Armada surrender

I am having a very hard time settling down and anteing up for a space combat miniatures game. After a great deal of exploration and consideration I had settled on Star Wars: Armada. Its fleet combat action with the concomitant large vessels, lots of fighters, and played on a big table is what I am looking for. And I really like the setting. So a few weeks back I bought the starter kit, but since it arrived the box has been unopened. Why?

Even after buying it I remained a little uneasy about the large number of custom components: the specialized dice, unique movement jigs, uncommon vessel stands, specific crew & vessel cards, the tokens, etc. What happens when Fantasy Flight Games discontinues the game? Can the game stand up without the support of the manufacturer? Should I care as long as I enjoyed the game for a few years (my ROI)? A specific game is not eternal afterall.

On Tuesday I was in northern Massachusetts and so drove over to Hobby Bunker to get a couple of back issues of Wargames Illustrated. The shelves had lots of X-Wing, lots of Star Trek Attack Wing, and almost no Armada. I should have asked the staff about the discrepancy, but my gut told me that Armada just did not have the following of the other games. Having others to play with is also what I want in my space combat miniatures game.

I returned Armada today, and I am back to not knowing what to choose.


ps If you are a D&D Attack Wing player and looking for more components Hobby Bunker has a dozen or more in their remainders sale.

pps Wargames Illustrated US subscription price is far too high at £80.00 / year (currently $114). So I choose to just buy a few issues a year to get my glossy magazine fix.

Update: I have bought Star Wars: The Force Awakens X-Wing Miniatures Game Core Set. Seeing the X-Wing Builder tool and some of its results, for example, herehere, and here (by way of The Woofboot Chronicles), put me over the top. I picked up the newer version of the core set as I have read that the manual is much improved over the original (and there are very few new rules or rules changes between the two).

1 comment:

Matt Caron said...

I like Full Thrust. This getting started guide is a pretty good intro on how to start. Rules are free and I found a unit generator written in Perl that still works, so it's easy to make your own cards for ships. The problem is that Liz hates preplotted movement, so we never play it.

She does, however, like Firestorm Armada. The rules are decent, there aren't much in the way of special compoments (a 45 degree turning template), and there were some unit creation rules for first edition which work reasonably okay for second. It is a solid game, and Liz will play it.