r/StarWarsArmada • • Jul 06 '26

Discussion Hope against all odds

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251 Upvotes

Guys, I know this may have been asked before, but I'm new in this sub, and I want to hear everyone's opinions on the matter.

Do you think that Armada will make a comeback with the Fantasy Flight Games Vault System? I honestly hope it does, since I had no way of picking the game up when it was still alive, and the prices on the secondary market nowadays are out of question for me.

What do you think?

r/StarWarsArmada • • Jul 20 '26

Discussion Legacy and ARC are now Armada Community Edition

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317 Upvotes

ARC and Legacy Merge

Legacy and ARC are now Armada Community Edition.

Why is this happening?

We've been working together behind the scenes for a long time. Two separate organizations with similar goals is confusing for new players and a barrier to participation. Most of the community already plays ARC+Legacy — this just makes it formal and simple. The leadership for both organizations has formally merged; expect to see branding changes occur over the next year (Discord server names, websites, etc). The playtesters for both groups will keep on carrying on with testing!

Find out more at https://www.armadarulesetcollective.com/news/arc-and-legacy-merge-7E5T3l

r/StarWarsArmada • • Sep 12 '26

Discussion Life of the Game

54 Upvotes

Im sure this conversation is had all the time? But what happened? How could this game possibly die?

I just played it last night after YEARS and man... what a fantastic game it is even now. How did it die?! Why would they abandon it after the acquisition?

Is there hope for it to come back? How can we possibly afford to play if you dont have any ships cause second hand market is SUPER expensive?

Just many questions let's talk friends!

r/StarWarsArmada • • 17d ago

Discussion What do you think of Quad Battery Turrets?

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96 Upvotes

It's not an upgrade that gets talked about a lot, despite being a favorite of mine.

It's very nice on ships that just don't have speed 3, like Starhawks or SSDs, as they'll usually benefit from these while getting outsped. I usually have them on MC80s as they add another blue dice I can feed to Leading Shots to increase my odds.

r/StarWarsArmada • • 10d ago

Discussion Could you theoretically use the midi scale Lego Super Star Destroyer in a game?

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69 Upvotes

Just a goofy question I would say, ive been thinking about the possibility of using the Midi Scale Lego Executor in a game instead of buying an official SSD, would it be possible?

r/StarWarsArmada • • Jul 27 '26

Discussion Different between the B-Wing and 170 is pretty crazy

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64 Upvotes

Costs 1 more point, and it gets 2 more health and counter 1.

And the dice suite isn't exactly worse

r/StarWarsArmada • • 23d ago

Discussion Thematic fleets

15 Upvotes

I myself have fun building thematic fleets for example I built a fleet based on Phoenix squadron in the Star wars rebels show and when I tried it in a game it didn't do terribly in it

r/StarWarsArmada • • 8d ago

Discussion FFG Vault Series do we think it’ll come back?

0 Upvotes

I just wanted to see where peoples honest option or discussion on it. Or is the community ok with 3d printed items?

Again just wanted to see where people’s thoughts are.

r/StarWarsArmada • • May 10 '26

Discussion Base game worth it in 2026?

33 Upvotes

I found a good deal on FB for a sealed copy for $30. Should I hop in? I already have a huge backlog of games..

r/StarWarsArmada • • Feb 22 '26

Discussion Does anyone know if Coliseum is legit?

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192 Upvotes

some of these prices seem too good to be true, but the site doesn't seem illegitimate. they link their Better Business Bureau on their site, and it seems legit to my tech illiterate ass.

r/StarWarsArmada • • 22d ago

Discussion Was wanting to make Armada into a full campaign style game. Wanted feedback on my ruleset

11 Upvotes

A friend of mine and I were reminiscing about Empire at War, and we wanted to make Armada into a campaign wargame in the same style. So I've tried to split the game into one as much as possible, and wanted feedback.

Economy: at the start of each turn, a player gets credits per the planets they control (I'm just using rebellion's map for this.) the faction's capital gives 100 credits, while each other planet gives 50 credits. A ship can be constructed for an amount of credits equivalent to the point cost of the ship and its upgrades. Construction takes 1 turn for each engineering value the ship has, and a planet can only build 1 ship at a time. Large and huge ships can only be built at certain planets, mirroring Empire at War only allowing capital ships on some planets.

Combat: a player can have 6 main fleets at a time. These fleets are 400 points, and must have a commander. You can't use the commander, or any fighter aces, in any other fleet. If the fleet is destroyed, the commander and any associated aces are unable to be used for 3 turns. You attack planets to take them over. Planets will always have an Armed station to defend them, and then either a no commander 200 point fleet, or if the player has one of their fleets on the system, that will take priority over the smaller fleet.

Overall, what do you think of the ruleset I'm working on? Any help refining would be appreciated

r/StarWarsArmada • • Mar 24 '26

Discussion Weird upgrade cards: SPHA-T

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121 Upvotes

this thing is just kinda weird, tbh. In return for 2 squadron value, you can give a Republic ship an ignition attack, which requires a concentrate fire token to recharge.

it's certainly unique. ever seen any builds that actually use this thing, even with more combat oriented Venators?

r/StarWarsArmada • • 23d ago

Discussion Was attempting to collect every Armada commander in LEGO. Has run into some issues

16 Upvotes

I've always been a massive LEGO fan, and I wanted to collect all the Armada commanders in Minifigure form, as I believed that would be a good display piece. This has ran into a couple problems

Problem 1 is that some characters just don't have Minifigs. Garm Bel Iblis, General Draven, Kyrsta Agate, Admiral Konstantine, Admiral Ozzel, Admiral Screed, General Romodi, Admiral Trench, Kraken, and Mar Tuuk just don't have any released. However, some can be made customs of, or just excluded, they're not the main issue.

The main issue is, a good amount of figs came out in ultra expensive or limited sets, so they're insanely expensive. Commander Sato, General Madine, Mon Mothma, Admiral Piett, Moff Jerjerrod, Grand Moff Tarkin, Admiral Motti, General Tagge, Bail Organa, Admiral Yularen, TF-1726, and Count Dooku all have prices equal to or higher than 40 USD. While some (Piett, Motti, Tagge) only have 1 part ultra expensive and able to be swapped out, the rest aren't so fortunate.

r/StarWarsArmada • • Aug 14 '26

Discussion Upgrade Change: Everybody Hates Mines

3 Upvotes

Hello everyone!
I think we can all agree that mines do not work very well. There may be little desire on behalf of the community to change this, as being beaten by the setup phase has little appeal to anyone.

To that end, what if the entire mines concept were re-worked to be something that ships did actively; potentially giving a ship a way to leverage the engineering value into niche damage.

Proposed Upgrade:

Proximity Mines
Offensive Retrofit
10 pts.
Starts with (Engineer token) equal to your engineering value
(Engineering activation), you may exhaust this card and remove one (engineer token) from it to deploy one proximity mine token at range 1 of you.

r/StarWarsArmada • • Aug 27 '26

Discussion Upgrade Suggestion: Starhawk Weapon

3 Upvotes

"This tractor beam was sufficiently strong enough to act as a weapon in its own right, capable of tearing sections of hull plating clean off a starship's superstructure."
Credit: Star Wars Squadrons, via Wookiepedia

Compare this with
"After the end of your activation, you may exhaust this card to choose 1 enemy ship at distance 1-5. That ship's speed is increased or decreased to match your speed.

While your speed is 0, you cannot ready this card."

We can all recognize the utility and combo potential of reducing a starship's speed to zero. What I hope we can also agree on is that this does not directly do damage to enemy ships.

I propose the creation of another upgrade for the Starhawk Superweapon slot.
Something that does do damage, potentially in a different way or via a different mechanism.

My preferred solution would be an attack that rolls blue dice equal to the targets hull category (1-3) and deals damage which ignores shields.

Other options include:
-an ignition attack similar to spha-t
-an attack that slows a target if they have shields, damages them if they don't
-an attack that gives the defender a choice between being slowed and taking damage cards

What are your thoughts?

r/StarWarsArmada • • Sep 02 '26

Discussion The East Coast Championship 2026 is HERE!

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9 Upvotes

Ladies and gents:

The East Coast Championship is Baaaack!!!!!!

  • 8 qualifier events! (Gasp!!! That's two more than last year!)
  • 2 invitees from each event!
  • 1 Championship Invitational!

More opportunities for fun! More competition! And now we're including the Philly Expo Center and PAX! The only question is:

WILL YOU JOIN THE FUN!

Stay Tuned! Information for the Philadelphia Liberty Cup will be posting soon!

r/StarWarsArmada • • Aug 07 '26

Discussion Rule Change Brainstorm: Stacking upgrades

3 Upvotes

Hello Everyone!
From when I was a new player, I felt that there were certain aspects to the rules of Armada which felt unintuitively restrictive. Everyone knows you can't have two Darth Vaders (Darths Vader?) in a fleet, that's just common sense, but why can a ship with two offensive retrofit slots not use 2x expanded hangar bays?

Here is my proposal for brainstorming a rules change:
-Permit ships which have multiple redundant upgrade slots to include multiple non-unique non-modification upgrades on the ship.
-If the upgrade requires an activation condition: e.g. taking a maneuver action (looking at you, engine techs) then you may only use one of the upgrades per action that you take. (token + dial lets you use both at once?)

Points for consideration:

Offensive retrofit (most common to have doubles)

  • Disposable capacitors: gives two different rounds of longer blue dice range in corner cases.
  • Expanded Hangar Bay: Unlocks 6 squadron quasar fire 1 (!)
  • proximity mines: can lead to 4x mines from one ship
  • quad laser turrets: counter 2 on a ship?
  • rapid launch bays: store a bunch of fighters, bigger clown car?
  • reserve hangar bays: more difficult to kill swarms
  • tractor beams: 2x the slowdown

Gunnery team:

  • fire control team: potential of 3x critical effects?
  • flight controllers: 2x extra blue dice (!)
  • local fire control: how many salvo tokens do you really want?
  • ruthless strategists: No one likes automatic damage(!)
  • veteran gunners: lots of re-rolling
  • weapons battery techs: become poor man's SW7

Officers:

  • Intel officer: doubles could be powerful

Defensive retrofit

  • ECM: not too much of a problem since they cost resources to reset?
  • reactive gunnery: people like salvo tokens?
  • Early warning systems: extra "safe" hull zones?
  • blast doors: Did you really not have anything better to do with your points?

Turbolaser

(I see no problems here?)

Interdictor:

  • gx-7 : could make the board difficult to deploy into(!)
  • Targeting scrambler: I like it!

Ion Cannon

  • SW7: may need to prevent adding 2x damage per accuracy(!)
  • Point Defense Ion Cannons: very strong(!)

Ordinance upgrades

  • External Racks: is this upgrade itself a problem?(!)
  • Ordinance Pods: powerful!(!)

Support Team:

  • ENGINE TECHS!!!!: Biggest problem.(!)

r/StarWarsArmada • • Jul 09 '26

Discussion I always struggle making Piett work

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24 Upvotes

I want to stick him on an SSD, because I'm a sucker for the Battle of Endor, but I always struggle picking him over Jerjerrod.

If I navigate by default and use Take Evasive Action on a Command Prototype, he has one less Yaw than Jerry. If I squadron by default and use Vanto to get me nav tokens, it doesn't feel any more consistent. And if I comms net with a Gozanti, it cuts into the points I could be using for squadrons.

Are there any experienced Piett users that can lend lists that can help Piett feel less like I'm taking the incorrect action?

r/StarWarsArmada • • May 30 '24

Discussion What do you guys think this means? Will Armada finally be shut down or are they planning something big?

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112 Upvotes

r/StarWarsArmada • • Jun 10 '26

Discussion What gameplay features makes Armada worth trying at this time?

26 Upvotes

I'm tempted to get a starter set to play with my kids or a buddy and then look at other ship options, but I'm not sure if it's the right game for us. I've played some Age of Sigmar and other smaller scale games where I do like having different abilities that give some major differences in gameplay or flair for the different armies. For example, the Sylvaneth trees can teleport around based on the terrain/trees on the battlefield and you want to expand your forest throughout the game. Some armies grow in strength as they kill more units or lose more units. Others stack buffs to turn a small unit into a blender to take out higher costed enemy units. We had played a little X-wing years ago which I liked but definitely love the larger scale of Armada for a theme.

From what I've seen in some videos, you are definitely not getting one activation kills on stuff and the movement is relatively slow. I see how the different loadouts can take the same base ship and tailor it to be more offensive or a support role. But it also seems a bit like you have to slowly stack advantages as you manage incoming damage on shields and shift resources around.

What does Armada provide that makes it worth a 2-3 hour game once we learn it? What are the unique flavor pieces that make the different factions or ship types stand out? Are the missions also a contributing factor or are they often just kill missions? I know seeing the big Star Wars ships is cool, but for me, gameplay is way more important.

r/StarWarsArmada • • Aug 25 '25

Discussion Changes to Armada?

17 Upvotes

With the recent, and controversial (I suppose), community updates and changes, what’s one aspect to the game you would personally make?

I’d personally like to see all speed 2 squads changed to speed 3.

Im too dumb to see all the interconnected relationships and balancing that would need to take place for that to happen though.

r/StarWarsArmada • • Aug 23 '26

Discussion Looking for online play

5 Upvotes

I have tabletop sim and wanted to see if I could find someone willing to run and play one of the campaigns with me I'm new to the game for the most part but have been watching battle reports on YouTube plus reading the rule book in tbts and feel like I have a good understanding of the game to play

r/StarWarsArmada • • Aug 13 '26

Discussion Upgrade Idea: Missile Targeting Relay

6 Upvotes

Hello Everyone.
Moving in a subtler direction from previous rules tweaks / changes ideas for discussion, here is a simple upgrade card concept to talk about:

MISSILE TARGETING RELAY
(Ordinance Upgrade Slot)
(10 Pts.)
"After you execute a maneuver, you may select a friendly squadron with Strategic at distance 1-3. Toggle its activation slider to the activated side. If you do, place a targeting token within range 1 of that squadron.
Each of your firing arcs is also a special firing arc, with a special battery equal to the black dice within that arc. You may only conduct an ignition attack using targeting tokens deployed with this card."

r/StarWarsArmada • • Jun 30 '26

Discussion What are your thoughts on the Nexus V-Wings?

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47 Upvotes

I was hoping for these for a bit. A counter interceptor to be the Republic counterpart to things like the Tri-Fighter and A-Wing, and something to replace the V-19 (because I don't like the look of them.)

They trade two hull for one speed, and replace the red in the anti squadron with a blue, and th black in anti ship with a blue. And lose escort for counter 2. Honestly, the A-Wing is a good point of comparison. They'll hit into the enemy, probably take out one squadron and counter another, and then explode. Although, since they're very cheap, they'll usually trade up.

Shadow Squadron is… something. Trading counter for bomber makes him better against ships, but I'm not sure that's what we need here.

Klick reminds me of Shara. Maybe it's just because his counter hits harder. But with that and his scatter, he'll definitely go down with a favorable point trade, and help clear the way for your slower bombers to go in.

r/StarWarsArmada • • Aug 09 '26

Discussion Rule Change Brainstorm: Redundant Defense Tokens

0 Upvotes

Hello everyone!
I have another potentially game-breaking idea for discussion; an aspect of the rules that may confuse new players and negatively impact the flavor of ships in certain cases: the 1 of each type of defense token per attack rule.

I propose that ships which have or gain multiple instances of a defense token be able to use all available tokens against individual attacks. There are three potential implementation levels to this:

1: Most minor change: effects which replace the function of a token still permit the use of the original token. Most notably, Expert Shield Tech should still let the ship use redirect with the other token.

2: Meat of the issue: All redundant tokens usable. Ability to redirect damage to multiple (adjacent) sides with redirect. Ability to reduce damage by half, then half again with double brace. Ability to apply the various evasion effects to twice as many dice.
I suggest that salvo be excepted as the potential of a 9 die salvo attack set is problematic, even to me.

3: Full Insanity: Tokens able to be used and discarded against the same attack. This is already implemented with evade tokens. Likely unwise for other options.

I recognize that any of these changes will lead to a shift in game balance toward defense and away from big dice pools. They may not be wise, but they may be worth discussing.