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Made in au
Missionary On A Mission





Australia

Hello All,

I've got the armada itch atm but but very few in my local area have picked up. so we're looking at trying to expand and i was wondering how everyone else has gotten on to encouraging growth in the game? locally we're dominated by xwing but i've sort of grown a little tired of it and want to push armada a lot harder now.

does anyone have any thoughts or suggestions?

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in gb
[MOD]
Villanous Scum







I would be interested to know as well, only two people I know are interested in the game and both would only want to play Imperials which I can see getting boring very quickly.

Is there a computerised version (tabletop emulator etc) that works for Armada?

Furthermore Captain, do you know of any decent discounters of the game in our region?

On parle toujours mal quand on n'a rien à dire. 
   
Made in au
Missionary On A Mission





Australia

Not that I know of yet.

There's a seller based in Aust on eBay called gameplaycomau that seems to be discounted. There's also another fellow called tabletop empire that I think does discounted Armada.

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

In my area, people seem to be making the jump the other way, into Destiny.

But one thing that works is just showing up with a friend at an X-Wing night and playing Armada. I've done it a couple of times, and a lot of the guys come and chat in between games, ask questions, generally getting softer and softer. It might be a few more games, but I know one player has come out of the woodwork, at least.

The perception that the game is expensive doesn't help. That starter is a shot in the foot. One thing I'd try to organize too is buying groups for fighters... because not everyone wants moar B-Wings, whereas I wouldn't mind.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in au
Missionary On A Mission





Australia

Thanks not a bad little idea Mathieu and i might try it out next week

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

The Corellian Conflict also brings that campaign feeling that fits a series of fleet actions. Split the box set with an opposing player, it comes up to a mere 200 of your dollars per person.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in au
Missionary On A Mission





Australia

I've actually just finished adapting the Corellian Conflict to a new xwing campaign i'm going to start running in the next week or so. had to do some minor rule changes to it to get it to work, bu i think i got there.

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in au
Missionary On A Mission





Australia

So i have a question, when does one set the manoeuvre dial? is it during the command phase or is during the movement phase as something to show your opponent?

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

There is no maneuver dial. There is a Command Dial, and everyone set ups however many they need for their stack to reflect their vessel's command trait, at the beginning of the turn.

Your space pickle had revealed a dial the previous turn, and a game effect had removed another dial from its stack, leaving it with only one. At the beginning of this turn, you'd set two dials *under* the remaining one to bring it back up to 3.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in au
Missionary On A Mission





Australia

Ok should have said speed dial instead. similar question

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

Ah. You set your speed dial at the beginning of the game. And then you can change it by spending a Dial or Token. Dial=during the ship phase as you are about to set the maneuver tool down, Token= Anytime you bloody want, more or less.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in au
Missionary On A Mission





Australia

Oh right.... so the dial is purely to symbolise what it's current speed is. that''l be interesting given i've come from xwing....

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

Just don't touch it. I leave it by the ship card. But get a second maneuver tool, built only for speed 2. It'll make moving imperial ships that much easier.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

We're planning a 2 on 1 later this week. My friend will make a 500 pts Empire list with what we have together, and I will take a friend under my wing as we fly two 300 pts lists (each with their own Admiral that only applies bonuses to their relevant unit)

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in gb
[MOD]
Villanous Scum







What would people recommend for a purchasing order for Armada? I presume the core set first but after that? Are the extra movement gizmo and dice packs needed? How many cores?

On parle toujours mal quand on n'a rien à dire. 
   
Made in ca
Huge Hierodule






Outflanking

ingtaer wrote:
What would people recommend for a purchasing order for Armada? I presume the core set first but after that? Are the extra movement gizmo and dice packs needed? How many cores?


Extra Dice are a must (For example, X-wings roll 4 blue dice for anti-squadron. You only get 3 in the core). Extra maneuver tools are nice, but not essential. I'd recommend against getting a second starter, since It costs a lot more than the X-wing starter, and it's better to just buy everything separately and get the new titles/commanders in the expansion packs.

I'd then recommend choosing a faction, and being fairly monogamous with it. This is because the ships are not cheap, and unlike X-wing the best way to have varied play option is to collect a variety of ships in-faction, rather than flipping between factions. Focus on the end goal of having one of everything (with duplicates of the starter pack ships) before branching out into either a second faction, or extra copies of your favorite ships. The exception to the one-of-everything rule would be to grab two of each fighter pack, allowing you to run a decent flight of any fighter.

As for what you would grab first, I'd say that it depends on what you like. Armada is a game where everything can be useful. Definitely get a couple fighter packs ASAP. Adding in Bombers and Counter really makes the fighter part of the game a lot more interesting, and is important for actually being able to compete in the fighter war (Especially for Rebels).

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

I would second what C_C just said. Especially about the second starter. This is a huge mistake, because those standalone versions of the ships have important things such as titles and admirals, that you'll b pissed having to buy a third Victory class.

If you're planning on going rebels, I cannot stress the awesomeness of the MC30c enough. 2 of those.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in au
Missionary On A Mission





Australia

I have a bit of a shopping list but thanks for the additional stuff as well.

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in gb
[MOD]
Villanous Scum







Crazy_Carnifex wrote:
ingtaer wrote:
What would people recommend for a purchasing order for Armada? I presume the core set first but after that? Are the extra movement gizmo and dice packs needed? How many cores?


Extra Dice are a must (For example, X-wings roll 4 blue dice for anti-squadron. You only get 3 in the core). Extra maneuver tools are nice, but not essential. I'd recommend against getting a second starter, since It costs a lot more than the X-wing starter, and it's better to just buy everything separately and get the new titles/commanders in the expansion packs.

I'd then recommend choosing a faction, and being fairly monogamous with it. This is because the ships are not cheap, and unlike X-wing the best way to have varied play option is to collect a variety of ships in-faction, rather than flipping between factions. Focus on the end goal of having one of everything (with duplicates of the starter pack ships) before branching out into either a second faction, or extra copies of your favorite ships. The exception to the one-of-everything rule would be to grab two of each fighter pack, allowing you to run a decent flight of any fighter.

As for what you would grab first, I'd say that it depends on what you like. Armada is a game where everything can be useful. Definitely get a couple fighter packs ASAP. Adding in Bombers and Counter really makes the fighter part of the game a lot more interesting, and is important for actually being able to compete in the fighter war (Especially for Rebels).


Mathieu Raymond wrote:I would second what C_C just said. Especially about the second starter. This is a huge mistake, because those standalone versions of the ships have important things such as titles and admirals, that you'll b pissed having to buy a third Victory class.

If you're planning on going rebels, I cannot stress the awesomeness of the MC30c enough. 2 of those.


Cheers, I am going to have to buy for both factions if I am to get anyone else into the game, at least to kick things off. Are ships in the same 'class' (ie ImpStar and MC80) roughly comparable in terms of points and balance? I am trying to hammer out a buying list for running demoes and so far am thinking of;
1x Core.
1x Exta dice pack.
1x Imperial class.
1x Home One.
1x Victory.
1x MC30.
1 of each of the fighter packs.
The Correlian Campaign.

What do you think?

On parle toujours mal quand on n'a rien à dire. 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

You can hold off having the bigger based ships at first. They're a lot of points and, from what I've seen, tend to dominate the board, especially if there is no direct opposition/da cunning plan.

Don't get me wrong, there is nothing I like more than a full broadside from Home One with Ackbar on board. But it's not *as useful* for a demo as showing a lot of different units.

Might I recommend getting the Arquitens, as it also fixes your Victory class by allowing them to field a Defensive Retrofit upgrade with Minister Tua on board. Plus they are less expensive, and will strike a chord with fans of Rebels. The Raider-class corvette is also a great buy for a fleet that sometimes lack in the speed department. A pack of the flotillas for each side can be fun, too.

Unless you're going for full on Original Trilogy effect, that is...


Automatically Appended Next Post:
So I'd go:

Core
Extra Dice
Imperial Fighters
Rebel Fighters
Rogues and Villains
Arquitens
MC30c
GR-75
Gozanti

Buy the Correlian Conflict once you,ve jazzed up interest in the area, I would say. Unless you feel you need the unique squadron pilots and new objectives, you don't quite need it for demos. And maybe keep away from the Rhymerball for the first few games?

This message was edited 1 time. Last update was at 2017/03/27 14:15:34


 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

So we finally had our big game to introduce a friend to the game. With my guidance and my list, he won pretty handily, but he also understands why he won. He was also making sound suggestions by the end of the game. The way he was spreading his squadrons to intercept fast ships along probable routes was nice to see.

He swears we'll love Crimson Skies, which we promised him we'd try. As for starting an OOP game that's a decade old, if not more... really not sure.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in au
Missionary On A Mission





Australia

Just wondering, are fighters any good at taking down capital ships? if so whats the best type of Imperial fighter (IE bomber or interceptors etc)?

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

They can, you just have to seriously dedicate them to the task. The most dangerous one is obviously the Rhymerball, because you can threaten ships from outside your usual range. As to the exact composition, you can go cheap and simple, or complex and hellish.
Simple: 4 Firesprays (one of them Boba if you want), Major Rhymer and a couple of Tie advanced for durability.

Hellish: The above, but Vader is one of your Tie advanced, add in Soontir for automatic damage and Dengar for counter on all your ships. Yeah, that's right. You usually have to go through Vader, at least another Tie advanced, and Dengar, before a)all targets auto-counter and b)Soontir deals auto-damage to you.

That's a lot of dead squadrons that have done nothing but counter you. Your ships, which are your main threat anyway, are free to engage enemy capital ships while your fighters can actually do double duty.

Ride the Mustache is the direct answer, although a lot less surviveable.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in au
Missionary On A Mission





Australia

So first game this evening since my opponent cancelled at the last minute last time. should be fun

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

Let us know how it went!

Should we start a single thread where we can share builds, and have them stickied to the top or something?

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in au
Missionary On A Mission





Australia

Ok so... it's a tricky and complicated game.

We ended up playing the double starter set from the back of the rules book. I took the might of the empire with me. We drew the player one fully sets up objective card from the deck. So set up everything he had and I set up my victories with my fighters opposite his Nebs. I set my speed to 2 and started to cruise across the field (which ended up being the wrong move.... More on that later).
The turns start count by but not much damage is being dealt, mostly bad rolls and the hits that did come were shrugged off by tokens. Get up rather close to his Nebs that started to out pace me around the map at which point my Vic 1 decided to get rather close to the table edge and subsequently ran off the field. Realistically I should have given myself nav commands the two turns prior to getting to the side of the table but at the time I didn't think that they would be able to move as quick as they could combined with the lack of manevurability.

So for a first game it wasn't bad. Very different to xwing.

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

You dived right into double points, eh?

Yes, the edges of the map are lethal, especially if you're stuck with one click per knuckle.

Did your opponent figure out that facing Star Destroyers head on was a bad idea? My regular opponent is finding this very, very frustrating that i won't oblige and just let him pummel me.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in au
Missionary On A Mission





Australia

I'm a quick learner and my opponent has a few games under his belt.

Those blasted VSD's. They are lacking in the turning department.

Yeah. He plays against his daughter that plays imperials so he was rather familiar with how they operate.

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

I was actually shocked the first time I saw an ISD pull a three speed manoeuvre, that wedges really moves.

Although since he was pointing straight at my deployment zone, it was easy to force him into a suboptimal choice of "which force do I go after?"

So, a word to the wise, aim at angling your wedges towards the centre of the board, with support elements either as chasers or flank support.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in au
Missionary On A Mission





Australia

Yeah I've started looming at tactics on how to fly them without running off.

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
 
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