31 January 2016

"Intensify the forward batteries, I don't want anything to get through." - Star Wars Armada AND X Wing - Conclusion.

Continuing from a previous post Beth and I continue our combined Star Wars Armada / X Wing game.

While our 'new' gaming room is more comfortable than the shed, the smaller available floor (and therefore table) space meant we were unable to set multiple X wing games that we could have set up in the shed. But since the shed roof has sprung a leak and there's no power in the shed (because of the leak) we think the well lit, non leaking room, even though it's smaller is the better option.

So we continued to play out the existing X Wing engagement and resolved the others as per the normal Armada rules. We both thought that the greater number of tie fighters that Beth had brought to bear on the Millennium Falcon and a single flight of A Wings would make short work of them and we would soon be setting up another engagement.


But that wasn't to be. As it turns out a single green squadron pilot survived the named aces and lasted through to turn 5 of the Armada game before being shot down.


Back in on the Armada board Beth finally had enough of trading long range shots with my cruiser and assault frigates and turned her Imperial star destroyer to run down my cruiser. 




The range closed and the damage on the cruiser began to mount but the supporting fire from the assault frigates also told on the Imperial star destroyer.





Over on the right flank my corvettes moved through and began a turn towards the rear of the Victory class star destroyer harrased by Beth's tie bombers, while my X wings, Y wings and a single B wing began making attack runs on Beth's raider and surviving Gladiator class star destroyer. 




It got close but combined firepower of my gun line finally took the Imperial star destroyer down. Victory to the Rebel Alliance.


So how did this 'experiment' work out? Well, even though we only got one x-wing engagement the concept played well. Both Armada and X Wing are fast quick games to play and stopping to play out three turns of X Wing to resolve a fighter engagement doesn't ruin to flow of the armada game.

Some judgement when moving to and from X wing and Armada should be used. For example if a engagement occurs, look around the two engaged stands to see who else if they're close enough might also be engaged and include them. Allow ships to disengage from the X-wing board and return to the armada playing area even though in a normal Armada game leaving a engagement may not be so easy.

Each time there's a fighter engagement play out three turns of X wing (Even though when the Millennium Falcon joined the A wings against the tie fighters we only allowed one, we changed our minds). And if you want to add a little spice vary the number of turns buy rolling a die.

  • 1 -    One turn.
  • 2 - 4 Two turns.
  • 5 - 6 Three turns 

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