Sunday, August 10, 2014

Star Wars Armada

Here is the news from Fantasy Flight Games:

STAR WARS (TM): Armada
A Miniatures Game of Tactical Fleet Battles in the STAR WARS Galaxy

Star Wars: Armada | Published 08 August 2014


Product image not final. Pending Licensor approval.
“General, there’s a fleet of Star Destroyers coming out of hyperspace in sector four.”
    –The Empire Strikes Back
Fantasy Flight Games is proud to announce the upcoming release of Star Wars™: Armada, a two-player miniatures game of epic fleet battles in the Star Wars galaxy!
Massive Star Destroyers fly to battle against Rebel corvettes and frigates. Banks of turbolasers unleash torrential volleys of fire against squadrons of X-wings and TIEs. Engineering teams race to route additional power to failing shields. Laser blasts and explosions flare across the battlefield. Even a single ship can change the tide of battle.
In Star Wars: Armada, you assume the role of fleet admiral, serving with either the Imperial Navy or Rebel Alliance. You assemble your fleet and engage the enemy. Using the game’s unique maneuver tool, you steer your capital ships across the battlefield, even while squadrons of starfighters buzz around them. Then, as these ships exchange fire, it’s your job to issue the tactical commands that will decide the course of battle and, perhaps, the fate of the galaxy.

The
Armada Core Set contains ten unpainted squadrons, three pre-painted capital ships, nearly one hundred cards, an innovative maneuver tool, a range ruler, six command dials, nine custom attack dice, and all the tokens that you need to engage the enemy and battle for the fate of the galaxy!
Space Battles on a Galactic Scale
Winning a battle between capital starships requires more than raw firepower. It requires the coordinated activity of hundreds – even thousands – of crew. As a ship’s commanders belt out orders, gunners rain fire upon enemy ships, and engineering teams race to keep their ship’s shields and hull intact, often rerouting power where it’s needed most.
Armada allows you to bring one or more of these massive ships to battle, along with whole squadrons of starfighters. To win, you must issue commands, direct your fleet’s movement, coordinate its fire, sustain its defenses, and do all of this while remaining mindful of your battle objective.
More than that, you’ll need to master every aspect of the ships in your fleet. You need to become intimately familiar with your ship’s design, its firing arcs, its attacks and defenses, and the way that it uses the game’s unique maneuver tool to set its course.

The game’s unique maneuver tool. (Product image not final. Pending Licensor approval.)
This maneuver tool is one of the game’s most innovative features and adds a unique feel to the way your capital ships must accommodate for inertia as they maneuver through the stars.

Using the game’s unique maneuver tool, a Rebel player plots a “3” speed maneuver for his Nebulon-B escort frigate
Capital ships can’t easily vary their speeds or execute hairpin turns like the starfighters that buzz around them. Accordingly, you only use the maneuver tool to maneuver your capital ships. Then, even as it makes it easy for you to set a ship’s course, the game’s maneuver tool lends an element of realism to its pitch and yaw.
As an example of how Armada uses its maneuver tool to realistically portray the different ways its capital ships can maneuver, we can consider the differences between the CR90 and the Victory-class Star Destroyer.

The speed chart for the CR90 (left) alongside that of the Victory-class Star Destroyer (right).
The CR90 is both capable of tighter turns and faster, with a maximum speed of "4" versus the Star Destroyer's maximum speed of "2." At speed "2," while the Star Destroyer can adjust the maneuver tool only one click at the second joint, the CR90 can adjust its course one click at the first join and two clicks at the second. Still, the faster the CR90 flies, the fewer clicks it can adjust its course through the initial range increments.
Another important consideration is that capital ships in Star Wars: Armada fire before they move, so when you set your ship’s course, you’re always trying to set yourself up for a good shot in the next round. However, the more powerful your ship, the less nimble it is, and the harder it is to adjust your actions on the fly.
Altogether, the maneuver tool and the rules for ship movement work in tandem to force you to always look ahead. Successful fleet admirals excel at planning their attack strategies well in advance of their initial engagements.
Capital Ships in Combat
Armada balances the awesome scale of the Star Wars galaxy’s ships and space warfare with intuitive ship designs and accessible rules for issuing commands and resolving combat that make for rich, engaging, and highly tactical play experiences.
Capital ships are extremely powerful war machines, but they’re also massive and sophisticated vessels that can’t swiftly react to every development in the heat of battle. Accordingly, the key to flying these vessels effectively is learning how to plan ahead. You want to issue your commands in such a way that your crews will be ready to execute them at just the right times.
Each of your pre-painted capital ships has a command value, which determines how many commands it will have in its stack at any given point in time. During setup, you secretly build your initial command stack, selecting from any of four different commands, each of which provides a different advantage. Once you have locked your selections, you place the commands in your stack in the order of your choice. Then, during each round of game play, you secretly select and assign a new command to your ship, placing it at the bottom of your command stack, before you reveal the command at the top of your stack and gain its benefits.

A Rebel player selects a command for his Nebulon-B escort frigate by framing it within his command dial’s fastener (1). Then, he places it at the bottom of his command stack, to be revealed in a future round (2).
You might launch a screen of TIEs to intercept incoming X-wings. You might concentrate your fire on an incoming capital ship. You might scramble to repair your shields. Or if you reveal a command that doesn’t offer an immediate benefit, you can place a token on your ship and save a lesser version of that command’s benefits for later use.
Notably, the larger and more powerful your ship, the less quickly it can react to your commands. Most of the more powerful ships, like the Victory-class Star Destroyer, feature higher command values that force you to plan your actions two or more rounds ahead of time. In this way, the command stack doesn't just reflect the various actions your ships can take; it also reflects how swiftly they can adjust to the changing tides of battle.
After your ship resolves its command, it can perform up to two attacks. These can be directed against the same target or against different targets. However, these attacks must originate from two different hull sections and can only target ships or squadrons within range of those hull sections’ firing arcs.

Ships are all divided into four sections, each of which has its own firing arc, shield rating, and attack value. Here, we see a Victory-class Star Destroyer presented next to its base.
The number and type of dice you roll for your attacks depend upon the ship, the hull section from which its attack originates, and the range of the attack.

Each of the game’s attack dice presents a different effective range and spread of possible results
Meanwhile, each ship offers a number of defenses from enemy fire. Each ship’s hull is reinforced to withstand enemy fire, though larger ships like the Victory-class Star Destroyer can withstand much more than smaller ships like the Corellian corvette. Meanwhile, each section of your ship’s hull has a shield rating, indicating how many hits its shields can absorb before enemy fire damages the hull directly. Moreover, in the heat of battle, you need to decide when and how to make use of your ship’s defense tokens. With these, you can angle your deflector shields and perform evasive maneuvers to reduce the amount of damage your ship suffers.
Squadrons of Starfighters
Although Star Wars: Armada is built around the galaxy’s many capital ships, you’ll almost certainly want to fly one or more squadrons of starfighters in your fleet, both to threaten enemy ships and to defend your ships from enemy squadrons.

An X-wing squadron is shown connected to its base
which tracks its remaining hit points (shown here at "5") and whether or not it has activated. Here, the blue tab on the left of the base indicates that the squadron has not yet activated. Once the squadron has activated, the tab is pushed through to the other side and displays its orange end.
Your squadrons are highly adaptable and flexible collections of starfighters, and only a foolish fleet admiral would overlook the tactical options that they can bring to a battle. While squadrons don’t pack the raw power or resilience of the capital ships they accompany, they come with their own rules for movement and combat that make them far more capable of occupying and threatening the exact portion of the battlefield that you choose.
If left unchecked, a swarm of starfighters can tear down even the most massive of capital ships, and while capital ships can return their fire, any shot directed at squadrons is a shot not taken at a larger ship. Furthermore, capital ships don’t use their primary weapons while attacking squadrons; they have to use their anti-squadron armament, which is typically much less effective.
Add to this the fact that some squadrons are led by such skilled pilots as Luke Skywalker, who can bypass a capital ship’s shields when he attacks, and you’ll find that squadrons are far more than an afterthought. They’re powerful weapons that skilled fleet admirals will be able to integrate into their larger strategies.
Meanwhile, even though the squadrons in Armada aren't pre-painted like the capital ships, they are presented in colors intended to complement their fleets.
Winning the Battle to Win the War
In addition to its ships and squadrons, Armada shapes your Star Wars battles with twelve different objective cards. Each game uses one of these objectives, which introduces special rules and helps to define the narrative of your battle. Are you tracking down a specific target? Are you contesting a key outpost? Are you trying to intercept key intel?

Objective cards challenge you to adapt your tactics in each battle
Importantly, the game’s objectives change the ways that you’ll score points in each battle, and they force you and your opponent to adapt your strategies, leading to tremendous replayability.
The Enemy Fleet Is Coming into Firing Range
Star Wars: Armada is due to arrive at retailers in early 2015, and Rebel and Imperial fleets will then battle for the fate of the galaxy!

An Imperial fleet heads to battle, led by a pre-painted
Victory-class Star Destroyer
In the meantime, you can visit the game’s description page to find more information and keep your eyes open for our upcoming series of previews, announcements of future expansions, and other news. Plus, if you’re headed to Gen Con Indy, you can stop by our booth for a free demo of its epic fleet battles!

Star Wars: Armada is an epic two-player game of tactical fleet battles in the Star Wars universe. Massive Star Destroyers fly to battle against Rebel corvettes and frigates. Banks of turbolasers unleash torrential volleys of fire against squadrons of X-wing and TIEs. As Rebel and Imperial fleets collide, it is your job to issue the commands that will decide the course of battle and, ultimately, the fate of the galaxy.
© and ™ Lucasfilm Ltd.

Wednesday, July 16, 2014

Lots of New Stuff Coming Soon ! Infinity Starter Set, DUST 2.0 Rulebook and Dropzone Commander Faction

Well it looks like Infinity is finally coming out with a starter set for all those gamers that were on the fence. I got these images from the guys at Beasts of War and I know there is a lot of talk about what will be at GENCON this year. So here is a look.

http://www.beastsofwar.com/infinity/corvus-belli-infinity-operation-icestorm/


 
 
 
The image does not show the units but you can go to the Infinity site to see the models that will be included. So far a lot of complaints about the price point but I am interested in seeing the box contents before I make that decision.
 
Next up is the New DUST rulebook. This is Battlefront's new take on the rules and we will have a physical copy here any day. BF has provided a PDF of the rules for free and if this link doesn't work go to their website and under Gaming you can find it.

Check out the Tactics rules here...

 
 
Dropzone Commander has really gained some momentum lately and new pictures and artwork about their upcoming faction continue to surface daily. 




 
 
So there is some new stuff to look at and we will keep updating with more information. 

Monday, July 14, 2014

Robotech RPG Tactics

Well I remember being a fan of Robotech and Macross when I was a kid. I am glad that this has gotten some attention. The kickstarter on it was very successful and from the current news, there will be some starter sets available for all of you attending GENCON, but they will be limited. Here are some pictures of what you will get and how the models look.


 
 
The Kickstarter cost is 80$ but the retail is 90$ I think, of course you can find that discounted on sites like miniature market and other online stores. So there it is, it looks promising and I know I am going to get a set when it comes out. Once it hits the shelves we will dedicate an article to opening the box and checking it out. 

Monday, July 7, 2014

Work in Progress DUST Hammers, Grim Reapers and Big Boss Command Squad plus Rhino

Well here are some works in progress.. By no means are they done and I am not a great painter but I was really looking for tabletop ready and not time consuming.




 
 
 
So her are some basecoats done and some primer work. I used Vallejo paints and some Flames of War GErman armor spray paint. I know they are allies and I used German armor but I liked the look of it. The bases were sprayed British Desert tan and they will have sand and tufts added later.
 
 



 
 
 
I used Army Painter's Quickshade and I always love how easy it is to use. I am still in the process of applying the matte to seal it and take away the shine. But these guys are pretty much the core of my 100 and 150 point force for the new DUST tactics rules.
 
 
This is just the start and we will keep posting updates. The first week of August will pit the Allies, SSU and Axis fighting against one another with the new rules which we will be able to review. 


Saturday, July 5, 2014

New Stuff Coming

Well we have a ton of new stuff to catch up on and we will be posting more articles this week and in the following days. Lets take a look at some of the new topics:

DUST Operation Babylon
DUST 2.0
X Wing Wave 4
X Wing Wave 5
My experience at the Imdaar Alpha Tournament and how I took first place

So these are some of the topics we will cover and they are not all of them. Hopefully we can give you some quality articles and insight into some table top gaming. Stay tuned for more news.

Friday, May 9, 2014

Lack of Updates

Sorry for the lack of updates but I recently had a baby boy and I have been a little busy. Today will be my first outing into some gaming and it looks like we will be playing some X Wing with the Epic rules and the Medium Transport. Thanks for checking on us and expect some updates soon.

Thursday, April 17, 2014

X Wing Tournament Roundup

Well unfortunately I did not get to take any pictures but we had an X-Wing tournament a couple weeks ago and it was quite the fun event. Our local store, Frontline Games provided the venue and the prizes. We had a good turn out and the event was decided with four rounds of play.

 I will attempt to briefly describe how each of my games went but it has been a few weeks so bear with me. My list was based on the durability of the YT 1300 and the hard hitting power of B-Wings.


Dagger Squadron B-Wing with Fire Control System (26)
Dagger Squadron B-Wing with Fire Control System (26)
Chewbacca with Engine Upgrade and Expert Handling (48)



 



So at 100 points my idea was to send in Chewbacca, eat up some opening shots and while people start focusing on him, my B-Wings sit back and lay on the fire with target locks. So this is how it went:


Round 1:
Opponent: Alex
Four A-Wings including Tycho Celchu, three of them had missiles and only the last one did not. I believe Tycho Celchu had Push the Limit as well.


My opening thoughts: The first thing I thought was this was going to suck and Chewie was going to die pretty fast. I immediately thought that the A-Wings would outmaneuver me and just tear me apart. I decided to stick with the plan and go for it.

Setup:
I put Chewie in the middle, with my two B-Wings supporting each other next to Chewie.
My opponent scattered all his A-Wings and it was at this time that I thought I might just have a chance. His units weren't really supporting each other.

The Game:
Well, what happened was my opponent failed to use his missiles and only got off one shot. He went for Chewie and kept chasing him around. The engine upgrade really helped me out and force my opponent to come after me while the Dagger pilots just kept knocking him down. About turn 4 he realized what was going on and turned his A-Wings on the Daggers. This didn't work out too well because Chewie was still going and had four hull points left which left me pretty confident that he could still fight. This round allowed me to test my list and it did quite well. I did not think that my opponent would get stuck in going for Chewie the whole time but he did and I had a total victory and I did not lose a single ship.

Victory 3 points awarded. Win:1 Lose 0

Round 2
Opponent: Cant Remember His Name
This list had two B-Wings, Ten Numb and Ibtisam along with Garven Dreis. He had some good equipment as well, including an autoblaster on Ten Numb. He had some other equipment as well but I cannot remember what it was.




 

My Thoughts:
I really didn't take the time to examine his list which I should have but I knew it was going to be a hard fight. I basically was hoping he would try to go after Chewie and I knew I would have to take out those B-Wings.

Setup:
I deployed the same way as before taking a middle of the board approach.
He countered and did the same thing keeping his ships supporting each other.

The Game:

This was a nail biter. I was not ready for that autoblaster and he just tore up Chewie on the first round of fighting. All his shields and two hull were gone. By the third round Chewie was flying around using his engine upgrade and barrel roll to stay out of firing arcs. The positive point was that he started chasing him with Ten Numb but Garven and Ibtisam stayed on my Daggers. I was able to knock out Garven and Ten and my opponent realized that it wasn't going well. He took out a Dagger but my other Dagger still had shields. Chewie was down to two hull so he stayed flying around. Ibtisam was finally taken down by my Dagger and I claimed another major victory.

Points awarded 3: Win: 2 Lose 0

Round 3

Opponent: Scott
Dual YT-1300
Han Solo and Chewie with some upgrades


My Thoughts:
Well my opponent said he just googled " What list to use to upset X Wing players" and he came up with this. I was not upset at all and I wanted to play it because up until this point he was undefeated. I wanted to target Han first so that was the plan.

Setup:

I did the same setup while he put both his ships in the middle as well

The Game:

This was a very close game, I was unable to target Han first and Chewie had to go down. I lost a Dagger for Chewie and this was pretty crucial. My opponent was rolling very well and I did not roll a hit with Chewie until round 5. But as Han started taking damage and more importantly critical damage the tide started turning. My opponent made the same mistakes that the others did and he was going for Chewie. He realized that this was the wrong idea and started going for the Dagger. I took a chance since we were reaching the time limit and moved Chewie into range three with one hull left. My opponent was at range 1 with my Dagger who had two hull left. He went for Chewie and the end result was two hits. I rolled two evades and he was in awe. The B-Wing laid into him and took him out after Chewie took off some hull points. This game was very close and probably the closest.

Victory Points: 3 Win: 3 Lose:0

Round 4
Opponent: Brendan
My friend Brendan and I made it to the final round. He was running Wedge with Ibitsam and Ten Numb, with some equipment of course that was very effective.


My thoughts:
Well I know Brendan is a great player and he places very high in our local tournaments. I decided to stick with what I knew and played the list I had. I knew that he was going to try and focus his B-Wings and Wedge on Chewie early on to knock him out. So that kind of worked out since that is what I was hoping for.

Setup:

Usually Brendan uses the corners, which is usually what I do as well but he decided to mirror my deployment and we both knew that this would be a fun game.

The Game:

This was the most fun I had at the tournament and Brendan is a great player. He took out Chewie in round 4 but at the lost of Ten Numb. This exchange worked in my favor because was out of place and Ibtisam was no match for two B-Wings firing on him the next turn. Ibtisam was down to two hull and Wedge came in to save the day. He shot up my Dagger pilot but failed to knock either of them out. The next round I was able to knock Wedge out with both Daggers. Now it was down to both of my Daggers and Ibtisam. While we were maneuvering I took a range three shot that had two hits and a critical. Ibtisam rolled one evade and the game was over. That game only lasted about 20 minutes because Brendan and I were in the zone.

Victory Points: 3 Win:4 lose: 0


Final Thoughts:

The Tournament was a blast and I walked away the champion undefeated but feeling like I could have lost any of the four games I played. I literally put my list together the morning of the Tournament but that is the joy of X-Wing. I basically thought that everyone would go for Chewie since he is a tank. All four of my opponents shot at Chewie for at least three rounds before working on the Daggers. Brendan was the only opponent to destroy Chewie and the engine upgrade helped out a ton. The Daggers getting free target locks was just awesome. This helped me barrel roll or focus which either helped them stay out of firing arcs or if it was inevitable then I would focus and make my shots count. The list did well and it is by no means unbeatable but it was fun. This was a great time and our local store really supported us. Thanks again for reading up on this Tournament and next time we will get pictures.

Rob