Hi everyone, I'm Corvus, and I am a recovering Armada addict. It all started at GenCon last August...
For those of you who love(d) BFG and who wanted something just a little more grand than X-Wing, you've probably been exposed to some of my enthusiasm for Armada. This is a game for thinkers, long term planners, and anyone who loved the fleet battles in the movies, especially Return of the Jedi. So, as is my tradition from X-Wing, I've snapped up the Rebels, and today, I'm going over the starter.
Let's get a few things out in the open up front. First, the game has really taken off for me with Wave 1, as the 'two starter smash' had some major issues for me. Second, this is a game about ships, not squadrons, to the point where players can't spend more than a third of their fleet total on squadrons. Third, the scene in Return where they start the assault on the Death Star and get caught in the Empire's trap? Only partially true here. Point blank range? Great for Rebel squadrons, less so for the ships. What is true? Don't stand in front of the Star Destroyers. Do not. Do not.
Why is this? The Imperials have allowed their tactics to decay, and their general design philosophy on ships has been reduced to "Put all the guns we can find in the front and then shoot them while running them over." Until you get your bearings, they will do just this to you. This puts the onus on the Rebel player to out think and outmaneuver the Empire, generally meaning you rely on faster, lighter ships, fire arc dodging (one of my favorite aspects adding complexity is how different ships have different arcs), and almost always planning your moves two to three turns out. The Empire's big boats have to do this already with their sluggish command dials, but playing rebels effectively requires sharp acumen to construct a gauntlet that allows squadrons to intercept enemy ships, while yours chase and harass.
Finally, we've got the most iconic of the bunch, the X-Wing squadron. It's a solid piece, and is very valuable for the fact that we see its tactical flexibility. First and foremost, a 4 anti-squadron armament will shred ties. If they get the jump on you, they'll need two squadrons for your one, but their swarm ability is very obviously designed with that in mind. Second, we see that Bomber lets our red anti-ship die crit. This means that your squadrons cannot be ignored by the Imperials. When playing the starter box mash up, the enemy's only option is to devote a squadron command to having his TIEs dog pile you, and if you've kept your Xs back as escorts for your Nebulon, that gives it the opportunity to pull clean up duty and make short work of the enemy's squadrons. Our remaining ability, escort, is more about being a set up for our dedicated bombers, the Y and B, as it requires the enemy engage our Xs first. The starter also includes Luke, who gets a black anti-ship die which gets the luxury of ignoring enemy shields. This isn't the most useful pilot ability, but it's circumstantially good at the very least, as it means Luke neither can be ignored, nor can he be simply "positioned" out of the fight.All of this comes to a head when we look at the Rebel starter admiral: Dodonna. As a Magic player, seeing an ability that lets me filter through the crit deck and pick what I'm dropping on my foe seems very very strong, especially when we consider the likes of Dodonna's Pride, Luke, and the other X-Wings. That's a lot of potential to pick at enemy weak points. The problem is that you're relying on multiple random elements. Which can be fairly easily quashed by the enemy. How do I mean? First, you're relying on finding those crits, which is usually only a 25% chance per die, meaning you've got to be throwing 4 to find one. Yikes. Second, finding multiple crits is wasted, as only ever a single damage is dealt face up. Third, we're banking on finding worthwhile crits in the deck. Some are devastating, to be sure, but others far less so to the Victory class. Fourth and finally, our arch nemesis, Grand Moff Tarkin. Yes, he's expensive, but holy cow he's crazy good. He will grind out a crushing amount of advantage, and beat you down by generating an astonishing volume of firepower and daunting weight of repair economy. Your only option is to hammer through a single ship at a time and hope to use weight of crit to try to push back against the potential to discard two damage a turn or rebuild three shields. It's incredibly tough to pull off, especially when the right Victory class can easily launch a whopping ten dice attack split almost evenly between all three dice types. Remember when I said don't fight them head on?
And that, ultimately, is why I'm so excited to talk about the new options that the Rebels got in Wave 1. But that's for next time.

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