Tag Archives: Star Wars

Star Wars: Destiny By Fantasy Flight Games

While I had initially passed on it, Star Wars Destiny the collectible card game landed in November 2016 with a bang on the gaming scene and its clear over the last year it has gained momentum globally.  It celebrated its 1st birthday in style, enjoying a top 5 spot on the ICV2 most sold collectible card game on our little blue planet.  While I have been slacking on reviews the last few months (work, life, etc.) and the result of a very RPG focused agenda, I could not ignore this one any longer, I had to take a closer look.     Destiny has enjoyed a very quick road to success as far as collectible card games go, though it should come to the surprise of no one given that FFG was behind it.

It really just seems like Fantasy Flight Games doesn’t know how to fail and while it took some leg pulling to get me to shell out for a CCG (more on why that is later), I finally got behind the wheel, albeit belayed, to give this little Star Wars bird a thorough whirl.

Overview

Final Score: christmas_starchristmas_starchristmas_star christmas_star(3.9 out of 5 Stars)

Star Wars: Destiny is a classic formula for a CCG dueling game on the surface.  Two players build decks and face off against each other trying to knock the other out to win the game.  Like all FFG games however, Destiny takes the theme, in this case Star Wars and pushes it a bit closer to its roots.   By making it about special Star Warsy signature characters with special powers and throwing  the entire thing on its head by adding specialty dice the game entered into an entirely different CCG genre than most card games fall into.  While not a white elephant, the genre today is quite thin competition wise.

The DCG (Dice Collectible Game) is a new genre that was only recently established, Destiny has really confirmed that this is going to be a thing now.

We have seen this emerging genre before in games like Dice Masters (its primary competitor), which has also been very successful (enjoying the no 9 spot of top 10 collectible games on ICV2 as of this writing).  Star Wars Destiny however boasts a powerful IP, the stupidly high quality components and original art work of  FFG and two of the most successful designers at FFG Corey Konieczka and Lukas Litzsinger. Suffice to say, it has a lot going for it out of the gate.  Today we look under the hood of this year old stud and see if it earns all of its accolades.

Components

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt:christmas_star

Pros:  High quality components made to last, dice in particular are extremely well done, awesome visual appeal that gets you in the mood.

Cons:  The box and storage are poorly thought out, the extra storage binders sold separately are not a whole lot better leaving you on your own to find a storage solution.

Star Wars: Destiny follows the very high standard that we have grown accustom to for games coming out of Fantasy Flight Games.  The card stock is the best you can get, the dice quality is amazing and the entire thing has a spit shine on it that will get you excited to play with the pieces.

It wouldn’t be Star Wars without a good Darth Vader card, FFG has done a great job with the art enhancing the experience and confirming that they are the best in the business.

The dice deserve particular mention here, I already mentioned Dicemasters which is the only point of reference in this rather small genre, but by comparison, Destiny blows it out of the water, it may just have the best dice I have ever seen in a dice game or any game for that matter.  The dice are big, colorful, clear and of the absolute highest quality.  They are a joy to roll, just the feel of them in your hand is going to get your gamer juices flowing. Compared to Dicemasters which, well lets just say it, was a big disappointment component wise, FFG really invested in Destiny’s signature component and it shows.

I love the fact that FFG understands what is important to gamers, if you are going to make a dice game, make sure the dice kick ass!

If there was any disappointment for me it was in the packaging, which I consider a “none review-able” item in terms of scoring a game, but I’m going to bitch about it anyway.  The absence of a storage solution will annoy you.   Booster packs are obviously a “rip them open” situation, which is fine, but there really is no good “box” to put your stuff in when it comes to Destiny.  The two player box has a very flimsy box that rips easily, which won’t last and it uses the side opening boxes all gamers loathe as do the pre-built expansion decks.  While the plastic casing inside was pretty good, giving you a place to put some of your dice and perhaps some hope of a solution to store some what you will ultimately collect, quite simply after opening the game and opening some boosters I was left with a mess of cards and dice with no where to put them.

The dice binders sold separately by FFG are pretty, but the design was poorly thought out.

FFG does offer Dice Binders, which would have been great even if sold separately, but I found the choice of being able to store 40 dice but only 44 cards only further fueling my frustration.  Basically a single deck has 10-14 dice in it, while having exactly 30 cards.  The binder is way too big for a single deck of dice, but far too small to have more than 1 deck because a lack of card storage.  It’s not a terribly smart accessory, leaving everyone trying to scramble and figure out an alternative storage solution.  It’s kind of lame enough to put things in a non-reusable box, but offering a pointless accessory is pouring lemon juice on the wound.  Suffice to say I was pretty disappointed, but luckily this component has nothing to do with the quality of the game so I mention it more out of frustration than any impact on the games score.

Theme

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Fantastic artwork, quotable cards and familiar characters will delight the senses and give you that Star Wars feeling.

Cons:  Some might find the blending of eras and lack of cannon annoying, for the record, I do not.

The big advantage of using a big IP like Star Wars is that once you throw some pictures of Darth Vader on the cover, you already have a built in following to the theme.  When I judge a games theme however I’m trying to make a connection between the setting and the mechanics.  Does the theme influence the mechanics and shine through while you play, does it fuel the imagination or impact your sense of the experience, is there some sort of concept of time and place, does it tell a story through play.  All of those things help to enhance a game and are important if you are buying into a game hoping to get some replication of the Star Wars universe.  Does Destiny provide this?

The short answer is yes and no.  Its not exactly what I would call a storytelling experience.  The combinations can get pretty weird as the entirety of the Star Wars universe is blended into a single game.  You will see content from the Phanthom Menance, the old trilogy, the new trilogy, the cartoon and a bunch of stuff you probably have never heard of unless you are a die hard consumer of everything Star Wars.  While it maintains what I would call “The Star Wars feeling”, there really isn’t a sense of a story, time or place, but rather a kind of scramble of everything into a single game.  Now I would imagine most people will not really care, but the first time I built a deck I had Nute Gunray, Boba Fett and a Tie Pilot all in the same deck and that is only a slightly weird combination in terms of what is possible.  If your sense of cannon is easily offended and throws off your sense of Star Wars continuity, this game will abuse that to all hell as you mix and match characters, equipment and locations from pretty much every source and era of the Star Wars universe to make your decks.

Quotable cards like this, paired up with great art will put a smile on your face, but the effects don’t always connect mechanically to the theme.

To me personally this was more a quirk than a problem, everything in the game is definitively Star Wars and belongs in the theme as a whole and the whole concept of trying to maintain cannon in a CCG is far fetched anyway.  The theme shines largely through the fact that every card in the game is universally quotable and as a Star Wars fans playing cards like “He doesn’t like you” instantly takes me back to the movies.  That with the amazing art, is more than enough to give Star Wars: Destiny a well deserved passing grade.  Its very clear that the designers of the game were Star Wars fans.

If you are looking for a more thematic experience, one in which the cards mechanics are linked up to a thematic story and experience, I would venture to guess Destiny is probably not that game.  While it certainly houses Star Wars as an IP under one roof, its really more of a game about gameplay than trying to accomplish some sort of thematic tale of events, for that you might need to seek out the Star Wars LCG.  Even there however I think you would find that there is a general blending of “everything”, as this is really how most card games are, this one is no different.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: Streamlined, easy to teach, easy to learn mechanic. Robust card pool with a wide range of deck building options make this dueling game a winner.

Cons: It’s a small game with big investment requirements, in particular if you plan to compete.  Casual players should approach with caution.

I think without argument when it comes to dueling card games, gameplay is without question the single most important element that needs to be done right for it to be successful, a moot point when one does a review of an already successful game, but none the less.  For any collectible games unfortunately there are many external factors that can really affect the gameplay experience,  in particular ones like Destiny that use the random booster concept.  While I won’t dwell here, I will say that I prefer the now well establish FFG Living Card standard which alleviates a lot of the anxiety and potential gameplay or balance issues randomness and investment differential can create.  When buying into a CCG this really comes with the territory and in many ways is an extension of the games “pre-game” deck building concept.  I will talk a bit more about my feelings about the CCG concept later, but let’s first talk about the gameplay in general.

Center stage in a CCG is always going to be deck building. Great thing about Destiny is you can grab a card, see what it does and immediately go off on a tangent on potential ways to build an entire deck around it.

On the positive side, the mechanics of the game itself and how it incorporates dice in particular is really well thought out here.  Destiny is a very tight and streamlined game, cutting out a lot of the nonsense of old school CCG’s like the “I can’t do anything” turns or “Mana screwed” issues, or “not enough cards dilemma”.  All that is eliminated and in a fashion that is both fair, consistent and reliable.  Each turn from the first to the last round is going to have you contemplating your plays one action at a time, rather than complaining about some shitty game state you find yourself in.  There is always something you can do, in fact, most of the time there are hard choices and tactical decisions that you must choose between which really fuels both deck building (the pre-game, game) and the constant re-assessment of the in progress game.  There is constant tension throughout, your always trying to solve some puzzle at every stage of the game.  You are rarely out of options.

I especially liked the fact that there are very few “no result” dice results, which is great given its a dice game and a part of your success will be affected by how well your roll.  You might not always get what you want and depending on how you built your deck you may or may not have things to control your dice, but because you can discard a card to re-roll dice and most dice generally have only positive results (something), your getting benefit from them most of the time in some way.  Its interesting as well how despite a pretty massive card pool, each card/dice combination brings something new to the table.  There are no “bad” cards really that I found, there are just cards that are clearly designed with certain types of deck builds in mind.  Sure, one can say that clearly some cards are more competitive than others, you will of course see the emergence of a meta where certain cards see more play.  That said however I found that when I zeroed in a character, a piece of equipment or even a certain mechanic, there was a deck waiting to be built out of it.  This creative pre-game deck building element of CCG’s in general is arguably one of the most addictive parts of the game, though your collection will dictate how much flexibility you have here and unfortunately this will also affect how balanced your experience will be.

The point here however is that there is a lot of design space when it comes to deck building assuming a robust collection and let’s face it, when it comes to card games like Destiny or really any collectible game, even miniatures, the concept of list building or deck building is a game in its own right.  You will spend countless hours contemplating “builds” and when discussing the game you will always be talking about it in terms of deck building.  This is part of the fun and really part of the gameplay of Destiny, trying to find that perfect combination of cards and tactics to win more than you lose.  On a competitive level you’re always working on trying to outsmart the meta and in a sense in competitive play I imagine this becomes an entire new level of gameplay where you know what people will play and your trying to build decks that can beat those decks.  This stacking of concepts gives Destiny many layers of game to explore but aiming to play competitively isn’t going to be the only driver to trying to find that perfect deck combination.  Its a built in feature of the game, serious, casual, competitive or not, you are going to be trying to build the best decks you can.

On a ground level there is much to like about Destiny but my favorite really has to be the hero design.  Each hero card has a two costs, a one die cost and a two die cost.  With only 30 points to spend on heroes, it means you are not going to have this “put the best you have in a deck” approach.  The cost is a huge limiting factor ensuring the most powerful heroes come with the drawback of limiting who you can partner them up with.  This tender balance is well done and while their are certainly some pretty great combination that formulate the competitive meta, the game really isn’t won or lost on heroes alone.  The deck you build that supports them is far more critical, in particular the equipment that brings in additional dice.  A seemingly innocent 10 point hero can be turned into an unstoppable machine of death with the right combination of gear and this both plays into the strategy of the deck building and the tactics at the table.  This all in turn helps to bring that tightness of play to the game.  Contemplating the possibility feels endless, even with a small investment you will discover countless combinations to try out, driving both the addiction to collect and to play.

Its unfortunate however that to get the most out of pretty much every hero you will need to collect both dice for him.  The way the cost works out, if you buy 1 die for say 11 points, getting the second one might only cost you 3 or 4 points more.  Hence building decks with heroes for who you don’t have 2 dice for is extremely inefficient and doing so will definitely result in a sub-optimal deck that in turn will affect your rate of success in particular when facing more optimized 4 dice, dual hero decks.  This makes collecting a sizable collection that much more important to deck building and in general to your success in the game.

You have already spent 12 points on a character with 1 die and it will cost you 4 more to get the other die. It’s clearly the optimal decision but you can’t make it if you don’t have a second copy which puts you into that awkward space of either making a sub-optimal build or simply not use the card.

Many cards have zero cost, or are low cost, which means your success isn’t really driven by resource availability during a round entirely.  In fact you will spend most rounds with very few resources or sometimes even none and it does not prevent you from participating aggressively in the events of the round.  I love the fact that the game goes back and forth with each player getting a single action you, the end result is that you always have an opportunity to respond to the changing state of the game based on your opponents last play.   This fuels the game tactically as it ensures that while you can plan, you must constantly adjust.  Pulling off those deadly combos isn’t just a matter of fact, there is a counter to everything both in terms of cards you can field in your deck but also what order you make your plays, the timing of them and of course the always important results of the dice.  Battlefileds are also a part of the overall strategy of the game and can sometimes offer significant advantage to getting your timing right.  All this amounts to a consistently interesting and ever changing state of affairs on the table.   You might have a plan, a player takes one action and you find yourself completely re-assessing the entire round.  Things turn on a dime and I absolutely love that.

In short, the game-play is absolutely fantastic from a mechanical stand point, you have a lot of control over your destiny making this without question one of the most aptly named games in the FFG lineup.

There are low cost, 1 die cards like this one, but these are clearly meant to be paired up with the more expensive heroes, suffice to say 3 die decks are not completely out of the question and certainly designed into the game as an option.

A big part of your success in any match is going to be in the pre-game deck building, really a game in its own right and a core part of CCG’s in general.  You have a lot of choices to make here including which characters to use, what equipment, upgrades and support cards to add to your deck which in turn defines what dice you will have available in the course of the game and of course the all important event cards which is really where much of your subtle strategy comes from.   In many ways this is also the flaw of the CCG model because what cards you have available is a limiting factor of your collection, one that is largely randomly done through the booster concept.  Its particularly a problem when you are on a tight budget and you find yourself facing opponents with a more flexible income.  This differential can and probably will create some imbalances.  You might not have those 2 dice heroes, so you may find yourself facing 4 dice vs. your 2 or 3 from your limited collection and that is a major unbalance in the games structure.  In fact I found even after buying all of the starter packs and 2 of the big booster boxes I only have  5 heroes for who I have 2 dice, significantly reducing not only what parts of my collection I can make but in particular what types of decks I can make that are optimized.  Most of my decks are made up of 3 heroes 3 dice, simply because I have no other option and when facing a 4 dice deck I’m at a pretty severe disadvantage.

Suffice this is just part of the CCG model, for better or worse.  The question of course is, should this affect the games score and the answer is a simple no.  I can’t count being a CCG against a game if a CCG is exactly what it intends to be.  It’s a collectible game, collecting is part of the game, an expensive part and if you think that’s unfair than you should definitely skip this game, but it does not make Destiny any less of a game.  Mechanically speaking I have to rate the game with the assumption that I have the entire collection and in that capacity this is a fantastic game.

The caveat for me in the model is the 2 dice hero model balance of the game.  Essentially the game is designed on 30 points worth of heroes, however the average cost of a 1 die hero is about 8-12, and the average cost of a second die for the same hero is 3-5.  This means that if you spend points for 1 die of a hero, if you don’t buy the second die you have locked your deck into being a 3 die deck in all but the rarest circumstance with no way to work out the math any differently.  This creates an inherent problem with how collecting works, but more importantly it impacts greatly the global balance of the game where effectively a player who has a set of 2 die heroes of every sort will always be able work out decks to have 4 dice, but a person who does not have 2 dice heros to work with will be locked into the less optimal 3 die decks constructed from either 2 or 3 heroes.

To me the decision to balance the game this way hurts it. Only including 1 die in a booster, not to mention making all heroes “rare” or “legendary” at the least means that you will struggle to make use of your collection even if its fairly robust.  I for example don’t have any 2 die yellow (good guy) heroes in my collection which means all yellow hero (good guy) cards are effectively not used at all unless I want to play with a sub-par, 3 die decks which frankly after a few frustrating efforts I know well enough that it’s just not fun.   The disadvantage is too great against a 4 die deck.  Effectively these 3 die types of decks feel incomplete and can create a frustrating experience to say the least when facing a player who has a complete 4 hero deck.

I think this pain point is significant enough to affect the score of the game, to me, this is more a design decision problem than a CCG model problem.  Grant it, it can be overcome through collecting but personally I think there is a limit to how much a CCG model should impact the balance of a game based on collecting and how much a CCG model can demand before you can make use of your collection.  I would say right now, after 200 dollars spent, perhaps 10% of my collection is viable to be used in a deck thanks to this awkward hero/die pairing issue.  Most of the cards I can’t use are great and I would love to use them but the lack of the 2 dice hero pairings I need to do so means I have to build those less effective 3 dice decks. After a fair amount of testing it’s abundantly clear to me that 4 dice vs. 3 dice is more than just a disadvantage, it’s a serious unbalance, its not game breaking but not easy to ignore either.  In short, you need the pairings, its really not an option in most cases.

Still, from a stand

Replay-ability and Longevity

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: The robust nature of CCG’s combined with FFG’s commitment to the product means this game likely has a long and bright future ahead of it.

Cons: To really get the full experience you are going to have to dive knee deep into this, with a constant push to expand your collection driving your replaybility.

The really nice thing about collectible card games is that we can generally rely on the publisher to continue to put out expansion after expansion for their game, in particular with FFG.  This in its own right gives Destiny a huge advantage in this category as we know it will be heavily expanded.  For CCG’s, expansion is also one of the most important categories as decks get old, cards get old and you are always going to be chasing a refresher.

There are a great many unique and interesting event cards that can significantly alter how events play out in the course of a game.  Much of the longevity of this game will rely on FFG constantly creating new cards that continue in this tradition.

Still lets assume for a second you don’t make a major investment in the game, how much can you replay that same 2 player starter deck before it gets boring and loses its polish.  The answer is more than you expect, but probably not enough. Considering the two player box is 30 bucks retail, I would say you get considerable bang for your buck, but CCG’s like Destiny beg to be expanded, its assumed you will deck build and it really is about finding new and clever ways to beat your opponents.  I think the 2 player set is a nice, cheap way to find out if you like the game, but in the end unless you expand your replay-ability is going to be fairly limited.

Personally after a few plays I was ready to start deck building and needed cards to do it with.  I think I got the 2 player set, played 4 or 5 times and ordered 2 booster boxes in the same week.   I managed to get it on a discount but by the time I was done ordering stuff I was a good 200 bucks into it.  The question now is how far will this take me?  The answer is not nearly as far as I had hoped.  Part of the problem is the dependency on 2 dice hero pairings.  As mentioned before after 200 bucks I still don’t have pairings for the vast majority of my heroes, in some cases entire sections of the game, for example I don’t have 2 dice for yellow heroes so my yellow hero cards really don’t have a home in any decks right now.  That was disappointing.   Suffice to say you will need to collect, trade and/or buy off the 3rd party markets to really get that replay-ability and deck construction possibilities going that this game is capable of and that is going to be a significant investment of your time and money.

Each time you add to your card and dice pool you are going to see worlds opening, new deck possibilities, new approaches and in turn more replay-ability.  Really this is typical of collectible games, their longevity generally relies on expanding your collection and Destiny is no different, but in my opinion its far more difficult to do with Destiny, due to the way the model is setup.

In general though I think the replay-ability is very good, there are significant variations in the different sets and new mechanics are introduced in each set that shake things up and refresh certain elements of the game opening up the reusing of cards you might have previously overlooked.  I also think with each new set the 3 hero, 3 dice combinations become more viable and competitive than before.  I noted that when building decks “digitally” with online deck builders with cards I don’t have yet I was able to construct some 3 dice, 3 hero decks that I believe would be a significant challenge for a 2 hero 4 dice deck.  Suffice to say I think some of these collection vs. balance issues can be resolved through mixing the sets and opening the door to more ways to replay the game.

I have high hopes for the longevity of the game, but CCG’s need to establish large card pools for that longevity to really stick.  Destiny remains a question mark in that department, I’m not 100% sure how far I will take the game, but certainly FFG is going to tempt me with the constant expanding.  I think Destiny has a bright future for the dedicated player.

Conclusion

Star Wars: Destiny is a challenging, varied and robust game that takes this genre to an entirely new level.  Its got the chops to be a great competitive game and its design streamlined to a point of near perfection.  It really is an absolutely fantastic game.

Unfortunately it’s CCG model not only comes with the standard economic trappings and overhead of a collectible game but is burdened by a core balance issue if you are not fully committed.  If you want to make reasonably competitive decks, even more so than typical CCG’s, you are going to have to invest heavily, perhaps more so than other CCG’s out there.

I would say for experience CCG players looking for their next challenge this is definitely one you should not pass up, but for casual gamers I think this is one to skip.  The 2 player game is too limited and getting into it uncommitted is going to be disappointing.  Its an all or nothing game in my humble opinion.

Star Wars Armada: What Makes It Tick Part III

Wave 5 is here and what a fantastic wave it is. Not only did we get the usual new ships & new squads but this wave brings with it Corellian Conflict a new campaign mode for Armada that breathes new life to Star Wars Armada in an epic way.

In Todays What Makes It Tick I will be picking up Star Wars Armada about two waves since my last article and while I could bore you with the reasons why I haven’t been playing, the reality is that with the last couple of waves the game has been reborn and I’m excited about it again. Today I will be talking about some of the more controversial and interesting cards to come out in recent waves. Enjoy!

Bomber Command Center
Coming out of the Imperial Assault Carriers and Rebel Transports expansion packs Bomber Command Center has become the new hotness in competitive meta proving itself at the Star Wars Armada World Champion in 2016 in which both the 1st and 2nd place lists made heavy use of the card. If there is any card you must be prepared to deal with in the Meta in 2017 it’s definitely this one.

The debates over whether or not this cards effect should be stack-able have raged for a while, but officially at this moment the answer is, yes it does stack.

There are so many advantages and ways to leverage this card but the best, most common and perhaps most effective way is to simply spam the shit out of it. While it counts as a “Fleet Support Upgrade Card” limiting it to the Assault Carriers and Rebel Transports, truth is, even if it wasn’t it would still likely be the meta to put them on those ships anyway. These are some cheap, disposable ships that can actually be pretty hard to blow up and as such in most matches they are largely ignored ensuring that Bomber Command Centers remain in play and you are able to leverage them throughout the match.

The ability to re-roll black bomber squad dice is nothing short of overwhelmingly powerful thanks to the dices ability to roll hit/crit results. When running two or three of these ships, not only do you gain an activation advantage thanks to having more ships on the table then your opponent but the effect stacks allowing you to reroll your bomber squad attacks multiple times. Not to mention having disposable fleet blockers. The advantages here vs. the point cost to put them on the table can only be described as dirt cheap.

Cheap with a scatter and capable of some potent upgrades like Slicer Tools and Bomber Command Center, the new transports are a force multiplier that has changed the competitive meta in a big way.

We saw this effect in the world championship final bout this year and there is no question in how deadly this combination is. Flying 8 Y-Wings (80 points!) protected by Intel and some escorts with 3 bomber command centers and what you end up with is a fleet of squads that can practically guarantee 8 hits & 8 Crits every single bloody round. Sure there is the logistics of making sure everything is exactly where it should be during the course of a match. While the pro’s make that look easy, believe me that it’s not that simple, but suffice to say in the right hands this Bomber Command Center supported by a fleet of Bomber based squads is a deadly combination no capital ship can withstand.

Consider the base for the list.

3 Rebel Transports (GR-75 Medium)+ Bomber Command Centers = 78 Points
8 Y-Wings + 2 HWK – 290 = 104 Points

Your base list is effectively 182 with 218 points left to fill out the list.

That base combo is already deadly in its own right, but imagine now throwing in Commander Sato or as the world champion did General Dodonna. It really is brutality unleashed, the potential for damage from this very cheap base is staggering. You would be hard pressed to combine 182 points into something that could unleash that many dice with so many re-rolls and because the dice are scattered over 8 separate rolls, capital ship defense are rendered useless against them.

I would personally advise not spamming Transports, really, one command center is plenty.  The black die is pretty dependable, if you happen to roll a blank once, you aren’t likely to do it twice in a row.  Having a single command center, maybe two should be more than sufficient.  The pro’s might not agree with me, but I work under the assumption that we aren’t all pros, I’m certainly not.  For me, its better to get more effects, ships and squads on the board then it is to put all my eggs in one basket.

Now we could talk about how fantastic this combination is but the truth is that whether you are going to use it, or face it, you need to know how it unravels. How do you deal with such a list and combination of effects? Well that was a question many tried to answer and failed during the World Championship, but I do believe there are a couple of things that could ultimately challenge a list with this base.

One thing I can say upfront is that you can’t ignore the Y-Wings or really any bomber spam. That just simply won’t work, not unless you plan to stay out of the fight entirely. But unlike the classic Rhymer Ball, you can outmaneuver the slow moving Y-Wings and more importantly leverage the fact that the Transports themselves, while sturdy for their size and point cost can be rendered defenseless with a couple of new upgrades we got in recent waves as well as some old rarely used upgrades. Blowing them up early is the key as without the squadron support and re-rolls, Y-Wings are considerably less effective and can be rendered useless through some clever maneuvering. That however is easier said then that as typically the squads are placed up front so anything that wants to shoot at the transports is going to have to deal with the fighter/bombers leading the battle.

You’ll be seeing a lot more of this one, in particular on ships that are black die focused. Getting accuracies has become vital in the modern competitive meta post wave 4.

For the Rebels a good place to start is the MC30 (Torpedo Frigate) with  H9 Turbolasers. This all but assures that when firing at an Assault Carrier or Rebel Transport that you are going to be able to squash that Scatter and mop up those 3 points of hull in one swift round. Two would be even better. Strategies will naturally vary but you aren’t going to one to come up the front and you probably want to make your opponent split his attention. You definitely don’t want to do what the 2nd place holder did during the championship and go up the front in some vein hope that you can survive the bombings. You won’t, there isn’t a ship in the entire game no matter how you equip it that can withstand 8 bombers shooting at it especially when they can re-roll those black dice multiple times.

The same is true for the Imperials, though it’s worth pointing out that as deadly as this combination is in a rebel list, with a Rhymer ball and bomber based list, a similar list for the Imperials can be as deadly if not deadlier thanks to the range advantage not to mention that Imperial ships are cheaper. So of course while you could counter with Gladiators in a similar fashion as the MC30’s, one way to counter a bomber list like this would be to have your own.

The main strategy at the base of it is to get rid of those support ships with Bomber Command and the best way to do it is to ensure you have at least one accuracy to get rid of its main protection which is the scatter.  This probably explains are worlds champions reasoning behind using 3 Transports with bomber command, he knows that little 18 point transport is the key to his list so he tripled down to make sure he always has those re-rolls.

Suffice to say though this is all very theoretical, as the world champion proved during the competition this year, it is much easier said than done. It’s a very strong meta list and flown well it can put out considerable damage.

Many would argue that Bomber Command Centers are overpowered but keep in mind that they are 8 points which is on the high end in terms of upgrades and they currently must be placed on very soft ships that can quickly and easily be dispatched. Since the strategy is so heavily based on these support ships, you have a very obvious weak point to target.

The new expansion offers us a number of new options but the E-Wing with snipe is finally an answer to those annoying “Intel” based ships.

One other thing to keep in mind is that a heavy anti-squadron based list that can quickly overwhelm the Intel and escorts is also a good option.  Especially in the form of A-Wings and now with E-Wings.  Good anti-squadron is always a good choice in a list as has always been the case for facing heavy bomber lists, but Y-Wings in particular are quite tough and can often win squad based fights so it’s important that your anti-squad suppression is well thought out and preferably using the “Counter” keyword. Don’t presume Y-Wings in particular are easy to kill, they do pretty ok in dog fights in large numbers and have the hull points to outlast in big fights, in particular with an opponent who will be highly motivated to get them back on their bombing run making use of heavy anti-fighter fire from their capital ships.

A-Wings remain a very cheap anti-squadron solution, the ultimate in shutting down heavy bomber lists for the rebels.

 

Rapid Launch Bays

Another widely discussed card that just entered the frey in Wave 5, discussed not so much for its potential effects on the meta, but more in regards to what the card actually does. Arguably the most poorly worded card in Armada to date, it’s difficult to decipher how it actually works, but today we are going to try.

So let’s look at the wording here.

Poorly worded cards like this makes things difficult, in particular right after release when your trying to run competitive tournaments without the clarity of a FAQ.

The first part I think is quite clear. You effectively set ships aside so that you can deploy them during the match. This in its own right creates a lot of opportunity for exploiting interesting tactics, namely bringing slow moving ships into the fight. There are many slow squads in the game that often have trouble getting into position and this card addresses that issue by not only getting them to the battlefield but keeping them protected (un-targetable) while in the safety of their carrier ship.

The tricky wording in the second section of the card is where all the discussion comes from.

There are three points of contention here.

First is the “you would activate with this command”. The second is the word “Instead” and finally the last part “It cannot move this activation”.

There are really two ways you can read this. The first is that since the card says “For each squadron you would activate with this command you may instead.. do x and y”. This suggests that this is a special action, not governed by the rules of activation. Meaning that the squadron comes into play “not activated”. Allowing you to simply put it into play and set it up for future activation’s.

The card follows up with “It cannot move this activation” which is perhaps the most confusing element of the card. What activation is it talking about? The ship activation or the squad activation. If it’s the squad activation this suggests the exact opposite, that the ship is activated, but it simply cannot move, hence it can attack according to standard activation rules.  Keep in mind that standard rules always apply when their is no specific exception given on a card. If it’s a ship activation on the other hande, it suggest that its not activated but since its not, you should with another squad command point you be able activate the ship and attack, but still can’t move.

The general two questions here are, is it activated and if so while we know it can’t move, can it shoot? That’s the big debate. Activated or not and can it shoot or not.

The answer is at best inconclusive and it has been so far ruled in a number of different ways, though none of them official by FFG. While an explanation is sure to come at some point, for our house games and in particular if you are running a tournament we still need to answer this question.

My general sense of the card is that in the last part where it mentions “It cannot move this activation” is a reference to the ship activation, not squad activation. The logic here is that the spending of your squad command points during the activation can be split up, some of the points going to activating squads normally and others using Rapid Launch Bay.

I think it’s best to see it in action with an example.

Lets say you have an Assault Frigate with 3 squad points and a squad token that has 2 B-Wings stashed away using Rapid Launch Bays.

The slow moving B-Wing suffers greatly as a result of its slow speed, rapid launch bays addresses that problem.

You activate the ship and reveal a squad command. Now its time to spend the points. You spend the first two points to put out your B-Wings in distance 1 of the carrier. They are not activated, this is all you can do with those two points, however you of course have 2 points remaining (one from the command and one from the squad command token). You now activate your B-Wings using your remaining two points, now since it’s still the same ship activation you can’t move them, but you can attack, so if you had ships in range you can attack with the B-Wings.

I believe this is the intent of the card, now of course this is not official and some including myself would argue that in the last part of the wording of the card it could be referring to squad activation which would suggest that you could use a single squad point to put out a B-Wing, activate it and attack (but not move). However I would argue that if this was true, this card would be stupidity over powered at only 6 points. You could in this case have 4 B-Wings stashed away, put them all out and attack with all 4 of them in a single action, with Extended Hanger Bays and a squad token you could do this with 5 B-Wings. Throw in command centers and you’re talking about a card that would completely redefine how the game is played. Even in the first scenario this is a very powerful effect but in the second scenario it’s just way out of hand. While you might be able to argue the translation, it would be hard to justify the power of this card in the scope of the game and its ultimately because of the question of balance, I believe the card will likely be ruled as our first example not our second.

Currently in most tournaments, including local regionals the first scenario is being used, it’s what I would recommend you use until the official FAQ is released.

Rebel Pelta Class Command Ship

The Command version offers 3 squad command and a offensive retrofit, setting it up to be a focused support ship.

 

The Assault version gives us red/black dice with 2 anti-squadron fire and a ordinance slot, making this a more shooty support ship.

Ok so let’s talk a bit about the new ship, specifically the Pelta Class Command Ship which is definitely the one I’m personally most eager to try. Finally we have joining the world of Armada a proper pure support ship that can affect the battle field on a global level. Now we have had quasi support ships in the past like a Redemption, Projection Experts fitted Nebulon-B or the more recent Rebel Transport with Bomber Command Centers, but the Pelta is different. It has no range qualification for its Fleet Command slot as  these global effect driven cards simply require the spending of a token.  In that little slot a lot of magic can happen opening an entirely new world of options for list building. This however is just one small part of the Pelta.

The first thing you might miss, but is important to note is the 4 engineering on a small ship. This is important because this ship will largely want to stay out of big fights and given its slow speed and maneuverability, being able to take a licking and keep on ticking is important when those flankers show up. 4 engineering means 2 shields each round without any special tokens or support and given its 3 on the front, 2 on the side and 1 on the back configuration and the fact it has 3 defense tokens (Brace, Re-direct and Evade), this is a sturdy ship with good recovery for its class. No one is going to come around and just melt it like they would easily do with a Nebulon-B fitted the same way.

More importantly it has a Support Team slot which means it can make use of Projection Experts when it’s not being shot at, sharing the wealth and further qualifying it as a proper support ship.

The fact that is boasts an Offensive Retrofit might have you scratching your head but thanks to gear like Phylong Q7 Tractor Beams, Rapid Launch Bays and Engine Techs you have serious versatility in choosing this ships role and capabilities.

Now the cost on this ship can get crazy quickly and you probobly don’t want to try to combine too many effects on it.  Its best chose to serve a very specific role, though more than any other ship in the game, its role can very dramatically depending what upgrades you put on it.  I think its for this reason more than any other that I’m already in love with the ship.

This is largely an untested ship though and so its honeymoon period may be short but it’s not hard to see the benefits of cards like Shields to the Maximum, All fighters follow me and Entrapment Formation. With no range requirements you have what amounts to the first truly global effect on the battlefield able to reach everyone always. You can effectively build entire lists around these core concepts and that in its own right I believe will be well worth the investment but the truth is that unless a ship can fight or add something to a fight on its own its usually not worth putting into most lists.

Spending a engineering token to give every ship in your fleet one free shield for 6 points is a fantastic trade off, especially in a game where every shield point counts.

Thankfully for that purpose we have the Assault version of the ship, a far more shooty version that one can draw comparisons to the Gladiator.  In the assault version you gain an ordinance slot that can be leverage to throw in some additional fire power while still offering the core support features of the Pelta.  For the aggressive minded player this is a fantastic alternative to the more focused command version.

Some Musings

I truly believe that much of what has come out in Wave 5 is geared more towards the new campaign mode in mind than 400 vs. 400 point pitched matches and I believe the Pelta is one of those elements. Consider that Shields to the Maximum for example affects all “friendly” ships. That includes your allies when doing an all-out offensive during the campaign. So suddenly the impact of that command ship is even on a grander scale!

Its more than just the ship though.  In the campaign mode you are always thinking about the war, not just the individual battles.  You are also always thinking about the survival of your different ships and squads and as such you are likely going to be looking at upgrades and list selections very differently.  Equipment like Rapid Launch Bays can protect squadrons and offer you a choice as to when and even if you really want to risk them in a particular battle.    The choices and reasoning behind making them are going to change in the campaign and I believe a lot of what we got in wave 5 supports that.

My point is that I can’t say for certain that things like Rapid Launch Bays for example will be a thing in the competitive meta in 2017, but you can definitely expect to see them in the campaign as its clear the uses there are more defined.

That’s it for today’s article, hope you found something useful in it.  Fly Safe!

Star Wars X-Wing: By Fantasy Flight Games 2012

Designers: Steven Kimball, James Kniffen, Corey Konieczka, Jason Little, Brady Sadler, Adam Sadler

Final Score: christmas_starchristmas_starchristmas_star (3 out 5 Stars)

I have been playing and collecting Star Wars X-Wing since release and have always been a big fan, yet oddly enough I always felt an aversion to reviewing it. I think in part it’s because I know that while I love the game, staying objective was going to be difficult, but also because I knew that ultimately my rating system would keep me honest and in the end X-Wing wasn’t going to score as high as I would want it to. Still I have played X-Wing so long, I know it inside and out, from every angle, in every style of play. I think I’m as ready to review it as I will ever be.

Keep in mind this review is not of the core set, it’s the entire combined experience of everything X-wing from start to finish up to this point (roughly wave 8). Ok so here we go.

Overview

Unless you have been living under a metaphorical gaming rock, you know what Star Wars X-Wing is. Exploding on the miniatures gaming scene, X-Wing rose to be one of the bestselling and most popular miniatures game on the market surpassing the reigning king, Warhammer 40k. Leveraging one of the most popularized and fanatic induced franchises at a time of its rebirth, X-Wing puts players behind the cockpit of Star Wars most famous star fighters in pitched dog fights. The game packs hidden movement with clever template mechanics, a wide variety of special powers and a unique execution phase that creates dynamic and interesting combinations on level with complex CCG deck building.

You could go out on the street anywhere on planet earth and most people will know what this ship is, the popularity of Star Wars is undeniable.
You could go out on the street anywhere on planet earth and most people will know what this ship is, the popularity of Star Wars is undeniable.

It’s popularity is neither surprising nor is its economic success, but when you get right down to it, is X-wing a good game or does it live by its franchise fame and it’s fanatic fane base?

Components

Verdict: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros:  The miniatures look fantastic on the table with sturdy components all around, inspiring the theme and setting you up for an imagination induced Star Wars nerdgasm without worry that you’ll break something when you get too excited.

Cons: While the miniature casts and pre-paints are good, they are considerably below the quality level of your average un-assembled and unpainted miniatures game.  They are on the low end of the spectrum in the hobby.

When it comes to miniatures games, components are probably more critical than any other type of game. In fact, the miniature game hobby is referred to as a hobby because you normally spend 95% of the time assembling and painting miniatures and about 5% of your time actually playing.

Fantasy Flight being clever business folk flipped things on its heel and decided that assembling & painting wasn’t going to be a part of X-Wing and produced a pre-painted miniatures game instead. Some loved it, some hated it, but there is no denying that if you played Warhammer 40k for 10 years and you played X-Wing for one year you will have played 10 times more X-Wing matches then you will Warhammer 40k matches and it’s in part because painting is pulled out of the equation.

If only X-Wing miniatures looked this good, but I'm afraid the commercial art and the reality do not match.
We have seen a improvements over time in X-Wing, the latest releases are pretty fantastic even under close inspection, if only it started out this good.

Now the drawback here is that pre-painted miniature quality is never going to be up to snuff compared to hand painted miniatures unless you are particularly bad at painting minis. That is the case here, while the miniature paint jobs are passable, perhaps even “pretty good” this is largely thanks to the fact that most Star Wars ships are effectively variations on the color grey or beige. It’s not going to blow you away and under close inspection it’s easy to see that very little attention was given. Thanks to the rustic color scheme of Star Wars ships however, the imperfections are easy to ignore, the ships look pretty fantastic on the table and evidence of that can be seen in the fact that re-paints are quite rare in the hobby.

The casts also fall in the pretty good category but there really is little to complain about here unless you are accustomed to incredible detail of modern miniatures games. The minis are detailed enough to be recognizable and sufficiently accurate if you’re a fan.  They are scaled well enough to keep all but the most rabid fuck-tard pleased. They are sturdy as well, my miniatures have lasted through endless box shakes, drops and careless handling with little more than an occasional bent antenna. There is little to complain or praise about Star Wars X-Wing miniatures, they get the job done.  When it comes to the quality of miniatures FFG produces while 40k fans will be quick to point out (and be correct) they don’t compare to what you get from Games Workshop, considering they are pointing the finger from second place, it’s clear that while component quality is important, having a great game mechanic is what puts you in the number one spot in the 21st century.

I personally love the fact that the game is pre painted, in fact if X-wing was not pre-painted I seriously doubt I would be playing it. I have neither the time or the patience for painting these days, so for me, pre-painted minis were really a big decision maker.

Theme

Verdict: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros:  From the classic to the epic, in X-Wing the theme pours out of every exposed thermal exhaust port.

Cons:  If you don’t like Star Wars go fuck yourself.  That’s really all I have to say about that.

In a word, pitch perfect. If there is anything X-Wing got right it’s the feel of a thematic Star Wars infused dog fight. You start each match with a small, controlled and well formed group of fighters and by the time you reach your enemy it’s a cluster fuck of ships, jockeying for position, trying to get on someone’s tail and blowing them out of the sky…. eh space-sky. Success is based largely on movement, special skills of the pilots and abilities of ships as well as a bit of luck. Each ship brings something unique to the battle and every ship functions as you might imagine based on Star Wars lore.

Star Wars is an epic series of movies, and playing X-Wing will give you that same nostalgic feeling.
Star Wars is an epic series of movies, and playing X-Wing will give you that same nostalgic feeling.

This is hardly the end of the thematic presence of X-Wing. Take any dog fight scene in the movies, cartoons, books, comic books or video games and easily re-create it in X-Wing. Whether it’s battles between the Millennium Falcon and a bunch of Tie Fighters or made up dog fights like contest between Red Squadron and Black Squadron, it can all be done and the rush and thematic presence is there. Thanks to the introduction of Epic play, you can now also throw in huge ships like the Raider or Corvette to add exactly what Epic play suggests, bigger battles with more ships.

Every card and piece of gear is meticulously illustrated with a distinct Star Wars feel giving the already visual presence of the game even more appeal and this is important because you want to have a sense of a person behind the ship.

Suffice to say the theme here is in bulk and there is no disputing X-Wing’s success in this department. If there is anything to complain about here is that at 100 points in a standard match, typically the battlefield is not quite as full as one might hope. While you can throw in a bunch of low cost Tie Fighters to give it some girth, typical 100 point match ups allow you to put between 2 to 4 ships on the table. Since this is the competitive standard, it is the most common type of game people aspire to but personally I think the game is a lot more interesting at the 150-300 point mark. In particular when you are trying re-create thematic battles with authentic squadrons, it can be quite difficult to accomplish at the low point match of 100 point. This of course I wouldn’t count against the theme, after all, how many points you and a friend decide to play with is up to you and while 100 points is a standard, it’s not a requirement.

Gameplay

Verdict: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros:  Between the brilliant flight system, hidden movement, challenging list building and multitude of ways to play the game all wrapped in a Star Wars theme as a fan it’s simply pure joy.

Cons:  As if to counter each good point in the game FFG has poured sour milk into it through a steady and painful release of poorly thought out and unbalanced ships, pilots and/or equipment.

Ok so this is the big one and the one I have been dreading. I knew X-Wing would pass components and theme with flying colors, it is FFG and it Star Wars after all. That said in order for this review to be truly objective, despite my personal tastes, I would have to deal with the many negatives of X-Wing. Gameplay is the single most important thing to the game. Sure theme and components are critical but all the pizazz in the world isn’t going to make you want to collect hundreds of dollars in miniatures if you don’t enjoy the game, especially since the painting part of the hobby is largely removed. I’m a glass is half-full kind of guy so let’s do the good stuff first.

X-wings flight system mechanic is nothing short of brilliant in particular considering the subject matter here, it just fits in with X-Wing dog fighting like peanut butter and jelly. It’s important to note it’s not the only game that uses the system, it can be seen in Star Trek Attack Wing and Dungeons and Dragons attack wing and while the system works exactly the same, it just doesn’t fit those games at all in my opinion. The maneuver templates while a simple concept gives X-Wing a very distinct dog fight feel, quite possibly the most important and defining aspect of the game.

Next up is the hidden move first, shoot later mechanic. Again, this is such a great yet simple way to represent a dog fight in space. You have these ships buzzing around each other trying to get into position and everything from pilot skill, ship type and equipment are accounted for while simultaneously adding that wonderful human factor of trying to read your opponents mind and predicting where he will be, what maneuvers he will take. I love the way this work and it’s just a pitch perfect touch to the games already fantastic flight system. Put together, this is one of those mechanics that you look at as a amateur game designer, realize its simplicity and wonder why the fuck you didn’t think of it!

Finally and you really have to hand it to FFG here, they have ensured that there are lots of different ways to play the same game, each more dynamic then the next. You can play pitched battles or scenarios, there are different point counts, you have epic play and team epic play. They have created mission creation system which houses thousands of player created missions. Those are just the official by rules methods, but X-Wing opens itself up to the creative fans and as you might expect from a miniatures community lots of alternative rules, campaign modes, even cooperative play have all been invented for the game. The mechanic is simple enough to manage that creating balanced sub-system is a snap to do with and really everything kind of clicks in terms of trying to work the games core into alternative concepts. You buy these miniatures and you don’t just by one game, but an entire series of games all within the confines of a dog fighting epic. It’s fantastic and by and large it’s this over anything else that I love about the game.

The Flight System is simple, elegant and thematic. It's a perfect fit for X-Wing.
The Flight System is simple, elegant and thematic. It’s a perfect fit for X-Wing.

Overall I can also say that X-Wing is just fun to play and I think fun factor while a matter of personal taste exclusively should never be ignored, especially if you’re a Star Wars fan. Pushing around miniature versions of childhood toys in a game clearly made for grownups is its own magic.

Ok so now it’s time for the bad stuff and unfortunately there is quite a bit of it, it really does pain me to say.

For one the games “balance” leaves a lot to be desired, in particular in the 100 point standard match arena, the most common type of match up. Worst yet in a lot of ways many of the things released for X-Wing over the years have kind of broken its thematic spirit as a dog fighting game which really adds salt to the unbalance wound.

While we got 360 shooting on the Millennium Falcon in the early days for example, this very expensive, large ship while pretty strong, against the big scheme of the game had sufficient drawbacks that special builds were not needed to counter it. 360 shooting however became something of a common practice in releases afterwards, more and more ways to do it were released with every wave and at this point it’s just kind of turned at least the competitive game into less a dog fighting game and more a Yahtzee dice challenge. Can you roll well on command? Now I will say that unbalances of this kind can be overcome by high level play and to that X-Wing can be said to be an easy game to learn but a hard game to master. Once mastered I think unbalances become less of an issue, but that pull towards 360 shooting is strong if you’re having trouble winning.

360 degree shooting is hardly the only issue, but it’s sort of the catalyst to how releases where handled because each new wave is effectively trying to correct the problems and imbalances of the previous release, or we are meant to believe anyway. Most dominant Meta lists however in competitive play are based around 360 degree shooting or ridiculous dice control/manipulation, so you either had to just get in range to roll dice or you could forgo maneuvering and just joust without fear thanks to amazing dice odds.

Ship A was too strong, ship B was created to counter ship A, leading to ship B becoming too strong so equipment C was created to counter ship B but it accidently made ship D too strong. Etc.. etc. If you know anything about collectable card games you might be familiar with this phenomenon and you probably also know it’s no accident that the newest stuff is always center stage of the new meta. These implementations are not a result of bad design but actually an intentional way to push collection element of the game for competitive players. Another words if you want to compete, you needed to buy the new stuff because it’s always better than the old stuff. X-wing suffers horribly as a result and in large part competitive play will typically render 90% of your collection useless at any given moment and you’ll be flying variations of the 2-4 actively competitive lists if you have a desire to actually be able to compete.

Now a lot of people might argue with that assessment, believe me, I want to as well but I fully understand fanboyism, suffer from it too but it would be dishonest to assess the game any other way. This upping of the power curve is blatant. There was a time in the early days when rolling 4 dice was a lot and you would only sometimes land such opportunities, but in today’s environment, this is just average and there are ships that will roll 5 or 6 dice with re-rolls and dice manipulations thanks to combinations of ships and cards.

I love X-Wing, so it’s hard to put that to paper, but it’s true. At the end of the day X-Wing is not a balanced game. It swings wildly, there are heavily overpowered ships, ship abilities and equipment combo’s and while something new will always come along that will trump the current “cheese”, in the end the standard 100 point match of competitive play is really a disappointing experience of predictable metas. You end up facing these cheesy lists and the only way you can compete is to build your own cheese.

Epic play might take a bit longer to resolve, but X-Wing really flexes it's muscle as a game at this level.
Epic play might take a bit longer to resolve, but X-Wing really flexes it’s muscle as a game at this level.

Yes sure, if you’re a really good X-wing player you will win more often than lose and I get that and it really is true, but that really isn’t the point. The point is that you should be able to build an interesting or fun list and still be competitive within the scope of a balanced game because you play well, but in X-Wing you just can’t do that. You have to play the meta lists to stay competative AND you have to be great at the game, simply being great is not enough. I don’t mind the latter, but I absolutely hate meta play and I think it’s a flaw to design a game that hinges on it so heavily.

Now thankfully this does not mean the game has to be unbalanced. Get a friendly group together, break away from the 100 point standard, play scenario’s, epic play, re-create battles from movies or books, create a couple of house rules and you’re golden. There is fun gameplay in there and you can really avoid these broken elements of the game, but if you play X-Wing long enough you will find this ugly competitive nature of the game rear its ugly head and deflate your enjoyment of the game even among friendly groups. The unbalance is inbred into the game.

Thankfully I can honestly say that at least as of this writing X-Wing is in the best shape it’s been a long time. Many of the problems with overpowered elements of the game have strong and varied counters. A lot of gear for older ships was introduced that will make a lot more of your collection viable, even competitively. Still there are many elements that still are not that great. Ordinance equipment like missiles and torpedoes are still extremely weak despite repeated attempts to correct it. X-Wings, the most iconic ship in the Star Wars universe are universally accepted as being utterly useless and overpriced point wise. 360 degree shooting and Turrets you will still find in an overwhelming amount of lists and there is still gear in the game that will just make you hate the game as a whole as it frustrates the shit out of you in how unfair it is, both when you face it and the fact that you have to use it for your ship to remain viable. I hate having 100+ cards in my box but only 10 or so that are worth a shit competitively.

The game has aged now, whether it’s done well or not is a topic of debate, one which would make little difference in a review. The good news is that FFG still releases fun and interesting content pretty regularly and the unbalancing elements at this point are probably not repairable anyway so it’s pointless to argue about anyway. As gaming group you might consider house ruling certain things to create more enjoyable games but personally I find that the attempt are balancing and re-balancing the game via new releases is geared towards standard 100 point matches and when you break away from that, many things that are not viable become so as a result. This is kind of a good thing and I highly recommend getting away from 100 point games.

As it stands, X-Wing is a sort of wild swinger, it boasts some of the coolest and creative mechanics in any game I have ever played, while simultaneously suffering from some of the dumbest “cheesy” additions that just chip away at that wonderful design and the joy of playing a dog fighting game in the Star Wars Universe.

Replay ability and Longevity

Verdict: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros:  Various game modes, plethora of ships, variants via list builds and the default dynamic nature of the game result in a game in which no two matches will ever be alike.

Cons: Much of what I just said in the pro’s section really relies on you building a sizable collection from which to work and that can get expensive real quick like.

When it comes to most miniatures games replaybaility is usually not a problem and X-Wing is no different. I do believe however that you have to keep collecting and bringing in new units and gear to keep the game fresh and interesting and in that regard like most collectible games, replayability hinges a bit on expanding your collection.

There are tons of ways to build every ship, but there are also plenty of staples. Even if you use the same list every time you play however there is a ton of replayability.
There are tons of ways to build every ship, but there are also plenty of staples. Even if you use the same list every time you play however there is a ton of replayability.

In general though once your collection reaches a certain size and in particular if you collect more than one faction, you really have a game that you will never run out of new experiences to offer. Every game of X-Wing is unique, every match up will dramatically alter the outcome and different point values have a huge impact on the way games play out. The higher you go the more interesting things get and more importantly the more gear and ships you might ordinarily ignore in the 100 point frame become viable.

X-Wing gets an A+ from me as far as longevity goes as well, I have been playing this game steady since release and I’m as excited to play it today as I was the day it was released.

Conclusion

You might think that I have a love hate relationship with X-Wing and perhaps to a degree it’s true. I do love its ingenuity, its fantastic dynamic simplicity and most of all it’s fun factor. In the same breath it’s swingy with many unbalanced elements and there is far too much “useless” equipment, ships and pilot types that make your collection feel unused, in particular in competitive 100 point standard matches.

So why is it still my favorite game? In the end I think the bad parts of X-Wing can be worked around pretty easily with some creative alternative ways to play the game outside of the 100 point standard match. What you’re left is all the good with little to none of the bad. Sure it’s a bit swingy of a game and luck plays its part either way, but I think there is an element of thematic correctness to that, dog fights are wildly unpredictable and so I’m pretty ok with that.

My personal experiences with X-Wing range from good to amazing and while I understand from a competitive stand point there is plenty to complain about, the idea that competitive is some sort of requirement or standard is silly, it’s simply not. If your looking for a thematic Star Wars dog fighting game and want to re-live some of the most epic moments in Star Wars, X-Wing will let you do that with ease.

If however you are looking for a competitive game, I think there are much better miniatures games for that. Star Wars Armada comes to mind in particular if you insist on the Star Wars theme, but X-Wing doesn’t fair that well in that department in my humble opinion. It’s much better as a thematic game of creating fun scenarios, thematic and epic sized games. That’s were all the joy of playing X-Wing really lives.

For what it’s worth, my heart bleeds to see my beloved X-Wing get a 3 out of 5 stars, if I wasn’t bound by my own rating system and stupid requirement to be objective I would have given it at least 4.5 Stars.  It is my favorite game of all time and I love it, flaws and all.

Star Wars Armada: What Makes It Tick Part II

In my last article I kicked things off by looking at the Nebulon B and sort of doing a thorough assessment of a single ship. Now part of the reason I did this is because, in as a whole I feel in order to become a good Armada player you really need to look deeply under the hood of every ship, every upgrade, every mechanic etc. in the game. Hopefully that article presented a sufficiently thorough investigation into one ship that might trigger readers to look at others with the same vigor.

My next article in the series I attribute to the relentless ass whooping’s I have received since I started player Armada. Despite all the frustration, confusion and failed attempts at becoming a good Armada player what I have found is that from failure comes the greatest gains. In today’s article we are going to look at some of those lessons. Some of it will be very specific, some very theoretical but for me its all-golden lessons learned through the very gratifying art of utter failure.

Don’t forget to assess your opponents list

This really is one of the most common reasons why I have lost games. I get to the table, excited, full of energy, I just want to get those ships on the table and start the epic strategy I have contrived after days of staring and thinking about my own list. In the end however no matter how you analyze your own list, the reality is that you are not going to win because of your list, you are going to lose because of your opponents.

When facing a commander like Screed you are going to have to adjust your thinking, failing to do so will put you at a huge disadvantage.
When facing a commander like Screed you are going to have to adjust your thinking, failing to do so will put you at a huge disadvantage.

Knowing what your opponents list strategy is, what his individual ships can do, what combo’s and synergy he has and how that affects your list is absolutely vital to know long before you start setting down ships. You have to take the time to look, asses, think and adapt to your opponents list. This tip alone as seemingly obvious as it is, is actually almost never done. Even in tournaments it’s rare for my opponent to even ask me what I have, let alone actually come around the table and take a moment to look. Doing this improves your chances of winning dramatically, don’t ever forget!

Accept the Meta, Embrace The Imbalance

Meta’s always form, whether it’s the general competitive tournament meta, your local game shop or group meta or just casual games between you and your one friend. You have to adapt to the formation of metas and simply accept that in most cases meta’s are formed out of imbalanced elements of the game or more typically perceived imbalances. Players are going to try to find the best, most effective ways to win matches and the foundation of that is always going to be based on select elements of the game due to their efficiency and impact. In a sense this creates exclusion of many components of the game, while creating a sort of automatic selection of others. Not always a terribly fun approach to a game, but ignoring it is really is shooting yourself in the foot. Besides, meta’s change over time and it’s in this constant adjustment where the best players thrive, to be one, so must you.

Is he OP? I don't know, What we do know is that a lot of people are running him and he is part of the meta, so adjust accordingly.
Is he OP? I don’t know, What we do know is that a lot of people are running him and he is part of the meta, so adjust accordingly.

It’s more than just understanding the meta though, its actively building lists and preparing yourself to respond to it. It’s really easy to throw your hands up in the air and proclaim something OP, but the purity and joy of overcoming a challenge by cleverly built lists and executed strategies is a feeling like no other. Challenge yourself to unravel the puzzles the meta presents and find solutions to overcoming it. Not only will you become a superior player but you are going to distinguish yourself because very few people get too far beyond filing complaints on the forums where their tears are collected by better players. If you must bitch, do so among the company of better players who if you are lucky will pat you on the back, offer advice and inspire you to try again.

Squads are vital, Don’t Ignore them

While I think there will always be effective ways to build all sorts of interesting and unique lists that exclude fighter squadrons, I believe they are really a core element of the Armada mechanic at this point. The game is really centered around the assumption that you will have fighters and the way fighter squadrons affect the game is in essence a sort of secondary battle which when resolved will allow the victor to push through to the heart of the main battle quickly turning the tide. In every match of Star Wars Armada I have ever played, in the end, when I asses the game I always come to the same conclusion. Fighter squadrons Impact and contribution is as vital as any capital ship. I have never played a game where squadrons didn’t play a key role in the victory of a game or the minimizing of a loss. Ignore them at your own peril but if you take any wisdom from this article, know that squadrons are like an insurance policy. You might not always need them, but not having them when you do is usually quite devastating.

The secondary battle of any match is the squadron battle, if you don't bring squadrons you don't get to participate. Its like an early Christmas gift to your opponent.
The secondary battle of any match is the squadron battle, if you don’t bring squadrons you don’t get to participate. Its like an early Christmas gift to your opponent.

 

It’s a game of maneuvering, not dice

Oh this is so hard to admit and so difficult to accept, especially for an unlucky bastard like me. It never fails that you pick up a handful of dice, watching the look on your opponent as he awaits his inevitable fate only to find heart ache on the table. The dice gods are cruel and we curse them for their insolence.

Yes, dice do matter but if you end a match and blame the dice for your loss you will never, ever, be a good Armada player. Oh it’s hard, I know, believe me, if anyone has a complaint to file with the dice gods it’s me. In the end however no matter how you analyze, no matter how much you calculate and how much time you spend in church praying, its maneuvering not dice that will lead you to victory.

Dice stats do matter, but if you are basing your strategy on it, your gambling.
Dice stats do matter, but if you are basing your strategy on it, your gambling.

This is first and foremost a game of maneuvering and it’s a rare match indeed that you can’t trace back to tactical maneuvering errors. Sure builds are important, global strategies are important and certainly if you are just rolling blanks things aren’t going to go well. Maneuvering however is the great equalizer, it’s how you deny your opponent opportunities and create them for yourself. There is no better method to improve your game than learning to control the plastic on the table. Getting those ships into their arches, managing ranges, precision timing and the ability to think a turn or two ahead are all priceless skills.

More than that though as you learn to maneuver and become efficient at being exactly where you want to be, it opens doorways to new builds, to understanding advantages of less common ships and equipment and above all else it allows you the luxury of creating more efficiency within your lists as you won’t have to compensate for your own errors.

No question in my mind that if you learn to do nothing else but maneuvering like a pro you WILL win games.

Don’t give up

I’m not referring to Armada in general but specifically matches that have gone badly or turned on you. I have found that in Armada it’s not over until the fat lady sings and while sometimes you can have atrocious setbacks, every new round offers an opportunity for your opponent to make a mistake and you to make a comeback.

I have seen opponents rise from the grave and I have watched my self fall from seemingly impossible heights. If you stick it out, re-asses and continue to look for opportunities you stand a solid chance of finding them and making a comeback and this isn’t just some motivational or inspirational suggestion, it’s an object fact in Star Wars Armada for mechanical reasons.

It’s difficult to explain, I will do my best here. The thing about Armada is that setbacks usually take place for one of two reasons, your opponent executes a well laid plan and it worked, or you made a mistake and gave him an opportunity that he ceased. The thing about Armada is that everything always has a drawback, regardless of how the success was given birth. There is no action you can take that won’t ultimately present consequences for taking it and at its core this is why Armada is so mechanically well balanced.

Whatever advantage a ship has in one round, will be undone because he took that action in the next and this is the part you have to see on the board to understand how you will take advantage of it and turn things around. Every ship in particular has an optimal position that they are trying to get themselves in but ultimately that position will become a liability in future rounds when it has passed. Sure that Demolisher can shoot, move and shoot which can have deadly results for you, but he has to move and that position he is in when the smoke clears, is your new advantage, cease it.

Point here is that everyone eventually has to expose their weakness but it can be hard to see through the tears of a previous disaster, you have to wipe them away and look for the opportunities that result, they are probably staring you right in the face.

Strategy and Planning around the dice

Ok so I already said the game is not about the dice so this may sound contradictory but you do in fact have to have some sort of plan on how to handle dice because they are part of the game. You have to understand the threats and opportunities on the table and those are often represented by the potential of the dice. Here is how I see them.

First and foremost the black and blue dice you have to see as guaranteed hits, meaning when you are planning your strategy just presume whatever amounts of dice are being rolled, that is how many hits you can expect out of blue and black. This is a very statistically inaccurate way to look at it, but if you walk into a match with this belief and you make decisions based on that assumption you are going to be a lot tougher to beat.

Never roll red die at medium or short range, if you do, you’re doing it wrong. Ok again, hardly a realistic assessment, or even realistically possible to do but it’s how you want to see the use of your ships that are focused on red dice. Your job is to play keep away, you want to roll red dice without getting blue or black dice thrown at you from your targets. Clearly an impossible task but again if you approach the game with this attitude you will be a lot tougher to beat.

Always work on the assumption that your opponent will roll better than you. This is my favorite piece of advice because it mentally prepares you for what the game typically feels like even though statistically it’s probably not true. Aggression can and often will be rewarded, but reliance on out rolling your opponent NEVER pays in anyway shape or form. The game is about strategy, not gambling on your ability to roll dice well and don’t trick yourself into calling it “risk”. It’s not risk if you’re praying for good results for yourself and bad results for your opponent. Again, it’s a game about maneuvering so your job is to deny your opponent opportunities first and create them for yourself second. If you create opportunities for yourself while setting up your opponent for his you aren’t creating a strategy, you are worshiping at the altar of luck. Trust me, it’s worse than scientology, it’s a path that leads nowhere.

Finally don’t build lists driven by statistical dice assumptions or explosive possibilities. For example a Salvation with Slaved Turrets and a concentrate fire lets you roll 5 dice. That’s fantastic, but if the only reason you added that ship to your list is because you might get 5 double hit results for a staggering 10 damage be prepared to be disappointed. Don’t build strategies based on rolling dice because dice will disappoint you. Build strategies on consistency, reliability or as part of a larger tactical plan. For example the Salvation might be perfect if combined to be part of a larger strategy in which the reliance is less so on the dice but on the tactical maneuverability and advantage of the Nebulon-B. Rolling 5 dice and getting 10 hits, great!!— if you get them, but if you don’t, your strategy shouldn’t suddenly fall apart as a result.

Its a great card and it can sometimes pay off, but its nothing to hang your hat on.
Its a decent card and it can sometimes pay off, but its nothing to hang your hat on.

The Golden Rule

Ok this is a bit cliché but don’t forget that it’s a game and you are there to have fun. Competitive or casual it makes no difference, if you don’t like the list your running or the strategy you have built you aren’t going to win no matter how well thought out it is if all your trying to do is just get it done so that it’s over. The best players are always the most enthusiastic ones; those that love the game and want to be there win or lose. All and all victory is sweet, but it can leave you bitter if you didn’t enjoy earning it!

I have to admit that I don’t always take my own advice but I’m never surprised to find myself losing a match, then going back and making the stark realization that if I had, I probably would have done a lot better. Still I really believe in the advice presented here, I honestly think that if you follow it you will win more often and enjoy the game a lot more.

Have a great weekend, Nerd out!

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.