Tuesday, August 12, 2025

Objectives and ARC – Part 4: Summary

Over the last three posts, we’ve gone through all 36 current objectives in Star Wars: Armada, looking at what works, what doesn’t, and where there’s room for improvement.

You can catch up here:

This series was never meant to be a “roadmap” for ARC. Think of it more as an idea bank—something to get the creative gears turning. Not every tweak or suggestion needs to be implemented. Sometimes I’ve gone for theme, sometimes for balance, sometimes just for fun.

Some changes I’ve proposed—like a general flotilla ban for objective ships, or capping maximum points from objectives—would require especially careful review. For example, reducing Superior Positions to 10 points per token might make sense, but if you also cap the total scoring potential, then maybe the current 15 per token is fine.

And when it comes to caps, finding the “right” number is tricky. Contested Outpost, for example, can yield 120 points with perfect play, but good counterplay should keep it below that—so maybe that’s fine. More than 120? Probably too much. Less? Possibly, but we’d need to test.

One other major factor to keep in mind: Pass Tokens (introduced in 1.5) have given Second Player more control over activation order, making objectives even more important—and arguably more powerful—than they were before.


What Makes a “Good” Objective?

A good objective is not just the one that hands Second Player the biggest possible advantage. Above all, it should encourage engagement—plastic spaceships should go pew pew, not orbit the map, avoiding contact for six rounds.

The best designs give Second Player a slight scoring or tactical boost if First Player refuses to engage—enough to offset the inherent advantage of going first, but not so much that Second Player is rewarded for also turtling up. Counterplay should always exist, and the “fallout risk” for Second Player shouldn’t be so high that the objective is unplayable.


Objectives in the Bigger Picture

One thing we must avoid—both when tweaking existing objectives and designing new ones—is encouraging fortressing or non-engagement. Armada is already skewed toward defense-heavy, grindy play, and that’s not healthy long-term.

The defensive tilt comes partly from the “throw everything at the wall” changes of 1.5, and partly from changes not made alongside them. Pass Tokens made activation control easier, but small ships weren’t re-costed to reflect their reduced value. Red dice are more valuable than ever, while black dice and black crit effects are weaker. Intel changes hit non-Rogue squadrons hard, and Point-Defense Ion Cannons piled on further.

The net result? Tank fleets and rogue-heavy lists are thriving, and many players are picking objectives that give a defensive edge—whether through raw points or tactical denial. That’s not what makes Armada great. Things are supposed to go boom, not limp along until time is called.

Objectives are a lever we can pull to change this. Well-designed ones encourage engagement, punish stalling, and keep both players active in the fight.


My Favorites – The Top 3 Per Color

These aren’t “the best” in pure competitive terms—they’re the ones that, to me, best meet the “good objective” criteria: encouraging engagement, offering counterplay, and giving just enough of a boost to make Second Player’s role interesting without making it unassailable.

Red

  1. Most Wanted (with flotilla nerf) – A classic that forces conflict and meaningful target priority.

  2. Opening Salvo – Rewarding aggression and engagement from both sides.

  3. Blockade Run – Flawed but fun, with a unique setup that can produce dynamic games.

Yellow

  1. Contested Outpost – Points for holding ground, with real counterplay for First Player.

  2. Hyperspace Assault – A unique tactical twist that changes deployment and approach patterns.

  3. Fighter Ambush (if fixed) – Offers both scoring and real tactical impact.

Blue

  1. Infested Fields – Movement, obstacle play, and squadrons in one neat package.

  2. Solar Corona – Simple, interactive, and subtly shifts the tactical puzzle.

  3. Doomed Station – A Contested Outpost variant where everything moves.


Fix These First

If ARC wanted to make a short “fix now” list, these would be my priorities:

  • Fleet Ambush – Perennial worst-in-class; currently a trap for Second Player.

  • Targeting Beacons – As written, completely fails to do its job.

  • Navigational Hazards – Currently irrelevant; needs teeth.

  • Sensor Net – Token shuffling at its most degenerate.
  • Hyperspace Migration – Works in 3×3 RitR games, a mess in full-size.

Honorable mentions:
  • Fighter Ambush/Fleet Ambush – Make them feel like ambushes with their own unique flair.

Looking Ahead – New Objective Ideas

Beyond fixing the current lineup, I’d love to see ARC explore:

  • Alternate deployment zones – More objectives like Blockade Run that change the geometry of the battlefield.

  • Reskinned obstacles – Using existing obstacle pieces with new rules for specific objectives. My “Energy Fields” variant for Ion Storm is an example: same dust field cardboard, but a different, thematic in-game effect.

Fresh objectives with these twists could add real variety without needing new physical components—important for accessibility and easy adoption.


That's all for this 4-part series, but in later posts I'll return to other topics I think ARC should be looking at going forward: the state of squadrons, defense/tanking, problematic upgrades, and more. 

In the meantime, stay tuned for more about the Battle for Endor, planning a new campaign, and more!

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