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Fantasy Flight Games | Star Wars Armada: Galactic Republic: Galactic Republic Fleet Expansion Pack | Miniature Game | 2 Players | Ages 14+ | 120 Minutes Playing Time

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The Consular-class Cruiser's maximum speed of four helps the Radiant VII maintain a solid position relative to the rest of the fleet, but other ships take advantage of it in their own way. A Cruiser like the For an added punch, this version of the ship can also be equipped with ordnance, allowing it to slam an opponent with some In the Status Phase, players ready their exhausted defense cards and flip the initiative token. Then the player with initiative increases the round count, or if you’ve just completed the sixth round, the game ends. Victory is awarded to the player who has scored more total points, counting both those awarded for eliminating enemy ships and squadrons as well as those awarded for completing objectives worth victory points. Capital ships can’t easily vary their speeds or execute hairpin turns like the starfighters that buzz around them. Accordingly, you only use the maneuver tool to maneuver your capital ships. Then, even as it makes it easy for you to set a ship’s course, the game’s maneuver tool lends an element of realism to its pitch and yaw. Republic ships benefit from diverse token suites and generous access to Salvo. Without duplicate defence tokens, their ships are typically less durable than their counterparts, especially when you consider that Salvo only works if you’re being shot. They’re well-rounded ships, but are not bruisers and will need to leverage speed or defensive upgrades to stay alive.

A number of key changes have been made to long-standing rules. This section covers the most important. Pass Tokens Republic fleets are starved for two things: tokens and dice mitigation. These often go hand– in– hand. Build your fleet around support assets or a plan to generate the necessary tokens to get the consistency you need to stand toe-to-toe with other factions. If you don’t, you’ll be left wondering what’s wrong with your ships today. Read on for more information about adding the Separatist Alliance to your Star Wars: Armada collection! Kyrsta Agate Starhawk, inviting you to spend a defense token, even when you would ordinarily be unable to do so. But you can also add

Galactic Republic Fleet Starter

The Armada Core Set contains ten unpainted squadrons, three pre-painted capital ships, nine custom dice, dozens of tokens, nearly one hundred cards, and an innovative maneuver tool that adds a unique feel to the way your capital ships must accommodate for inertia as they maneuver throughout the battlefield! Capital Ships in Combat Clone Wars-era factions are more reliant on squadrons than their Galactic Civil War counterparts. Their fleets are blessed with good squadron values, powerful buffs and generic squadrons that benefit greatly from support. Even a token Republic fighter screen can bog down enemies and you have the tools to make them shine. The Rebellion is on the brink of claiming victory in the Galactic Civil War. Defeat the last vestiges of the Empire and usher in a new era of peace with the Nadiri Starhawk! Star Wars: Armada features four factions. Your faction determines the ship roster, commanders and faction-specific upgrades available to you. There are also plenty of generic upgrades and even some multi-faction upgrades to shake things up. As with other games, if you have a stark favourite faction, it’s a good idea to just go with them. Your collection will spend most of its life not being actively played and if it brings you joy to display, you’ve already made it. If you’re unsure, I’ll summarise them below. Keep your eyes out for more comprehensive Faction Focus articles on Armada as well. Galactic Civil War Era Beyond the ship cards themselves, 14 upgrade cards invite you to make your Recusant-class Destroyer even more specialized with additional weapons, titles, and officers such as the Commerce Guild’s

Featuring three highly-detailed, pre-painted capital ships, two commanders, and 12 starfighter squadrons between them, these expansions include everything you need to begin building your Galactic Republic fleet and play out the battles that will decide the fate of the Star Wars galaxy. Additionally, players will also find all the essential components needed for one player to learn the game, making this the perfect entry point for new players or veterans looking to experiment with new ships. Mercy Mission is the oddball unique Fleet Command upgrade for the Republic. Like the Separatist Jedi Hostage, it’s a breakaway piece of game design that uses the Fleet Command slot in an interesting way. Mercy Mission is the only way to generate victory points outside of Objectives and provides a risky way of tilting the game in your favour. Install it in a relevant Fleet Command slot on a larger ship and pass it to your hardiest Consular captain for a mad dash to victory. Conclusion – “Nothing like a little precision teamwork, Deltas.”With its capital ships, starfighter squadrons, and accessible rules, Star Wars: Armada provides you an unparalleled take on the largest and most consequential battles in the Star Wars universe. What’s more, your first games are only the beginning of your involvement in the Galactic Civil War.

The Charger C70 is best-compared to other skirmishers. Like the Arquitens or CR90. The replacement of a couple dice and the addition of a Turbolaser slot (and Offensive Retrofit) makes a completely different ship. The ship’s main battery dice are mostly red, which means it’s begging for dice control. Onboard dice control comes from Linked Turbolaser Towers, but some people fly with Turbolaser Reroute Circuits. The former is a safer and more spammable option. The latter eats one of your precious defence tokens to guarantee maximum damage out of a red die. Republic fleets should fly with external sources of dice control like Intensify Firepower and Clone Navigation Officers, so you might not need such drastic measures. Clone Navigation Officers may not be as reliable as on other ships, due to the propensity of Chargers to fight at the fringes of a battle. With the changes to allow more passing, the activation advantage of small ships has necessarily been reduced. As small ships also rely heavily on the Evade token, this would also weaken their survivability. To offset this, we have revised this token's effect so that its medium-range reroll effect now also works at close range (including distance 1).These expansions bring two of the Republic’s most recognizable capital ships to your fleets along with a host of iconic characters, powerful new weapons, and other upgrades to customize your fleets to your exact specifications. Even with the firepower the Starhawk brings to the table, Rebel fleets are still likely to be outgunned by the large Imperial ships they regularly face. But a weapons team led by Once you and your opponents have assigned new commands to each of your ships, you proceed to the Ship Phase. 2) Ship Phase Outfitted for combat and crewed by expert clone troopers, these cruisers will soon play an integral role in your first Republic fleets for Star Wars™: Armada with the Galactic Republic Fleet Starter!

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