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Games Overview - Star Wars: Armada

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Game Details
Name:Star Wars: Armada
Logo:star-wars-armada.jpg
Manufacturer:Fantasy Flight Games
Website:http://www.fantasyflightgames.com/edge_minisite.asp?eidm=270
Popularity:The game is played by 3% of the T³-Users.
It's the preferred game of 1% of the T³-Users.
The T³-Users can field a total of 67505 points.
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Average rating 4.6 after 186 vote(s).

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Armies/Factions
This is a list of all supported armies/factions, their distribution between the players and a statistical review in the tournament field:
Name DP DA TN TS TV
Empire53%52%48796.9557
Rebels48%48%44310063
Legend:
  • DP: How many players play this army.
  • DA: How big is the percentage of all armies.
  • TN: How often the army was used on a tournament.
  • TS: How strong is the army on tournaments. The strongest army is used for an index of 100 (see army ranking for details). A value of 0 means that we don't have enough data for a classification yet.
  • TV: How often did the army win a tournament.
  • If there is another army/faction behind a name in brackets, the entry is a sub type of this army/faction.
The distribution is based on 444 players with 449 army selections. The tournament data is based on 930 tournament placements. You can enter your own armies, if you create an account.


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News
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The Grand Admiral Arrives

Published 25 August 2017 | Star Wars: Armada The Grand Admiral Arrives Announcing the Seventh Wave of Expansions for Star Wars™: Armada $(document).ready(function() { var opts = { iframe: true, innerHeight: 155, innerWidth: 600 }; $('#1A12').colorbox(opts); }); "I will start my operations here, and pull the rebels apart piece by piece. They'll be the architects of their own destruction."      –Grand Admiral Thrawn Two of the Star Wars galaxy's greatest admirals join the heated fleet battles of Star Wars™: Armada with the game's seventh wave of expansions. Even as its new ships, squadrons, and upgrades blast their way onto the battlefield, Armada Wave VII provides two new commanders—one Rebel and one Imperial—who are both more than capable of leading their forces to victory. Rebel players gain the services of the blunt and pragmatic Admiral Raddus, whose leadership ensured the Rebellion successfully retrieved the Death Star plans from Scarif, and fans of the Galactic Empire can savor the long-awaited arrival of Grand Admiral Thrawn! Chimaera Expansion Pack Profundity Expansion Pack $(document).ready(function() { var opts = { iframe: true, innerHeight: 627, innerWidth: 1200 }; $('#C3CC').colorbox(opts); }); Perfecting the Art of War "I studied the art of war, worked to perfect it."      –Grand Admiral Thrawn In Armada, you assume the role of fleet admiral, serving with either the Imperial Navy or the fledgling Rebellion. As your fleet engages your opponent's, it's your job to ensure your ships and squadrons are all provided the right commands. You direct their movement. You balance your defensive and offensive tactics against your need to complete objectives. And all of this means planning multiple steps in advance. The Star Destroyers, Mon Calamari star cruisers, and other capital ships at the heart of Armada aren't quick and nimble like the starfighter squadrons that buzz all about them. They're massive, lumbering vessels that need time to adjust. Getting them into the right position at the right time requires anticipating your opponent's moves, as does making sure your crews are ready to take the right actions. This is where Thrawn $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#F64E').colorbox(opts); }); comes in. The striking, blue-skinned Chiss is almost unparalleled as a tactician. Even without the powers of the Force, he's able to anticipate his opponents' moves, using his studies of their history, philosophy, and art. He aims for an understanding of his opponents' deepest desires, using it to play upon their weaknesses, and he's patient enough to allow his foes some smaller victories in order to win the larger war. In short, Thrawn is, in many ways, the epitome of what every Armada admiral aspires to be, and his inclusion in your Imperial fleet ensures that you'll immediately reap the rewards of his foresight. And Thrawn's foresight is just the beginning of all that Wave VII has to offer! Chimaera Expansion Pack In addition to the new Grand Admiral Thrawn commander card, the Chimaera Expansion Pack introduces a new Imperial Star Destroyer, adorned with Thrawn's stylized chimaera, two Mandalorian Gauntlet squadrons, six ship cards, two squadron cards, and seventeen other upgrade cards. $(document).ready(function() { var opts = { iframe: true, innerHeight: 735, innerWidth: 500 }; $('#180AA').colorbox(opts); }); The first thing you might notice about the new Star Destroyer from the Chimaera Expansion Pack is that it looks different from that in the Imperial-class Star Destroyer Expansion Pack. This is thanks to its distinctive chimaera design. But the physical, aesthetic differences between the two miniatures only begin to hint at the differences in the strengths that they bring to your fleet. Where the Imperial-class Star Destroyer Expansion Pack gives the Imperial I-class Star Destroyer $(document).ready(function() { var opts = { iframe: true, innerHeight: 516, innerWidth: 300 }; $('#9B98').colorbox(opts); }); and the Imperial II-class Star Destroyer $(document).ready(function() { var opts = { iframe: true, innerHeight: 516, innerWidth: 300 }; $('#66CC').colorbox(opts); }); , the Chimaera Expansion Pack gives us three copies each of two different refits, the Imperial Star Destroyer Kuat Refit $(document).ready(function() { var opts = { iframe: true, innerHeight: 513, innerWidth: 300 }; $('#8D28').colorbox(opts); }); and the Imperial Star Destroyer Cymoon 1 Refit $(document).ready(function() { var opts = { iframe: true, innerHeight: 513, innerWidth: 300 }; $('#984A').colorbox(opts); }); . Both these Star Destroyer refits feature new upgrade bars that may lead to significant changes in the way you fly your fleet. Maybe you'll only make a minor tactical adjustment. Maybe you'll adjust your entire strategy to accommodate the Cymoon 1 Refit's ability to equip any of the expansion's three Fleet Command upgrades. Maybe you won't even take advantage of the new upgrade potential, but simply by gaining the option, you place yourself in a better position to respond to your foes' tactics, and make it harder for them to anticipate yours. Profundity Expansion Pack "This is Admiral Raddus of the Rebel Alliance. All squadron leaders report in."      –Admiral Raddus Where the Imperials gain the Grand Admiral and a number of other characters from Star Wars Rebels in the Chimaera Expansion Pack, the Profundity Expansion Pack offers the Rebels access to the MC75 star cruiser, Admiral Raddus, and Jyn Erso, as well as other notable characters from Rogue One: A Star Wars Story. All told, the expansion allows you to field its hulking MC75 cruiser miniature using either of two ship cards, then affords you a wide range of tactical adjustments with its fourteen upgrade cards. $(document).ready(function() { var opts = { iframe: true, innerHeight: 462, innerWidth: 500 }; $('#62B8').colorbox(opts); }); With its punishing arsenal, powerful shields, and resilient hull, the MC75 cruiser is bound to make a massive impact upon any battle in which it takes part, but it's only to be expected that certain commanders may use the ship more effectively than others. And there's likely no commander better suited to making sure your MC75 cruiser hits for maximum impact than Admiral Raddus $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#346A').colorbox(opts); }); . As in Rogue One, when his decision to support Cassian Andor and Jyn Erso drew the full strength of the Rebel fleet to Scarif, Admiral Raddus has a habit of bringing reinforcements into your Armada battles, just when it looks like everything's going wrong. At the beginning of the game, Raddus can designate any friendly ship other than his to be set aside, and until that ship finally arrives, your forces will be outnumbered and outmatched. Even if you and your opponent haven't yet begun trading shots, you'll still have forfeited a valuable action with which you could have been baiting your opponent's ships out of position. But while your forces might temporarily suffer from the absence of any ship Raddus sets aside, they'll rejoice when it arrives. Since it can come in at distance "1" of any friendly ship—and since it can face any direction when it arrives—you'll be able to bring it onto the battlefield wherever it can function most effectively. You could bring an MC30c Torpedo Frigate $(document).ready(function() { var opts = { iframe: true, innerHeight: 516, innerWidth: 300 }; $('#F3B9').colorbox(opts); }); out of hyperspace in a position that it's already able to catch its target with a full complement of attack dice. You could bring the Tantive IV $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#D0A9').colorbox(opts); }); into the battle in position to assign an engineering token to your damaged MC80 Battle Cruiser $(document).ready(function() { var opts = { iframe: true, innerHeight: 513, innerWidth: 300 }; $('#B947').colorbox(opts); }); . Or you could fly Admiral Raddus aboard the Profundity $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#13A3D').colorbox(opts); }); , race your CR90 Corvette A $(document).ready(function() { var opts = { iframe: true, innerHeight: 857, innerWidth: 500 }; $('#A776').colorbox(opts); }); around the enemy's flank, and bring both your  Mon Karren $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#BB7A').colorbox(opts); }); and Garel's Honor into the battle positioned at your enemy's back. Tactical Genius Capital ships, commanders, and far-sighted strategies. These are the heart of Star Wars: Armada. They fuel every missile barrage and every burst of cannon fire you enjoy, they propel you toward your objectives. With its new ships and commanders—and with all the new far-sighted strategies they can empower—Armada Wave VII marks a thunderous return to the core of the action. Look for the new ships, squadrons, commanders, and other upgrades from Armada Wave VII (SWM29, SWM30) to arrive at retailers everywhere in the fourth quarter of 2017! Discuss this article in our forums! Star Wars: Armada is an epic two-player game of tactical fleet battles in the Star Wars universe. Massive Star Destroyers fly to battle against Rebel corvettes and frigates. Banks of turbolasers unleash torrential volleys of fire against squadrons of X-wing and TIEs. As Rebel and Imperial fleets collide, it is your job to issue the commands that will decide the course of battle and, ultimately, the fate of the galaxy. © &amp; TM Lucasfilm Ltd.  
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New Commander Regulations

Published 19 July 2017 | Star Wars: Armada New Commander Regulations New Star Wars™: Armada Tournament Regulations Are Now Available The latest version of the Star Wars™: Armada Tournament Regulations is now online! This update contains the usual streamlined language, clarifications, and other minor changes that come with refining the rules. Download the new Tournament Regulations now to see all the changes for yourself!         Download the new Tournament Regulations or the text-only version by clicking on the images above. This update goes into effect 7/26/2017.   Players attending a Store Championship before July 26th can still find the previous Tournament Regulations on the Star Wars: Armada page. As always, other rules documents and support materials for Star Wars: Armada can be found there as well. Discuss this article in our forums! Star Wars: Armada is an epic two-player game of tactical fleet battles in the Star Wars universe. Massive Star Destroyers fly to battle against Rebel corvettes and frigates. Banks of turbolasers unleash torrential volleys of fire against squadrons of X-wing and TIEs. As Rebel and Imperial fleets collide, it is your job to issue the commands that will decide the course of battle and, ultimately, the fate of the galaxy. © &amp; TM Lucasfilm Ltd.  
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Time for Action

Published 6 July 2017 | Star Wars: Armada Time for Action The Sixth Wave of Expansions for Star Wars™: Armada Is Now Available $(document).ready(function() { var opts = { iframe: true, innerHeight: 178, innerWidth: 700 }; $('#2977').colorbox(opts); }); "I say we fight!"      –Admiral Raddus The time for action has come. The sixth wave of expansions for Star Wars™: Armada is now available! Comprised of the Imperial Light Carrier Expansion Pack and the Hammerhead Corvettes Expansion Pack, Armada Wave VI hits far above its weight class with its surprisingly potent starships and an array of upgrades focused on close-quarters combat. Imperial players gain a medium-base ship that elevates their squadron game to new heights, making it easier than ever to wipe out Rebel fighters with your TIE swarms. More than this, the Quasar Fire-class cruiser-carrier even makes it possible for your TIE swarms to chew through your opponents' ships' defenses, leaving them completely vulnerable to the thunderous volleys of lasers and missiles unleashed by your Star Destroyers. And the ship itself is no slouch either; it can even equip and discard a set of Disposable Capacitors $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#16E05').colorbox(opts); }); to surprise opponents with heavy volleys of red and blue dice from long range. $(document).ready(function() { var opts = { iframe: true, innerHeight: 424, innerWidth: 700 }; $('#13594').colorbox(opts); }); Against this threat, the Rebels respond with their Hammerhead corvettes. Built as tough as they appear in Rogue One, these Hammerheads arrive to the game in pairs, and you can use their new Task Force Antilles $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#A47E').colorbox(opts); }); and Task Force Organa $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#CA0F').colorbox(opts); }); Title upgrades to synchronize either their defense or attacks. Or you can simply take advantage of the ship's strengths as a straight-forward combatant and ram it right into your opponent's ship, using the Garel's Honor $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#1F37').colorbox(opts); }); Title to ensure you get the better of the collision. Learn More from Our Previews As much as these ships promise to make a big impact on the Armada battlefield with their new commanders, Titles, boarding parties, and other upgrades, the truth is that they—like all ships in Armada—need to be weighed in the larger context of your whole fleet. How will your Imperial light carrier function alongside the Empire's Star Destroyers, Raiders, and squadrons? How will you shape your Rebel fleet and objectives around the inclusion of your Hammerheads? What use will you make of the expansions' new boarding parties? How will you change your initial approaches and engagements based upon the introduction of Disposable Capacitors and Quad Battery Turrets $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#7179').colorbox(opts); }); ? $(document).ready(function() { var opts = { iframe: true, innerHeight: 692, innerWidth: 524 }; $('#78B1').colorbox(opts); }); As fleet admiral, it's your responsibility to consider all these questions and to incorporate your answers into a clever and comprehensive battle plan. You want to make sure you're informed of all the relevant variables. Reading our previews will let you see more of what the Wave VI expansions have in store. We took a closer look at the Quasar Fire-class cruiser-carrier in our preview, "Rapid Deployment," and saw how it was likely to change the shape of your battles with its commanding squadron value of "4," the ways its new Titles support your squadrons, and the added value that Admiral Sloane $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#15CA1').colorbox(opts); }); grants each of your squadrons. Then we turned our attention to the Hammerhead corvette in the article, "Prepare for Impact." Starting with a closer look at the Garel's Honor Title, we explored the different ways the Hammerhead Corvettes Expansion Pack made it possible for this small-base Rebel ship to hit far harder than your Imperial foes might suspect. Unsurprisingly, we learned that the ship's potential is as high as it is largely due to the skills and wits of its talented crew and commander, including the likes of Cham Syndulla $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#61C6').colorbox(opts); }); , Hondo Ohnaka $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#637A').colorbox(opts); }); , and Leia Organa $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#5F28').colorbox(opts); }); . $(document).ready(function() { var opts = { iframe: true, innerHeight: 660, innerWidth: 500 }; $('#13910').colorbox(opts); }); Engage the Enemy Now, as you look to bring these ships and their upgrades to your battles, your challenge will be to make the best possible use of them. So what will you do? Will you shape your Wave VI Imperial fleet around Admiral Sloane and her swarms of TIE fighters to render opposing ships vulnerable to your Avenger and its devastating volleys of laser and missile fire? Will you assemble a straight-forward Rebel fleet with Leia Organa leading several Hammerheads into battle from her place aboard the bridge of the Mon Karren $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#159B8').colorbox(opts); }); ? Whatever you plan to do, the time is now! The sixth wave of expansions for Star Wars: Armada (SWM26-27) is available now. Head to your local retailer to pick up your starships today! Discuss this article in our forums! Star Wars: Armada is an epic two-player game of tactical fleet battles in the Star Wars universe. Massive Star Destroyers fly to battle against Rebel corvettes and frigates. Banks of turbolasers unleash torrential volleys of fire against squadrons of X-wing and TIEs. As Rebel and Imperial fleets collide, it is your job to issue the commands that will decide the course of battle and, ultimately, the fate of the galaxy. © &amp; TM Lucasfilm Ltd.  
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Squadron Battle Plans

Published 20 June 2017 | Star Wars: Armada Squadron Battle Plans A New Star Wars™: Armada FAQ is Now Available The latest version of the Star Wars™: Armada FAQ is now online! This update contains the usual streamlined rules, clarifications, new questions, and other minor changes that come with refining the rules. In addition, today’s update includes errata to a couple of cards that players should be sure to read about. Learn why these changes were made directly from the developers in the paragraphs below, and then download the new FAQ to see all the changes for yourself! Click on the image above to see the new FAQ. This update goes into effect 6/26/2017. Star Wars: Armada Developers The Star Wars: Armada development team is excited to release FAQ Version 3.2.1, an update that contains five errata to existing cards, a rules errata for flotilla ships, and several updates to existing clarifications. Card Errata The card errata found in FAQ Version 3.2.1 are updates for balance. These changes are intended to help promote greater list parity and diversity for competitive-tier Star Wars: Armada fleets. To support this, the Bomber Command Center, $(document).ready(function() { var opts = { iframe: true, innerHeight: 464, innerWidth: 300 }; $('#3141').colorbox(opts); });   Demolisher, $(document).ready(function() { var opts = { iframe: true, innerHeight: 464, innerWidth: 300 }; $('#109F6').colorbox(opts); });   General Rieekan, $(document).ready(function() { var opts = { iframe: true, innerHeight: 464, innerWidth: 300 }; $('#2BE').colorbox(opts); });  and Turbolaser Reroute Circuits $(document).ready(function() { var opts = { iframe: true, innerHeight: 464, innerWidth: 300 }; $('#161A6').colorbox(opts); }); upgrade cards and the Major Rhymer squadron card $(document).ready(function() { var opts = { iframe: true, innerHeight: 697, innerWidth: 500 }; $('#D344').colorbox(opts); }); all have updates to the wordings of their abilities. Overall, these changes reflect an effort to introduce additional risk and decision-making for abilities that previously enabled extremely powerful combos or repetitive use with no downside. Bomber Command Center Bomber Command Center $(document).ready(function() { var opts = { iframe: true, innerHeight: 464, innerWidth: 300 }; $('#ADA5').colorbox(opts); }); has provided reliability to bomber squadrons, especially squadrons with a single die in their battery armament. This has had the positive effect on squadron-focused fleets that we sought. However, the efficiency of overlapping Bomber Command Centers combined with the inherent benefits of flotillas has reinforced the dominance of fleets that deal damage primarily through squadrons. For that reason, this card’s effect gains an additional restriction that reads “A squadron cannot resolve more than 1 ‘Bomber Command Center’ card per attack.” The effect remains a powerful base-level benefit, but having multiple Bomber Command Centers now provides redundancy rather than certainty. Demolisher Demolisher $(document).ready(function() { var opts = { iframe: true, innerHeight: 464, innerWidth: 300 }; $('#177E8').colorbox(opts); }); is a powerful card and has been part of the game’s competitive scene from the beginning. While this card is unique, when combined with the Engine Techs $(document).ready(function() { var opts = { iframe: true, innerHeight: 464, innerWidth: 300 }; $('#38E3').colorbox(opts); }); upgrade card it enables one of the game’s most powerful combos. This factors heavily into both factions’ list-building and initiative considerations, so much so that opponents must plan to sacrifice ships rather than outmaneuver Demolisher. The update to this card is minor, but introduces some additional counter play and risk. The card now reads: “During your activation, you can perform 1 of your attacks after you execute your first maneuver.” This change means that Demolisher can no longer perform its attack after the maneuver granted by Engine Techs. Demolisher can still pounce from long range and attack, but it is much harder for it to avoid all attacks before doing so. General Rieekan General Rieekan $(document).ready(function() { var opts = { iframe: true, innerHeight: 464, innerWidth: 300 }; $('#12C81').colorbox(opts); }); has become a popular choice of competitive players in Star Wars: Armada. His ability radically alters sacrifice play and—when paired with ace fighter squadrons—has created one of the game’s defining fleet archetypes. While this is very thematic, it has further combined with the activation benefits of flotillas to make General Rieekan lists extremely difficult to defeat in competitive play as well as crowding out other fleet-building choices for both factions. The change in General Rieekan’s effect wording is minor but significantly increases the risk involved in using him: "Once per round, when a friendly ship or friendly unique squadron is destroyed, it remains in the play area and is treated as if it was not destroyed until the end of the Status Phase.” This change doesn't negate Rieekan's utility, but requires more careful management of casualties. It especially changes some of the tactics for confronting Rieekan fleets that use multiple small ships and aces, as destroying more than one unit during a round will overwhelm Rieekan’s effect. Turbolaser Reroute Circuits Turbolaser Reroute Circuits $(document).ready(function() { var opts = { iframe: true, innerHeight: 464, innerWidth: 300 }; $('#10B8C').colorbox(opts); }); have dramatically increased the value of small ships’ attacks, especially the CR90 Corvette A $(document).ready(function() { var opts = { iframe: true, innerHeight: 857, innerWidth: 500 }; $('#3B82').colorbox(opts); }); and MC30c Scout Frigate. $(document).ready(function() { var opts = { iframe: true, innerHeight: 857, innerWidth: 500 }; $('#416A').colorbox(opts); });  However, this has also compounded the power of fleets focused around multiple small ships, which already enjoy a significant activation advantage. Bringing two arcs to bear on an enemy is a major tactic in Star Wars: Armada, and nimble CR90’s and MC30’s are able to further exploit Turbolaser Reroute Circuits as a dramatic force multiplier. The cost of spending an additional evade token is minor compared to guaranteeing an additional four damage across two attacks. The change to this card is minor but adds an additional restriction: “While attacking, you may exhaust this card and spend 1 evade defense token to change 1 red die to a face with a crit icon or 2 hit icons.” This effect’s guaranteed damage is still powerful, but this change provides more firepower parity between fleets composed of many small ships and those focused around fewer, larger ships. Major Rhymer Major Rhymer $(document).ready(function() { var opts = { iframe: true, innerHeight: 697, innerWidth: 500 }; $('#443E').colorbox(opts); }); is the single most indispensable unit for squadron-centered Imperial fleets for good reason. His effect enables an extremely long threat range for squadron commands as well as setting up a dangerous passive-threat zone during the Squadron Phase. While this effect gives the Empire’s bomber squadrons their own signature anti-ship tactic, it also combines with the intel and escort keywords to dramatically reduce counter-play strategies. Major Rhymer’s ubiquity also prevents alternative fleet-building choices for the Empire.         This squadron’s effect now reads: “Friendly squadrons at distance 1 can attack enemy ships at close range using all dice in their battery armament.” This substantially reduces Major Rhymer’s range benefit and makes opponents’ interception strategies easier. However, Major Rhymer’s bombers can still outrange the engagement distance of enemy squadrons. Flotilla Rules Errata Of all the additions to Star Wars: Armada’s competitive scene, flotilla ships have had the greatest underlying impact since their introduction. Flotillas have provided inexpensive additional activations, an additional source of squadron commands, and significant effects through Fleet Support upgrade cards. While they have proven to be vital support ships, the effect of flotillas on activation economy has undermined the competitive value of many fleet combinations. This tendency has only been compounded by the ability of flotillas to serve as flagships and allow the game’s commanders to avoid the main battle with little cost. For these reasons, the rules for flotillas now include an additional restriction for this ship type: “A flotilla cannot equip a commander upgrade card.” Although this is a minor change for flotillas, it restores much of the risk to commanders and raises the effective price of keeping a flagship out of danger. Download the new Star Wars: Armada FAQ now to read the entire update before it goes into effect on June 26th. If you're planning on playing in a Store Championship, make sure to read the errata so you're prepared! Players attending a Store Championship before June 26th can still find the previous FAQ on the Star Wars: Armada page.. As always, game rules, tournament regulations, and other support materials for Star Wars: Armada can be found on our Star Wars: Armada page. Discuss this article in our forums! Star Wars: Armada is an epic two-player game of tactical fleet battles in the Star Wars universe. Massive Star Destroyers fly to battle against Rebel corvettes and frigates. Banks of turbolasers unleash torrential volleys of fire against squadrons of X-wing and TIEs. As Rebel and Imperial fleets collide, it is your job to issue the commands that will decide the course of battle and, ultimately, the fate of the galaxy. © &amp; TM Lucasfilm Ltd.  
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Prepare for Impact

Published 2 June 2017 | Star Wars: Armada Prepare for Impact Preview the Hammerhead Corvettes Expansion Pack for Star Wars™: Armada   $(document).ready(function() { var opts = { iframe: true, innerHeight: 398, innerWidth: 500 }; $('#1346C').colorbox(opts); }); "Corvette Five, locked on target. Prepare for impact."      –Kado Oquoné There were plenty of high-impact scenes in Rogue One: A Star Wars Story. We saw starfighters colliding with a planetary shield. We saw AT-ATs firing at Rebel soldiers, causing the ground to erupt with every blast. We saw an armored tank explode. And we saw the first test of the Death Star's superlaser, in which a single reactor ignition utterly obliterated Jedha's Holy City. Among these various collisions and explosions, we also witnessed a scene that almost appeared like it had been scripted for fans of Star Wars™: Armada. Locked into close-range combat with dozens of enemy TIE fighter squadrons and a pair of Star Destroyers, the Rebel fleet still couldn't punch through the planetary shield it needs to disable until Admiral Raddus had an idea. Calling up a Hammerhead corvette, the Lightmaker, Raddus ordered it to ram into the side of a Star Destroyer that had been disabled by a barrage of ion torpedoes. The disabled Star Destroyer subsequently collided into the other Star Destroyer, which suffered damage and crashed into the Shield Gate that protected the planetary shield. The shield was disabled, and the Rebels collected the secret plans that eventually led to the destruction of the Death Star… and Armada fans everywhere thought to themselves, "All that from one facedown damage card?" Well, with the Hammerhead Corvettes Expansion Pack coming in Wave VI, those incredulous players will soon have the chance to fly their own Hammerhead corvettes and ram them into enemy Star Destroyers, and when they do, they might very well land the sort of faceup critical hit that could lead to such a crippling chain of events! $(document).ready(function() { var opts = { iframe: true, innerHeight: 660, innerWidth: 500 }; $('#6260').colorbox(opts); }); Sublight Thrusters, Full Power Ahead While your collision will only deal a faceup damage if you ram into your opponent while your Hammerhead has the Garel's Honor $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#1513F').colorbox(opts); }); Title equipped, you'll find all your Hammerheads oddly well-suited to the sort of straight-forward, head-on approaches that captains of small-base ships should most typically dread. For starters, both the Hammerhead Torpedo Corvette $(document).ready(function() { var opts = { iframe: true, innerHeight: 513, innerWidth: 300 }; $('#82C2').colorbox(opts); }); and the Hammerhead Scout Corvette $(document).ready(function() { var opts = { iframe: true, innerHeight: 513, innerWidth: 300 }; $('#12BE1').colorbox(opts); }); boast three dice in their forward battery armament, comparing quite favorably to just the single die at either side, with a grand total of zero attack dice in the rear. This doesn't just suggest that the Hammerhead needs to go straight toward its target; it all but mandates that approach. Likewise, the Hammerhead features twice as many shields on its forward hull zone as it does anywhere else, and while it can turn pretty well at low speeds, it's something of a stubborn ship as it picks up the pace—locking in on its target with little maneuverability to either side. Finally, the ship's attacks and upgrades are so heavily focused on close-range combat that your straight-forward approach makes sense, even as you wonder whether or not your two shields and five hull can hold together long enough for you to attack. The straight approach is the fastest approach and, therefore, the fastest way for you to get the Hammerhead into position to do all that it can to help turn the tide of battle. And the amount to which this little ship can contribute is not to be underestimated. Boarding Action One of the reasons the Hammerhead Corvette can hit so far above its weight class is because, at a minimal investment of just thirty-six fleet points for the Torpedo Corvette, the Hammerhead leaves you plenty of room to invest in upgrades. And those upgrades can lead to some surprising exchanges. While both versions of the Hammerhead feature the Officer, Weapons Team, and Offensive Retrofit upgrade slots, the Torpedo Corvette features the Ordnance upgrade slot instead of the Scout Corvette's Turbolasers upgrade. This means it can equip a set of External Racks $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#9790').colorbox(opts); }); for a mere three fleet points, which would then allow it to make one heroic attack per game with an extra pair of black dice. $(document).ready(function() { var opts = { iframe: true, innerHeight: 400, innerWidth: 700 }; $('#1423D').colorbox(opts); }); With External Racks and a concentrate fire command, the Hammerhead Torpedo Corvette can hit almost as hard as a Star Destroyer! It's not always advisable to take single-use items when you could, instead, outfit your ship with a persistent upgrade, but when you consider that a small-base ship like the Hammerhead isn't likely to withstand more than a single volley from one of the Empire's larger battleships, you may view your External Racks as a ten-point savings over a set of Expanded Launchers $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#4B3A').colorbox(opts); }); . But even such an upgrade in your Hammerhead's arsenal doesn't truly reflect all that the ship can offer. After all, all your ships are merely tools—weapons of war—to be put to use by the captains and crew who fly them, as well as by the admirals who command them. Your ships are far more effective when you have crews that are creative enough, brave enough, and talented enough to make the best possible use of them. Just as the Imperial Light Carrier Expansion Pack comes with the Boarding Party upgrade, then, the Hammerhead Corvettes Expansion Pack comes with its own boarding teams. First, you have a team of Boarding Engineers $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#3CED').colorbox(opts); }); ready to sacrifice themselves for the larger cause. If they can find their way aboard an enemy ship, they can flip a number of facedown damage cards faceup, ensuring that every point of damage assigned to its hull will hit for maximum effect. Perhaps, you'll be able to reveal a combination of Compartment Fire $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#504D').colorbox(opts); }); and Faulty Countermeasures $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#FD8B').colorbox(opts); }); , effectively denying your opponent the use of his or her defense tokens. Or maybe you'll reveal a Life Support Failure $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#C253').colorbox(opts); }); and Thrust-Control Malfunction $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#BF0').colorbox(opts); }); to strip your opponent's ship of its navigation token and keep it headed full-speed toward the board edge. Then, if your Boarding Engineers couldn't fully disable your opponent's Imperial-class Star Destroyer or Interdictor, you could load Cham Syndulla $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#1094B').colorbox(opts); }); on your other Hammerhead corvette, fly up alongside the Imperial vessel, and throw its command structure into absolute disarray. For five fleet points, Cham Syndulla gives you the power to reorder your opponent's command stack so that its Star Destroyer could end up with three squadron commands, despite the fact it has no squadrons to command. Or you might change the command stack for your opponent's Interdictor Suppression Refit $(document).ready(function() { var opts = { iframe: true, innerHeight: 513, innerWidth: 300 }; $('#50A9').colorbox(opts); }); so that it can't spend the repair command it so badly needed, but can only reveal navigation commands that still leave it no way to avoid colliding with your ships. $(document).ready(function() { var opts = { iframe: true, innerHeight: 462, innerWidth: 700 }; $('#1001B').colorbox(opts); }); Using Cham Syndulla to deny the Interdictor Suppression Reft its five engineering points may leave the ship vulnerable to your fleet's next attack. Either way, Cham Syndulla's pride is reflected in the way his effect is strongest against your opponent's largest and least responsive vessels. The Stories We Could Tell "Oh, the stories I could tell. So many of them true."      –Hondo Ohnaka The Hammerhead Corvettes Expansion Pack grants you access to yet another crew member—an officer upgrade—who isn't likely to take part in any boarding action, but can nonetheless increase the effectiveness of those actions. Hondo Ohnaka $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#A47E').colorbox(opts); }); , the renowned pirate, is willing to join your side for a short time and two fleet points, but true to form, he's always playing both sides. His ability reads, "At the start of the ship phase, you may discard this card to choose 2 different command tokens and place them on 2 different ships. Then your opponent chooses 2 different command tokens you did not choose and places them on 2 different ships." At first, it seems like Hondo Ohnaka offers an even deal for both sides, but the truth is that it should never be even. Hondo Ohnaka (and the player controlling him) should always find a way to come out ahead. Late in the game, you might be able to get the two tokens you most desperately need and offer your opponent a pair of rather useless tokens. For example, you might claim a concentrate fire token and a navigation token, leaving your opponent with a squadron token that can't be applied toward the squadrons you've already destroyed and a repair token that can only be assigned to the ship you're about to destroy on your next activation because the other ship already has a repair token. There Is Another “I don't know who you are or where you came from, but from now on you'll do as I tell you, okay?”      –Leia Organa The crew in the Hammerhead Corvettes Expansion Pack aren't the only new characters it brings to Armada. Its new commander is easily the most recognizable and important of them all— Leia Organa $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#107DD').colorbox(opts); }); . Although she didn't train to become a Jedi like her brother, Leia is still the daughter of Anakin Skywalker, and the Force is strong with her. She is also a trained diplomat and military officer, and in Armada, she brings all these talents to your fleet as a commander who can empower your ships' commands, allowing you to treat a command that you reveal from a dial as though you had revealed it from the dial and from a token, as well. This could be the difference between removing both of your MC80 Command Cruiser's $(document).ready(function() { var opts = { iframe: true, innerHeight: 516, innerWidth: 300 }; $('#124AB').colorbox(opts); }); faceup damage cards or removing only one, leaving the other to continue hindering your ship's performance. It could be the difference between increasing your speed by one point or two whenever the Interdictor $(document).ready(function() { var opts = { iframe: true, innerHeight: 307, innerWidth: 200 }; $('#1DA9').colorbox(opts); }); and Admiral Konstantine $(document).ready(function() { var opts = { iframe: true, innerHeight: 307, innerWidth: 200 }; $('#12B6D').colorbox(opts); }); slows your ship to a crawl. And that, in turn, may prove the difference between sitting in or out of range of a Victory I-class Star Destroyer's $(document).ready(function() { var opts = { iframe: true, innerHeight: 516, innerWidth: 300 }; $('#82FB').colorbox(opts); }); black dice. Perhaps most importantly, however, is how Leia's ability allows the rag-tag Rebellion to bring its ships together in a way that they can fight above their weight class. With their command values of "1," the smaller Hammerhead and CR90 corvettes are some of the game's most responsive ships, but they're also limited in their ability to stack command tokens. If you want to keep a navigate token on hand for emergency use, you can't take or make use of a concentrate fire token—unless, that is, you play with Leia Organa and resolve your command dial as though it were paired with the token. $(document).ready(function() { var opts = { iframe: true, innerHeight: 462, innerWidth: 700 }; $('#11DE4').colorbox(opts); }); Leia Organa allows your fleet of corvettes to concentrate their fire—with commands from both dials and tokens—round after round. The end result, here, is that Leia Organa can empower your swarm of Rebel corvettes so that your Hammerheads and CR90s are consistently firing four dice from their forward firing arcs. A thirty-three percent increase on the firepower of all the ships in your fleet? That's notable. Flying in Formation Finally, the Hammerhead Corvettes Expansion Pack offers one more twist—the introduction of "task force" upgrades. These non-unique Title upgrades don't name their Hammerheads but, instead, assign them to one or another task force—either Task Force Antilles $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#E597').colorbox(opts); }); or Task Force Organa $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#7CD9').colorbox(opts); }); . Your decision to assign your Hammerheads to Task Force Antilles or Task Force Organa will invariably follow your decision to focus on defense or offense. At three points per ship, Task Force Antilles lends your fleet of Hammerhead corvettes a surprising measure of resilience. Not only does it allow you to shunt your damage to another Task Force Antilles ship at distance 1–3, it allows you to place that damage wherever it's least likely to slow you down. If you're crashing forward toward a Star Destroyer with four Hammerheads all assigned to Task Force Antilles, you're going to take damage. But if you can assign that damage to the rear hull zone of a nearby ship instead of your ship's forward shields, you might just avoid having crippling critical damage applied to your hull. In fact, if you have three other Task Force Antilles Hammerheads all within distance 1–3 of you when a Star Destroyer's forward battery armament would bombard you for seven damage—enough to destroy your corvette—you can activate three copies of the Title to shunt away three damage, and you can continue your flight, battered but unbroken. $(document).ready(function() { var opts = { iframe: true, innerHeight: 459, innerWidth: 700 }; $('#50E8').colorbox(opts); }); Seven damage and two accuracy are enough to punch straight through a fully shielded Hammerhead… were it not for the protection the other members of Task Force Antilles offer the ship. At just one fleet point, Task Force Organa is a bit trickier. When you're attacking, you can exhaust a copy of the Title on another friendly ship at distance 1–3 to reroll up to two dice. However, Hammerheads in Task Force Organa that have their Title upgrades exhausted are unable to attack. Since the greater accuracy afforded by rerolls is good, but the loss of attacks is bad, the impact of this card all comes down to how well you can time your attacks. You want to activate at least half of Task Force Organa before you start exhausting the ships' Title upgrades. If you do, you still get all your attack dice, and you get extra rerolls with your later attacks, exhausting the Title upgrades on the ships that have already activated. Naturally, this tactic works even better when you have Leia Organa delivering concentrate fire commands to a whole fleet of corvettes, many of which are loaded with External Racks. After all, your defense is only important if you can't obliterate your opponent in the first combat pass. Call Up the Corvettes "Call up a Hammerhead corvette. I have an idea."      –Admiral Raddus Once you get your hands on the Hammerhead Corvettes Expansion Pack, you can be sure that Admiral Raddus won't be the only one having great ideas about how to put these venerable ships to use. The ships may be small, but the ideas are big. How will you outfit and fly your Hammerhead corvettes? Share your ideas with the other members of our community forums. Then be sure to head to your local retailer to pre-order your copy of the Hammerhead Corvettes Expansion Pack (SWM27) today! Discuss this article in our forums! Star Wars: Armada is an epic two-player game of tactical fleet battles in the Star Wars universe. Massive Star Destroyers fly to battle against Rebel corvettes and frigates. Banks of turbolasers unleash torrential volleys of fire against squadrons of X-wing and TIEs. As Rebel and Imperial fleets collide, it is your job to issue the commands that will decide the course of battle and, ultimately, the fate of the galaxy. © &amp; TM Lucasfilm Ltd.  
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Rapid Deployment

Published 19 May 2017 | Star Wars: Armada Rapid Deployment Preview the Imperial Light Carrier Expansion Pack for Star Wars™: Armada $(document).ready(function() { var opts = { iframe: true, innerHeight: 415, innerWidth: 500 }; $('#12F00').colorbox(opts); }); "Fighters coming in."      –Lando Calrissian Imperial fighters will soon flood the vastness of space, carried into battle by the Quasar Fire-class cruiser-carrier… The Imperial heart of the sixth wave of expansions for Star Wars™: Armada, the Quasar Fire-class cruiser-carrier promises to add new punch to the Empire's squadrons when it arrives with the Imperial Light Carrier Expansion Pack. TIE fighters, TIE bombers, TIE interceptors, TIE Advanced—they're all about to get a major boost, and you'll find more Imperials across the galaxy looking at the Rogue bounty hunter squadrons and quietly shaking their heads, muttering, "We don't need that scum." Why might this be the case? It's because the Imperial Light Carrier excels at providing your Imperial fighters the kind of support they need. Not only does it tout a commanding squadron value of "4," but it is also accompanied by a wealth of upgrades, including three new Titles that add speed, resilience, or versatility to your fighters—whichever best suits your fleet. $(document).ready(function() { var opts = { iframe: true, innerHeight: 692, innerWidth: 524 }; $('#3F49').colorbox(opts); }); Your Mobile Stronghold Frequently used to garrison occupied worlds, the Quasar Fire-class cruiser-carrier was a massive ship well-suited to serving as a transport and mobile base for dozens of smaller fighters. These fighters were divided between the Light Carrier's four hangar bays and could launch swiftly into action at short notice. But it's not just the Light Carrier's ability to send its squadrons into battle that makes it a great command vessel; the Light Carrier's three different Titles afford it three different approaches to its squadron support. The Pursuant $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#87E8').colorbox(opts); }); Title ensures that you'll never be without your squadron command when you need it most. At just two fleet points, this is the least expensive of the Light Carrier's Titles, and its single-use effect compares nicely with that of the Veteran Captain $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#1100B').colorbox(opts); }); , even while it leaves your officer upgrade slot open for other options. The Squall $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#5941').colorbox(opts); }); , on the other hand, offers a persistent boost to your squadrons' mobility, but one that requires a bit of clever thinking to maximize. Whenever you activate the Squall, you can choose up to three unengaged friendly squadrons at close-medium range to move up to distance "2," but they cannot end their movement engaged. It's the Squall's final restriction that requires some consideration. You can't quite use the Squall to cheat "free" squadron commands. Instead, you have to position yourself to intercept enemy ships or squadrons, or just to end in better position for the next round. However, because you don't activate these squadrons, it's still possible to follow up the Squall's effect with a standard squadron command and fling your TIE bombers a whopping total distance of "7" to harass your opponent's flagship from the game's first activation! $(document).ready(function() { var opts = { iframe: true, innerHeight: 400, innerWidth: 700 }; $('#135').colorbox(opts); }); Finally, the Stronghold $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#1181F').colorbox(opts); }); is the most expensive of the three Titles at a five-point fleet cost, but it's also a game-changer for Imperial admirals looking to combat Rebel X-wing Squadrons $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#2C39').colorbox(opts); }); with their fragile TIE fighter $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#14A0A').colorbox(opts); }); and TIE interceptor Squadrons $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#109D9').colorbox(opts); }); . Whenever one of these squadrons—or any other squadron with Swarm—is defending against an attack while at distance "1–2" from the Stronghold, that attack is treated as though it were obstructed. While the Stronghold doesn't do anything for Rogue bounty hunters like Bossk $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#E336').colorbox(opts); }); and Boba Fett $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#17C9A').colorbox(opts); }); , it does wonders for your TIE swarms, as well as the ace squadrons led by "Howlrunner," $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#6FEA').colorbox(opts); }); "Mauler" Mithel $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#16000').colorbox(opts); }); , and Soontir Fel $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#D29E').colorbox(opts); }); . It can also make the Stronghold and its swarming cloud of fighters a serious threat to enemy ships who, now, will have a much harder time dealing with your fighters and their anti-squadron armament. $(document).ready(function() { var opts = { iframe: true, innerHeight: 400, innerWidth: 700 }; $('#16925').colorbox(opts); }); The Stronghold makes your friendly TIE Fighter Squadrons immune to ships with anti-squadron armaments of only a single die. Finally, even though it's still slower to plink away at ships with your TIE fighters than a wing of TIE bombers $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#68F2').colorbox(opts); }); , the new options permitted by Admiral Sloane $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#10F73').colorbox(opts); }); and your Imperial Carrier's Boarding Troopers $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#4C4').colorbox(opts); }); allow you to completely strip your enemies of their defenses. No Enemy Out of Reach By serving as a transport for all the fighters and bombers in its docking bays, the Quasar Fire-class cruiser-carrier ensures that no place in the galaxy is more than a quick lightspeed jump away from Imperial rule. But it's not just the Light Carrier's fighters that make the ship a potent weapon. It's more than capable of defending itself in battle. Both the Quasar Fire I-class Cruiser-Carrier $(document).ready(function() { var opts = { iframe: true, innerHeight: 513, innerWidth: 300 }; $('#109E2').colorbox(opts); }); and the Quasar Fire II-class Cruiser-Carrier $(document).ready(function() { var opts = { iframe: true, innerHeight: 513, innerWidth: 300 }; $('#9E2B').colorbox(opts); }); boast a respectable total of six hull behind two points of shielding on all sides, except for the rear's one point of shielding. But there's little reason to let your enemy flank you since the Light Carrier has a top speed of "3" and a reasonable measure of maneuverability, especially when flying at speed "1." To these more defensive considerations, the Quasar Fire-class cruiser-carrier adds a battery armament of three dice to its forward hull zone, plus two dice from each of its sides and one from its rear. These won't yield the dominating and terrifying sorts of volleys you'd expect from a Star Destroyer, but they are substantial nonetheless. And they can prove deceptively effective if, for instance, you discard your Disposable Capacitors $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#836').colorbox(opts); }); and strike with five blue dice at long range. Between these Disposable Capacitors and your Boarding Party, then, the Quasar Fire-class cruiser-carrier might even prove more effective at close- and long-range combat than at medium-range combat, despite the fact that most of its dice are blue. At least, you have options—engagements at the different ranges lead to different sorts of threats. Accordingly, the new officer upgrade in the Imperial Light Carrier Expansion Pack helps you establish your engagement on your terms. For just four fleet points, The Grand Inquisitor $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#135CB').colorbox(opts); }); lends a remarkable measure of responsiveness and resolve to your Light Carrier's flight. And it can be used both defensively and offensively. If your opponent's ship accelerates in order to flank your Light Carrier, you can slow down to prevent the flank or accelerate to put more distance between you. Alternatively, if your quarry accelerates to break away, you can accelerate as well, and you don't even have to spend a navigation command. Furthermore, The Grand Inquisitor's ability will, again, play well with your Light Carrier's ability to command its fighter squadrons. If you're sending your fighters to buzz about a Mon Calamari cruiser as you pass it by in the other direction, you need them to stay engaged with that ship—even as it changes speeds—and that could potentially mean that they'd race along with the cruiser's forward section and outpace your ability to issue commands. But with The Grand Inquisitor, you can more effectively respond to your enemy's adjustments to its speed and, by doing so, you can stay within command range of your squadrons. $(document).ready(function() { var opts = { iframe: true, innerHeight: 400, innerWidth: 700 }; $('#29E').colorbox(opts); }); Unable to slip away from the MC80's punishing left hull zone, the Light Carrier responds to the MC80's speed adjustment by slowing down so that it can remain in range to activate the nearby bomber squadrons before the MC80 can fire. A New Imperial Resolve With the Quasar Fire-class cruiser-carrier, its ability to coordinate your fighter squadrons, and its ability to engage your enemies effectively—and differently—at every range, the Imperial Light Carrier Expansion Pack may just prove to be the versatile new ship that gives your Imperial fleet the tools it needs to quickly put down every hint of rebellion. If you hope to preserve the Empire's order, look no further than the Imperial Light Carrier! Discuss your favorite uses of the Imperial Light Carrier with the other members of our community forums. Then be sure to head to your local retailer to pre-order your copy of the Imperial Light Carrier Expansion Pack (SWM26) today! Discuss this article in our forums! Star Wars: Armada is an epic two-player game of tactical fleet battles in the Star Wars universe. Massive Star Destroyers fly to battle against Rebel corvettes and frigates. Banks of turbolasers unleash torrential volleys of fire against squadrons of X-wing and TIEs. As Rebel and Imperial fleets collide, it is your job to issue the commands that will decide the course of battle and, ultimately, the fate of the galaxy. © &amp; TM Lucasfilm Ltd.  
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