Armada Unleashed Part 1: WHAT’S IN THE BOX MAN?
Fantasy Flight Games has finally released Star Wars Armada. The game that lets you put Star Destroyers against Rebel Cruisers (This summer, because those are in Wave 2, and Wave 1 isn’t even out yet).
Fantasy Flight Games does brilliant, fun, well designed games. The rules are clean, the models are attractive, the systems they are built on are balanced and well thought out. Star Wars Armada is more of the same, and at the same time is STILL a unique, and different game from X-Wing.
Anyway let’s talk about the box. The box is big, heavy and loaded. Containing 10 squadrons of fighters (3 ships in each, 6 TIE-ln squadrons and 4 X-Wing squadrons) a CR90 Corvette, A Nebulon B Frigate, and a Victory class Star Destroyer. None of these are front line starships for any of the combatants, but they each have their own unique role. The models are a bit of a mixed bag. At one end you have the Star Destroyer which is an impressive slab, well shaded and attractive, with lots of detail, and the CR90 which is one of THE iconic ships of the franchise, looking sleek and potent. At the other end the fighters look more like ordinary game tokens and the Frigate’s paint job is… amateurish. There’s a good chance it’s getting re done. None of them are necessarily bad but the fighters and frigate are disappointing, even though they are more than serviceable for gameplay.
The rest of the box is a cornucopia of goodies. A movement tool that looks like it might have started off in the dentists office, enough counters to play any four games I ever played growing up, objectives, ship data cards, damage cards, upgrades, identification cards, and of course the obligatory Range Ruler and Fantasy Flight Proprietary Dice Set.
The ONLY thing I don’t like is the dice set. Look Fantasy Flight, I get it. You can sell dice and make a mint. I own your app already, I’m good. JEBUS am I getting tired of each and every game having a new dice set. I love the games, but man learning to read new dice every time is annoying.
The rest is very high quality thick cardboard, good cardstock and the parts that require assembly (shield counters, speed counters and command counters) fit together fast and intuitively.
I haven’t played a game yet, but you can tell at a glance that it will run longer than X-Wing. Tournaments double the time of a game in the current rules, and I expect things will be frantic in that time frame. I would expect casual games to take 2-3 times as long, especially with the amount of pre-measuring that is allowed. My first impression is this is a fantastic game if you are interested in this scale of combat, and in battles that require development and strategy. Currently it loses a point for some of the models being a bit less than expected, and for the proprietary dice.