Skip to main content

Back to basics with X-Wing and Armada

CdWTsfxWAAEgt9u-sm

My wardrobe is full of spaceships. So many spaceships that there’s barely room for clothes. Most of them live in an enormous box which crushes my shirts out of all recognition when it’s squeezed in and out for play. It’s a good job I play with spaceships a lot more than I wear shirts.

Having a cupboard crammed with spaceships is awesome, but it’s also a little tiring. Each comes with cardboard and plastic that must be meticulously selected and laid out before playing. That was, up until recently, where most of the game was in x-wing, and that’s sad. What was sadder is how often I’d ruin the suspension of disbelief just to make a better list.

Take Poe Dameron. Poe’s an incredible fighter pilot, and it shows in his skills and abilities. He’s also an incredibly expensive fighter pilot that you’ll want to preserve to cause maximum carnage and deny the enemy victory points. So, given that his ability lets him benefit from focus tokens without spending them, it makes sense to give his ship an astromech droid which can spend the token to regenerate shields. Right?

Of course it does. Poe with R5-P9 is a great combo that I’ve seen used to great effect in many games. It’s also completely and utterly wrong.

You’ve seen The Force Awakens. You know that Poe would never take to space without his beloved BB-8 and focus tokens be dammed. So, with the Force Awakens base set for X-Wing and one each of the existing expansion models, that’s exactly what I did. I flew Poe as he’d want to be flown. With BB-8 on board, a rookie wingman, and nothing else.

They ran into an ambush on the wingman’s training flight. Three members of the First Order’s Omega Squadron and their fearsome ace. Similarly unequipped with any modifications. The TIE f/o’s caught them in an ambush and smashed down the rookie’s shields with a volley of plasma fire, before smartly executing a k-turn and coming back in for the kill.

Poe screwed up. He panicked, and no matter how much he weaved and used BB-8 to barrel roll, he could barely make it into the fight beyond a couple of stray bolts. The rookie, meanwhile, took a deep breath, concentrated on the force and flew straight and true into the heart of the enemy swam.

When the dust cleared, only Omega leader was left flying and the rookie, his hull hanging together with prayers and sticky tape, joined up with Poe and caught the wicked ace in a murderous crossfire. Game over.

It was simple. It was fast. And it was brilliant.

Armada had the same feeling of freshness when it was first released. That’s part of what I liked about it: a rich, epic game that played in a couple of hours and didn’t need lots of pre-prep work. What mattered were the decisions you made on the table, more than the ones you made beforehand. Wave 1 didn’t overburden that dynamic too much, and the game did need a few more ships.

So now we’ve got wave 2 and so far I’ve picked up the rebel releases. How could I not, with Admiral Ackbar coming in the Home One expansion and giving me the chance to shout “it’s a trap” when my fleet came into contact with the enemy? Plus, Home one and the MC30 rebel frigate are sweeting looking models. The Frigate also promises to bring some much-needed black dice firepower to the Rebel side. I still haven’t tamed my inner wargamer enough to resist pre-painted plastics.

Throw in the Rogues and Villains expansion and you’ve got a plethora of ships to play with. And that, for the moment, is all I care about. So I’ve started doing the same there – forgoing lots of detailed upgrades in favour of a fleet commander, a couple of capital ships and a few characters and fighter wings.

It’s hard to leave out Han and the Falcon when you’ve got them in your collection. You can even take the little plastic ship off its stand and perch above the bridge of a Star Destroyer if you’re a real geek.

The first time I ran a list like this was against someone who’d tooled up with upgrades just like usual. Because there’s still not a fleet builder for Armada that actually prints the card effects on the output sheet, it took a while to get set up. I’d seized on the concept of using Garm Bel Iblis and just taking as many ships as I could, to maximise my free tokens. It seemed like a good plan. It wasn’t.

In truth, it was a massacre. I didn’t play well, treating it more like X-Wing and going in all guns blazing than the more thoughtful approach required for Armada, but even so, I don’t think I took out a single Imperial big ship. Upgrades, it seems, are more important in Armada than they are in X-Wing. Which makes the lack of a fully-featured fleet builder all the more annoying.

Such an awful loss was partly down to an unfortunate feature of Armada that I don’t think I’ve spotted before. With the range ruler literally allowing handfuls more dice to be thrown between range steps, tiny distances can make a big difference in the outcome. His Gladiator-class Star Destroyer was in black dice range on a critical turn, and my MC30 wasn’t. If the opposite had been true, it might have been a very different outcome.

Frankly, I stopped playing miniature games to get away from exactly this sort of thing. But I like Armada too much to hold that against it. So next time, I think I might make both lists. Hang the upgrades and just take Akbar and Home One squaring off against some big Star Destroyers and squadrons, just like the denouement of Return of the Jedi. I’ll get to shout “it’s a trap!”, and I’d urge you all to do the same.

Star Wars Armada Wave 1 Review

armada-01

The base set of Armada looked to have the makings of an outstanding game. But it was kind of hard to tell for sure. With just three ships and a handful of fighter squadrons to divide between two sides, all you could do was sense the potential rather than experience it for yourself.

A generous first wave of expansions has now arrived. Each contains a variety of upgrades, many of which can, of course, be used on a variety of ships. And all that extra variety does the job. Armada finally plays like the game that it was shaping up to be.

Both sides needed extra ships for reasons other than variety, however.

The spindly, fragile Rebel ships felt desperately under-powered compared to the might of the Imperial Star Destroyer. The new Assault Frigate expansion fixes that to an extent. Dubbed the “space whale” by virtue of both a curvaceous design and a lumbering maneuver chart, it’s the most eye catching ship in this wave.

It also comes with a wealth of upgrades to increase its firepower and durability. And it needs them: this isn’t the panacea you might think it is. Even festooned with additional cards, it can’t match the devastating laser broadsides of Imperial ships. Which is for the best, since it ensures that the two sides play in a distinct manner, as they should.

One nice feature of the Assault Frigate is that the two ship cards you get offer quite distinct builds. One lends itself to being tanked up and sent into battle. The other looks to be an impressive fighter base for co-ordinating rebel squadrons. All in all, one of these models will lend Rebel Admirals a lot of flexibility in fleet building.

The other two rebel ships are copies of the ones in the base game, the Corvette and the Nebulon-B. Each comes with some new upgrades, of course, to tempt you into investing.

In truth, it’s kind of hard to see why you’d want a second Nebulon. There’s nothing essential in the upgrade list and the ship itself is hard to use effectively thanks to its flimsy flank shields. Some neat title upgrades are tempting. Especially Yavaris which helps turn the frigate into a squadron command platform, a role to which the ship is well suited. The Corvette is a different matter. Fielding two or more of these as cheap, mobile fire platforms is a viable way of counteracting the ponderous Imperial ships and their short-range firepower.

armada-09

The Imperials, in their turn, get the option of a new medium class ship, the Gladiator. While still at its best in close quarters combat, this adds some much-needed speed and flexibility to the Imperial fleet. It packs an enormous punch at close range and, thanks to a much kinder maneuver chart, it’s far better placed to get in their and deliver its payload. Plus, since it’s cheaper than the Star Destroyer, it means the Imperial player can field two big ships with enough points left over for those all-important TIE fighters.

The points cost of the Star Destroyers themselves makes it buying the expansion something of a quandry. Two of them on the table look terrifying, but it leaves little left to get anything else, and they’re so ponderous that Rebel ships can dance round them at range. The lure is more likely to be the expansion cards. There’s a nice commander, and the title Corruptor offers the possibility of outfitting a Star Destroyer as squadron command rather than just brutal damage output. But this is probably the least interesting pack in the wave.

All these ships help add depth and breadth to the game. Bringing even a couple in to your collection should give you enough upgrades to build a lot of interesting lists. But what really shocked me about wave 1 is that the real interest isn’t in any of these lovely big models. It’s in the fighter squadrons.

There’s a pack for each, both with four different models of fighter. Different fighter models excel at different roles, as you’d expect. Rebel A-Wings and Imperial TIE Interceptors excel at taking out enemy squadrons. At the other end of the scale B-Wings and TIE Bombers offer impressive anti-ship firepower for their meager cost. Each fighter type also comes with a new hero, like Tycho Celchu or Darth Vader should you want him.

It’s because each pack contains four very different types of craft that these have such a huge impact on the game. Fighters can screen big ships, venture out to blow away the escorts of enemy craft, creep in close for a killer blow. Co-ordinating the different types along with squadron commands from the big ships is a complex and compelling source of tactics. It’s hard to learn to use these things well, but it’s essential for success.

The main issue with Armada was and remains its cost. There’s a slight saving grace here in that these expansions punch above their weight. If you’re collecting one faction then just a couple of selective purchases will add enormous diversity and fun to your games. And if you can afford it, you should. With wave 1 on board, Armada has blossomed into an incredible game. It looks great, plays fast and offers enormous replay value alongside a fine balance of depth and drama. It’s the best game I’ve played in several years, and you should play it too.