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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

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A number of key changes have been made to long-standing rules. This section covers the most important. Pass Tokens The Battle of Endor is over, and suddenly the Rebel Alliance finds itself in an unfamiliar position. Accustomed to running from the watchful eye of the Empire, the Rebels are now poised to take the offensive and make a decisive strike that could bring an end to the Galactic Civil War. As they do, a powerful new battleship leads their fleets: the Nadiri Starhawk. Beyond the ship cards themselves, 14 upgrade cards invite you to make your Recusant-class Destroyer even more specialized with additional weapons, titles, and officers such as the Commerce Guild’s Once you and your opponents have assigned new commands to each of your ships, you proceed to the Ship Phase. 2) Ship Phase

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, 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. We have also revised the effect of the Intel keyword, so that it is no longer as easy for bombers to completely ignore engaging squadrons. Intel now grants friendly squadrons at distance 1 Grit, instead of giving enemy squadrons Heavy. I love the Republic (and its democracy). Episode II was my first Star Wars movie, and the sight of clone legions marching onto Acclamators was forever burned into my mind. Their fleet in Armada plays exactly as you’d want it to: a disciplined, high-tech army supported by the finest Jedi minds of its era. I typically don’t recommend Clone Wars factions to new players, since they have in-built downsides (no Ion Cannons, AI squadrons) and complex rules that throw new players off. I still haven’t figured out what Tikkes does. However, the faction is undeniably tasty in lore and models. To command Republic fleets to their potential, players must understand fleet-building with limited options, fly squadrons smartly, and learn positioning and token manipulation. Those who master it will experience an Admiral Thrawn-esque smugness of watching a complex plan come together before them. Those who don’t, go to Discord and complain about how weak the Consular is.

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. Armada veterans will notice a number of significant changes as you read through the updated RRG. However, we encourage you to think of this as Armada version 1.5. It's still the same game, but with some added features to improve play and support a new era of expansions. This release article is meant to give you an overview of the changes and the thinking the design team has put into them. Revised Rules Games of Armada are played over six rounds, each of which is broken into four phases. 1) Command Phase 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.

Republic ships benefit from diverse token suites and generous access to Salvo. Without duplicate defence tokens, their ships are typically less durable than their counterparts, especially when you consider that Salvo only works if you’re being shot. They’re well-rounded ships, but are not bruisers and will need to leverage speed or defensive upgrades to stay alive. The Charger C70 is best-compared to other skirmishers. Like the Arquitens or CR90. The replacement of a couple dice and the addition of a Turbolaser slot (and Offensive Retrofit) makes a completely different ship. The ship’s main battery dice are mostly red, which means it’s begging for dice control. Onboard dice control comes from Linked Turbolaser Towers, but some people fly with Turbolaser Reroute Circuits. The former is a safer and more spammable option. The latter eats one of your precious defence tokens to guarantee maximum damage out of a red die. Republic fleets should fly with external sources of dice control like Intensify Firepower and Clone Navigation Officers, so you might not need such drastic measures. Clone Navigation Officers may not be as reliable as on other ships, due to the propensity of Chargers to fight at the fringes of a battle. Such a large ship is bound to play a large role in your fleet, and you’ll want to assign the Alliance’s best personnel to it. In our announcement, we revealed that you can appoint the venerable We’ve already shown you both variants of the Acclamator-class Assault Ship and some of the upgrades you’ll find in the Galactic Republic Fleet Starter. Join us today as we did even deeper and examine the Consular-class Cruiser! No matter which type of Consular-class Cruiser you choose for your fleet, specific titles make the ship even more versatile. A ship like theAre you fond of Star Wars? Does the thought of commanding capital ships and their supporting squadrons appeal to you? Do you have an officer’s outlook and think that tromping around in the mud is beneath you? If you answered yes to two of those questions, then Star Wars: Armada might be your thing. 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 As part of updating the line, we have moved to a consistent cards size for new products. We have reformatted where upgrade icons and points costs are displayed on ship cards. We have also introduced a new ship traits box on new ship cards. These traits are rules in themselves, but they can be referred to be other effects or as requirements for upgrade cards. Older ship cards remain legal for play. This is the single biggest change to the core Armada game experience. We've repurposed the pass token mechanic introduced with the Super Star Destroyer to provide more parity to fleets with lower activations than their opponents. Tokens are now expendable and spent during the Ship Phase to pass an activation turn.

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