Category Archives: Star Wars
Played another game tonight. Didn’t take pictures. Brought an Iden gunline with the intent to use Tactical Strike to get an early lead then grind down my opponent.
I was pretty happy with this list, at least until I saw what I was up against.
I deployed to try to get pressure forward early, but I couldn’t infiltrate very far as I deployed the ISF late so I was barely out of my deployment zone with them. We ended up playing Key Positions, Danger Close and Limited Visibility. I was hoping for Fortified positions but with it in the last position I had no chance without my opponent helping me out. So no extra bunkers for cover and to prevent his vehicles from having freedom of the field.
Turn 1 wasn’t terrible, I got some chip damage out and he took out a single ISF trooper. Turn 2 started well with me playing Tactical Strike and my opponent, John playing Covering Fire. I won the roll off and got a good chunk of damage on 1 of his T-47s. Then he moved up with an AT-RT and used Fire Support to dump 9 dice with Surge to Crit into an unactivated ISF, which took them down to just the leader, getting rid of the heavy weapon with the critical Critical 2 keyword. I drew from my order stack and got Krennic who handed out an aim and then dodged himself, then my opponent landed 6 hits on the other unactivated ISF unit and I rolled… 2 saves. Again leaving them without their heavy weapon. This pulled the teeth on 2 of my most important units on a critical turn. I was able to get both Speeders to half health but John was able to set up more Fire Support attacks with the AT-RT / each of which virtually deleted a unit.
By the end of turn 3 I didn’t hold a single objective and was only contesting 1 with a severely depleted shoretrooper unit. At this point I just went for blood, swatting a Veteran unit, both Airspeeders, 1 going down to Iden, the other to my E-Web before it ate another fire-support shot deleting it. Iden then took down an AT-RT before the battle ended.
I only think I made a few mistakes. The list I faced was a poor match for me, I didn’t have enough crit/impact, and had way less mobility after failing to take advantage of my infiltrators.
I should have absolutely used both of my ISF units once I realized they were more exposed than I thought, but I really think the only way I win this matchup is with near-perfect tactics and above average dice, and I had a couple bad rolls early that snowballed through the game.
I learned some, especially about activation priority and a bit more on targeting but it wasn’t *AS* great an experience as I might have wanted. No shame on John at all. He was a good opponent, patient with my pace and desire to learn, friendly and even made some suggestions as well as insisting on calling the game rather than finishing me off despite my being game for it as he’d definitely earned the win.
Ok, so I played a game of Star Wars Legion today. This is the first game I’ve played since the Big Bang despite preordering a copy for release day. I have loved how the models looked since day 1 and built up a decent collection of which I’ve also largely painted the Imperial side. I played at Game Kastle in Ankeny, a somewhat unpleasant 20 minute drive since I could just WALK to Mayhem in 5 minutes but I had Today off so it could have been worse.
For my opponent I matched up with a gent named Tim who is a regular there and who brought his 3 kids. His kids also designed the list for them and I probably owe them a drink or something because they did me right. Near as I can reconstruct it was this (missing some upgrades as he had next to no bid.
I on the other hand got some excellent advice from a friend who knows his stuff and coaxed me from 8 activations to 9 which ended up being pretty decisive.
My original list had one fewer stormtrooper unit and a BUNCH more upgrades, especially filling every training slot.
For the mission it was Key Positions, Battle Lines, and Rapid Deployment with him putting his naked clones in reserve and me putting a DLT Storms in the bag.
Deployment I put my objective as close to the middle as I could and Tim put his way out. On reflection we should have reversed that, he probably would have been better served with a deathball to share tokens while I wanted to spread him out to prevent that. Either way we ended up with the token placement we kinda wanted just not the efficient way. He deployed his 2 Phase 1 squads and Rex well out on the flank with his objective, with the Phase 2s supporting somewhat towards the middle, ready to flex either way. Yoda was in cover closer to the middle and the Arcs were just past the midline of the board. I deployed Shores with their mortars from the center line to the left, with Iden backing them up, then Vader, with Storms to his right, and the Special Forces in front of him.
Turn 1 was mostly us shuffling around. I played Darkness Descends, giving Vader his much-needed Surge tokens, Tim played Air Strike which he used to throw some damage around. With some long-range speculative shots, he picked off one of my ISF troopers and put a couple wounds on Iden I took down an ARC trooper, a couple clones, and laid out a bunch of suppression. For those not familiar, suppression is the way the game represents friction and it’s a neat mechanic, below a unit’s courage, there’s no effect, from 1x to 2x a units courage, they lose one of their 2 actions, which makes everyone less effective, above 2x they panic. Units lose suppression at the end of their turn and can shed some (1/3 chance) at the start of their move. I tried to focus on getting multiple suppression on a couple units to ensure that the effects persisted. Also he dropped his naked clones WAY out on my right, his left, and I countered by putting mine flanking them, pincering him between the two Stormtrooper squads (either of which had more firepower than him to begin with.)
Turn 2 was nasty for him. I played Pulse Scan and he played Size Matters Not. He blitzed out with Yoda, putting 3 wounds on Vader and double Force Pushing my ISF well out of cover. He moved Rex out ahead of his troops but forgot Rex’s jetpack (until the end of the game in fact) leaving him exposed while the two clone squads behind him milled about in cover. He put some shots on my ISF but a lucky token pull got them in cover and landed more wounds on his ARCs leaving Fives on 1 wound. More fire on Rex left him with a couple wounds. Throughout the turn I focused my fire on unactivated units early, landing a lot of hits and, more importantly, suppression, on units that still needed to go, forcing him to give up several actions from his army due to higher levels of suppression. Iden activated late in the round and moved up to the exposed Rex, putting a bolt through him, leaving the brave Clone Commander dead in the dirt. When Vader went he managed to completely fail to wound the Jedi Master, but Force Pushed him away, triggering Iden’s standby which… whiffed. She needs aims. However the shore troopers behind her put 2 wounds on Yoda, losing one of their own to a deflected blaster shot.
By this point the game was really leaning in my favor. I had 2 squads ganging up on one of his out on one flank, with 1 of mine camping an objective. My dice had been blistering hot (my ISF had rolled 4 black 4 white and landed 7 hits, my shores fired 6 black and 2 white and landed 8 with 3 crits… just absolutely unreal amounts of luck) while my opponent was probably under 33% saves with red dice and a bunch of surge tokens.
Going into turn 3 Yoda was wounded in the center of the board with a wounded Fives in cover behind him. Tim played There is no Try. I played Implacable. Yoda and 1 other trooper squad (his Phase 2s) got orders, as well as a dodge, Outmaneuver and Relentless. I got an order for Vader, as well as a Dodge. By playing a 1 pip I ensured I went first. I activated Vader and the Dark Lord of the Sith took an Aim token, Walked up to Yoda and hit him for 6. Burning his dodge he rolled 5 saves, needing to make 3… and made 2. Yoda fell under the crimson blade, Vader then threw Fives out of cover and into the open. Tim then activated his Phase 2s and moved them up. He wanted to attack Vader, who had taken a wound to shuffle his token back in the stack, but they were his 1 basically undamaged unit, and he didn’t want to eat a bunch of deflected shots so he blasted away and the out of cover ISF unit. His dice totally betrayed him and only 2 of the ISF troopers fell, leaving the squad leader and the heavy weapon. My mortars threw out more suppression, my shores did more damage, and Iden picked off 5s with a disrespectful shot.
At this point Tim’s sons had finished their games, and it was getting close to closing time. We called it and shook hands with 2 objectives firmly under Imperial control and the 3rd about to fall. It was a crushing victory but it really came down to the top half of turn 2. I felt that there were a couple things that really hurt Time and really helped me. First: My luck was absolutely unreal early, and his was awful. I don’t think I’ve ever seen a game of any type where my dice were THIS hot and my opponents were THIS bad. Red dice are 1/2 in defense 2/3 on surges, which he had tokens for, and they just refused to cooperate. I doubt he’d have won even without his mistakes the way the dice were rolling.
But he also had some things he did wrong, he didn’t know his list, which, I get, your kids come up with a list, you play it, suboptimal or not. 7 activations wasn’t great, and it meant he had to get the most out of them and I *FEEL* in my inexperienced state, he didn’t always do that. He put too many shots into units that had already activated and spread his suppression out, so I rarely had to worry about it. In fact, I think I lost only 2 or 3 actions over the course of the game, and I feel like he lost far more due to suppression each turn after the first. Second, he didn’t focus fire, which was harder to do with fewer units and widely spread out both physically and by the terrain. He couldn’t bring his army together which from what I’ve heard the clones REALLY want to do so they can form a token-sharing deathball. I feel like if he’d grouped up more and focused his firepower on my troops to eliminate units before they could activate, or at least suppress them, he could have done much more to slow me down.
On my side, I did a better job utilizing suppression and I am looking for ways to maximize that going forward. I did deploy my mortars poorly and, while I used them to some effect, had they been better located they’d have contributed more, and they were SUPREMELY lucky to not get vaporized. I’m talking one finished the game without a single wound token despite having to roll 9 saves. I need to really think more about objectives and how to take advantage, Tim did me a big favor not putting all 3 on top of each other (to the extent he could) which would have forced me to face a big death ball of token sharing clones. Not ideal.
But it was a great learning experience. I am going to tweak my list, I’m sure he’s going to come up with something spicy and hopefully next week we will both do better! Also I will take pictures, not video as the free WordPress DOESN’T LET YOU INSERT VIDEO/GIFS GRAAAAAAH!
So in the current patch (5.1) the SWTOR classes fall out more or less predictably, but there’s some fun discussions to be had. I’m not an elite endgamer but I’ve certainly played all the classes up on one faction or another enough to know how they feel, if not how good each and every one is.
Jedi Knight /Sith Warrior
The quintessential heavily armored warrior. It breaks down into the heavily armored Guardian/Juggernaut and the medium armored dual wielding Sentinel / Marauder.
Guardian is the cooldown tank. Want to just stop taking damage periodically? We’ve got you covered. It’s very much the Luke/Darth Vader, slow and steady tank, and the DPS specs are underwhelming. Lacking a second weapon just seems to make it feel like much less damage.
Sentinel / Marauder is a highly acrobatic style. Think Ashoka Tano. Dual wielding, fast moving, and very hard hitting. I’m not up to speed on which spec is best currently but I do know that it’s a class that can hit like trucks throughout a long fight. It’s also a lot of fun to watch, but it’s frantic to play at times.
Jedi Consular / Sith Inquisitor
No class changes as much between specs as this one. Shadow/Assassin is a crazy fun, but intricate tank spec, with probably the best damage specs for a tank class, while Sage/Sorcerer is a “standard” healer with a classic “mage” damage spec. I do want to talk a bit about the damage specs here. Sage is…. so underwhelming. The animations are just unexciting, and the damage output is equally disappointing. Sorcerer doesn’t do anything about the output, but you’re throwing huge bolts of lightning, lightning storms, or massive electrical blasts. It’s just much more satisfying to watch.
Trooper / Bounty Hunter
The other Heavy Armor class, Trooper/Bounty Hunter combines the super tanky Vanguard / Powertech with the healing Commando/Mercenary spec.
I do not like tanking as a Vanguard/Powertech. The damage feels absolutely anemic, partly due to the animations, and you don’t feel like you are DOING anything. There’s no buffs to maintain or many cooldowns, there isn’t much interesting to actually DO other than chip away at health bars and watch yours slowly tick down. Your passive mitigation tends to be fantastic but… it’s passive. Definitely my least favorite class. I also don’t like either story as much as some of the others which doesn’t help this group at all.
Commando/Mercenary is a bit more like it. A healing spec (Healing you with BULLETS!) which is neat. It isn’t the best healer, but it’s more than adequate, and visually Commando / Mercenary is SO much more appealing than the other specs. The huge assault cannon, and the mercs dual wielding just throws out more shots, which is a lot more fun to see. The story is, obviously, completely the same, but you have more fun getting through it. It definitely feels more like a damage class with a healing tree tacked on than the Sage/Sorcs healer with a DPS ability tacked on.
Smuggler / Agent
Best story in the game? Check. Most fun DPS spec in the game? Check. Weird, but interesting healing spec? Check. It always seems like the Dark Horse when I’m rolling a toon, but whenever I play it MAN it’s hard to put down.
Gunslinger / Sniper – but not the sniper SPEC. Sabotage/Engineering. It combines the ability to be a really good turret with crazy bursts of mobility and AOE that will cover the screen in explosions and fun. I cannot emphasize enough just how fun this spec really is I think it would be a great spec in any game, but it just feels great in Star Wars. Added to it you get to play one of the two AMAZING storylines, the really good Smuggler or the BEST story in the game with the Imperial Agent.
Operative / Scoundrel is a bit less fun for me. The healing class is actually really interesting, with some great heals over time. If you are good at planning you can sustain heals seemingly forever, as long as you can plan well enough to deal with the bursts your toolkit doesn’t handle well naturally. The DPS is sadly lacking, giving up the sniper rifle/second blaster drops your damage potential quite a bit and there’s nothing to really rescue it. Kind of sad, it feels a bit like the class is STILL being punished for being incredibly overpowered, especially in PvP, at release.
So the Core Set in Armada is pretty darn deep. It’s got a lot of layers and interactions that really push my expectations for a “core” set. Today I will write a bit about each ship and one upgrade for it that affects how it plays, as well as the two fleet commanders.
Victory Class Star Destroyer – I want to call it the cheese wedge but that might be a bit pejorative. In the learn to play scenario it gets handled pretty rough but at 180 points things are a lot more even and this ship thrives. It pushes a huge wedge of fear in front of it, about 120 degrees of hate. Even its broadsides can cripple a corvette, especially if it took hits on the way in. Adding the Enhanced Armament card gives it a massive broadside that will really force the rebels to step carefully even when flanking you. The gunnery team just adds insult to injury by letting you fire from the same zone twice, albeit at a different target. Both variants are nasty, and the squashed nature of the blue band makes the Victory I a really intriguing choice, especially with the assault missiles.
TIE Fighter – I like to call this a Space Inferiority Fighter. The goal isn’t to dominate the fighter battle, it’s to prevent the enemy from capitalizing on his dominance. These fighters will quickly get hacked from space, and while they might do as much damage as they take, they cannot take as much. Their role is to protect and pounce on mistakes and that’s all.
Howlrunner – This is a real interesting card. The way I’m reading it she doesn’t boost herself, and X-Wings likely have enough firepower to cancel her birthday real fast, so she really is best used sitting at range 1 from a blob of ordinary TIEs turning them into really nasty heavy hitters. 4 blue dice with a re-roll can wreck things.
Grand Moff Tarkin – Or as I call him, Grand Moff Token. In a 180 point battle with one VSD he seems priced right at 38 points (a Corvette is 39) put three or four Imperial ships on the battle and he’s a freaking steal. He gives so much flexibility to the Imperials that it’s insane. Look Motti and Screed look good, but Tarkin has it all over them. The Imperials don’t need to be tougher, or hit harder, they need to be able to make small adjustments that they couldn’t predict three turns out.
Nebulon B Frigate – At first I was really not feeling this ship. It seemed like neither one nor the other. I was half right. It is neither one nor the other, it can’t brawl, it can’t snipe, but it can fence. It has enough speed that it has to be respected, it has enough toughness that it can’t be alpha’d off the field (without a LOT of luck and poor management) and it can keep up the pressure with guns, fighters, and provide a healthy bit of support. The upgrades here are all about the engineering team and Redemption title. That’s a lot of engineering. Your tokens are now worth 3 (can heal a hull point!) and the dial command can repair a shield, and repair a hull point. That’s a LOT of fixing. I’m not nearly as big a fan of the support version as the Escort variant. 6 points is not nearly enough for the lost anti fighter weaponry and losing control of a squadron as well.
CR90 Corvette – At first this ship seemed like a beast. Cheap, blindingly fast, hard hitting, and it appeared fairly tough. Until I compared it to the standard that mattered, the firepower of a VSD. It can be alpha’d off the table even in the side arcs, and two rounds of fire will be enough to crush it. You have to maneuver it perfectly to get the most out of it and I haven’t gotten the trick down yet. Even getting into the rear arc doesn’t help much as I tend to go whizzing out of it the next turn. That being said I have some ideas to put into play next time and we will see if I can get the hang of this mean little bastard. Princess Leia is going to spend a lot of times hanging out on these little buggers. They pick their command right at the start of the turn, and she can send it to one other ship. Your Nebulon B needs to repair RIGHT FRIGGING NOW? Leia’s on it! Time to ensure you’ve got the firepower to crack that VSF? Leia’s your gal. Of course she’s a bit of a fire magnet so even though Electronic Countermeasures is expensive, it allows you to use that key Evasive card all the time, or ensure that you have Redirect when you eat that big shot at range one.
X-Wing – A real qualitative difference between the Rebellion and the Empire right here. This fighter can win the Starfighter battle and carry through to do something useful with it. Slower, Tougher, Harder Hitting, and MUCH more effective against starships this ship makes TIEs cry in the corner even costing more than 1.5x the TIEs cost.
Luke Skywalker – Nasty little bastard he is. Underestimate him you should not. His black dice when attacking large targets and ability to skip capital ship shields moves this squadron firmly into the “bomber” column. Sure he can wallop TIEs as well as another X-Wing but you really want him dropping crits onto capital ships…
General Dodonna – … And this is why Dodonna has one of those “Wombo Combo” abilities. This conniving bastard lets you turn over the top 4 damage cards WHENEVER you deal a face up damage card to an enemy and then pick which one to inflict. Look the crits in this game are downright nasty, this card means you can REALLY ensure you get something your opponent will hate when you score one. On turn 2. Against a fully shielded VSD. With Luke (Or with Dodonna’s Pride).
This is just a taste of the tactical depth this game has. There’s other combos already possible that are just nasty, and looking ahead at the spoilers shown on boardgamegeek I can see even more that I’ll be using (I’m looking at you Yavaris and Adar Tallon, and Raymus Antilles, and Garm bel Iblis)
So I just got back from the LGS where I played several games of Armada. So far I’ve only played as the Rebel Alliance and I doubt I’d have much interest in playing the Imperials so that suits me. Even if the Imperials do suit my “Subtle is a smaller sledgehammer to the face right?” mentality. First I’m going to talk about how the game plays, then I’m going to run through how I feel about these decisions and mechanics.
How it Plays
So the basic mechanics of the game are, you set everything up, including your stack of commands, your ships, your fighters, your defense tokens, your turn marker, your initiative marker, your scenery, your deployment markers, everything. Each turn you flip over the top marker in your command stack (on subsequent turns you pick a new command to go on the bottom) and start activating your ships. When you reveal a command you can choose to convert it into a token that has less power than the command dial but can be banked up and spent later, a ship can bank up as many tokens as it has command points. This gives large, lumbering ships some flexibility by letting them store more tokens, at the cost of having a lower chance of having a useful dial command on any given turn.
Large ships activate alternately, with the ship activating, then moving, and special commands being used throughout the turn. This can give you some interesting combinations. Longer ranged ships can activate earlier in the turn without issue, closer ranged ships like to activate later to increase the chance of getting shots in. Ships then move in a more flexible manner than in X-Wing, you don’t commit to a move until you’ve had a lot of time to measure and prepare (outside of tournaments) and ships like the CR-90 Corvette can really dance around the field. Both firing resolution and movement resolution are very simple, without the opposed dice rolls, and reactions, and re-rolls that can drag out the X-Wing sequence, there’s a roll, a defensive reaction, MAYBE a re-roll, and move on. Just simplifying a step makes life a lot easier.
During large ship activation you can use dial commands or tokens. These use the same icons but commands are better than tokens. For example the Concentrate Firepower command gives you an extra dice, the token gives you a re-roll. The squadron one is where the game gets interesting. An Escort Frigate has a squadron value of 2. This means that it can activate 2 squadrons with the command, or 1 without. Those squadrons can move and shoot, or shoot and move, during the frigates activation. Quite spicy. The other commands let it repair or manage damage, or adjust it’s speed and maneuver batter. This is the only way to change speed without upgrade cards.
Fighters that aren’t activated by large ships activate at the end of the turn. They can move or shoot. This severely limits their ability to engage the enemy, though depending on their role it lets them still contribute. Fighters can roll a lot of dice against other fighters but generally only roll one dice against capital ships and only hits count (hits and criticals if you are a bomber, which the X-Wing is). Fighter Squadrons are highly specialized and the Ace squadrons are even more so. Luke Skywalker can skip shields and start chipping away at a ships hull right away, Howlrunner makes other fighters do even more damage just by being there.
Fleet building is an interesting challenge. There’s a couple of real wombo-combos so far, Grand Moff Token… erm… Tarkin leads the pack by handing out tokens each turn to his ships. The Rebels can build lots of crit combos around their ships using Dodonna’s ability to select a certain critical hit out of four whenever one is played. This can be brutal as critical hits are just that, critical. They do immediate and sometimes catastrophic damage to a ship. Others can give ships added capability, like additional attack dice, or special abilities on crits. There’s already a lot of depth in the game even with just the starter set, once Wave 1 arrives at the end of next month things might get silly.
Ok, this game has a LOT more depth to it than X-Wing. Movement is more fluid, damage resolution is quicker, but turns are longer as there’s a lot of measuring, planning and thinking going on. Ship movement is neat. Having to plan on firing before you move is awkward, and it’s meant to be. I like the mechanic but it is going to take a LOT of getting used to. As a Rebel player I had a lot of trouble getting both my ships in range to do something in the same turn. I expect this to be somewhat easier as the games get bigger, 2 on 1 matches are a bit rough as I have to move a ship that is dealing with the only Imperial ship on the table.
Firing resolution is very fast, as it should be. Once an attack is planned, executing it shouldn’t be a huge to do, and sometimes in X-Wing it felt like it was with dice being modified, re rolled, etc, to what felt like an excessive extent. While that CAN happen in this game, it isn’t the norm. Yet anyway.
The integration of fighters into a battle is going to be a very interesting thing to watch. I love fighters and I plan on using them heavily in a fleet, having to use a fighter command to get the most out of them is a REALLY neat idea, with the current lack of dedicated carriers and general dearth of them in the Star Wars canon it ought to be interesting to see how this plays out. There’s a lot of things you want capital ships to do and purely shepherding fighters isn’t always one of them, of course once a fighter gets into combat it can generally be left alone. Another neat mechanic is how fighters engage each other. Once fighters are in range they lock up and must shoot at each other, they cannot move. This means that one sacrificial lamb can jump into a throng of enemy fighters and tie down the whole striker force. Tie being the operative word, at 8 points each a TIE squadron can very easily tie up many more points of Rebel fighters on a key turn. Pre-empting this will be a major tactic in getting your own bombers onto the target. Of course that means you have to spend your precious fighter activations on your interceptor to get it there. See what I mean when it comes to complexity?
Movement is what this game turns on. Having to fire, then move means you HAVE to think a turn ahead, and having to move first can mean getting hit on the chin at times. I don’t think it will be quite as extreme once wave 1 comes out but there were times when I had ships roll into range and get alpha’d by a well prepared Victory I. That hurts.
The gameplay is fun, it feels faster than it is, this game is an hour-eater. It has the flow and scope of the kind of epic battles you see in the movies, and it’s easy for me to see what I’m looking forward to and what I’m worried about. I’m looking forward to big battles with lots of ships zooming about, pounding each other while wings of fighters slash and fence between them. Escorts charge in to harass major ships, while the big brutes hammer each other, ocasionally venting their wrath at an escort that has drifted out of place.
What I worry about is people saying “Ok, for 400 points I can build a mammoth ISD, park it in a corner for 5 turns, vaporise anyone with the temerity to come near me and have enough fighters and fast escorts to nip out on the last turn and deal with any pesky objectives”. Currently most of the ridiculous combos are offensive, and make demolishing ships easier, not harder, but it only takes one wonky card to tilt the balance and that is a worry I have for the game, especially with even bigger, harder to kill ships on the way.
Still the gameplay is excellent, engaging, fun and did not disappoint. 10/10 for gameplay, 8/10 for box contents.