In the Command Phase, you and your opponent secretly assign commands to each of your ships. Games of Armada are played over six rounds, each of which is broken into four phases. Some tokens even allow you to take evasive maneuvers to avoid attacks fired at long range. For example, you can angle your deflector shields so that a shot fired against your front section might be absorbed, instead, by your left section.
You can spend these each round to trigger their associated effects. Finally, each ship comes with a number of defense tokens. The next is its shields, which vary in strength from section to section. Meanwhile, each of your capital ships features multiple layers of defenses. While a ship has a single hull value, which indicates how many hits it can take before it’s destroyed, it has separate shield values for each of its sections, and each of these sections also comes with its own firing arc and attack value, indicated by a number of dice. It requires a keen tactical mind.Īrmada 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.Įach pre-painted capital ship is divided into four sections: front, rear, left, and right. Accordingly, emerging victorious will require more than just raw firepower. You and your opponent must balance all these systems throughout your battles. Their defenses, armaments, and engines all run from separate systems. These ships are sophisticated and complex. The Armada Core Set contains ten unpainted squadrons, three pre-painted capital ships, nine custom dice, dozens of tokens, nearly one hundred cards, and an innovative maneuver tool that adds a unique feel to the way your capital ships must accommodate for inertia as they maneuver throughout the battlefield! Capital Ships in CombatĪt 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.
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. 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.