Fantasy Flight Games bring us an insightful article by Ian Cross, Regional Champion and judge for at the North American and World Championships, about the role that objectives play in a game of Star Wars: Armada.
“But how could they be jamming us if they don’t know… if we’re coming?” –Lando Calrissian, Star Wars: Return of the Jedi
Objectives are a driving force behind every game of Star Wars: Armada. Whether you’re facing a friend with a familiar fleet or encountering new opponents in a championship tournament, objectives are what shape the way you deploy, activate, and attack. In this article, we’re going to take a look at how you can build your fleet to take advantage of your own objectives, as well as turning your opponent’s objectives to serve your own strategy.
One of the first decisions made in any game of Armada is who will be first player and who will be second player. Taking the role of first player is very strong from a tactical perspective, allowing a commander to make the first choice at the start of every round. But second player provides a wealth of strategic options to shape the entire game in your favor. When you’re choosing the objectives that you’ll take to the table, you want to bring options that support your fleet, but you also want options that won’t benefit your opponent.
Jonathan is a tabletop roleplaying game designer working out of Northampton in the UK. His RPG works include 'Those Dark Places' and 'Pressure' from Osprey Games, the cinematic adventure 'Rapture Protocol' for Alien: The Roleplaying Game from Free League Publishing, rulebook and adventures for Fighting Fantasy RPG Stellar Adventures, adventures for Moebius Adventures, Gallant Knight Games and other publications, as well as dozens of articles, essays, reviews and interviews on the tabletop roleplaying hobby.
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Fantasy Flight Games bring us an insightful article by Ian Cross, Regional Champion and judge for at the North American and World Championships, about the role that objectives play in a game of Star Wars: Armada.
“But how could they be jamming us if they don’t know… if we’re coming?” –Lando Calrissian, Star Wars: Return of the Jedi
Objectives are a driving force behind every game of Star Wars: Armada. Whether you’re facing a friend with a familiar fleet or encountering new opponents in a championship tournament, objectives are what shape the way you deploy, activate, and attack. In this article, we’re going to take a look at how you can build your fleet to take advantage of your own objectives, as well as turning your opponent’s objectives to serve your own strategy.
One of the first decisions made in any game of Armada is who will be first player and who will be second player. Taking the role of first player is very strong from a tactical perspective, allowing a commander to make the first choice at the start of every round. But second player provides a wealth of strategic options to shape the entire game in your favor. When you’re choosing the objectives that you’ll take to the table, you want to bring options that support your fleet, but you also want options that won’t benefit your opponent.
Jonathan is a tabletop roleplaying game designer working out of Northampton in the UK. His RPG works include 'Those Dark Places' and 'Pressure' from Osprey Games, the cinematic adventure 'Rapture Protocol' for Alien: The Roleplaying Game from Free League Publishing, rulebook and adventures for Fighting Fantasy RPG Stellar Adventures, adventures for Moebius Adventures, Gallant Knight Games and other publications, as well as dozens of articles, essays, reviews and interviews on the tabletop roleplaying hobby.
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