Tuesday, February 8, 2022

Dipping My Toes Back In

Hey everybody! It’s your friendly neighborhood Truthiness checking in. And for the first time on CYGSO! It’s been a while since I wrote or talked about anything Armada related. Between the 2021 and 2022 Vassal World Cups, I only played a grand total of six Armada games. After AMG’s rather disappointing Armada news, like many Armada veterans, I just wasn’t feeling great about the state of the game or its future. So I took a pretty long break. I’ve been playing a mix of other games, most notably Dropzone and Dropfleet Commander. I’ve been having a blast, but I still love Star Wars and Armada. When the Vassal World Cup came up again, I signed up mostly out of habit and fond memories. I didn’t put a whole lot of effort into my fleet other than “be different than last year.” That’s how I ended up in the Vassal World Cup with three Ackbar shrimp supported by a couple flotillas and Shara and Tycho. I had one very close loss, one blowout win, and one blowout loss. About when I was losing my second shrimp to massed Munis, I realized that the game had changed noticeably during my break. That’s pretty damned cool for a game with no releases in between. It speaks volumes about the community’s constant experimentation and evolution. It’s something I’ve always loved about our competitive scene. So after my rather embarrassing early exit from the Vassal World Cup this year, I decided to start developing some new fleets for this meta. I’ve now played more Armada games in the last month than I did all of last year. Better late than never right?


Footage of Truthiness trying to be competitive again

I started with more of a stated purpose than a real solid concept. First of all, I wanted something entirely fresh. I still have my Crackentor list that I continually tweak and update, but I hate repeating myself. There was a time I flew squad heavy B-Wings swarms. These days I’m more known for Liberties and TRC90s. The few games I played last year were mostly using Ackbar. I wanted something else entirely. I might still default back to the Crackenator in highly competitive events, as I am quite comfortable flying it and it still looks very effective in this meta. However, for this foray back into Armada, I wanted something entirely new for me. I bounced around some ideas with friends, including some Yularen squadrons, some Grievous TRC spam, or even some Agate with a pimped out MC75. What I’ve settled on in recent weeks is something I did not expect to enjoy: Tarkin Venators. Today I’m going to break down the fleet, how I got to where I am right now, and what makes the whole thing tick.


The basic structure of the fleet is two Venators with SPHA-Ts, a supporting Pelta, and a moderate squadron wing for fighter cover. Tarkin is the lubricant that keeps the parts moving, with concentrate fire tokens feeding SPHA-Ts and Intensify Firepower. I’ve had a version of this in my back pocket for sometime. I’ve never gotten to flying it, assuming that it wouldn’t be all that fun to fly anyway. Fun is always my top priority when picking a fleet. I always try to optimize my fleets, but not at the expense of enjoyment. You’ll never find me flying a fleet just to win. I don’t say that to judge, just to explain why I never really got around to this fleet archetype until recently. It sounded boring all around. In an effort to knock myself out of my comfort zones, though, I gave it a try. I was pleasantly surprised. Venators were more fun than I remembered. Rather than being bored with what I assumed would be easy to use SPHA-Ts, I found the placement and use of the weapons to be quite nuanced. It was a very different style and feel than I had experienced in Armada in quite some time. I like it when I find something new to enjoy. As Barney Stinson says, new is always better. After some refinement, I’ve ended up at this point:


Yes, this is what I'm reference. No, I don't regret it.

Tarkin Presents: Clonelodeon Splat! (67/400/400)

================================================


Venator II-class Star Destroyer (100 + 55: 155)

· Admiral Tarkin (30)

· Clone Captain Silver (4)

· Local Fire Control (4)

· SPHA-T (7)

· Electronic Countermeasures (7)

· DBY-827 Heavy Turbolasers (3)


Venator I-class Star Destroyer (90 + 35: 125)

· Clone Captain Zak (5)

· Ordnance Experts (4)

· Intensify Firepower! (6)

· SPHA-T (7)

· Assault Proton Torpedoes (4)

· XI7 Turbolasers (6)

· Tranquility (3)


Pelta-class Transport Frigate (45 + 8: 53)

· Comms Net (2)

· Projection Experts (6)


Axe (17)

2 x Delta-7 Aethersprite Squadron (2 x 17)

Kickback (16)


Contested Outpost

Doomed Station

Station Assault


I’ll start first with the token infrastructure that holds up the whole thing. Needless to say, this is the most complicated part of the fleet. It takes a lot of practice and some forgiving opponents while you learn to make it all work together. I’m only like 60% there, so thank you to everyone I’ve played with it so far. Remembering to trigger tokens at the right windows with the precision the fleet requires is not exactly easy. Between Intensity Firepower and two SPHA-Ts, the need for concentrate fire tokens is obviously pretty intense. That’s where Tarkin comes in. His timing window allows me to grab concentrate fire tokens at the beginning of the turn and then immediately fuel Intensity Firepower. The difficulty comes with readying the SPHA-Ts at the end of the turn. While the Venator 2 can just hang onto its token until the end of the turn, the Venator 1 needs a second concentrate fire token to ready its own SPHA-Ts at the end of the turn. The Comms Net Pelta addresses that issue. It passes its own Tarkin token to the Venator 1 during its activation. Since the first token is spent at the beginning of the ship phase, the Pelta can activate at any point in the turn, provided it can stay in range of the Venator 1. That makes the positioning on the Venator 1 in relation to the Pelta a careful proposition. The actual token plan for Tarkin is pretty simple. He starts the game with 2 repair and 4 concentrate fire tokens. On turn one, he gives out repair tokens. On turns two through five, he gives out concentrate fire. If he’s still around on turn six, he gives out the final set of repair tokens. 


I'm sure this will in no way collapse on me.

The Venators operate pretty dependently on one another, generally needing to stick together to work properly. The Venator 2 flagship, with ECM to help it stay durable, is the screening ship. It is the one that is supposed to take the brunt of damage, especially early in the game when incoming dice pools are at their highest. As such, it generally wants to start pumping out repair commands no later than turn four. When it’s not repairing, it’s generally using squadron commands. I always want at least one squadron command out of the ship on turn two. Sometimes a turn three squadron command is helpful, but more often than not, I’m repairing on turn three. Only if it looks like it’s going to get away scot free do I dial up a navigate command. Normally going without a navigate on a big, less maneuverable ship like the Venator would be a death sentence. Enter Captain Silver, the man with the speed plan. Being able to so rapidly adjust speed without a navigate command cannot be understated here. Thanks to SPHA-Ts, extra ticks of yaw are less of a concern. After all, three out of four arcs are pretty dangerous from a considerable range. Given this ship is designed to be on the front line taking shots, it should be no real surprise then that I’ve found great use out of Local Fire Control and DBY-827 Heavy Turbolasters. The result is that the Venator 2 is able to plunge into the heart of the fight, blasting away with abandon.


If the Venator 2 flagship is the shield, then the Venator 1 is the sword. At the start of the game, I prefer to keep it further away from the enemy fleet, allowing the Venator 2 to take most of the punishment, or forcing opponents to take damage from the Venator 2’s guns to get to the Venator 1. It is in the fleet expressly for Intensify Firepower, the best and most reliable source of dice control for the Republic. That also means taking a large ship without a defensive retrofit, a risky proposition. To compensate for that relative fragility, I take the Tranquility title, allowing me to focus any potential repair commands on just recovering shields and not worry about shifting any around. Every shield counts when you have Tranquility. In contrast to the flagship, the Venator 1 is much more inclined toward flexibility. While I’ll dial up a repair command if I know I’m about to deal with bombing runs, I general prefer to navigate, or maybe even concentrate fire with this ship. I’m continually amazed at how well the ship can reposition at speed 2. So while the flagship is tanking, breaking, or opening the throttle, the Venator 1 is looking for openings. It can jump out ahead of the flagship to rush in. It can cut in hard while Captain Silver is putting the pedal to the metal. It is also geared out a bit better for direct fire compared to the Venator 2. Where the rainbow dice of the flagship are a bit harder to control, Tranquility here is much more straightforward. Between its native armament and Captain Zak adding dice to SPHA-T shots, this ship has the potential to throw out a solid amount of black dice. So Instead of LFC, this ship takes Ordnance Experts. A close range double arc from this ship is very rude. I've recently decided to give APT and XI7s a try on this ship, as I can already think of multiple circumstances where it would have helped delete a small ship faster. With Zak and SPHA-Ts, it's throwing at least two black dice out the side, with a high probability of locking down any pesky evades on ignition shots.


Example of Tranquility and the flagship trading positions mid-match.
Tranquility positions in green, flagship positions in red.

The Pelta is the quiet glue that holds everything together. It’s not there to bring amazing firepower to bear or dash in to save the day. It is the commensurate plodding support ship. It’s not going to win any beauty contests. That doesn’t mean it doesn’t serve two critical roles. First and foremost is the simple matter of transferring its Tarkin concentrate fire token to Tranquility. It doesn’t sound like much, but it makes the whole fleet sing. The second big thing the Pelta brings to the table is Projection Experts. Long an underutilized upgrade, I’ve been seeing it more and more in the current meta. For a 45 point ship with an engineering value of 4, Projection Experts is almost a no brainer here. This list is all about keeping those two Venators humming, so giving whichever one is ailing more shields is an obvious win. Worst case scenario, someone shoots the Pelta. You know what that means? They’re not shooting a Venator. The Pelta doesn’t disappear easily, so I can typically count on it for at least three turns, likely four. If it goes down, I’m not at a complete loss when it comes to keeping the SPHA-Ts singing. My typical choice is to just discard Intensify Firepower for one last use and then save the Tarkin tokens exclusively for reading SPHA-Ts. In both scenarios, either dying heroically or supporting from behind the line, the Pelta serves a major purpose.


The squadron wing was a longer trial and error than the rest of the list. I have made some minor tweaks to the ship upgrades even and there, but outside of changing out LFC for OE or something else similarly minor, I haven’t really messed with the ships. The squadron wing, by contrast, has seen three different iterations with substantial differences. I started with Plo Koon and three generic V-19s. These put out some decent fire, but tended to crumple quickly. At the suggestion of a few people, I tried out Kickback, Axe, and two generic V-19s next. It was better, but still seemed lacking. It could last decently well, but if it got tied down by, oh say, Shara, they couldn’t really fight their way out of the problem and properly cover the ships. This latest iteration is not one I would have expected to like. I am on record absolutely HATING how much generic Aethersprites ended up costing. I still think they’re at least one point overcosted, perhaps even two. On their own they do NOT work well, dying to a stiff breeze. I have to majorly credit Maturin here for showing me how to leverage them properly. The combination of two Aethersprites, Kickback, and Axe is a deceptively great little squadron ball. Between Dodge and Axe, you can end up mitigating a lot of damage. You just have to carefully manage your Axe positioning and the amount of incoming attacks the Aethersprites have to absorb. That’s where Kickback comes in. His ability to move around the fight, even while locked down and without squadron commands, can help subtly shape fights to spread damage between himself and the Aethersprites. It is a nuanced little ball of fighters that is a lot of fun to use. It perfectly suits the needs of this fleet, which needs some solid squadron cover, but can’t afford to invest a whole lot into it.


Don't die, don't die, don't die

It’s all well and good to describe some abstract roles for the different parts of the fleet. It’s quite another to put it all together on the tabletop. While we often prize deployment advantage and flexible approaches as Armada players, there is room in the game for more standardized and regimented approaches as well. This fleet is definitely the latter, preferring a pretty standard formation to start the game. First of all, it doesn’t really tend to go straight at an enemy fleet. Rather, I like to refuse one flank and approach at an angle. This serves two purposes. First, I really don’t want to be taking fire from multiple sides. Allowing MSU to get around the flank with significant firepower is usually a recipe for disaster. Second, it allows me to disengage more easily if needed. ISDs these are not. They cannot charge headlong into a problem and plow their way through. They need to skirmish a little bit at long range before closing in for a close range finish. Depending on the fight, they might just want to engage at a distance altogether. The starting formation is what allows that. Speed can vary a little, but I prefer to start at speed two on all the ships. That ensure the Pelta can keep pace and the Venators have maximum yaw without additional navigate commands. The Venators are set up staggered. The flagship is set further back, but closer to the side likely to see the mass of enemy ships. Tranquility is set further ahead of the flagship, but on the “outside” position, further from enemy ships. The Pelta follow behind Tranquility, basically following it around the battlefield like a puppy. After deployment, things can get a little more fluid, as described in the above Venator 1 section. Objectives can help this formation flying work. The fleet is comfortable going either first or second, hence the relative lack of bid. However, the priority is concentrating the fight in one area as much as possible. Station Assault, Contested Outpost, and Doomed Station are its own preferred objectives. It’s also built to survive Surprise Attack and can probably flip Volatile Deposits if I manage the asteroid placement properly. By keeping the fight focused on a central location, the Venators are more easily able to control the fight and keep the enemy on one side.

Example approach to Contested Outpost assuming the enemy is
coming mainly from the upper right

I’ll finish up talking about how the SPHA-T placement shapes the whole fleet. They were one the reasons I expected this fleet to be pretty boring. I assumed it was “plop down token, go brrrrrrtt.” It is, instead, a bit more than that, and something I’ve started to enjoy quite a bit. The first big surprise was how big of a choice it is between using SPHA-Ts on the side or on the front. I assumed I’d rarely use it out the front and mostly use it out the side. Instead, I’m almost always taking a shot with them out of the front early in the game. With such easy token generation from Tarkin, I can comfortably bank concentrate fire tokens on the Venators for turn one and plop down SPHA-Ts after my turn one movement. That starts to shape the fight pretty aggressively. From there, SPHA-T placement depends on how I need to approach the enemy fleet. If I’m dealing with someone trying to kite me, I’m likely to continue to put down SPHA-Ts out of the front. If I’m plunging into the heart of an enemy fleet, then I’ll likely switch to side SPHA-Ts. I’ll likely be angling for a double arc, but they can also be a critical terrain denial tool. Nothing says “stay the hell away from my side” quite like a SPHA-T ignition marker daring that small ship to make a run. The third eventuality is that I need to kite for a little bit to weaken the enemy fleet before I can afford to engage closer in. In that case, I’m also using the SPHA-Ts out the side, but I’m likely turned into more of a broadside position with the Venators. The fact that I can fly the Venators in multiple ways depending on the tactical need is another major part of what I’m loving about this fleet. The fleet may not be as navigationally flexible as my Cracken or Raddus fleets of old, but it is still quite tactically flexible.


Some seriously nasty ignition covering the sides of each Venator

That’s all for today. I intend to be playing this fleet for a good bit. I haven’t decided if it’s actually competitive. Heck, I’m not even entirely comfortable with the rhythm of the fleet. But I’m getting there, and I’ll eventually put it through some true stress testing. I’ll be sure to report back when I do! 

Thursday, December 2, 2021

BIG Holiday Tournament!

Twas the month before World Cup
And all through Vassal
All the players were cursing
John's latest rules hassle

You too will be able to own a hula hoop...

Hit the jump for the newest and zaniest plan!

Thursday, September 9, 2021

Guest post: “A Frank Correspondence on the Future of Armada”

Eric here in bold text. We've got a new guest post from regular contributor GiledPallaeon and it's... well, it's not optimistic. Honestly, he's unhappy. And while I normally defer to John's usually more optimistic outlook for the official blog position, I agree with GP. And given what's happened in the last two-ish weeks, so does John at this point despite his earlier optimism. GP wrote most of this on August 31st after the AMG Ministravaganza non-news hit the Armada community like a brick to the face (22 hours of programming, not a single minute for Armada to allay concerns after the early "nothing for you for a year and a half at least" announcement) but it got lost in edit-hell until today. I don't want to steal GP's thunder, so I'll let him take it from here and I'll be back briefly at the end.

Hey folks. GP here. It’s, ahh, Tuesday, August 31, 2021. It’s currently 9:20pm where I live, and my sick wife is on one side of me, and my leftover jambalaya from this weekend is on the other, as I eat while I write.

Today sure sucked, didn’t it?

I’m not going to lie to you, I was angry when I read the schedule. I still am angry. Very. Angry. But I’m also sad, and disappointed, and I don’t want to send you through what I did. I do, however, want to offer an alternative view to what John posted here a week ago (God it feels longer than that). So let’s talk.

What’s my Armada story? My Armada story is that Armada was my first miniatures game. Yup, it was my first, and in all likelihood it will always hold a special place in my heart as my favorite. Rose-tinted glasses are probably involved; I was there for all sorts of shit. AdmiralNelson, the infamous Flotilla Wars, the ascendancy of Pryce, the wait for the Super, the wait for the Clone Wars. The collapse of IRL gaming during the pandemic, even as Clone Wars arrived. I was there for all of that, and I’ve been positive and bullish about the game through all of it.

I remember when I discovered the game. I was working as a student assistant on a co-op rotation with the Georgia Tech Research Institute. I was living with my parents outside Atlanta, since it was the summer, my first summer after coming to Georgia Tech, and I was walking back to MARTA, Atlanta’s metro system. I was scrolling through Facebook (ahh 2015, when Facebook wasn’t a dystopian hellscape bending the collective will to insanity, or at least if it was we didn’t know it). I saw an ad (that’s how you know how old this is, Facebook ads were worth a damn), and it was, I think, this image.



You old hands know this picture. Way way back when the only thing out was Wave 1. I saw this, and I’ll admit I was intrigued. A spaceship game? Star Wars? No painting? (I hate painting. It always feels inadequate.) But then I searched on Google. This was the first FFG article that came up.


Wave 2. God, those were heady days. Star Destroyers, kings of the battlefield. Ackbar gunlines as far as the eye could see. Raiders and MC30s duking it out for small ship supremacy. Arguments about APT and ACM raged. My first game, played out of a core set and an extra Victory, played on the carpeted floor of my parents’ guest/spare bedroom. Games with a close friend I’m still in touch with, played in parks and on the floors of Georgia Tech dorm rooms.

I got into competitive Armada the Regionals season after the Interdictor came out. That would have been December 2016. My first tournament at Giga-Bites Cafe. I went 1-3, would have been 2-2 if I hadn’t forgotten about Montferrat. I brought my Interdictor/double Glad list because it was the first list I had ever beat my regular opponent with twice in a row. From there, the world opened up to me.

I’ve traveled this country to play this game. I’ve played a game now up on YouTube while I was in the Land Down Under. I’ve met people from all over the world, made many dear friends. I’m attending a wedding because of this game. In case it wasn’t clear, I love this game. I love this community. To the Armada community, I want to tell you: what we have is special, and don’t ever let that we have it lead you to doubt how precious it is and how much we should treasure our game, and most of all, each other. We may not all get along, hell, we definitely don’t. But this is our game, and we are each other’s people. Remember that. Tell your Armada story. Tell it loud, so the whole world knows how great this game is.

AMG. Asmodee North America. We need to fucking talk.

I could rant at you. I could rage. I could complain. I could point out I’ve spent the last year husbanding my doubts, holding out hope against hope that despite the awful circumstances that brought us to this point, things could and would get better. I’ve actively avoided airing those doubts publicly, in the name of community support. They haven’t gotten better. Why?

Let’s be clear about what’s happened here. Asmodee, you annihilated FFG. The company was in the best place it had ever been in. The miniatures division finally thought they had caught up. They had a plan going forward, ready to execute. And you, Asmodee, dropped the hammer. The FFG team was fired, on almost no notice. You handed the games to a company that, at the time, had one game on its platter. That had no one with experience with any of the three FFG miniatures games. And you gave them all to AMG, during a global pandemic, and let one FFG developer make the transition. Then you fired him too. All of the Clone Wars releases were their work, finished before the pandemic even started.

AMG. We can lay a lot of blame at Asmodee’s feet. We can have a long discussion about how the Clone Wars launch for Armada was wildly successful and apparently surprised the suits in charge of the decisions that somehow expected this game to fail. This community is resilient. It has to be, to have survived as long as it has through what it has. But here we are.


You’ve had these games for a year. All you have released for Armada is a poorly balanced “OP” format for a three day event that included two work days and gave no one any notice to try to organize games to celebrate Armada or its new custodianship in your care. You have, despite maintaining the breakneck pace of Marvel: Crisis Protocol development that has seen the release on average of a new pack every two weeks, not had the time or the manpower to learn Armada and begin new work on future expansions.

You even owned up to that, to your credit. No one was thrilled when you admitted that there was nothing currently in development for Armada. But no one was particularly surprised either, given the year’s worth of open letters, closed letters, podcast and YouTube invitations, from community leaders, from bloggers, from the old playtesting teams across the country eager to get to work creating your vision of the future of Armada. All those missives, and in large part, silence. The odd “We’ll reach out to you when we’re ready”. A year. And here we are.

I won’t lie, as a community we have something of a chip on our shoulder. We know we’re the red-headed stepchild. We always have been. We’ve survived a serious lack of attention that would have killed lesser games. If anything, it’s a testament to the fundamental strength of the Armada core systems. This game could have been dominant, a truly historic way. When my son and his friends talk about miniatures games set around spaceships, it could have been “Well it’s no Star Wars: Armada”, just like my generation’s “Well it’s no Battlefleet Gothic.” It still can be. But you need to give a shit.

You have three days of content around your games coming up with the Ministravaganza. 22 hours of scheduled content. The lion’s share of it goes to your flagship, Crisis Protocol. Nobody faults you for this. I’d be proud of my flagship game too.

Here’s the rub though. You promised to support Armada. You just told us nothing is in the pipeline for development, we know. But at least throw us a bone. You said you were planning to support the game. Paint an ISD pink. Talk to us in a short little panel about what you do and don’t like about where the game is now, and where you’re interested in taking it. I’d tell you you promised, but I’ll do you one better. You really need to.

See, here’s the thing. I said I’ve flown all over this country and played Armada. I’ve literally played it on the opposite side of the planet. I know a lot of the community organizers, the guys and gals who go out and get tournaments organized. The folks who hype regular gamenights, who teach new players, and give up their time in huge quantities to support the game. I’m one of them. We’re tired. And today broke us.

We’ve been keeping up that brave face. Pushing back against the folks that wail and gnash their teeth that the game is dead. We’ve filled in where you haven’t been to keep the community going. We’ve been relying on your promise for OP towards the end of this year, going into next year to keep our hopes up. We didn’t expect a huge showing at the Ministravaganza, but we hoped for something. A lifeline, to help us keep making the case that the game isn’t dead.

Nobody you care about is selling out of the game. We all love it too much for that. But you dropped a bomb today. And this one got through our armor. A lot of us are seriously considering how much of our time, talent, and treasure we are going to keep investing into a game and a company that clearly doesn’t care, even when the obvious business case makes itself. Under FFG, Armada during a release quarter would consistently be the third or fourth best-selling miniatures game in the world, behind only 40K, X-wing, and once it was on the scene, Legion. That’s phenomenal, but it was apparently never enough. To the community organizer point, we won’t just up and walk away, we can’t bring ourselves to that. But we’ll back up, and we’ll put less and less in. And that will slowly but surely whittle the community away, the community you need to sell your games. Because we talk, and we remember. And we will remember.

I won’t beg. I’ve asked nicely often enough, and here I am asking nicely, one more time. Please, give us something to show that the game you want to make money on will be here for us to spend our money on. Convince us that you’re a company of your word. Start doing some basic damage control, because this is rapidly approaching a catastrophic meltdown, and by then it will be far, far too late to save the game we love, and that we would love to teach you to love. Give Armada that chance, by giving us the attention not that we deserve, that you promised. Show us what you’re made of, and we can save the game together. Or this can be how Armada dies, not with thunderous applause, but with that quiet, slow death of ignominy this beautiful, wonderful game deserves so much better than.

I’m never going to sell my Armada collection. My Chimaera will be a pride of my model collection for the rest of my life. I plan to teach my son one day, and any other children I may have. Please help there still be a game to teach them, and a community to play with when that day comes.

9/9 ADDENDUM: So here we are. I’ll take the fall for the gap between when I originally wrote this and when it’s going up, I was unclear to Eric and John when this was done and ready for posting. Upside (“upside”) is that it has taken long enough that it is now the day that AMG has deigned to release their Hunting Season event rules. I will continue my blunt assessment from above, which is unchanged: what the hell is this?

AMG, this doesn’t even look like someone who plays Armada very much wrote it. Even if I account for the event clearly being designed by committee, phrases like “if its activation slider matches the initiative token” are so poorly phrased that it’s jarring to read. Just say “if unactivated” and be done with it. I need to get three hits on five black dice to do anything, and that’s if my opponent gets no blue hits to cancel my hits? A major selling point of Armada for much of the community is that it isn’t Yahtzee style dice vs dice. I understand that makes it the red-headed step child of the three ex-FFG Star Wars games since both Legion and X-wing use that system, but that doesn’t make it appealing to us.

I left off your effort last year, the “Unconventional Warfare” event, out of my complaints in the above article. It was very poorly balanced, but you also had only just then been given Armada. I was willing to let it go if you clearly made efforts to improve. I don’t see those efforts here, nearly a year later. And while we’re on the subject of learning lessons, let’s discuss the other lesson you clearly didn’t learn from last year, despite the (we thought) loud and pointed complaints. There’s a bloody pandemic on. 650,000 people here in the US are dead. Hundreds of thousands more are currently ill. Of note, while the numbers were smaller last time around, this is exactly the same situation you tried the same release schedule for last year.

What planet are you living on where working people, who can afford these games, can just drop whatever their previous plans were and make arrangements to play these games at the drop of a hat? Again, you gave less than 24 hours notice that there would be an event at all. Again, you orient the event around workdays that are difficult enough for most of your players, who have jobs and families, and all of that is before trying to game safely during another surge in a highly virulent, highly lethal pandemic. What are you thinking? To paraphrase a friend of mine, if this is your idea of “organized play”, you are in serious need of a dictionary.

You couldn’t have dug yourselves out of the hole you’ve managed to dig with just some little one-off event. But you could have put down the shovel. Instead, there’s dirt in my eye. Hopefully your “major announcement” about the “preserving the future of the Star Wars games”, which as of this writing I have not seen nor seen a scheduled time for release for, is less disastrous. I hold out hope. Why I don’t know, but I do, for now.

Eric back. There's been really no good news for our spaceships game and AMG seems intent on letting us slowly die off while they do no work on actually developing or supporting our game past "we'll reprint models and give you really terrible organized play events." I don't like coming to this conclusion - I love Armada, I've spent hundreds of hours playing Armada and writing this blog. But that's where I'm at. We'll keep the blog updated but there's really nothing new to update it about right now so I'm expecting new articles will be coming out at a slow pace. If you want to catch up with us, I'll be joining my fellow BIG members(and GP too!) playing Dropfleet Commander and I'd encourage you to give it a try as well. Maybe AMG will suddenly decide to give Armada some love and it will make a miraculous recovery but even should that ideal situation happen we've got at least until 2023.

Wednesday, September 1, 2021

Introducing the Armada Nuzlocke League

What's up?  It's Biggs writing a blog post for once. Welcome to September, which means the year is almost over!  It's time to do something interesting for Star Wars Armada.  So, in the interest of doing something interesting, we're going to run the first ever Armada Nuzlocke League!




What is a Nuzlocke?


So, in Pokemon, a Nuzlocke run is a way to add additional challenge to what is not a particularly difficult game.  The basics are that you catch the first Pokemon in each region you go to, and that you lose access to that Pokemon if it is ever KO'd.  This limits the selection and availability of your Pokemon, and makes it so that you need to play a much different, strategic game.


So, how do we do something like this with Armada?


List Building:


When signing up each player must pick a faction as well as 6 commanders from that faction.  Each player must also select 4 generic squadrons, as well as 4 unique squadrons corresponding to the generics.  At the start of each game, players will simultaneously reveal a 400 point list built utilizing only ships and the available squadrons / upgrade cards, and then play a game with that revealed list.

The League begins with the 6 commanders selected, 4 of each generic squadron selected, 1 of each unique squadron selected, and 1 of each non-commander upgrade available for list building.  At the end of each game, if a squadron is destroyed, or if a ship with an upgrade equipped to it is destroyed, that squadron or upgrade is removed from the available list.  Also at the end of the game, any commander upgrade not destroyed is "locked" and cannot be used again during the league.  Locked commanders will be available during the playoffs.

Banned Cards:
Corvus

Effectively this means that all upgrades are "unique" upgrades.  You'll only be able to field a given upgrade on one ship, and if it's destroyed it's gone forever. 

Also for squadrons as an example:  If you pick X-Wings, then you can pick either Biggs, Luke, Wedge or Rogue Squadron as your corresponding unique.  If you want Jendon, then I hope you enjoy the 4 Lambda Shuttles he ships with.  


League Makeup:


Players will be divided into Divisions of 7 players each*.  Each player will play 1 game with each player in their division.   At the end of the Divisional Stage, there will be a short elimination tournament consisting of the top player in each Division, plus Wild Cards as needed.  

This means 6 games, plus the playoffs.  *If we have less than the required number of players in a division or divisions, we'll pair up players to play twice.  They playoffs will be short and sweet.  I'm thinking 6 weeks to schedule 6 games.

Going to open the league to both TTS and Vassal gamers, who will be in their own Divisions, so be sure to specify when you sign up!


Special Rules:  


New Objective:  CHAOS BRAWL
There is only one objective that will be played, and that objective is:

Chaos Brawl
Setup:  Place obstacles as normal, removing the station and adding 2 additional debris fields.

Deployment:  The first player must deploy their flagship, beyond distance 5 of either player's edges, and beyond distance 5 of the edges of the setup area.  Then, starting with the second player, deploy ships and squadrons as normal.  Squadrons cannot be deployed within distance 3 of first player's flagship.

End of Game:  Instead of normal tournament scoring, calculate scores as explained below.

Each Player receives:
+1 Tournament Point:  1-59 Opponent's Fleet Points Destroyed
+2 Tournament Point:  60-139 Opponent's Fleet Points Destroyed
+3 Tournament Point:  140-219 Opponent's Fleet Points Destroyed
+4 Tournament Point:  220-299 Opponent's Fleet Points Destroyed
+5 Tournament Point:  300+ Opponent's Fleet Points Destroyed
+6 Tournament Point: Opponent Tabled

Also:
The player with the higher score receives +3 Tournament Points for the Win, or in the event of a tied score, +1 point will be given to each player.
Mercy Mission's point totals count toward Opponent's Fleet Points Destroyed.


So maximum points scorable in a single game would be 14 - either a double tabling (and thus a tie) or a Table vs 300+ win (9-5).  This is to encourage combat and the destruction of upgrade cards and squadrons.  Also so I don't have to figure out how objectives work within the Nuzlocke.


That's it.  Don't think I'm missing anything?  Pop onto our Discord if you have any questions:


Important Links:


Signup Here

Thursday, August 26, 2021

The Sum of All Things

BIG ol' title there, huh (pun intended)?  Let's hit a few major points in no certain order (minor NSFW bleeped words below, so, uh, if you have kids, watch out there).

Friday, July 30, 2021

FUNDAMENTALS OF TACTICS - GiledPallaeon Guest Post

Hey guys, John here to let you know we brought back GP to write a longer article about some fundamental tactics of the game and thinking and.... you know what, i'll just let him take it from here, ha!  See you soon from us all...

Tuesday, July 20, 2021

Un-named Armada Podcast 41: waves 5 and 6 retrospection

 https://podcasts.apple.com/us/podcast/steel-strategys-un-named-armada-podcast/id1489631967?i=1000529371602

Sunday, July 11, 2021

Highlander Format! Games Start July 24th!

After the success of Whos the Bossk, its time for another wacky BIG tournament! Hit the jump for the details on Highlander!

Send me a picture of you in this costume and I'll give you a dollar

Thursday, June 24, 2021

Tuesday, June 22, 2021

Eric updates 6/22

 Updated all the following Separatist articles now that wave 10 is completely done.:

  • Kraken. Overhauled a lot of the ships and fleetbuilding. He's still very flexible in terms of what you build with him but he definitely likes the Providence.
  • Admiral Trench. Added Nova Defiant Recusant.
  • General Grievous. Added Gilded Aegis Recusant.
  • Providence. Updated with Shu Mai.\

Minor upkeep for other articles (like the Hardcell and Munificent) where nothing major was changed, just a little word cleanup.

Separatist ship review: Providence-class Dreadnought

The first release of wave 10 (in the States anyways), the Providence-class Dreadnought offers the Separatists a dedicated multi-role flagship.

It also kinda looks like a long-necked turtle.
I can't be the only one who thinks it looks like a long-necked turtle, right?

A pair of Providence-class Dreadnoughts on the move.

I promise I'm done talking about turtles, but for real: it looks like a turtle.

Still not a fan of the new card layouts but we'll have some fun alternates below.

Separatist commander review: General Grievous

 General Grievous will be the first of our wave 10 commander reviews.

And he's already tired of listening to other people talking.

"So far no General Kenobi memes, things are looking up!"

Separatist commander review: Admiral Trench

Sorry for the delay on getting this article out - I've been busy with a massive garden upgrade project involving 150 cubic feet of soil, Mother's Day, and my wife's birthday. Not a lot of downtime to type out an article about Spider-Man Admiral Trench.

Fine, fine, have it your way.

Separatist commander review: Kraken

On to Separatist commander article number two: Kraken. I know I've got a good image around here somewhere...

No.

Friday, June 18, 2021

Separatist commander review: TF-1726

I don't have a clever intro for TF-1726. He sure is a Star Wars character, all right.

Separatist requisitions department: "Yes, I want that Speak-and-Spell Ninja Turtles garbage can wearing a trucker hat that points at stuff."