an actual level of completion worthy of dedicated play. I feel doing a review at this point is probably going to be very effective as I believe with this new wave we will see an big influx of players considering the game. Without further delay, here is your review of Star Wars Armada.

Overview

Star Wars Armada is a strategic miniatures game of ship to ship combat and oddly enough despite Fantasy Flight Games making a second game with this concept in a short couple of years there is a surprisingly few amount of games out there in this genre as a whole. Star Wars Armada is a zoomed out version of Star Wars X-Wing where you step out of the dog fights of small star fighter battles and experience the whole battle on a capital ship level. Maneuvering the lumbering hulk like capital ships across a 6×3 battlefield is a very different experience from zipping around in small star fighters on the tight space of a 3×3 as is the case in X-Wing, but the two games share enough similarities that it’s a safe bet if you like one you will probably like or at least have an interest in the other. That said there are also significant differences between the two games that are certain to lead some in one or the other direction especially given the expense of the hobby ,for economic reasons alone, for many they will have to make a choice between collecting one or the other.

The game looks great from any angle.
The game looks great from any angle.

Components

Verdict:  christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros:  Without question the most awesome Star Wars components put into a game pretty much ever!

Cons:  The core set comes up very short in providing everything you need to have a complete or even good gaming experience despite a very high price of entry.  Not enough dice in the core set.

I tire of praising Fantasy Flight Games component quality and when it comes to Star Wars Armada they have once again hit near perfection square in the face. The miniatures and every component in the game from cards to tokens are of the highest quality. In fact the miniatures paint jobs are even better than X-Wing in my humble opinion and while I might question some of the aesthetic choices in terms of ships chosen like whale like Frigate for the rebels, it’s such a small quibble its barely worth mentioning. All and all the most recognizable Star Wars capital ships are already in the game and wave 2 adds even more of the ships from the classic original trilogy.

Now there are some issues with components, or perhaps better to say in regards to shortage of components that players getting the core set will immediately note. For one there is definitely not enough dice in the game, which is a bit frustrating given that these are specialty dice and the fact that many ships and situations will have you rolling 4 dice of the same color and the game only provides 3 of each. I really think it’s quite silly to skimp on such minor details that can have such a frustratingly big impact on the flow of the game. More to the point, it’s a cheap move to put a 10 dollar dice pack on sale the same day of release knowing full well that most players will break down and buy it because it’s necessary for the game. This practice is becoming common in miniatures games and it’s going to cost Star Wars Armada in this review.

The core set appears to come with a great deal, but the reality is that despite its price there is barely a game in the box.
The core set appears to come with a great deal, but the reality is that despite its price there is barely a game in the box.  Be ready to spend money to get the full experience, lots of it!

I would also argue that the Core set as expensive as it is, is barely a game with the ships it provides. Now I’m not sure that this goes under component quality issues but frankly if you’re going to play you need to invest in components well beyond the core set to have a proper full experience, one might even say to have an experience worthy of the initial cost. That said, I’m not sure how they could have packaged it differently, after all the core set is already quite expensive and rightfully so since there are three large miniatures in the game with tons of components all absolutely necessary to play. Had they added more ships into a single box it would have likely been ridiculously expensive. It’s a double edged sword FFG can’t win.

In conclusion however with the few minor gripes this is still very much a near perfect score as far as I’m concerned, the components are all simply top notch even if perhaps there is insufficient components in the core set to have a complete gaming experience. It’s to an extent to be expected, to date I have never seen a miniatures game that is a complete experience with just the core set and this one is not any different. Collecting expansion packs is effectively, mandatory; if you intend to only get the core set you may as well skip it all together. If judged by the core set alone Star Wars Armada would not be on my top 10 best table top games list. Its addition is the result of purchasing and committing to the game completely.

Theme

Verdict: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: Perfectly captured theme in every definition of the word perfect.  This IS Star Wars done in a way that is completely in tune with Star Wars Fans.

Cons:  None, seriously.. Its perfect!

When it comes to Star Wars I’m always admittedly completely bias, I love Star Wars and a game in which I get to play out the fantasy of an epic capital ship battles in the Star Wars universe in a miniatures game is nothing shy of a dream come true. Still the question is whether or not the theme is presented well here and the answer is a resounding, abso-fucking-lutly.

Star Wars Armada handles every thematic element of the capital ship battles in the Star Wars universe with perfect precession ensuring not only the amazing art combines with amazing miniatures creating a smorgasbord of visual pleasure it manages to ensure the gameplay supports that fantasy.

Capital ships come in a variety of types and even each type has two sub-types offering plenty of choices but from a thematic point of view some of the most recognizable ships are already in the game including the Nebulan B, Corvette and of course the Star Destroyer. More to the point these ships act in a way that defines them thematically and as a Star Wars fan, I might say, thematically correct. The Star Destroyer is a slow powerful ship that while maneuvering poorly has immense firepower while the smaller, faster ships like the Corvette are able to zip around the battlefield giving them a maneuvering advantage they can leverage. Elements like these both play into the theme of the game but are matched by balanced mechanics and while certainly you will find people who will argue the finer points of balance of each ship or faction, largely it’s been my experience that Star Wars Armada is so thematic, that win or lose you have an amazing experience, the clearest sign you can have that the theme is done right. Regardless of what you think of the mechanics you can’t deny that Star Wars Armada captures the theme perfectly. That epic capital ship combat just sells itself.

While the core set and wave 1 had plenty of classic trilogy ships, wave 2 adds without question some of the most memorable ships from the Star Wars movies including the monster sized Imperial class Star Destroyer!
While the core set and wave 1 had plenty of classic trilogy ships, wave 2 adds without question some of the most memorable ships from the Star Wars movies including the monster sized Imperial class Star Destroyer!

The theme gains a further sense of completion by the addition of the immediately recognizable squadrons of the Star Wars universe. I love the handling of the squadrons in Star Wars Armada because while they are tactically and strategically important, they are in a sense less relevant. It is a game of capital ship combat and while you use your fighters to protect your capital ships, to engage enemy squadrons or in attempts to bomb other capital ships the game cannot be won by squadrons alone. Capital ships are the hero’s here and the way the rules are managed this is ensured, yet the thematic presence of a Luke Skywalker or Howlrunner for example is such fundamentally important element in a game that to omit them would have been a crime against the fan base. Luckily FFG knows their fans well and many of the major player you might expect to be there, are.

As has become the norm for Fantasy Flight Games, the card quality is only surpassed by its artistry. These images will just put a smile on your face.
As has become the norm for Fantasy Flight Games, the card quality is only surpassed by its artistry. These images will just put a smile on your face.

If there is anything to complain about in regards to theme in Armada I haven’t run across it yet. From cards to miniatures and everything in-between the game sings the Star Wars soundtrack with perfection.

Gameplay

Verdict:  christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros:  Amazing connection between theme and mechanics, everything works exactly as you hope.  Squadrons handled brilliantly, giving them purpose but not stealing the show.

Cons:  Complex strategies put this out of reach of casual gamers.  Very sensitive and unforgiving mechanisms that punish mistakes without mercy.

Theme and components should theoretically not be that difficult to get right, especially when you have a license like Star Wars to work with. Really I fully expected Star Wars Armada with Fantasy Flight Games behind the work to master this part of the game. Gameplay however no matter how fancy looking a game is always going to be a challenge and very easy to screw up.

Fortunately Fantasy Flight Games got it mostly right here, though I have to admit there are quite a few quirks with Star Wars Armada that prevent it from reaching perfection in the same way they did with components and theme.

Let’s begin with what Armada got right. Without question the game has tremendously streamlined gameplay with well-defined rules despite a fairly steep learning curve and well-designed mechanics. Some of the highlights include a very creative use of movement tool that allows capital ships to maneuver around the map in a very thematically correct way. It creates plenty of tactical and strategic choices for you, in particular given that you may fire from two different firing arcs by default with each ship. Where those arcs end up pointing is a vital element of play and the many ways a firing solution can be manipulated from offensive equipment and crew cards, to defensive, defense tokens, there is just a lot of options and choices taking place. Each move and counter move makes up a strategic and tactical level of play that is unmatched in any miniature game I have ever played which includes Star Wars X-Wing. It goes into depths that will take dozens of games and hundreds of hours to explore. In a sense the complexity of the tactical options creates the dynamic gameplay and the amazing amount of content and replay ability.

There is also the structure of placing orders, in which you must plan ahead sometimes as much as three turns in advance, giving the game an element of pre-planning and prediction which unlike X-Wing leads to more long term strategies over the course of a game. The use of squads is also brilliantly handled giving them just enough influence on match ups to where they can’t be ignored, but not so much that they become overwhelming or steal the thunder from the games focus on capital ships.

I think overall list building even with the minimal amount of material provided at this point is incredibly challenging, deep and interesting, making the preparation for matches as much fun and often as complex as actually playing. In fact in many ways, far more strategy is determined in your pre-game decisions than in the previous X-Wing which is far more reactive. I love the fact that whatever choices you make there are no “hard” counters, in fact due list building includes selecting missions that generally favor your list, any match up can be dramatically changed just based on which mission you actually end up playing or even something as simple as deployment and initiative. Play the same match twice and change nothing but initiative and you will have two completely different results.

The main point to make here is that there is a tremendous amount of game here leading us into wave 2. It would be difficult to point to any specific mechanic and say “this is the reason the game is great”, combined however what you have is a deeply engaging strategic and tactical experience that is unmatched in the genre. That said there is really very little competition in the epic capital ship space combat genre to compare Armada to, but FFG has set a very high standard here.

The game does suffer from couple of minor issues for the lack of a better word which leads me to recommending it only if you as a gamer don’t actually see these particular problems as issues. It’s more of a personal preference thing rather than a problem, but I believe for many X-Wing players this will be a point of contention.

First and foremost is the fact that the game is considerably more complex and takes longer to play. Not to mention that it requires a very large table to play on. It goes without saying that as gamers when it comes to the complexity of games we all have our preferences but Star Wars Armada really reaches into that “pure gamer” level depth to the point where it becomes very unattractive to casual gamers. A typical Armada game can take upwards of 2+ hours especially at the new 400 point scale and requires considerable explanation of the rules which have many intricacies that go well beyond the casual spectrum, in particular since so many of the mechanics are very strategically sensitive, meaning that if you make one small error in judgement it can cost you the entire game. This results in the game really catering to the committed and experience gaps will have dramatic effects at the table. Notably the road to experience is long and can be quite frustrating. It will take dozens of games to really get a handle on the basics and dozens more to become proficient in understanding the many subtle effects of the mechanics. Suffice to say, its not for the feint of heart and a far cry from the simplicity and approachability of X-Wing.

At first glance the game appears no more or less complicated then X-Wing, but this game reaches elitist veteran level depth even as early as the 300 point limit during wave 1.
At first glance the game appears no more or less complicated then X-Wing, but this game reaches elitist veteran level depth even as early as the 300 point limit during wave 1.

The large table size requirement might be an issue for many, 6×3 is a very large dining room sized table and this is very much an absolutely, non-negotiable necessity. Play with anything less and capital ships will be flying off the tables. Know this going into it.

Now none of these things are really marks against the game as far as I’m concerned, they are simply notable things to consider before getting into Armada. The fact that the game is complex, time consuming and requires a large table are just features of the game, they aren’t good or bad, they just are and it’s a matter of preference whether or not you see these things as obstacles. You can’t pick up a game knowing it intends to be deep and complex, than complain that it’s too deep and complex. There is one issue that is very clearly a negative in my opinion which ties into the complexity however which I do think is a mark against it.

The game is incredibly unforgiving, I mean, super ultra-sensitive to the point where moving a single squad half an inch in the wrong direction can be traced back to the reason you lost a match sort of sensitivity. This is a very deeply strategic game with a lot of rules, sub-rules to rules and special equipment that alter the rules with incredibly intricate and very sensitive mechanics, all things that ultimately lead into the complexity of the strategies and tactics involved in Armada. They are well defined and very streamlined, but trying to juggle all this information while playing the game is a brain buster to the point where it can be uncomfortable. Consequently the result is that even the most minor oversight, the tiniest error in judgement can throw off your strategy and cost you the entire 2+ hour game. The sensitivity is so extreme that the game becomes very unapproachable to less experienced, casual and even intermediate gamers.

You could argue that at least up to wave 1 this game was still semi-approachable, but wave 2 is raising the ante through the roof with tons of special powers and unique abilities that will raise the bar far out of the reach of casual gamers.
You could argue that at least up to wave 1 this game was still semi-approachable, but wave 2 is raising the ante through the roof with tons of special powers and unique abilities that will raise the bar far out of the reach of casual gamers.

Star Wars Armada suffers from a tremendous amount of “gotcha” mechanic situations as well. The gap between experienced and casual gamers is very wide and because the game is 2+ hours long and incredibly sensitive in terms of actions and consequences, less experienced players will spend a lot of time playing games in which they are effectively victims. In fact I think unless you are heavily invested in learning these intricacies, really studying the game, Star Wars Armada isn’t going to offer a very good gaming experience. Casual play is really not a thing here.

I think this really works against Armada as a game, FFG could and really should have made this a much simpler or at least split the rules between normal and advanced rules to make it a more all-inclusive to appeal to a broader audience. It is after all Star Wars which suggests just by the franchise alone that it should be for the masses, but really this is a very niche product made for a very specific, hardened veteran type purist, one might say elitist type gamer.

In conclusion, despite the steep hill towards experience and competiveness, I think it’s a wonderful game mechanic and has tremendous gameplay. The fact that it filters out the broad audience that Star Wars has access to is unfortunate and I think it will keep Armada from being the global success that X-Wing was, but I still think there are going to be sufficient board and miniature game veterans who will embrace and appreciate the depths of Armada.

Longevity and Re-playability

Verdict:  christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros:  Tons of options already with the game growing exponentially with each new expansion.

Cons:  Expansion and longevity are dependent on collecting which can be expensive.

I’m going to make this short and sweet, even before wave 2 which will in effect double the content available for the game, Star Wars Armada has infinite re-playability. Its strategic depth is very tender and every tiny decision you make has wide sweeping consequences that even if you played with and against the same list dozens of time, no two games would be alike. This pushes you to perfect and analyze, ultimately leading to the road of trial and error the vary basis of replay ability. There is this rampant learning curve, not so much of the rules but in the depth of this strategic game that there is no amount of games you could play that would feel too much or would result in you not learning anything new. Each game is jam packed with experiences and while this hill is steep for the committed it’s well worth making the nearly infinite climb.

If there is any drawback or issue as far as longevity is concerned its going to be the cost.  It may not be easy to sustain the constant and relentless release schedule of FFG.

Conclusion

Star Wars Armada is an epic gaming experience; it really deserves praise for presentation and scale. If you’re a fan of the genre or Star Wars theme, this is an experience you simply cannot miss.  Its important however to understand that this is a gamer’s game, its very unapologetic about that and as such if your not ready to fully commit to the hobby, its really not worth it to dip your feet.  Its expensive and demands commitment, if that doesn’t intimidate you, your ready, if it does, look elsewhere.