Tuesday, September 29, 2026

ACE 2026 Review, Part 1: Rules and Objectives

 


ARC and Legacy joining forces under Armada Community Edition (ACE) still makes me happy. I said my piece about the merger recently, so I won't repeat the whole argument. People who care about Armada are now pulling in the same direction, and that's a very good place to start.

Of course, a united team still has to make good decisions. Over this series I'll work through the 2026 Community Edition changes in some detail: the good, the bad, and the ugly. Spoiler: there's considerably more good than ugly. This first post covers the general rules and objectives; ships, squadrons, upgrades, and the rest can have their own turns in the spotlight.

These are first impressions based on the ACE changelog and the updated rules, rather than verdicts from a pile of games. I reserve the right to change my mind once someone has moved a purrgil through my fleet.

The general rules

No flotilla objective ships. ACE puts this in the general rules and spells it out on Advanced Gunnery, Most Wanted, and Intel Sweep. A little redundant, perhaps, but these objectives have sat unchanged for years. Making the restriction impossible to miss is probably wise.

Most Wanted is the obvious case: the second player can no longer nominate a cheap flotilla, enjoy the offensive benefit, and hide their own objective ship behind the fleet. Intel Sweep now needs a real ship to collect tokens instead of a cheap flotilla that can be surprisingly difficult to reach and kill. Advanced Gunnery is subtler: the first player must nominate a combat ship even if none is an appealing candidate and they'd much rather risk a flotilla. All three now ask players to put something meaningful on the line.

I find it odd, however, that this rule isn't more general in nature. You can still use flotillas for Opening Salvo and Capture the VIP because those use different wording (they are not objective ships; they just get objective tokens and can pick up objective tokens). Minor, but kind of weird if you ask me.

Moving obstacles ignore squadrons until they reach their destination. When an objective moves an obstacle towards a point or another obstacle, squadrons no longer stop that movement. If the obstacle overlaps squadrons at the end, the opposing player places them touching it. It was far too easy to block purrgils, or moving obstacles in something like Doomed Station, with a few squadrons. This makes a lot of sense. The purrgil actually gets to migrate.

No deploying ships on obstacles. Hyperspace Assault and Admiral Raddus are finally consistent on this point. It also offers a little counterplay to Raddus: a skilled opponent can use obstacles to screen some potential arrival positions. It's hardly a complete answer to Raddus, but it's a useful option and a good small change.

Strategic. Shifting an objective token now takes the place of attacking during that squadron's activation. If you command a Strategic squadron from a ship, it can move and shift a token. In the Squadron Phase, you have to choose between moving into position and shifting a token you're already near. Unless, of course, you've given your VCXs Rogue with Hera, but that's a pretty expensive solution! This is a good nerf to an ability that could feel oppressive, and ACE softens it with a one-point reduction for both the Lambda and VCX-100.

Screen. The old version depended, for most practical purposes, on how accommodating your opponent was. Except for a perfect alpha strike against a careless opponent, Screen offered very little. Now it checks for up to two friendly non-Screen squadrons at distance 1 of the defender, giving you much more control over whether the protection works. The old Screen could reach Dodge 3 (despite what the changelog says); the new one tops out at Dodge 2, a sensible limit now that the ability is much easier to use. Screen can finally do the job its name suggests. I love this change.

Objectives: more reasons to open the binder

The broad idea of tuning underused objectives is sound. If a small handful of objectives dominate selection, a lot of interesting cards might as well not exist. Eight objectives get substantive adjustments here, while Advanced Gunnery, Most Wanted, and Intel Sweep also repeat the new flotilla restriction on their cards.

That said, if any of the changes are controversial, it's these. Some of these objectives have been around since 2015 and have never been touched by FFG/AMG. In my not-so-humble opinion, however, tweaking objectives is ESSENTIAL for the game's continued health. We can't keep playing the same ones over and over and over. And by extension, we're also limiting the viability of some fleet types and restricting future design space. So the naysayers are wrong, and this is the right thing to do. Search your feeling or something and you'll know it's true.

Advanced Gunnery and Most Wanted put the no-flotillas rule directly on the cards. That is useful for clarity, even if the general rule already says it. I do wonder why their scoring was left alone when ACE revisited Opening Salvo's. It feels a little inconsistent to reconsider the risk and reward for one familiar red objective but not the others.




Intel Sweep gets the same non-flotilla wording. The scoring has always been fixed, so there's nothing comparable to revisit there. The important change is that the token collector has to be a combat ship, which can put it at risk or draw it out of optimum position if you decide to use it for token picking.



Marked for Destruction always felt almost good enough. It came from Rebellion in the Rim, where the smaller 3×3-foot battlefield gave its purrgils rather more influence. On a standard 6×3 table, it struggled to have the same impact. ACE may finally have fixed that. The second player now places all obstacles, including the two purrgils, and an attack against an objective ship can use the critical effect to move a nearby purrgil. That can damage a ship and score a victory token as part of the same play. Better yet for the second player, the damage card is faceup if the affected ship belongs to the first player. That's potentially much nastier than an ordinary facedown card. Tokens also rise from 15 to 20 points each. Full control of the obstacle setup, a way to move the purrgils when it matters, more dangerous damage, and better scoring make this a genuinely interesting option for the right fleet.

Opening Salvo finally specifies a ship's first non-Salvo attack. Small change, long overdue. The scoring revision is more important: at game's end, the second player gains a token for each damaged enemy ship still on the table, and tokens are worth 20 points. Previously, having this objective turned against you could produce a brutal scoring swing. The new endgame points give the second player a way to claw some of that back while retaining the objective's shooting benefit. That can matter a great deal in a tournament, where the margin matters as well as the win. Opening Salvo looks much less dodgy to take now.



Targeting Beacons is improved, but I don't love the design. The old version placed four beacons; ACE removes the two placed by the first player, which often ended up hidden in distant corners. I understand the impulse. But the new critical effect belongs to every ship: against a defender at distance 1–2 of a beacon, a player can cancel the attack dice to deal one faceup damage card and gain a 15-point victory token. Both players therefore have scoring opportunities, even though only the second player now places beacons. Letting the first player place one or two would have offered an interesting gamble: hide them safely or put them where both sides might exploit them. The revised card is better, but it feels a little dull and inelegant next to that possibility.

Fire Lanes lets the first player shift each objective token up to distance 1 after the second player places them. It's a small setup change, but makes the objective more consistent with others that give both players some say in placement. The bigger change is scoring: tokens drop from 15 to 10 points. With three tokens in play, the theoretical haul falls from 45 to 30 points per round. That's still enormous, but at least it's closer to other objectives.

I do wish ACE had also dealt with the awkward token-and-base interactions. Using Strategic to move tokens under ships or squadron bases, or using squadron overlaps to leave squadrons sitting on top of tokens, is pretty lame. A general clarification on what may overlap what would have been welcome here.



Jamming Barrier was workable before, but niche. ACE replaces the old attack-pool halving with obstruction, a familiar mechanic that fits much better. The second player assigns a token to each of their ships; when one is targeted, it can discard its token to remove three dice from the attack pool, on top of any obstruction the barrier provides. That's a lot of defensive power without blunting the second player's own attacks.

The clever part is the leash. Like Fleet in Being, the bonus asks you to keep your ships in the right area: a ship that ends a round beyond distance 3 of a barrier token in the play area loses its token. Each token still held at game's end is worth 15 points. So the second player can protect a ship now, save its token to score later, or lose the opportunity by moving away. That's a much more interesting objective than the old version. I expect Jamming Barrier to see considerably more play, quite possibly in competitive fleets.

Dangerous Territory gets an elegant little addition: a second-player ship at distance 1–2 of an obstacle can add a click of yaw during Determine Course. Suddenly this isn't merely an objective about collecting points. The terrain gives only the second player a tangible navigation advantage, opening up more dynamic ways to fly and fight around obstacles. Imagine pairing it with Admiral Coburn. If only I could force my opponent to pick it! Great work by ACE: a small rule that makes the objective much more versatile without making it complicated.



Hyperspace Migration was one of the clunkiest objectives in Armada, and somehow it still is. I've played since launch, and I have to read this card several times to untangle its timing, placement, and scoring. What chance does a newer player have? I appreciate ACE trying to improve it, and the objective can produce an interesting game, but this much opaque text does the game no favors.

There are good changes in here. The two objective tokens that anchor the purrgils' route now have setup instructions suited to a 6×3 table rather than Rebellion in the Rim's 3×3 battlefield. Centering the purrgils on the line between those tokens makes placement clearer. The new rule that squadrons cannot stop moving obstacles also helps the migration actually happen. Requiring a purrgil to move at least distance 1 before it hands out tokens means ships cannot simply box it in and farm points.

The victory token value is halved to 10 points, but a ship can apparently cash in an objective token at the end of the Status Phase and collect another when a purrgil moves at the end of that same round. In that situation, the lower value may not reduce the scoring rate much at all—provided the purrgils keep moving. There is a worthwhile objective somewhere in here. I just wish it didn't take a seminar to play it. If it can't be made less clunky than this, I would almost rather leave it out.



Navigational Hazards has one change, but it's a substantial one: at the end of each round, the second player moves all five obstacles other than the station. That's real control over the battlefield, even if it doesn't quite reach Infested Fields levels of appeal. It puts Navigational Hazards back in the running, and it may be an even better Admiral Coburn objective than Dangerous Territory.



First verdict

My favorites are the flotilla restriction, the Strategic trade-off, the Screen rewrite, and the new lease on life for Marked for Destruction, Jamming Barrier, and Dangerous Territory. Opening Salvo's scoring change is another welcome correction, and Navigational Hazards is finally worth another look.

The ugly? Hyperspace Migration remains a rules-reading exercise, Fire Lanes still invites awkward token overlaps, and Targeting Beacons misses an opportunity to give the first player a more interesting placement choice. On balance, ACE seems to be taking objectives seriously as part of fleet design and table play, which is exactly what I want from a living Armada ruleset.

Next time: The rest of the update. Republic ship points. Tweaked commanders. And more.

Wednesday, September 23, 2026

VASSAL Module version 4.16.1 "Community Edition (2026-09)" is available!

 

Download: https://vassalengine.org/library/projects/Star_Wars_Armada

Checksum: e9212293

### OVERVIEW ###

Minor update to Community Edition

### COMPATIBILITY ###

Armada 4.16.1 was built using VASSAL 3.7.27

### CRITICAL BUGFIXES ###

None

### OTHER BUGFIXES ###

Fleet Ambush reverted to the old version (the one included in 4.16.0 was a playtest card that didn't make the cut).

Kanan Jarrus now has 1 Scatter token at setup.

Nav Team doesn't auto-refresh (+ has the option to spawn a Nav token).

### MAJOR NEW FEATURES ###

Community Edition components can now be fully quick-spawned from the faction buttons.

### OTHER NEW FEATURES ###

Imperial Venator can now take a 5th defense token on the ship base (to accomodate Intrepid title).

CIS ships can take +1 command token (to accomodate Poggle), which means Recusant can take 5 command tokens (to accomoadate Nova Defiant title & Poggle combo).

Sunday, September 20, 2026

Update: An admiral is never late

 

My last post was back in April, so a quick personal update: I’m in a much better place health-wise. My back is never going to get “fixed,” but I can now lead a normal life, as long as I’m a little careful and keep doing the right things exercise-wise. I’ll take that. 🙂

Now, on to the spaceships.

ARC and Legacy have merged into Armada Community Edition (ACE). The two supposedly “competing” projects are now formally working together, with merged leadership and Legacy’s released content folded into the Community Edition ruleset.

And I think that’s great news.

Last August, I wrote quite a bit about this in Amity, Concord, or Unity?. At the time, I felt cooperation needed to come first: shared planning, coordinated testing, and time for the relationship to develop. A merger was a possible destination, but there was no need to rush it.

Well, here we are. The announcement says the teams have been working together behind the scenes for a long time, which is exactly the kind of foundation I hoped to see.

So I’m claiming at least partial credit for predicting the direction of travel. My hopes came true, and I get to be a little smug about it. Yay. 😁

I know some people see the merger as a bad thing. Personally, I struggle to see why bringing these efforts together is bad for Armada, but to each their own. We have a finite number of people willing to spend their free time designing, testing, organizing, and maintaining things for this game. Giving them a shared direction makes a lot of sense to me. It also makes life easier for players trying to work out which rules and content go together.

That doesn’t mean I’ll agree with every decision ACE makes. I suspect this blog will still find the occasional card to complain about. Possibly two.

But I’m hopeful. There are still ships that could use some love, gaps in the factions, and plenty of interesting design space left to explore. Having people actively working on that future is something worth being excited about.

And if you prefer the last official rules and components, you can absolutely keep playing with those. There are fleet builders supporting that version of the game. Your collection still works, and you and your opponents can carry on enjoying it.

For those of us who feel this kind of game needs to evolve to stay alive, though, ACE is very good news. New possibilities give us reasons to build fleets, revisit old favorites, and get games on the table. That’s the future I want for Armada.

Which brings me to my own rather obvious problem: I still haven’t played a game since last October.

That’s the biggest reason the blog has stayed quiet. It’s hard to keep writing about Armada when I’m so detached from actually playing it. Fleet builders and Discord only get me so far.

To get back into the admiral’s chair, I need to get some games in!

Tuesday, April 21, 2026

Quick status update

I'm still experiencing some health issues that both limit my time in front of the PC - and have prevented me from actually playing any Armada since October.

I'm not done with Armada - or the blog - but it's kind of hard to keep up the content stream when I'm, except for some Discord activity, completely detached from actual play...

Things are looking a bit better, though, to the point where I COULD start playing again. Once I actually do, I suspect the urge to resume posting will return.

Tuesday, February 10, 2026

The Ship Files, Part 6: Confederacy of Independent Systems (CIS)

Welcome back to The Ship Files!

This is the sixth — and final — faction deep dive. After Empire, Rebels, and the Republic, we end with the Separatists. And I’ll admit it up front: I have less to complain about here.

Part of that is personal taste. I love the Clone Wars factions in general, but if I had to pick a favorite, it’d probably be the Clankers. Their ships look fantastic, they play differently, and many of them feel like they were designed with a clearer identity than some of the older Rebel and Imperial hulls.

It also helps that, even though Armada was cancelled before the Clone Wars factions were fully fleshed out, CIS arguably landed in a better place than GAR. There are gaps, sure — but fewer outright design casualties.

Alright. Let’s get into it.


CC-ROC-class Cruiser (CIS Flotilla)

Having a flotilla option at all is a big win for CIS (sorry, GAR). Unfortunately, this one still feels a bit underwhelming compared to its Imperial cousin.

Even after the drop to 24 points, the CC-ROC just doesn’t quite match the Empire’s Gozanti at 23, and it’s almost entirely down to the upgrade bar. Yes, you can do clever things:

  • Flight Controllers for squad play

  • Ordnance Experts in a TF fleet

  • Ion crit shenanigans with Kraken

  • Naked with Mar Tuuk for a surprising number of dice

But none of those make it essential. It’s an option, not a cornerstone.

What if: Nothing, really. This ship fits the faction just fine. It doesn’t dominate, it doesn’t vanish, and it doesn’t warp list building.

Verdict: It’s fine. Now give GAR a flotilla.


Hardcell-class Transport / Battle Refit

On paper, this should be an amazing ship.

Small base. Evade–Redirect–Brace. Five hull. A Defensive Retrofit. That’s already better than a Gladiator defensively. Add solid battery armament — especially on the Battle Refit — and you’d expect greatness.

So why does it feel… awkward?

A lot of it comes down to geometry and pressure. The ship is extremely forward-focused, but the front arc isn’t huge, so you’re constantly maneuvering to stay relevant — and the Hardcell isn’t actually that maneuverable. Side arcs are weak. Rear arc is nothing. You must move forward, do your thing, then disengage — because you cannot re-engage like a Recusant, and you cannot fight while retreating.

Then there are the side shields. One shield per side puts immense pressure on your defense tokens. The Transport can mitigate this with Auxiliary Shields Team, but the Battle Refit has to rely on its Defensive Retrofit — and that’s a problem. ECM isn’t great on a Command 1 ship that tries to remain inexpensive; it can’t take Thermals, and most other defensive upgrades are either too costly or ineffective on a small hull.

Command 1 itself is a double-edged sword. It’s responsive, yes — but once the ship gets more than lightly upgraded, that lack of command storage becomes a real drawback.

The Battle Refit was also clearly designed around Linked Turbolaser Towers. Losing LTT without meaningful compensation hit it hard. TRC is an option, but now you’re stacking even more pressure onto already stressed defense tokens.

The Transport comes out looking better. Double Officer, Support Team, Fleet Support, better squad value — it has a clearer identity than the post-nerf Battle Refit.

What if: The LTT change was a sledgehammer, and ships designed around it paid the price. Also: the game desperately needs affordable Defensive Retrofit options for small ships.

Verdict: Transport is fine. I wouldn’t object to 46, but it’s not necessary. The Battle Refit still feels expensive post-LTT — but how much more can it drop before spam becomes an issue? Especially now that the Munificent Comms sits at 65?


Munificent-class Star Frigate / Comms Frigate / Command Frigate (ARC)


 

Hello there, you magnificent slab of plastic.

The Munificent is one of the best-designed CIS ships both aesthetically and mechanically. Red dice everywhere. Red flak. Bombard, so LTT still works. Slow, yes — but if you’re willing to pay, you can make it move. The Star Frigate can take Thermals, the Comms can function as a carrier, and the ARC Command Frigate adds another interesting axis entirely.

The Comms Frigate is the weak link defensively — even at 65, it’s squishy — but it’s cheap enough now to justify the risk. 65 + LTT is 82 points; that’s not nothing, but it’s playable.

The ARC Command Frigate is not overpowered. Yes, you can make it a strong carrier — even fit Bomber Command Center — but you pay dearly for it. No Support Team slot, no PDIC, speed 2, and a massive upgrade tax just to make it do its job.

Example:

Munificent-class Command Frigate [ARC] (74)
• Flight Controllers (6)
• Expanded Hangar Bay (5)
• Thermal Shields (5)
• Linked Turbolaser Towers (7)
• Bomber Command Center (8)
• Sa Nalaor (5)
= 110 points

That’s an eye-watering 110 points (plus an officer) for a semi-hardened medium base crawling along at speed 2.

What if: Defensive Retrofits weren’t so mandatory for slow medium and large ships. But that’s a structural issue, not a ship-specific one.

Verdict: Comms at 65 is cheap but fragile — fine. Star and Command Frigates are also fine.


Pinnace-class Patrol Craft


Covered in detail in my Legacy Wave 1 article, so I’ll keep this short.

It’s a great addition to the game and to CIS specifically. Flexible, useful, interesting. That said, its existence further erodes the value of the Hardcell — especially the Battle Refit — because if I want a small combat ship, I’d usually rather take a Pinnace with D-Caps.


Providence-class Carrier / Dreadnought


The Providence is a ship that took time to unlock.

Early on, it was often dismissed as clunky or overpriced. That changed — and the price drops helped. The Carrier came down a little, the Dreadnought a lot, and suddenly both versions made sense.

Both are excellent carriers (the Dreadnought arguably the better one), and both are credible gunships. The Dreadnought’s upgrade bar is especially strong. The Carrier remains extremely popular because it’s one of the tankiest ships in the game, thanks to Defensive Retrofit (Venator-I cries silently in the corner) and access to Intensify Firepower!

What if: The Dreadnought didn’t have to take Invincible, and the Carrier didn’t want to. But again, that’s more about underlying rules than ship balance.

Verdict: Both variants are viable and in a good place. The Carrier is still the default pick.


Quarren Prototype Gunship (ARC)

This is an ARC design lifted straight from the MC30 Torpedo Frigate — and it shows.

It’s unique, so you only get one. Like the MC30, it really wants a defensive title… which it doesn’t have. As a result, it often ends up as a throwaway Boarding Troopers platform. D-Caps work nicely with the Ion slot, but that competes with PDIC, and without an Ordnance slot, the close-range punch is noticeably worse than the MC30 it’s based on.

The temptation is to overload it with upgrades. That’s a trap.

What if: Nothing, but once again ARC’s self-imposed “reuse existing cardboard” rule severely limited design space.

Verdict: A nice addition to CIS fleets.


Recusant-class Destroyer (aka Patriot Fist)

I love this ship.

It’s insanely powerful and hilariously fragile if misplayed. It has the wildest arcs in the game and can turn better at high speed than any other large hull. It also has one title — Patriot Fist — that is leagues better than the others for its cost.

Let’s be honest: Patriot Fist is not a 6-point title. It’s a 10-point title. The drawback is rarely relevant, and when it is, you can simply choose not to use it. That’s not a real drawback.

The Support Destroyer suffers by comparison. It wanted LTT more than almost any other ship — red flak, red dice — and didn’t get Bombard. Post-nerf, it lost its identity and didn’t get a price cut to compensate. Fewer reds, no Ordnance, and weak rerolls make it feel sad next to the Light Destroyer.

What if: Patriot Fist were priced correctly.

Verdict: The Support Destroyer is currently overshadowed. It was always slightly too expensive; post-LTT nerf it’s worse. Still good — just not competitive with its sibling.


Closing Thoughts

CIS is, overall, in a good place.

The faction has strong visual identity, clear roles, and fewer outright design failures than some others. Where it struggles, it’s often due to broader systemic issues — Defensive Retrofit dependence, sledgehammer errata, or self-imposed design constraints — rather than individual ships being badly conceived.

That wraps up Part 6, and with it, the faction breakdowns of The Ship Files.

Next: we zoom out. Overview and a final zoom-in on my most wanted changes.

Almost there.