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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:No T³-User plays this game.
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Average rating 4.6 after 187 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
Empire--000
Rebels--000
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 players from Serbia with 0 army selections. The tournament data is based on 0 tournament placements. You can enter your own armies, if you create an account.


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Governor Pryce

Published 11 December 2017 | Star Wars: Armada Governor Pryce 2015 World Champion Jonathan Reinig on Designing Governor Pryce "They fight so hard to gain so little."      –Governor Arihnda Pryce The Chimaera Expansion Pack for Star Wars™: Armada is notable for many reasons. The expansion marks the arrival of Grand Admiral Thrawn. $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#FF32').colorbox(opts); });  It introduces a new Imperial Star Destroyer with an alternate paint scheme—designed to match Thrawn's signature Chimaera. It allows Imperial players to field a pair of Mandalorian Gauntlet squadrons. And as we revealed in our first preview of the expansion, it introduces a pair of Champion cards—designed by 2016 World Champion Josiah Burkhardsmeier and 2015 World Champion Jonathan Reinig. One of the greatest parts of winning the Armada World Championship is earning the chance to work with the game's developers to design a card and make a lasting impact on the game you love. Now that we've already seen what Josiah Burkhardsmeier had to say about the privilege of introducing Grand Admiral Thrawn to the game, we turn our attention to Jonathan Reinig and the card that he hopes will shake up the metagame and bring back the big Imperial ships—the really big ships… 2015 Armada World Champion Jonathan Reinig shakes hands with his opponent during the final match. You can watch the match on our YouTube channel. 2015 World Champion Jonathan Reinig on Governor Pryce When my swarm of A-wings $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1524E').colorbox(opts); }); led me to victory in the 2015 Star Wars: Armada World Championships, I was overjoyed. But if I am completely honest, it was not the way I wanted to win. Prior to Worlds, I had dreamed of marching a giant Imperial Star Destroyer across the table and watching waves of enemy ships break against its shields as its turbolaser batteries ended their feeble attempts to stop me. Sadly, however, the more I put the Imperial Star Destroyer on the table, the more I found my attempts to fly it to victory more frustrating than impressive. With opponents bringing more and more activations to the table, ships like the Imperial Star Destroyer that required large fleet-point investments simply became less and less practical. I would be forced to activate my Star Destroyer early in the round, having run out of other options, and then I would watch as the Rebellion's Corvettes snaked around and past me. The iconic Imperial Star Destroyer. In more than one game, I was forced to watch my opponent's Demolisher $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#31F').colorbox(opts); }); activate last in a round, fly right in front of my Imperial Star Destroyer, fire, and then activate first in the next round, firing again and running away. My opponents were almost mocking my big ships in a way—playing chicken like that. When I won Worlds, I knew I wanted my card effect to prevent the Imperials from suffering these kinds of insults in the future. The Star Destroyer was a massively imposing force in the movies, and I wanted it to invoke the same awe and fear on the table. A Large Impact on the Value of Large Ships Luckily enough, after I expressed this opinion, the design team did an amazing job of helping me create a card that really supports the types of ships I've always wanted to fly— Governor Pryce. $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#4C76').colorbox(opts); }); Governor Pryce may clock in at a monstrous seven fleet points, but she still feels fairly comfortable aboard a ship into which you are already sinking over one-hundred points. She takes up the officer slot, which is conveniently a slot currently available to all medium and large ships in the Imperial fleet, and the fact that she is restricted to medium and large ships means she won't add yet another tool to the Demolisher. Far more interesting, though, is what Governor Pryce can do for the game's larger ships. In short, she makes all my dreams of big activations viable. It's true that she forces you to showcase what round her ship will activate last, but this is a price I’m willing to pay for the ability to get all of the information possible before committing to a course. The payoff is that by activating last in a round, you will have forced your opponent to play out his entire hand, moving some of his ships into the danger zone before you activate. This gives you the chance to bring your Star Destroyer into the fight just the way you want them. With some clever positioning, the Imperial player leaves the Rebels nowhere to go but straight into his Star Destroyer's main battery! And if you have bid deep enough to become first player, you may even get to live the dream of activating your Star Destroyer last in one round, and then first in the next. Not many ships can withstand a Star Destroyer's full-strength one-two punch! Governor Pryce in Action Currently there are a ton of ships that could benefit from Governor Pryce. Activating last in a round with a heavy hitter is an extremely strategic tool. The most obvious spot to stick Pryce would have been the Demolisher. Being able to guarantee it acts last in the round would have meant you no longer had to "out-activate" your opponent; however, Governor Pryce's restriction to medium and large ships ensures that this isn’t going to be a problem. Guaranteeing a player's ability to move the Demolisher last is not something I felt the game needed. My favorite officer slot to fill with Governor Pryce is on the Imperial Star Destroyer. This fits with my original intent, and when I build a fleet, the officer slot is generally one of the last slots I worry about filling. The defensive retrofit, weapons, team, and turbolaser slots all generally rank far higher on my priority list. This means Governor Pryce's opportunity cost is rather negligible. One build I look forward to trying out is an Imperial II-class Star Destroyer $(document).ready(function() { var opts = { iframe: true, innerHeight: 516, innerWidth: 300 }; $('#B503').colorbox(opts); }); with Governor Pryce, Gunnery Team, $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#2FD8').colorbox(opts); });   Spinal Armament, $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#5375').colorbox(opts); });  and Leading Shots. $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#4A33').colorbox(opts); }); Properly positioned to activate last in a round, this punishing Star Destroyer can fire its forward battery armament at two separate targets trapped in its front arc. Then—if you are truly a master of positioning—you can activate it again in the next round to unload against the same two targets, presumably obliterating them. Still, this isn't the only use for Governor Pryce. Another excellent place to put her would be aboard a Quasar Fire I-class Cruiser/Carrier $(document).ready(function() { var opts = { iframe: true, innerHeight: 513, innerWidth: 300 }; $('#1084F').colorbox(opts); }); with Expanded Hangar Bay, $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#23BE').colorbox(opts); });   Flight Controllers, $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#177D1').colorbox(opts); });  and the Squall $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#FEB').colorbox(opts); });   Title. Starting far outside of your enemies' threat range, this ship could pounce at the end of the turn to direct a large number of elite Imperial squadrons against your opponent—after he has lost his ability to counter your assault with his fighter activations. There are plenty of other ways to use Governor Pryce, too, and I look forward to seeing her in action. I'm delighted to have had the chance to work with the design team, and I hope she'll help make the Empire's largest ships as brutally effective in the game as they were always meant to be! Wave VII Is Coming Armada Wave VII is coming, and it's going to introduce a host of exciting new tactics and strategies for both the Galactic Empire and Rebel Alliance. Without a doubt, the Champion cards from the Chimaera Expansion Pack are bound to play a prominent role in your upcoming battles—as players everywhere look for ways to incorporate Grand Admiral Thrawn and Governor Pryce into their Imperial fleets. What else will we find in the Chimaera Expansion Pack and Profundity Expansion Pack? We'll take a closer look in our next previews, so stay tuned! In the meantime, head to your local retailer to pre-order your copy of the Chimaera Expansion Pack (SWM29) or place your pre-order online through our webstore. 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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Fleet Upgrades

Published 4 December 2017 | Star Wars: Armada Fleet Upgrades The Star Wars™ Armada Regional Championships Are Here "Alert all commands. Deploy the fleet."      –Admiral Piett Throughout the galaxy, Star Destroyers, TIE fighter squadrons, and support ships are moving into position, waiting for the signal that will launch them into battle. And that signal? It has arrived. Saturday, November 25th marked the first of this year's Star Wars™: Armada Regional Championships, and the season is now in full swing! From November 25, 2017 to March 25, 2018, the Star Wars: Armada Regional Championships offer you the chance to meet and play against some of the game's most talented and enthusiastic players. You'll find Imperial traps expertly set and sprung. You'll find Star Destroyers unleashing their full strength at Rebel frigates and Mon Calamari cruisers. You'll see the distant stars dimmed by explosions and the shots from countless fighters and turbolaser batteries. Desperate Rebel captains will fly their ships through enemy fire, hoping to score their objectives before reaching Round 6 and making their escape to hyperspace. More than this, you'll see the Armada metagame jolted by the sudden arrival of Grand Admiral Thrawn, $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#141F4').colorbox(opts); });  the Chimaera, $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#17891').colorbox(opts); });   Admiral Raddus, $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#9F31').colorbox(opts); });  and the rest of Wave VII. The Chimaera Expansion Pack and Profundity Expansion Pack are scheduled to arrive in the middle of the Regional Championship season, meaning these already high-level events will also be the testing grounds for new Rebel and Imperial strategies—as both sides scramble to adapt amid battlefields littered with missiles, proton torpedoes, and laser fire. And to top it all off, you'll find a wealth of custom prizes that are exclusive to these thrilling, high-energy events… The Prizes Your Armada Regional Championship may begin with camaraderie, creative fleet designs, and thrilling competition, but you may very well end it by walking away with some of the coolest custom prizes around. The Regional Championship prizes include everything from alternate art ship cards and custom tokens to acrylic range rulers and a free first-round bye at your region's National Championship. And the best part is you don't even have to make the top tables to walk away a winner! Top 64: Alternate art Gozanti-class Assault Carrier ship card. We're ensuring that the Empire's strength spreads far across your region by sending this beautiful alternate art ship card home with not just one or two players—but all of the Top 64! $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 513 }; $('#F7CD').colorbox(opts); }); Top 16: Acrylic scatter tokens. Typically reserved for only the most slippery Imperial and Rebel aces, scatter tokens allow your fighter squadrons to completely dodge incoming fire, and these double-sided acrylic tokens make sure you look good when you emerge unscathed. Top 8: Set of twelve custom dice. The only thing more satisfying than watching your shot punch straight through an enemy ship's hull is firing that shot with this sparkling set of custom dice! Top 4: Set of acrylic range rulers and distance templates. You can fly your squadrons with ease—and determine whether or not you just manage to avoid an early engagement—with this full set of custom distance templates. And you can strike fear into your opponents' hearts with this imposing set of black and red range rulers, adorned as they are with the turbolaser, ion cannon, and ordnance icons. Champion: Custom trophy and National Championship prize bye. Land your "one in a million" shot, and you can walk away with a prize card offering you a first-round bye at your National Championship, as well as the stunning Star Wars: Armada Regional Championship trophy, inspired by the medallions given to Luke Skywalker and Han Solo at the Yavin IV medal ceremony. Deploy Your Fleet Your Star Wars: Armada fleet wasn't made to sit idle behind some distant moon; it was meant to engage the enemy… And the upcoming Armada Regional Championships are your best chance to meet the enemy—and enjoy hours of tactical fleet battles! Whether you'll be a first-time participant in Organized Play or you're the next Grand Admiral, simply waiting for the Chimaera to find its way to stores, you'll find this year's Regional Championships are an excellent opportunity to enjoy great games, meet new friends, discover new tactics, and win great prizes. Make your plans to attend. Head to our list of Armada Regional Championships to find an event near you! 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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Grand Admiral Thrawn

Published 27 November 2017 | Star Wars: Armada Grand Admiral Thrawn 2016 World Champion Josiah Burkhardsmeier on Bringing Thrawn to Star Wars™: Armada "I will start my operations here, and pull the rebels apart piece by piece."      –Grand Admiral Thrawn Fans of the Galactic Empire are going to enjoy Star Wars™: Armada Wave VII. As we announced in August, Wave VII consists of two starship expansions—one for the Rebellion and one for the Empire. Both are bringing brilliant new commanders to your Star Wars fleet battles. The Rebels gain the services of Admiral Raddus, who arrives with his flagship, the Profundity, in the Profundity Expansion Pack. The Imperials, meanwhile, gain the legendary, blue-skinned tactician Grand Admiral Thrawn $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#6850').colorbox(opts); }); . Arriving as part of the Chimaera Expansion Pack, which features a repainted and retrofitted Imperial-class Star Destroyer as well as two Mandalorian Gauntlet squadrons, the Grand Admiral is undoubtedly the star of the wave. A fan-favorite villain who first came to life in Timothy Zahn's classic novel, Heir to the Empire, Thrawn recently made his way to Star Wars Rebels, where he served as a formidable opponent to Hera Syndulla, Kanan Jarrus, and the rest of the show's namesake Rebels. Given Thrawn's reputation as a master strategist, many Armada fans felt it was inevitable that he would appear in the game, and they were right. But it's not just the fact that he arrives in Wave VII that's noteworthy; the way he's incorporated into the game is just as notable. Grand Admiral Thrawn is one of two cards in Wave VII designed by the game's World Champions. Before we get to the rest of the wave, then, we're going to honor these World Champions and their contributions to the wave. Soon, we'll hear from 2015 World Champion Jonathan Reinig about his card design, but today we begin our Wave VII previews with the story behind Grand Admiral Thrawn, as told by 2016 World Champion Josiah Burkhardsmeier. You can watch the full coverage of Josiah's victory in the 2016 Star Wars: Armada World Championships by following this link to our YouTube page. 2016 World Champion Josiah Burkhardsmeier on Designing Grand Admiral Thrawn How do you capture the essence of one of the greatest and most iconic Star Wars admirals? This was the challenge I faced when planning Grand Admiral Thrawn’s entrance into Star Wars: Armada. At first, I wasn’t sure if it was a challenge I even wanted to undertake, so we’ll get back to that question later… When the developers approached me about the card I wanted to design for winning the 2016 Armada World Championships, the first question I asked myself was, “What type of card do I want to make?” I looked at the meta at that time and thought about filling holes that existed. I thought about creating a card that would mesh well with my playstyle. However, whenever I approached the design from a purely mechanical standpoint, I couldn't find a theme or character I loved that fit my mechanics. I thought my ideas were cool, but I really wanted to create something special and iconic, not some generic turbolaser. I decided that to be satisfied, I would need to design a character card, which most likely meant an officer or admiral. I started asking myself a different question, “If you could choose anyone, what iconic Star Wars character would you choose?” Here, my first thought was Thrawn, but I wasn’t sure if FFG would allow me to pick him. I thought through some other character ideas, but I couldn’t shake the desire to at least ask about Thrawn. The Essence of Thrawn Now I was, once again, asking myself that opening question. How could I capture Thrawn's essence? I needed to create an ability that did service to the greatest strategic mind Star Wars has ever seen. What makes Thrawn Thrawn? The ability had to feel like Thrawn. It needed to require strategic foresight and reward the ability to plan for the future. Thrawn’s ability to coordinate his forces meant his game ability needed to be fleet-wide. The fact that Thrawn could take whatever forces he was given and use them to maximum effectiveness meant his ability needed to work for all fleet types. I had to consider other factors, as well. There were already numerous lower-costed commanders that were very effective. Admiral Motti $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#A9D7').colorbox(opts); }); , Moff Jerjerrod $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#13C61').colorbox(opts); }); , and Admiral Sloane $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#99FF').colorbox(opts); }); are all well under thirty fleet points. On the other hand, the higher-costed commanders have seen less play on the Imperial side of the table. I wanted Thrawn to be a viable Commander at more than thirty fleet points. His ability needed to be strong, wihout forcing a price that would limit his playability. Thrawn's playability was another reason I wanted his ability to fit any fleet. The last thing I wanted was for Thrawn to be a commander who only saw play in a few competitive archetypes; it just wouldn’t fit the Grand Admiral. I decided the best way to accomplish all my goals would be through commands. Commands are already fleet-wide, and we plan them in advance. Taking that planning a step further, to a place no other commander had, felt like Thrawn. The command dials assigned to your ships are locked into place and order, sometimes as many as three deep, but the dials assigned to Grand Admiral Thrawn are available whenever you need them most. Here, an Imperial Star Destroyer reveals a squadron command when its squadrons have already been destroyed, but Thrawn allows it to gain the navigate command it so desperately needs. Taken together, these things led us to the final design for Grand Admiral Thrawn, and an ability that forces choices in setup, encouraging that element of planning the whole fight before the battle begins. Also, since ships can’t double up on the same command, Thrawn demands that you take extra care when setting your command dials for your ships so you get maximum value from your fleet-wide free command. Some players may choose to give Thrawn three copies of the same command to simplify their interaction with the fleet, but these players miss out on the tactical flexibility that Thrawn can provide. Building more ships into your fleet makes every one of Thrawn's commands more effective, but those commands are typically more powerful on larger ships. There are many choices, but playing Thrawn is fairly easy, and he is a solid addition to any fleet. Still, cunning commanders will soon see there is plenty of room to master his use. Bringing Thrawn to Life Once I settled on the basics, I wrote up several variations for Thrawn's ability and sent them to FFG, along with my request to be allowed the honor of designing Thrawn. I didn’t hear back for a little while, and during that time Wave VII started development. Lo and behold, Thrawn was included in the wave. But his ability wasn’t one of those I had sent. It turned out he was already in development. I was a little disappointed, but I had avoided getting my hopes up too high. It was back to the drawing board for me… Then, a few weeks later I got an email. It said that the developers had decided to give my idea for Grand Admiral Thrawn a shot. I was incredibly thrilled! As testing went on the feedback was overwhelmingly positive. Soon the final decision was made to use my idea for Grand Admiral Thrawn, the result of which I’m so excited to see released into the wild! And as a way to showcase the incredible tactical flexibility that Thrawn and his flagship Chimaera can give a fleet, I've submitted a sample fleet that I’d love to play. Imperial Star Destroyer Kuat Refit $(document).ready(function() { var opts = { iframe: true, innerHeight: 513, innerWidth: 300 }; $('#DAB').colorbox(opts); }); with Grand Admiral Thrawn, Ordnance Experts $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#DDD7').colorbox(opts); }); , Electronic Countermeasures $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#DE09').colorbox(opts); }); , External Racks $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#36FB').colorbox(opts); }); , Intensify Firepower $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#15045').colorbox(opts); }); , and Chimaera $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#13CDE').colorbox(opts); }); Gladiator I-class Star Destroyer $(document).ready(function() { var opts = { iframe: true, innerHeight: 516, innerWidth: 300 }; $('#43B8').colorbox(opts); }); with Ordnance Experts, Engine Techs $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#7052').colorbox(opts); }); , Assault Proton Torpedoes $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#3CE6').colorbox(opts); }); , and Demolisher $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#FF9C').colorbox(opts); }); Quasar Fire I-class Cruiser-Carrier $(document).ready(function() { var opts = { iframe: true, innerHeight: 513, innerWidth: 300 }; $('#14293').colorbox(opts); }); , Flight Controllers $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#6E4C').colorbox(opts); }); , and Pursuant $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#1777E').colorbox(opts); }); Gozanti-class Cruisers $(document).ready(function() { var opts = { iframe: true, innerHeight: 513, innerWidth: 300 }; $('#2C7A').colorbox(opts); }); with Comms Net $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#16D69').colorbox(opts); }); TIE Defender Squadron $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#15F06').colorbox(opts); }); TIE Defender Squadron Valen Rudor $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#18205').colorbox(opts); }); "Mauler" Mithel $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#151C0').colorbox(opts); });                Total Fleet Points: 398 This fleet packs an overwhelming amount of firepower aboard the ordnance-toting Chimaera, and has the command flexibility needed to bring it all to bear on its target. To bring this fleet to battle, I’d probably have Thrawn take two navigate commands and a repair command. This leaves my ships free to concentrate firepower or repair during the engagement, while Thrawn provides the navigational ability to get on target. If I take damage earlier in the game than anticipated, Thrawn can give me that engineering command while I wait for the ones on my command stacks to reach the top. There's more flexibility within the fleet, as well. Intensify Firepower will help boost the damage on my attacks, and—if needed—Chimera can swap the card out for another Fleet Command that better suits my needs. The Pursuant can even use its Title and Thrawn to resolve three different commands in one turn—in addition to whatever benefit my current Fleet Command is giving me. The ability to adapt to a changing battlefield often means the difference between victory or defeat, and this fleet—with Thrawn—can provide that flexibility. Acknowledgements Designing Grand Admiral Thrawn has been one of the greatest experiences in my board gaming life, and I’m proud to share him with the Armada community! You are all such an incredible group of people, many of whom I’ve had the pleasure to meet in person. Thank you for making our community what it is today! I’d also like to thank all the playtesters who helped get Thrawn ready for release—without you this wouldn’t have happened! And last, but not least, I’d like to thank Michael Gernes and Sam Stewart, the lead designers on Wave VII. Thank you so much for all your hard work and for allowing me the opportunity to design such an iconic card! 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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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 }; $('#DB92').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 }; $('#DDC4').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 }; $('#AE9C').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: 690, innerWidth: 500 }; $('#105B5').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 }; $('#1230D').colorbox(opts); }); and the Imperial II-class Star Destroyer $(document).ready(function() { var opts = { iframe: true, innerHeight: 516, innerWidth: 300 }; $('#1521D').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 }; $('#47B7').colorbox(opts); }); and the Imperial Star Destroyer Cymoon 1 Refit $(document).ready(function() { var opts = { iframe: true, innerHeight: 513, innerWidth: 300 }; $('#1A59').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 }; $('#F5C1').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 }; $('#EE48').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 }; $('#ECE8').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 }; $('#D18').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 }; $('#16CCC').colorbox(opts); }); . Or you could fly Admiral Raddus aboard the Profundity $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#12BE2').colorbox(opts); }); , race your CR90 Corvette A $(document).ready(function() { var opts = { iframe: true, innerHeight: 857, innerWidth: 500 }; $('#7343').colorbox(opts); }); around the enemy's flank, and bring both your  Mon Karren $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#11F38').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 }; $('#1051D').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 }; $('#4ADF').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 }; $('#1114A').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 }; $('#E7E0').colorbox(opts); }); and Task Force Organa $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#3846').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 }; $('#895B').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 }; $('#2C8B').colorbox(opts); }); ? $(document).ready(function() { var opts = { iframe: true, innerHeight: 692, innerWidth: 524 }; $('#17F44').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 }; $('#F565').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 }; $('#B01C').colorbox(opts); }); , Hondo Ohnaka $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#178BC').colorbox(opts); }); , and Leia Organa $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#16B1C').colorbox(opts); }); . $(document).ready(function() { var opts = { iframe: true, innerHeight: 660, innerWidth: 500 }; $('#461E').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 }; $('#B1DB').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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