Fantasy Flight Games Previews Objectives from Star Wars Armada

By Polar_Bear
In Fantasy Flight Games
Mar 2nd, 2015
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Fantasy Flight Games continues to give us looks inside of the upcoming Star Wars Armada game, this time with a preview of the 12 objective cards that come in the main box. When you build your fleet, you choose one of each type (there’s 3) objectives. Then, when you determine who the first and second player are, the second player gets to pick which of the 3 objectives that’ll be used during the game. Though they’re called Objectives, it’s more like scenario, since it determines extra VPs and how they can be earned for both players during the game.

From the update:

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Recently, in our preview of the fleet-building rules for Star Wars™: Armada, we mentioned that each fleet must contain three objectives. These objectives add a narrative element to your games, helping to explain why you and your opponent are sending starships into battle. More importantly, though, objectives change how you score points, meaning that your games of Armada aren’t just about blasting away more of your opponent’s starships than you lose in the process.

Today, we’ll look at these objectives more closely, reviewing all twelve of them, and exploring how they may influence the path you take toward victory.

Early in the game’s setup, you and your opponent choose one objective to use for the game.

Setup Step 3. Determine Initiative: The player whose fleet has the lowest total fleet point cost chooses which player is the first player. The first player places the initiative token next to his edge with the a side faceup. If the players are tied in fleet points, flip a coin to decide which player makes the choice.

Setup Step 4. Choose Objective: The first player looks at all three of his opponent’s objectives cards and chooses one to be the objective for the game.

The other objectives are all set aside.

Throughout your game, the additional rules and scoring concerns that the objective introduces can greatly impact your tactics. Therefore, although it’s usually to your advantage to have the initiative throughout a game, it’s easy to imagine situations in which you’ll concede the initiative to your opponent in order to ensure that you play with one of your objectives, forcing your opponent to fight on terms that are favorable to your fleet.

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