So, having recently gotten Star Wars: Armada, my son got hooked on it about as much as me, so we’ve been playing a few games over the past two weeks.

Today, we played our first 400 points game. I played Rebels: an mc75 ordnance cruiser, an mc30 scout frigate, a cr90a, a CR90b and the four x wings from the base game. He played Imperials with an ISD1 and carrier upgrades, an Interdictor with the two upgrades that could slow down nearby vessels and that created that speed-zero-zone when placing ships and lots of squadrons.

This was our initial setup. I navigated the cr90s quickly over to the the two mcs, the isd got stuck in the asteroids and the two mcs destroyed the Interdictor in turns three and four.

Here’s the deal though… After that happened, I quickly glanced at his cards, figured I had a comfortable lead over him and simply left. Turns four and five were essentially just me stepping on the gas and getting away from his isd.

The whole game felt just so… I dunno, boring? Anticlimatic? It was one turn ramp up, one and a half turns of space battle and finally three and a half turns escaping and no fighting.

Is that really how the game turns out? Are we missing something? Forgetting something?

  • Pea666@feddit.nl
    link
    fedilink
    arrow-up
    3
    ·
    6 months ago

    I’m not too familiar with Armada so bear with me here but doesn’t that game have any scenarios or missions? Something beyond facing each other and exchanging shots?

    If it has (and I’m pretty sure it does) I highly recommend taking a look at those.

    • Opafi@feddit.deOP
      link
      fedilink
      arrow-up
      1
      ·
      6 months ago

      Yeah, it does have objectives. The one that got picked was very battle-centric though… And even if it hadn’t been, the objectives are usually not worth enough to offset a 130-points-lead (as vessel point values are usually counted towards victory points).