Post by Fadril Adren on Mar 21, 2016 19:28:42 GMT -5
THE GALACTIC EMPIRE
Rebel and Imperial fleets fight for the fate of the galaxy in Star Wars™: Armada, the two-player miniatures game of epic Star Wars space battles!
Massive Star Destroyers fly to battle against Rebel corvettes and frigates. Banks of turbolasers unleash torrential volleys of fire against squadrons of X-wings and TIEs. Engineering teams race to route additional power to failing shields. Laser blasts and explosions flare across the battlefield. Even a single ship can change the tide of battle.
In Star Wars: Armada, you assume the role of fleet admiral, serving with either the Imperial Navy or Rebel Alliance. It’s your job to issue the tactical commands that will decide the course of battle and, perhaps, the fate of the galaxy.
However, battles between capital ships are fought on a massive scale all their own; the more powerful your ships, the harder it is to adjust their actions on the fly. Capital ships can’t easily vary their speeds or execute hairpin turns like the starfighters that buzz around them, so successful admirals must learn to master every aspect of the ships in their fleet and learn how best to implement their strategies well in advance of the initial engagement.
The Ships
At the game’s heart are its capital ships—massive war machines that can exceed a kilometer in length and whose crew can number in the thousands. These ships are sophisticated and complex. Their defenses, armaments, and engines all run from separate systems. You and your opponent must balance all these systems throughout your battles. Accordingly, emerging victorious will require more than just raw firepower. It requires a keen tactical mind.
Armada balances the awesome scale of the Star Wars galaxy’s ships and space warfare with intuitive ship designs and accessible rules for issuing commands and resolving combat that make for rich, engaging, and highly tactical play experiences.
Each pre-painted capital ship is divided into four sections: front, rear, left, and right. While a ship has a single hull value, which indicates how many hits it can take before it’s destroyed, it has separate shield values for each of its sections, and each of these sections also comes with its own firing arc and attack value, indicated by a number of dice.
Victory-class Star Destroyer Expansion Pack
The largest and most powerful of the starships from the Armada Core Set, the Victory-class Star Destroyer formed the core of the Imperial Navy at the outset of the Galactic Civil War. These ships measure roughly nine-hundred meters in length, sport crews numbering over five-thousand, and feature a dagger-shaped design that allows them to concentrate nearly all their weapons on their forward firing arcs.
The Victory-class Star Destroyer Expansion Pack bolsters your fleet with one sculpted and pre-painted miniature Star Destroyer identical to the Star Destroyer miniature from the Core Set. It also comes with all requisite tokens and command dials, as well as more than a dozen ship and upgrade cards. The expansion’s two ship cards allow you to outfit your Star Destroyer as either a Victory I or Victory II, and its fourteen upgrades open a wide range of strategic possibilities as they allow you to upgrade your armament, your crew, and even your Star Destroyers themselves.
These ships are the same in the expansion pack as they are in the Core Set, but the upgrades differ. And, as you can begin to guess from a look at their action bars, the different Victory-class Star Destroyers can each field an astonishing array of upgrades.
Both the Victory I (bottom) and Victory II (top) can host as many as five standard upgrades, plus a title. Additionally, the Victory-class Star Destroyer can serve as an excellent flagship for your commander, so you can theoretically associate as many as seven upgrade cards with a single Victory-class Star Destroyer.
Notably, though, the Victory II features the ion cannon upgrade type while the Victory I features the missile upgrade type. A small differences in icons that might slip your notice at first, this is the sort of distinction to which shrewd commanders will pay close attention as they assemble their fleets.
For example, the Victory I can equip the Assault Concussion Missiles upgrade. Then, whenever your attack includes a result on a black attack die, you can deal one point of damage to each hull zone adjacent to the defending hull zone. You can only trigger one critical effect per attack, so if you trigger the effect from your Assault Concussion Missiles, you won’t deal a faceup damage card to the enemy ship; of course, the exchange is that you will deal an extra two points of damage.
On the other hand, the Victory II can equip either the Overload Pulse or the Ion Cannon Batteries found in the Victory-class Star Destroyer Expansion Pack. You can trigger the critical effect of either of these upgrades whenever you roll a result on a blue attack die. If you’ve equipped an Overload Pulse, you can exhaust all of the defending ship’s defense tokens, leaving it, effectively, a sitting duck for the remainder of the round. Or if you’ve equipped the Ion Cannon Batteries, you can strip away a ship’s command tokens, leaving it with fewer and weaker command options.
As you can see, the upgrades that you select for your ships will drastically impact your strategy, and that means that each of the fourteen upgrades from the Victory-class Star Destroyer Expansion Pack offers its own range of strategic concerns. However, no upgrade cards offer more far-reaching strategic concerns than new commanders and title cards.
Even though the Core Set offers a wide enough range of ship cards, squadrons, and upgrades to permit a great deal of fleet-building flexibility, it includes only one commander card for each faction and just one title for each type of ship. The Imperials gain Grand Moff Tarkin as their sole commander, and any Imperial looking to field a unique Victory-class Star Destroyer must choose to field the Dominator.
These are both solid options, but the Imperial Navy gains greater flexibility with the Victory-class Star Destroyer Expansion Pack. Admiral Motti offers his services as commander, and you can field the Corrupter or Warlord instead of the Dominator (or alongside it).
These cards greatly expand the range of possible synergies you’ll be able to develop within your fleet, as do the expansion’s eleven other crew members, teams, hangar bays, and armaments. Accordingly, the Victory-class Star Destroyer Expansion Pack, like each Armada expansion, isn’t just all about its pre-painted miniature Star Destroyer; it’s about harnessing enough firepower to put the fear of the Empire into your opponents.