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Fantasy Flight Games | Star Wars Armada: Galactic Republic: Galactic Republic Fleet Expansion Pack | Miniature Game | 2 Players | Ages 14+ | 120 Minutes Playing Time

£46.29£92.58Clearance
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The updated Rules Reference also includes new major rules introduced with the Clone Wars expansions, bringing them fully into the game. Upgrade Cards and Token Icons We’ll take a closer look at all of the ships in this expansion in a future preview! Fly for Freedom With the technological might of the Separatist Alliance at your disposal, nothing can stand between you and your conquest of the galaxy. Assemble your fleet and jump into the epic space battles of the Clone Wars! As great armadas clash in battles across many systems, the final fate of the Galactic Republic will be decided by massive capital ships and the vast number of starfighters they unleash. Legendary Jedi Knights led these fleets and their elite clone forces against the Separatist menace. The Galactic Republic Fleet Starter is your entry point to the epic space battles of the Clone Wars. Importantly, the game’s objectives change the ways that you’ll score points in your game, and they force you and your opponents to adapt your strategies, leading to tremendous replayability. Assemble Your Fleet

You’ll find everything you need to add a Pelta-class frigate to your Republic fleets within this expansion, including a beautifully detailed, pre-painted miniature and two ship cards that invite you to fly it as a transport or as a medical frigate. Although it may be small, the Pelta-class frigate can still carry some of the Republic’s best tactical minds, including The Consular-class Cruiser's maximum speed of four helps the Radiant VII maintain a solid position relative to the rest of the fleet, but other ships take advantage of it in their own way. A Cruiser like the

Notable Upgrades

This maneuver tool is one of the game’s most innovative features and adds a unique feel to the way your capital ships must accommodate for inertia as they maneuver through the stars. 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:

Armada has always benefited from its great tournament community, which has given us a window into the game played at the highest level. But we've noticed some definite patterns emerge over the years; the kind of fleets that are dominant prioritize an ideal number of activations. This has often led players to feeling pushed toward playing with several extra ships (like flotillas) or taking specific upgrades (such as Strategic Adviser) that assist large ships in delaying their activations. Soon, you will be able to take up the mantle of the Galactic Republic as the tactical fleet combat of Star Wars™: Armada enters a new era of the Star Wars saga. Fantasy Flight Games is happy to announce the first Galactic Republic expansions for Star Wars: Armada: Armada's errata and FAQ are no longer a separate document but are now sections within the RRG. As part of this process, some older rulings have been moved out of the FAQ section and into rules.

Clone Wars Era

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. Republic fleets are starved for two things: tokens and dice mitigation. These often go hand– in– hand. Build your fleet around support assets or a plan to generate the necessary tokens to get the consistency you need to stand toe-to-toe with other factions. If you don’t, you’ll be left wondering what’s wrong with your ships today. As one of the most prominent ships in the Separatist Navy, the Providence-class Dreadnought often leads Separatist fleets into battle and 14 upgrade cards give you the freedom to outfit it for battle. Among them is the Supreme Commander of the Separatist Droid Army himself, Using the game’s unique maneuver tool, a Rebel player plots a “3” speed maneuver for his Nebulon-B escort frigate

Read on for more information about adding the Separatist Alliance to your Star Wars: Armada collection! With its capital ships, starfighter squadrons, and accessible rules, Star Wars: Armada provides you an unparalleled take on the largest and most consequential battles in the Star Wars universe. What’s more, your first games are only the beginning of your involvement in the Galactic Civil War. Separatist fleets sweep across the galaxy like an unstoppable machine, brushing aside any resistance. The only thing standing between them and total galactic domination is the Republic Navy. To defeat this foe, Separatist leaders add to their arsenal with new technological monstrosities that will ensure victory in the Clone Wars. This changes the dynamic of Evade slightly, while still leaving it chancy for a ship to rely on it at close range. This revision also opens up the token to being used in other contexts, which players of the Clone Wars factions may notice first. Squadron PlayRadiant VII is a title, but it converts the Consular into its third option. It strips out the crucial weapon upgrade slot that both combat variants rely on and gives you a Fleet Support upgrade slot. What is that good for? Lots. Compared to the Separatist’s lonely Fleet Support ship, it’s a substantially cheaper way to get utility onto the table. Compared to the Republic competitor, it’s faster and cheaper while retaining similar firepower. Compared to Rebel and Imperial flotillas that fulfil the same role in those factions, Radiant VII gives the Republic a much toothier support option. This is the safe and low-investment way of getting fleet support into a Republic fleet without devoting something more specialised to the role. 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 These sections will grow over time, so it is important to note that no new FAQ or errata have been introduced to cover the Clone Wars expansions themselves. These will be added in future updates as questions about the new rules and cards are received. Within this set, you’ll find everything you need to begin building your own massive Separatist fleet, including a Munificent-class Frigate and two Hardcell-class Transport miniatures. Six ship cards give you the power to fine-tune your fleet by deploying them in one of two variants while twenty upgrade cards invite you to further customize your ships with additional officers, weapons, titles, and more. Add a cunning

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