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Fantasy Flight Games - Star Wars Armada: Core Set - Miniature Game

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In the Ship Phase, you and your opponent take turns activating your ships, starting with the player who has initiative for the round. When you activate a ship, you first reveal its command for the round. You can either trigger the command’s effect from the dial for full effect, or you can store the command for future use, placing a token upon your ship’s card, and reserving the command’s effect for a more opportune moment, albeit at a reduced effect.

Star Wars: Armada - Fantasy Flight Games

Once you and your opponents have assigned new commands to each of your ships, you proceed to the Ship Phase. 2) Ship PhaseAssemble your fleet, survey your objectives, form your battle plan, plot your course, call your shots, and destroy the enemy. Armada balances the awesome scale of the Star Wars galaxy’s ships and space warfare with ship designs and rules that make for accessible, intuitive play experiences. It’s your job to issue the tactical commands that will decide the course of battle and, perhaps, the fate of the galaxy. It's the players job to issue the tactical commands that will decide the course of battle and, perhaps, the fate of the galaxy. March 27, 2015 "Rebel and Imperial fleets fight for the fate of the galaxy in Star Wars™: Armada, the two-player miniatures game of epic Star Wars space battles!" 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. Each game is played over 6 rounds consisting of 4 phases per round, Command Phase, Ship Phase, Squadron Phase and the Status Phase.

Star Wars Armada CORE SET | Miniatures Strategy Battle Game

Using the game’s unique maneuver tool, a Rebel player plots a “3” speed maneuver for his Nebulon-B escort frigate However, battles between capital ships are fought on a massive scale all their own; the more powerful your ships, the harder it is to adjust their actions on the fly. Capital ships can’t easily vary their speeds or execute hairpin turns like the starfighters that buzz around them, so successful admirals must learn to master every aspect of the ships in their fleet and learn how best to implement their strategies well in advance of the initial engagement.

In Star Wars: Armada, you command the unmatched power of the Imperial fleet, or gain the opportunity to prove your tactical acumen as an admiral in the Rebel Alliance. 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." Armada is a game of capital ship warfare. Fleets require at least one non-Flotilla ship, usually more. Start there. Follow that with a complement of squadrons to round out your budding fleet. Lastly, you’ll need to procure some basic gameplay tools. The good news is that there are starter offerings for both eras, depending on how you (and even a friend) would like to begin. These are the Star Wars: Armada Core Set, or the Fleet Starters. All of these boxes hit each of the categories we need to play Armada: ships, squadrons, and tools. Star Wars: Armada Core Set At the game’s heart are its capital ships—massive war machines that can exceed a kilometer in length and whose crew can number in the thousands. These ships are sophisticated and complex. Their defenses, armaments, and engines all run from separate systems. You and your opponent must balance all these systems throughout your battles. Accordingly, emerging victorious will require more than just raw firepower. It requires a keen tactical mind. Rebel and Imperial fleets fight for the fate of the galaxy in Star Wars Armada, the two-player miniatures game of epic Star Wars space battles! Seen in Episodes II through III, the Clone Wars (CW) was defined by a large-scale conflict between the Galactic Republic and the droid armies of the Separatist Alliance. The CW factions are new releases, occurring after Armada’s transition into its 1.5 th Edition. Their rosters use the most up-to-date rules and card formats, and bring a load of interesting new mechanics to the table. Due to their young age, the CW factions have very small rosters composed of extremely cost-effective multi-role ships, supported by a small range of strong squadrons. Don’t let the small ship rosters fool you – these few ships are largely responsible for the power creep the GCW ships have suffered. They are also differentiated by novel mechanics beyond strong-slow and fast-stabby as represented in the GCW. The era’s factions are defined by:

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