Showing posts with label Armada. Show all posts
Showing posts with label Armada. Show all posts

Thursday, August 14, 2025

Why Pass Tokens Suck Sweaty Donkey Balls

 

Your Pass Tokens are weak, old man

WARNING!!!

Early Warning Alert: Rant incoming!

WARNING!!!

Back to the Bad Old Days: Before 1.5

To understand why pass tokens exist — and why they’re a problem — we have to rewind to the dark age of pre-1.5 Armada.

This was the era when the infamous last-first was king. And if last-first was king, Demolisher was its crowned prince, warlord, and executioner all rolled into one. A well-flown Demo could scoot forward at the end of a round, erase a ship with a close-range shot, then — thanks to first activation next round — double-arc something else into oblivion before it could react. Or just do the triple tap and delete that undamaged MC80 from the map, maybe using 2-3 bumps to seal the deal, depending on the dice.

With Engine Techs, Demo could pull this trick from beyond even red-dice range. With Intel Officers, it could neuter ECM braces. And with ACM or APT plus Ordnance Experts (or, before those existed, Screed), it could delete anything in the game — even the big boys — with essentially no counterplay.

Even for a game where things are supposed to go BOOM, this was… not ideal.

Demolisher wasn’t alone. MC30s — especially in the hands of Rieekan (though for Rebels, abusing Rieekan with squads was often even filthier) — could pull the same stunt. Boarding Trooper Avenger was another variation on the “you don’t get to play” theme.

Now, this is a gross oversimplification for the sake of brevity. Armada in wave 1–2 was not the same beast as Armada in wave 7. Ships, upgrades, and counters evolved — but the general principles of activation control and initiative abuse stayed the same.

I personally ran a nasty version with Demolisher and a Vader Devastator Cymoon — a combo where the Cymoon softened up or erased problem smalls, ensuring Demo could last-first without interruption later in the game. In either case, the formula was the same:

  • Control initiative (by bidding high for first player).

  • Control activations (outactivate the opponent to guarantee last-first).

And what was the easiest way to get activation superiority? Flotilla spam. Demo + Cymoon + four Gozantis hanging way in the back worked just fine.

The same flotilla wall worked beautifully for squadron-centric builds, too — not just for stalling, but because it was the only realistic way to get a high ship count in a squad-heavy fleet.

It was a nasty, stagnant meta — and it set the stage for the “solution.” Unfortunately, that solution had all the subtlety of orbital bombardment


Wave 7: The Domino That Fell

Wave 7 hit on February 1, 2018 — well before Armada 1.5 dropped on December 11, 2020. In fact, some of the cards from Wave 7 are key to understanding why 1.5 — and with it, pass tokens — ever came to be.

  • Sloane

  • Raddus (pre-nerf, i.e., pure nightmare fuel)

  • Strategic Adviser

  • Governor Pryce (the old one)

  • Bail Organa (Rebel officer version)

Sloane took Imperial squads — previously great at anti-squad duty but underwhelming vs ships — and turned them into defense-token-stripping monsters that shredded both.

Raddus, in his original incarnation, made a complete mockery of enemy deployment and maneuvering, with essentially zero counterplay.

The other three upgrades? They’ve all been banned and replaced by… you guessed it… pass tokens.

Of these five, only Sloane survives in her original state — and even she’s been indirectly nerfed by a laundry list of changes: flotilla spam ban, Relay nerfs, the ace cap, and (I’d argue) the rise of Lumina and high-hull GAR generic squad spam in general.


Breaking the Activation Race — and Everything Else

Let’s circle back to those three banned upgrades: Strategic Adviser, Governor Pryce, and Bail Organa.

The idea behind them was to give players a way to break the activation race.

  • SAd: Essentially stapled to any large ship, giving it a “free pass token” every round.

  • Pryce and Bail: Fundamentally twisted the last-first dynamic by letting you choose who went last or first in a specific round.

In theory, these were meant to break flotilla spam.

In practice… they opened up another, arguably bigger, can of worms.

Case in point: the Thrawn 2-ship with Pryce. All your points concentrated into just two heavy hitters plus squadrons, using Pryce to delay a critical turn, then — BAM — you’re dead, no realistic counterplay.

Some claim that by the time 1.5 arrived, the community was already figuring Bail and Pryce out — that with sharp deployment and careful tempo control, you could neuter both. I don’t disagree; their impact had been blunted. But for anyone short of expert-level play, Bail or Pryce was still death incarnate — mechanics that magnified a skill gap into a 100× consequence gap. One mistake, one misjudged turn, and you weren’t just behind… you were gone.

So yes, Wave 7 made large ships more viable — and that had been a major complaint for years — but it also created its own problems.

Problems that 1.5 then tried to solve in a more generic, “future-proof” way… and failed spectacularly.


1.5: Change Without Vision

FFG took a pile of concerns and feedback, threw together a list of potential fixes, and then hurled them at the playtest wall to see what stuck — with, in my opinion, near-zero vision for the overall impact those changes would have on the game. I’m exaggerating for effect here… but not by much. Playtesters have even commented that the process leading to 1.5 felt haphazard and opaque.

Some of these changes were spot-on:

  1. Evade token buff – Absolutely the right move.

  2. Ordnance Experts limited to 2 rerolls – Fine, not a huge deal on its own.

Some were fine in isolation, but started to get dicey in combination:

3. Key black crit effects now exhaust – On its own? Sure. But alongside the two changes above… we’re edging toward problematic. And they went down in cost at the same time, so… okay, I guess?

And then…

4. Pass tokens – The moment the wheels came off. Suddenly, those tiny ships that live or die by positioning and activation order? They no longer matter as much. Second player can just delay at the key turns. The value of your smalls effectively fell off a cliff — but their points cost stayed exactly the same.

Taken together, these changes broke the back of black-dice MSU fleets. Gone overnight. 

Step 3 (exhausting black crits) was already maybe a step too far — that’s debatable — but all four changes combined, with zero adjustments to small-ship pricing?

Get. The. F. Out. Of. Here.

Come to think of it... most of the changes 1.5 added are pretty good, great even, or at the very least well-intended. But the overall effect, I think, was rather poorly understood by the designers. I suspect they really wanted and needed to get this out pre-CW and were short on both playtesting and especially project management.

Anyway. Onward.


When Knife-Fighting Dies, Red Dice Rule

When knife-fighting with smalls isn’t viable anymore, the meta shifts. Red dice become more prevalent. Blues are fine, but blue range isn’t much further than black, and their damage is only moderate. So red it became — plus the dice mods needed to tame those swingy bastards.

The ships with the most reds are usually medium-to-large hulls. They’re a big investment, so you want to keep them alive. And with no fear of black-dice MSU deleting them, you can keep them alive. For the first time, tanking became a genuinely viable strategy — and players ran with it.

Pass tokens had removed a baked-in core tactic from the very start of Armada, and in doing so, they boosted large ships far beyond the modest leg-up FFG should have given them.


Enter the Tanks (and the Salvo Era)

Then came the SSD — which is… fine, I guess. Not useless, not auto-win, so credit where it’s due.

More interesting was the Starhawk — pure tank jank — and the Onager, designed as a counter to tank jank of all sorts… and later nerfed nearly to extinction.

Wave 8 also introduced Salvo defense tokens — although they would only fully come into their own with the subsequent two waves — another mechanic that heavily favored medium and large ships, and hurt smalls even more. On its own, Salvo is a fine addition to the game. Combined with pass tokens? Yet another nail in the coffin for the poor little Raiders.

Then Wave 9 brought the Clone Wars. Finally, something cool, and definitely designed with 1.5 in mind. Wave 10’s extra CW ships came after 1.5, but you can tell they were designed alongside it.


The Intel Aside

I’ll save the details for another post, but the Intel change is worth flagging here. It was good in isolation, but it reduced the ability of ships to use squads to kill other ships, which made tanking even more viable, and rogues even more desirable.


My Point After All This

Get rid of the f’ing pass tokens.

Let Armada be Armada. Let smalls at least be an option again. I honestly don’t think we’d see anything truly problematic re-emerge if pass tokens went away. Black-dice MSU is still weakened by other changes: Evade is still better, ACM/APT still nerfed, OE capped.

Removing pass tokens won’t invalidate tanking. It won’t erase Salvo. It won’t delete Luminara or cancel Projection Experts. But it will make the game more dynamic again.

Let things go boom.



Monday, June 28, 2021

Tarot-sized ship cards for Clone Wars factions

 

I just had to share some photos of these AMAZING tarot-sized ship cards I got from @petersaber over at the Armada Discord (link in sidebar). He prints these periodically, so do reach out to him if you're interested. 

I absolutely HATE the smaller ship cards (and to a lesser degree, the bigger upgrades) so I was thrilled somebody was making 'em in the old size.

Here are a few closeups so you can appreciate the quality. Look how he managed to get the new ship keywords in there as well (right under the image). Very clever.

The paper used is VERy sturdy and has a "plastic" feeling to it. No chance of tearing or getting bent. I'm guessing it can even tackle a coffee spill (not going to test that).




Got a couple of these cute alt arts as a bonus. Now I want ALL the squads in this alternate format 😅😅😅


Thursday, February 25, 2021

AAR: Agate vs Konstantine 600 points (casual)


Yesterday I was finally able to play a big battle: 600 points.

I've been playing a lot of Empire lately, so I moved over to rebel scum for this one. Also, I wanted to play with the Starhawk. Not done that yet outside of Vassal.

Monday, December 21, 2020

Armada Fleet Builders (UPDATED)

It's 400 points exactly. Honest.

Building fleets without a builder app is HOPELESS.

Here are the THREE builders I know of (and 1 more I've never tried) that are actually maintained as of Armada 1.5


ARMADA WARLORDS 

Fleet building made easy

I maintain this builder. It's visual and easy to use, and also has some good database functions, list filtration, and the ability to look at other (public) lists. There is also a compact version of the build wo images that's perfect for mobile.

Pros:
- 100% free
- visual, easy to use
- excellent online saves
- good text export
- easy to share links to fleets
- ALWAYS up to date with new content

Cons:
- has a few quirks, like you can't swap ship models and it tends to reorder your ships when you edit/clone
- missing some code to enforce stuff like double-slot upgrades, so you have to keep track of that manually
- too many adds; fucking hate that!

Tuesday, May 14, 2019

Balanced SSD Command fleet


My first SSD games (using Vassal) were all with the Command variant, which is much cheaper to being with - and leaner with the upgrades. I treated it as an oversized ISD and tried to fit a fleet round it. It took some getting used to, but it's quite fun once you get he hang of it.

My initial runs had Piett commanding, and he's pretty good on the SSD actually. His ability to turn a nav token into a dial gives the SSD the ability to yaw on command, which is quite strong. Same with making a repair token into a repair dial. 

BUT, Jerry's 2-yaw at speed 0 ability is too good to pass over. Just repair every round after engagement, and use Jerry if and when he's needed. Nav tokens to adjust speed. He also offers slicer/raid protection of your maneuvers, as his ability can't be blocked.

Speaking for slicers: The SSD is quite vulnerable to them. This fleet only has activation count as defense and Jerry for navigation. Being sliced to CF/Rapair is just gravy, but squad will hurt badly. If you fear this happening because opponents are regularly running slicers, you really should consider bringing protection. Could be just a Skilled First Officer or even an Engineering Captain. But then you have to ditch another officer - and find the points unless you swap out the IO, which  do not recommend.

If you can find the points, sticking Vader officer on a Goz is never wrong.

For upgrades I've taken a classic Kallus/DCO/IO combo. Add to this the GT (100% mandatory), QLT (for Kallus), and LS/QBT. This is a well-rounded loadout. If unique squads are not a concern, Kallus/QLT can go, but its 8 points well spent most of the time.

I've chosen the Ravager title. Adding 2 die with CF is nice, making the weak arc shots potentially much stronger. Just 1 extra die with a token from a Goz is pretty nice too. That said, its kind of a trap too: The dial already adds a die, so the only benefit is spending justa cheap token for extra effect. It could be the Eclipse title is just as good.

This fleet has 5 activations (if you count the SSD pass token), and 5 drops with the TIEs. That's pretty weak in terms of deployments, but decent in terms of activations. As 2nd player in particular there is a good chance the SSD will go last, or at least close to last, which should give it shots on some enemy ships and make its movement much less predictable.

2 Gozanti are there for tokens and activation spam, and possible some flak. The only other combat ship is a Raider-I. Between it and the SSD and the 2 TIEs, you have some defense against squadrons. The Raider also has the speed and punch to let it loiter early on, then hit hard from a flanking position later on. It's also cheap, so it actually fits into 400 points...

Objectives try to either put the SSD into a position where it can control the opening engagement (BR/SC) or force the opponent to engage (CO). Most Wanted and PIC may be other good options. I also hope/believe the new Rim objectives will have some good ones for the SSD. We'll see.

Hope you enjoy this build - I certainly have!

Name: Balanced Command SSD (4/5)
Faction: Imperial
Commander: Moff Jerjerrod

Assault: Blockade Run
Defense: Contested Outpost
Navigation: Solar Corona

SSD Command Prototype (220)
• Moff Jerjerrod (23)
• Agent Kallus (3)
• Damage Control Officer (5)
• Intel Officer (7)
• Gunnery Team (7)
• Quad Laser Turrets (5)
• Leading Shots (4)
• Quad Battery Turrets (5)
• Ravager (4)
= 283 Points

Raider I (44)
• Ordnance Experts (4)
• External Racks (3)
= 51 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• 2 x TIE Fighter Squadron (16)
= 16 Points

Total Points: 400

Friday, May 10, 2019

I hate them! (or how to kill squads with ships)

Ani wasn't too keen on Tusken Raiders - some players feel the same way against massed squads (and I don't blame them)

I like squads, especially fast, Squall-boosted Imp squads (not a Mona guy), but I've dabbled in Rieekan aces as well.

For example, I've abused this (Green squad) combo many times with Sloane (first with ISD+4, then other configurations):

Squadrons:
• Maarek Stele (21)
• Colonel Jendon (20)
• Dengar (20)
• Ciena Ree (17)
• Howlrunner (16)
• Mauler Mithel (15)
• Valen Rudor (13)
• Saber Squadron (12)
= 134 Points

And my version of Thrawn 2-ship has generally been this (with ISD-II and Squall oc):

Squadrons:
• Colonel Jendon (20)
• Maarek Stele (21)
• TIE Defender Squadron (16)
• Dengar (20)
• Mauler Mithel (15)
• Valen Rudor (13)
• Captain Jonus (16)
• Tempest Squadron (13)
= 134 Points

But for some reason, not everyone enjoys playing these builds. And at the same time they are very tired of running worthless little screens and/or squadless, and getting clubbed by the superior power and flexibility of max imp MJJ-cheese or max rebel zombie aceholes cheese.

But do not despair! Salvation is nigh!

I present to you, the ultimate anti-squad platform: The SSD Assault with the Annihilator title!

SSD Assault Prototype (250)
• Moff Jerjerrod (23)
• Agent Kallus (3)
• Damage Control Officer (5)
• Intel Officer (7)
• Gunnery Team (7)
• Quad Laser Turrets (5)
• Point-Defense Reroute (5)
• Heavy Ion Emplacements (9)
• Leading Shots (4)
• H9 Turbolasers (8)
• Quad Battery Turrets (5)
• Annihilator (8)
= 339 Points

The ASSAULT SSD is costly, but it has Red-Blue anti-squad, which lets it reach out across the board and punish squadrons before they get close (don't get over exited at this point - there are ways to counter it, as anyone who has tried to use a Quasar-II knows). With ANNIHILATOR title you get to reroll 1 die on every fucking anti-squad attack. A die of any color, even the red one at long range. The red is fickle, yes, but the reroll increases average damage from just 0.5 to 0.815.

Just make sure you take obstacles into account. Obstruction will kill that 1 red die, so you want to avoid cluttering up your fields of fire. I was alluding to this above, but I can't stress it enough. 1 red die minus 1 is 0 die and a cancelled attack. The opponent can also shield his squads with his own ships, works just as well, but this isn't without risk when facing an Assault SSD...

Relatedly, try to avoid objectives where the opponent can heal their squads on the station. At the very least make sure it's down in an irrelevant corner. DO NOT LET THE OPPONENT REPEATEDLY HEAL HIS SQUADS ON THE STATION - OR I WILL COME HAUNT YOU!!!

Fast Squall squadrons can oc jump in from beyond red range, but slower rebel squads in particular are susceptible. However, even fast imperial squads will find it hard to evade the flak bubble once they've decided to engage the SSD: It's so tough they have to keep hammering it over several turns to have any hope of breaking it.

The SSD has THREE attacks, and with GUNNERY TEAMS you can always shoot at squads from at least 1 arc, maybe more if you really need to, and still attack enemy ship(s). That's way better than even an ISD-II with Gunnery Teams, which has to give up 50% of anti-ship firepower to shoot at squads. For SSD it's just 33% and it rarely has 3 good ship-shots anyway.

At medium and shorter range, the Red-Blue really shines with the Annihilator title. Even obstruction lets you roll 1 die. If you want to go high-risk red or keep the blue I leave up to you, but with 1 reroll and 1 die, the red has a very slight advantage in average damage (0.75 for the blue, 0.8125 for the red, due to how the hit icons are distributed).

For attacks with both dice, you have LEADING SHOTS as a backup. Roll Red-Blue. Reroll with Annihilator. If dmg still zero, spend the blue to reroll the red again. It is a VERY rare occasion when Annihilator Assault SSD doesn't get at least 1 damage, and it will often get 2, at medium range, and close to 1 on average at long range (if obstruction is avoided).

Which brings us over to QUAD LASER TURRETS. Counter 1 isn't amazing, and is usually run with AGENT KALLUS for extra dice vs squadrons. Let's leave That Guy out of the equation for a moment. Annihilator works on this attack too, making every QLT shot the equivalent of a Toryn-boosted QLT shot. Average damage is up to 0.75 for each counter.

Enter the card I maybe hate the most: POINT-DEFENSE REROUTE. This is hot garbage. Except, possibly, in this build. It works ONLY on CLOSE range, but all squad attacks are now at close range (Rhymer nerf), so not a huge problem. It pushes average counter damage up even more, by letting you reroll the blue crit. If it's an acc, use Annihilator on it first. If it's a crit, use PD Reroute first. It's not quite 0.875 on average, but pretty close if you do it in this order. That's incredibly good for 1 blue die.

PD Reroute also works on your own attacks, so shooting Red-Blue at close, with this and Annihilator... average damage getting dangerously close to 2, without having to spend a die to use Leading shots (only use as insurance in the event you still have 0 damage). 

Add expected counter damage to this, and you can expect to have destroyed most generic squadrons after 2-3 attacks mixed with 2-3 counters, depending on their hull (2 attacks + 2 counters is max 8, more commonly 5-6, sometimes just 4, VERY rarely less). Stuff like Y-wings and Decimators can hang in there a bit, but B-wings and X-wings just melt, for example. 

This has always been possible, kind of, with other ships. They do not, however, have the toughness required to tank squadrons long enough to wipe them out, nor had access to the quite frankly insanely scary SSD title. And apart from the ISD-I (sucky sucky) do not have 2 Offensive Retrofits. Without Annihilator + PD Reroute, not possible to get consistent damage, and without Red+Blue not good enough "reach". It's too easy to hide from Blue+Black.

Oh, and Yavaris. We hates her forever. She's still a real danger for a SSD, but at least now those B-wings are gone in like a round and half. Gone, without any chance of retreat. Ah, sweet, sweet revenge!

Enter aces: Aces can just go fuck themselves!!!

(there is a REAL chance this SSD could be meta-changing)

With Kallus, if you didn't screw up obstacle placement, you can start ripping them a new one at long range. What color you want to add will vary with your initial roll, but often a blue. It enables Leading Shots - and guarantees that H9 TURBOLASERS can trigger (no scatter for those scatter aces, lol). All the while Annihilator is generating rerolls, so even with just 1 red and a blue, you have good chances of fucking with scatters AND pushing damage through. Every. Single. Round.

Expect squadrons to be hiding behind obstacles/friendly ships until they are ready to attack you... but if that delays their attack even 1 round, you're still ahead. And if a ship is screening squads, chances are its in gunnery range of SSD. Also acceptable.

Once aces get to medium range, it just breaks. With Kallus you do 1 red, 1 blue - and lets say a black. Or maybe another blue. Depends on target and initial roll. With the mix of Annihilator and Leading shots, H9s and INTEL OFFICER, you are equipped to punish any ace, even Ciena Ree.

As they get to attack range, PD Reroute kicks in oc, as does Quad Lasers. Aces that try to attack you, and especially scatter aces, will die in maybe just 1 round of counter/your attacks, or at most 2 attacks and 1 counter, or vice versa. It's just disgusting.

I've put some other upgrades on the SSD as well. They are not anti-squad, but they turn the SSD into an effective anti-ship platform as well. And that's the trick: You're not giving up any ship-killing power. Only Annihilator, Kallus, QLT and PD (21 points). Reroute are anti-squad. The rest works just as well vs ships. Builds that take away combat power for anti-squad have always been a dodgy prospect. The Assault SSD can do both things.

DCO could also stop Norra, I suppose, and Nym, so there is that. IO works just as well on squads as ships. But HIE and Quad Battery is there as anti-ship tech. Jerry can oc be replaced with another commander if you please, but for 23 he's a bargain on the SSD. 

For all this power, I think anti-squad is too weak to work 100% on its own. Therefor I would add two squads, for example these two:

Squadrons:
• Ciena Ree (17)
• Mauler Mithel (15)
= 32 Points

Keep them in reserve until needed, then lock down a few squads with Ciena, and have Mauler clean up a blob of damaged squads. If there are no squads, fine, you've used 53 points to ensure your SSD is "safe" from squadrons, and that's acceptable, as you haven't weakened it's anti-ship power.

This even leaves room for this and a 2 point bid (or you can put Vader officer on the Gozanti, works too).

Gozanti Cruisers (23)
• Hondo Ohnaka (2)
• Comms Net (2)
= 27 Points

Of course, now that you are "immune" to squadrons, there is another problem: How does this list WIN GAMES, CONSISTENTLY AND WITH GOOD MOV!?

That's for you to find out. I only know that Ani hates them, and wants to kill em all. And now you can too!


Thursday, May 2, 2019

Armada 2.0 musings


Given the slow release schedule of Armada (if you can even call it a schedule ;-) I've had plenty of time to ponder the what-ifs of Armada 2.0... the most important being: Will it ever happen? And if it does, what would it be like?

Never really did figure it out, but I had a lot of fun looking at the rules and the pieces that make up the game. I LOVE game design, and nothing better than tweaking systems to suit my tastes, so it's rewarding in and of itself.

Last fall X-wing 2.0 launched. I bought into it, seeing as how the Armada scene was pretty glacial locally. And it turns out its great fun! I mean, the dice are fickle as fuck: The green defense dice are even more fickle than the fickle red attack dice, and when combined.... you do the math. This combo can ruin the best of games. Defense tokens are a FAR SUPERIOR game mechanic!

Anyway. Not here to talk about X-wing, as much as how X-wing 2.0 made me think about a 2nd ed Armada again. Only this time I didn't really spend much time thinking about how it MIGHT be implemented, but how I would have done it.

And so my incredibly silly and pretentious Armada 1.5 project was born. It basically takes Armada 1.0, then tries to change it to be BETTER, but still the SAME. Much like X-wing tried to do when it went from one edition to the next.

It started out with a few small tweaks, but one small change here begs 10 changes elsewhere, and suddenly its just a hot mess. So I went back to start, rewrote/updated the Rules Reference, and THEN started making changes to ships, squadrons and other cards. That worked a LOT better, and suddenly I had a pretty good game on my hands. Better than the original. Or at least I think it is :-D

I won't bore you with all the details, but let's look at some examples:

I present: The much-maligned VSD!

First and foremost it gets an extra yaw at the 1st joint at speed 2. It's still slow, which is "in character" for the VSD, but not it doesn't scream out for Jerjerrod. Jerry is still good with the VSD, but he's not infinitely better than the other commanders.

It remains Medium sized, but is beefed up with 1 more hull and 1 more front shield. And a contain token. Still no defensive retro, but again, that's "in character" for the VSD. It will still be vulnerable to angry Bees and massed fire from multiple sources (easy, since it's big and slow), but with good play and the correct upgrades it can be made pretty tanky.

For firepower it gains a 2nd black die out the side. Many ships have gained some extra battery dice, but there has also been a rules change regarding double arcing, so it balances out. The VSD now has an extra black flak dice. And yeah, it's not alone: More ships than before have 2 anti-squad battery.

Looking at upgrades it's gained a 2nd offensive retro slot. So squad 4 + boosted comms is indeed possible if you're willing to pay for it. And maybe even more important: The 2nd officer slot, which all the big ships get. Now this opens up a TON of options.

All this and still 73 points? Well, other ships have gained things too, and the VSD-I was really bottom of the bucket to begin with. So 73 is about right. But at the end of the day: Take it with a pinch of salt. I haven't extensively playtested everything!


Over to the VSD-II. Same ship, only with blues instead of blacks. For 12 points more it's the most expensive "good" version from the original game. Sooo not worth the points, not even with DCaps and Heavy Ions. But THIS version is pretty good.

It has the same core updates as the VSD-II, except for the following: It gets a blue battery die, and another blue AS die! Twin officers, but a defensive retro instead of the 2nd offensive. So it's a slightly worse carrier, but A MUCH better gunship. And the organic def retro frees it from reliance on Miss Tua.

The 12 point diff is probably still too big, but I'm not diving into the minutiae of points balancing at this point.


Over to the VSDs more modern big brother: Everyone's favorite angry space triangle, the Imperial Star Destroyer. As an old SW RPG nerd, the black dice never sat well with me. In my head (and West End source books) it was just a faster, badder VSD-II. And so here it is, GK's ISD-I!

It's basically the ISD-II, with one more blue out the sides, one extra hull and front shield, and extra officer and offensive slots. It's a better carrier than the VSD-I and a better gunship than the VSD-II, but the cost is much higher too (maybe it should be even higher).


So that means the ISD-II is also lore-tweaked, giving it a Cymoon-like layout to the guns (with some differences, esp in the sides). It also sports a red-blue AS armament as befits a ship with almost exclusively heavy guns. Twin turbos combine with ions for a Liberty-like punch, at the cost of then 2nd offensive slot the ISD-I gets. Double officer of course!


Just to showcase the double officer thing: Pryce and Strat Adviser. They have no size restrictions, but eat BOTH officer slots. Still powerful, but do you want to give up 2 other premium officers for this?

When you look at Pryce, please note there is a rule in effect preventing a true last-first. If you go last on your Pryce turn, at least one other ship (yours or opponent's) must activate before you can go again.


This dude is still kind of cheap in points. But the opportunity cost is... significant. But hey, you can stick him on your VSD-I and get two activations, so maybe that's the best use for him?


I'll probably do more of these down the line. Maybe even post the Rules Reference. Just don't take it too seriously. It's just for fun :-)




Friday, April 26, 2019

Go join SW: Armada Explained (SWAE) channel on YouTube!


Shoutout for my buddy Karneck, who has a nice SW: Armada channel on YouTube.

Among other things he's been streaming from Worlds, interviewning top players, as well as providing tutorials and Armada tips. He knows what he's talking about AND he's not too long-winded!

Now he needs to add another 150 followers, or YouTube's new mobile streaming rules will shut him down. So go follow this dude:

https://www.youtube.com/user/STIM007

Wednesday, April 17, 2019

X-wing baby, X-wing



As you know I'm playing a little X-wing 2.0 on the side. You can read about my first X-wing experiences on the blog, including my Nordics 2018 participation.

What's pretty cool is that this was my list back then, and it's still decently good even now, several waves into the game. 

Nordics 2018 R3 (206)
Wedge Antilles — T-65 X-Wing 52
Proton Torpedoes 12
R3 Astromech 3
Servomotor S-Foils 0
Ship Total: 67
Half Points: 34 Threshold: 3
 
Luke Skywalker — T-65 X-Wing 62
Instinctive Aim 2
Proton Torpedoes 12
Servomotor S-Foils 0
Ship Total: 76
Half Points: 38 Threshold: 3
 
Norra Wexley — ARC-170 Starfighter 55
Intimidation 3
“Zeb” Orrelios 1
Veteran Tail Gunner 4
Ship Total: 63
Half Points: 32 Threshold: 5

Sure, it's actually 6 points over after the 1st points tweak, but it can easily be reworked by pulling out the least important upgrades: Vet Tail Gunner and R3 on Wedge. Those are nice-to-have, but taking them out doesn't alter the Alpha focus, nor take away Lukes ability to fire torps without lock (in a pinch) or Norra's bumpylicious attitude.


Nordics 2018 Updated (199)
Wedge Antilles — T-65 X-Wing 52
Proton Torpedoes 12
Servomotor S-Foils 0
Ship Total: 64
Half Points: 32 Threshold: 3
 
Luke Skywalker — T-65 X-Wing 62
Instinctive Aim 2
Proton Torpedoes 12
Servomotor S-Foils 0
Ship Total: 76
Half Points: 38 Threshold: 3
 
Norra Wexley — ARC-170 Starfighter 55
Intimidation 3
“Zeb” Orrelios 1
Ship Total: 59

Half Points: 30 Threshold: 5

There are, however, probably a better build that ditches Norra and take a U-wing instead. Added bonuses: It's Hyperspace legal, it can easily double mod Wedge, and it has too-cheap-Leia. This specific version has no bid, but R2 units on both X-wings. Sooner or later you aren't getting shots, and being able to regen is potentially huge.


Nordics 2018 H-legal Spring 2019 (199)
Wedge Antilles — T-65 X-Wing 52
Proton Torpedoes 12
R2 Astromech 4
Servomotor S-Foils 0
Ship Total: 68
Half Points: 34 Threshold: 3
 
Luke Skywalker — T-65 X-Wing 62
Proton Torpedoes 12
R2 Astromech 4
Servomotor S-Foils 0
Ship Total: 78
Half Points: 39 Threshold: 3
 
Cassian Andor — UT-60D U-Wing 47
Intimidation 3
Tactical Officer 2
Leia Organa 2
Pivot Wing 0
Ship Total: 54
Half Points: 27 Threshold: 4

A couple of things I really like about X-wing 2.0:

1. The variety of ships and build that are viable. Sure, at any given time there are some builds that are objectively or subjective better than some of the others, but the variation over archetypes and SEVEN factions is still enormous compared to Armada. Add to this FFG's ability and willingness to change points (and upgrade  slots) twice a yearish (not to mention much more frequent waves!) and you have a game that won't go stale for a long time yet.

2. You don't HAVE to fill you ships to the rafters with upgrades! You see even aces flow WITHOUT A SINGLE UPGRADE, or maybe just one or two key upgrades. This tells me the basic design is very good - and that stuff is more or less correctly costed. I really appreciate having to make tough calls: beef up Luke and Wedge or maybe do Thane instead of Luke? Upgrade U-wing to Cassian and keep the Protons - or make room for an entire A-wing? This si what makes fleet squadbuilding exiting!

Final note: No, this isn't the onyl squad I play! I try to play as much different stuff as I can, but I lean towards Rebels, Resistance - and more recently, Republic. But I also do some Imp and Scum. FO is the only faction I haven't really played so far.

Tuesday, April 16, 2019

Generating Vassal setup files from fleet builder export



Something really nice happened while Armada was dead: @Ardaedhel made a clever script that parses builder text output into a Vassal setup file!

After playing a lot of Vassal X-wing I've grown used to being able to spawn list directly from a squad builder. Coming back to Armada it felt sooo slow building lists manually. Even the "quick-spawn" system felt slow (I remember back before that even, man was that tedious).

Ard's solution is just as good - and also doesn't require a lot of fiddling with the Armada module. Best of both worlds really!

So you open up you fav Armada builder, which ofr me is either Kingston's or Warlords, and then do a text export like this (make sure to get the headers, as the script needs it to ID the builder used) and copy the text:

Piett Command Prototype Ravager + Arq + 2xGoz + 2 TIE v2 
Author: Green Knight
Faction: Galactic Empire
Points: 400/400  
Commander: Admiral Piett
Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

[ flagship ] Star Dreadnought Command Prototype (220 points)
-  Admiral Piett  ( 22  points)
-  Ravager  ( 4  points)
-  Agent Kallus  ( 3  points)
-  Damage Control Officer  ( 5  points)
-  Emperor Palpatine  ( 3  points)
-  Gunnery Team  ( 7  points)
-  Quad Laser Turrets  ( 5  points)
-  Quad Battery Turrets  ( 5  points)
-  Leading Shots  ( 4  points)
278 total ship cost

Arquitens-class Light Cruiser (54 points)
-  Skilled First Officer  ( 1  points)
55 total ship cost

Gozanti-class Cruisers (23 points)
-  Darth Vader  ( 1  points)
-  Comms Net  ( 2  points)
26 total ship cost

Gozanti-class Cruisers (23 points)
-  Comms Net  ( 2  points)
25 total ship cost

2 TIE Fighter Squadrons ( 16 points)
16 total squadron cost
After copying the text, open the Armada Discord and send a PM to @shrimpbot using !vassal (and paste the list here and press enter).

This will generate a setup .vlog 

Go into Vassal and load continuation, then step forward until your fleet appears.

Fucking brilliant!

Armada news for 2019+2020



So Armada isn't quite dead after all. It's got a pulse, if extremely faint and slow... I don't think we can blame the doctor for thinking it was a dead horse, good for nothing but beating. 

With that out of the way, this is what we know is coming:

2019 Q3, The Executor FINALLY arrives: Barring further delays, it should arrive just over the summer. 


Someone claimed that FFG hinted about early Q3, but I'm not convinced. Also, we Europeans have a history of getting stuff slightly later. This could be important, because if it arrives later in Q3, it won't be on time for Euros. Whether or not that's a good or bad thing is up to you.


I have to admit I've been running this bad boy on Vassal a few (5) times. Both the Command and the Assault Prototype. I'm not sure it's up there competitively, there are some seriously limitations to sinking most of your points into ONE ship the opponent can score half points off, but it's sure fun to fly!

2019 Q3, Rebellion in the Rim: Another campaign set, same as the Corellian one, but with different format. This too is slated for Q3, and again I wonder if it will make it in time to Euros (I suspect not). If it does, I expect this to shake up the meta more than the Executor does.


As for competitive stuff, we know we get 12 new objectives, 4 of each color. Hope they are good and not just jank. From what we've seen thus far, there are references to a lot of weirdness like grav rifts, purgills (space whales) and exogoths (space snakes). But I'm guessing it will help the game, like the CC objectives.






New uniques for the R&V squadrons, including these two guys:


And, unlike, CC, we get upgrades too! We don't have a lot of detail yet, but we see that Iden Versio is straight up a Raider enhancer.


We've also seen Sabine Wren, but until we know what that mine does, color me skeptical.


But we can also see what appears to be a Vic title in the photo spread. And I've heard some rumors about Neb-B enhancing cards as well, so it looks like FFG is trying to boost the weaker ships a bit. Only time will tell if its successful, or of its just more points and opportunity costs sunk into bad chassis.



2019 Q4?, New ships: FFG has confirmed two substantial ships, one each for Rebs and Imps this year. That's a very good thing. It's been a while. No details yet I'm afraid.

2020 Q?, CLONE WARS ARMADA: That's right, we finally get 2 more factions, Republic and Separatist. This is great for the game. Not only the prequel movies, but the whole Clone Wars series (which is just now getting season 7). Tons of ships, squads and exiting characters.


All of this makes me cautiously optimistic for Armada. Maybe we can get a number of releases that keeps the game relatively exiting over time?

Tuesday, December 18, 2018

The Executor Arrives (on Vassal)


I got bored waiting for the SSD, so I played around some with the module, and here it is, fully armed and operational, THE EXECUTOR!

THE GOOD: In terms of cards, i.e. ship and upgrade cards, everything has been spoiled on Reddit (and for a while on YouTube by Crabbok). The actual arcs we have from the article, so I think we have 100% coverage in terms of key components.



THE BAD: It's a "beta" build. I just took the old build I handed over to Team JJ, then merged in all of the good functionality I could find from their branch and then didn't really test much. So I may have missed something. The build is unofficial, so expect this branch to die once the official build is out.

THE UGLY: We don't know EXACTLY what the new rules are. We have quite a few from the article - the pass rule, the three attacks, the new arcs, etc. But there may be more. I've made some educated guesses - like how to deploy (you can stick out of the zone as long as your  touches the back - same as X-wing) - but we don't KNOW 100% yet.

But don't let minor quibbles stop you: try it, have some fun!


The Executor II, with all the upgrades I could cram in! l-o-l

The base is equal to 2 ISDs, with an additional "space" between the bases. So it sticks out waaay beyond the normal dep zone!

The IRL model is MUCH bigger (you can see it above) than the once I've chosen. All the ships that stick out beyond their bases get shrunk on Vassal. Function before looks!

Moving from the rear base, the SSD covers a staggeringly large area with its guns. This is just after moving in r1...exactly HOW do you flank this thing!?

Friday, November 9, 2018

Trials of Konstantine: Round 4


King K is back with his final report for VAT18!

My round 4 game was concluded yesterday. Pairings were just up, and I just chanced to meet Aresius in the Vassal lobby, so we decided to play our game.

For those of you who know Ares, he's been playing multi-activation Liberty for like ages (more specifically, since the day w3/4 dropped). He's run like a 1000 different builds, including some pretty squad-heavy ones, but now he's (almost) squad-less. He's also gone from Dodonna to Rieekan.

The basic idea is the same: use activations to stall, then BAM the last/first with the Liberty, which afterwards jumps away to safety. But now he has THREE hammerheads rather than just a ton of flotillas, so the rest of the fleet can soften up the enemy before the big strike. He's also less prone to tabling, and has better ability to table opponents, including "sweeping" damaged ships.

With fewer activations - and most likely 2nd player - I would have few advantages other than my objectives and my grav-shifted obstacles. This was going to be one tough fight!

Aresius
Commander: General Rieekan 

[ flagship ] MC80 Star Cruiser (96 points) - General Rieekan (30 points) - Mon Karren (8 points) Bail Organa (7 points) - Gunnery Team (7 points) - Engine Techs (8 points) - Spinal Armament (9 points) - X17 Turbolasers (6 points) - Leading Shots (4 points) = 175 total ship cost 

Hammerhead Scout Corvette (41 points) - Task Force Organa (1 points) - Disposable Capacitors (3 points) - Turbolaser Reroute Circuits (7 points) = 52 total ship cost 

Hammerhead Scout Corvette (41 points) - Task Force Organa (1 points) - Disposable Capacitors (3 points) - Turbolaser Reroute Circuits (7 points) = 52 total ship cost 

Hammerhead Torpedo Corvette (36 points) - Task Force Organa (1 points) - External Racks (3 points) = 40 total ship cost

GR-75 Medium Transports (18 points) - Leia Organa (3 points) - Comms Net (2 points) = 23 total ship cost

GR-75 Medium Transports (18 points) - Toryn Farr (7 points) = 25 total ship cost

1 VCX-100 Freighter ( 15 points)  = 15 total squadron cost

Unfortunately I (again) killed my logfile, so I only have pics from r5-6. However, nothing much happened r1-4. Or rather, we slowly crept towards one another, careful not to expose any weakness...

As predicted he chose 1st and picked my MW. I set up defensively to left, Ares set up very cautiously int the bottom right, going slow. This might mean a late clash, but you have to be alert: that Liberty can suddenly be right in your face at speed 4!

I rearranged the obstacles to make a little "castle" for my ships around the the sation. Not much of an advantage, but still, you take what you're offered. I chose my Comms flotilla (far left) and his Liberty as MW. I didn't really expect to get to kill the MC80, but by making it the MW ship, Ares would be forced to be extra careful with it.

So we crept towards each other. He seemed perhaps a bit too cautions, but probably wanted to maximize his activation advantage. 

This is round 5: Dictor is parked on the station (heading for the rocks), but well guarded by my ISD. Ny Suppressor/Slicer have jumped forward. It won't be slicing the Liberty, but that was never really an option (auto death sentence really). So I settle for slicing HHs to squad.

Prior to this not much happened: I attacked the VCS with my squads, hurting it and pinning it in place. My ISD intentionally rammed my Goz to stay in place. HHs took some shots at the Goz, but only took out 1 shld.


Round 5 underway. HHs taking shots at me, but not doing too much damaged bc of Brunson especially and tokens. My return fire do some decent damage, mostly thanks to DCaps. Suppressor keeps superessing and slicing. ISD sets up for a VERY nice arc for round 6, threatening all HHs and double arcing the Liberty if it dashes forward.


Start of round six. I avoid the rock with the Dcitor by making an "inside turn" to bump my ISD. This lets me back up and land on the tool. ISD take 1 hull, but will never be in any danger. Dictor land of station get immediately heal damage. This has the added benefit of keeping Dictorout of Liberty range. A rather nice move I must say!

Liberty is up close and personal, taking a rock on the way in. Two HHs are hurting BAD, and the third is headed for disaster too...but is saved by the turn limit :-D


Liberty activates top of r6, but between Brunson and Scramblers its nowhere near to killing the Dictor, who is now almost at full health due to liberal use of repair dial+token. Ares tries to jump across...and makes it. It's the closest non-overlap I've ever seen. If he hadn't made the jump, the Lib would have died, double arced by both the ISD AND the Dictor - who could also do the double ram...total overkill!

Instead the lib gets away, but angry ISD kills torp HH which turns zombie and the wounded scout near the top. Ciena kills VCX and game.


Ares lost 1 HH scout, 1 HH torp, and VCX. I lose nothing. 107-0, 7-4.

And that concludes my Konstantine run in VAT18. It's actually been kind of fun, if a little frustrating at times. In this game, and some of the others (but not vs Broba, when it really counted) I got some use of Konstantine. To truly, either of Motti or JJ would have been just as good, if not better. And oc this is the problem with Konstnatine.

Anyway, scores of 8-3, 8-3, 4-7, 7-4 gives me 27 pts and a really good rank in the Euro sector. Not enough for the cut, but I'm quite happy with my performance.