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[Armada] Ils sortent l'artillerie lourde


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Il y a 5 heures, latribuneludique a dit :

 

Espérons bien que non, FFG a bien annoncé l'adaptation du jeu à la Guerre des Clones.

Ha oui c'est vrais, j'avais carrément zappé....
Ce sera séparatistes pour moi :D

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Le 25/06/2020 à 19:55, hiigara a dit :

Ce sera séparatistes pour moi :D

En plus ça devrait pas être trop dur cette fois, puisque apparemment les 2 factions sortiront dans des boites starter séparées, pour une fois.

En attendant j'ai reçu mon Starhawk et il est vraiment beau et massif...

Modifié par DARKSIDE73
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Alors normalement ça avait été annoncé traduit.

Mais avec la politique commerciale très chaotique d'Asmodée, rien n'est moins sûre...?

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  • 4 semaines après...

Infos à venir sur la Guerre des Clones :

https://www.fantasyflightgames.com/en/news/2020/7/22/watch-our-gen-con-livestreams/

Citation

Watch Our Gen Con Livestreams

The In-Flight Report and Deep Dives into New Announcements

 

For Gen Con this year, we can’t gather in person in Indianapolis, but that doesn’t mean we have any less to show off. Gen Con always brings the opportunity to show off our newest upcoming games in the In-Flight Report, and this year, we’re bringing the In-Flight Report to you, no matter where you live in the world!

Our Gen Con programming kicks off with the In-Flight Report, broadcasting live on our Twitch channel on July 29, 2020 at 7:00 PM Central Time! Even if you can’t watch the show live, you’ll find it archived on our YouTube channel immediately after the show ends.

If you’ve watched the In-Flight Report in previous years, you know what to expect! We’ll be presenting our most exciting announcements and showing off a whole host of new products. You can look forward to getting a first look at some brand-new product lines, as well as what’s coming next for existing lines like Marvel Champions: The Card Game, Star Wars™: Legion, KeyForge, Star Wars™: Armada, and much, much more!

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The next day, we start our individual livestreams with Marvel Champions: The Card Game! We’re announcing plenty of new Marvel Champions expansions during the In-Flight Report, and during this stream we’re sitting down with designers Michael Boggs and Caleb Grace to show off some new cards and answer your questions!

Then, in the afternoon of July 30, tune in for our conversations about Star Wars™: X-Wing! We’ll have plenty of new content to reveal there, as well as talking about the Hyperspace format.

You can come back for more Star Wars miniatures content on Friday morning, as we turn our attention to Star Wars: Armada. You’ve known the Clone Wars are coming to Star Wars: Armada for a long time, and during the In-Flight Report, you’ll get your first real look at what to expect. Watch our stream for a preview of Clone Wars content and rules!

 

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Oui, vraiment hâtes de voir tout ça!

Après le dilemme en fonction du prix: tout prendre ou juste une faction...?

Par contre pour la VF on sait déjà qu'on ne peut pas faire confiance à Asmodée pour le suivi...?

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il y a une heure, DARKSIDE73 a dit :

Par contre pour la VF on sait déjà qu'on ne peut pas faire confiance à Asmodée pour le suivi...?


C'est malheureusement ce qui me fait désormais éviter cet éditeur à tout prix. Et pourtant, j'aime nombre de leurs jeux, mais j'ai arrêté de leur faire confiance. Vraiment dommage, car la qualité est toujours au rendez-vous.

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Le 24/07/2020 à 08:57, DARKSIDE73 a dit :

Par contre pour la VF on sait déjà qu'on ne peut pas faire confiance à Asmodée pour le suivi...?

 Clair et net, je continue a légions (et encore) mais arrêt de x wing et armada, jce et pas mis au TdF (entre autres) 

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FFG France en avait parlé.

Mais bon, avec Asmodée on sait plus trop ce qui est fait ou non...

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Clones

https://www.fantasyflightgames.com/en/news/2020/7/31/protect-the-republic/

Citation
31 July 2020 | Star Wars: Armada

Protect the Republic

Announcing Two Galactic Republic Expansions for Star Wars: Armada

 

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"The shroud of the dark side has fallen. Begun, the clone war has."
   –Yoda, Star Wars™: Attack of the Clones

War! The threat of the Separatist Alliance is spreading, leaving plundered worlds and petty tyrants in its wake. To counter this menace, the Galactic Republic has mobilized its fleets, meeting the Separatists in epic clashes among the stars. Guided by the ideals of the Republic, the ancient Jedi Order and legions of clone troopers manning these ships fight to bring a swift end to the chaos of the Clone Wars and restore peace to the galaxy.

 

Soon, you will be able to take up the mantle of the Galactic Republic as the tactical fleet combat of Star Wars™: Armada enters a new era of the Star Wars saga. Fantasy Flight Games is happy to announce the first Galactic Republic expansions for Star Wars: Armada:

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.

Read on for more information on adding the Galactic Republic to your Star Wars: Armada collection!

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Galactic Republic Fleet Starter

As great armadas clash in battles across many systems, the final fate of the Galactic Republic will be decided by massive capital ships and the vast number of starfighters they unleash. Legendary Jedi Knights led these fleets and their elite clone forces against the Separatist menace. The Galactic Republic Fleet Starter is your entry point to the epic space battles of the Clone Wars.

This set lays the foundation for your Republic fleets by putting you in command of a mighty Acclamator-class Assault ship and two powerful Consular-class Cruiser miniatures. Each of these ships can be deployed in one of two variants, giving you the freedom to fine-tune your fleet’s firepower. Though these ships are often outnumbered by seemingly endless Separatist fleets crewed by battle droids, they are never outmatched. Twenty upgrade cards see champions of the Republic like Bail Organa step forward to boost your fleets while the crews of ships like the Implacable are ready to sacrifice themselves for others.

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Meanwhile, four squadrons of brave clone troopers launch into battle in the V-19 Torrent, ready to defend the fleet from swarms of Separatist droid fighters. Ideal light escorts, two squadron cards give you the freedom field a generic squad of V-19s or use the skills of elite Blue Squadron pilot “Axe.”       

No matter how you decide to outfit your fleet, the Galactic Republic Fleet Starter is an excellent place to begin your Star Wars: Armada journey. You’ll find all the components necessary to begin playing within this set, including nine attack dice, 10 command dials, eight speed dials, 12 objective cards, six obstacle tokens, a range ruler, and a maneuver tool.

We’ll take a closer look at everything in this expansion in a future preview!

Republic Fighter Squadrons Expansion Pack

With the fate of the Republic hanging in the balance, Jedi and clones alike do more than just crew capital ships in the large-scale space battles of the Clone Wars. They also take to a variety of starfighters to counter the Separatist threat and the Republic Fighter Squadrons Expansion Pack brings the power of the Republic Navy’s redoubtable starfighter corps to Star Wars: Armada, giving you access to skillful Jedi and elite clone pilots that expand your fighter squadron options.

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This pack includes everything you need to add eight more fighter squadrons to your fleet, including seven elite pilots. Devastate your opponent’s squadrons with the speed and power of the Delta-7 Aethersprite, bombard their capital ships with BTL-B Y-wings, control the battlefield with heavy ARC-170 Starfighters, and escort your own forces with versatile V-19 Torrents.

In addition to two squadrons of each type of fighter, you’ll also find everything you need to use them in battle in this expansion, including 10 squadron disks, eight activation sliders, and 11 squadron cards.

We’ll take a closer look at all of the ships in this expansion in a future preview!

Fly for Freedom

With the galaxy engulfed in conflict, Jedi and clone crew massive warships and take to the stars to defend the Republic. Assemble your fleet, issue your commands, and enter the epic space battles of the Clone Wars!

The Clone Wars come to Star Wars: Armada in the fourth quarter of 2020.


Séparatistes

 

Citation
31 July 2020 | Star Wars: Armada

Conquer the Galaxy

Announcing Two Separatist Alliance Expansions for Star Wars: Armada

 

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"I smell fear, and it smells good."
   –Admiral Trench, Star Wars: The Clone Wars

Turmoil is spreading across the Star Wars™ galaxy. Commanded by the sinister Count Dooku, the Separatist Alliance has drawn numerous worlds into open insurrection against the Galactic Republic. Massive Separatist fleets crewed by battle droids and commanded by nefarious corporate leaders move from the Outer Rim to the Core Worlds, launching fresh assaults after each one the Republic thwarts. As the Separatists bring the full weight of their armada to bear, it could bring the Republic crashing down at any moment.

 

Soon, you’ll be able to assume command of these fleets and experience the tactical fleet combat of a whole new era. Fantasy Flight Games is proud to announce the first Separatist Alliance expansions for Star Wars™: Armada:

With three highly-detailed, pre-painted capital ships, two commanders, and 12 starfighter squadrons between them, these expansions form the foundations for your Separatist fleet and invite you to begin your quest to dominate the galaxy. What’s more, you’ll also find all essential components needed for one player to begin playing Armada, making this the perfect entry point for new players or veterans looking to explore a new faction alike.

Read on for more information about adding the Separatist Alliance to your Star Wars: Armada collection!

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Separatist Alliance Fleet Starter

The Separatist Alliance enters Star Wars: Armada prepared for war. Backed by corporate entities like the Trade Federation and Techno Union, its powerful warships and vast reserves of droid forces pose a threat to even the wisest Jedi Knights and their crews of clone troopers. As you begin your campaign to overthrow the Republic, the Separatist Alliance Fleet Starter is the ideal entry point to the battles of the Clone Wars.

Within this set, you’ll find everything you need to begin building your own massive Separatist fleet, including a Munificent-class Frigate and two Hardcell-class Transport miniatures. Six ship cards give you the power to fine-tune your fleet by deploying them in one of two variants while twenty upgrade cards invite you to further customize your ships with additional officers, weapons, titles, and more. Add a cunning T-Series Tactical Droid to boost your ship’s performance or take command of ships like the Tide of Progress XII and shrug off some incoming damage.

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But no fleet is complete without starfighters and the Separatist Alliance prefers to overwhelm their opponents with countless swarms of Vulture-class Droid Fighters. This expansion puts four of these squadrons at your disposal, and you’re free to use the standard model or dispatch the upgraded Haor Chall Prototypes to complete your objectives.

Whatever ships and squadrons you choose to deploy, the Separatist Alliance Fleet Starter does more than just introduce the Separatist Alliance as a new faction. It also contains all of the components necessary to learn and play the game, including nine attack dice, 10 command dials, eight speed dials, 12 objective cards, six obstacle tokens, a range ruler, and a maneuver tool.

We’ll take a closer look at everything in this expansion in a future preview!

Separatist Fighter Squadrons Expansion Pack

With the vast resources at its disposal, the Separatist Alliance fields a deadly array of advanced starfighters in its campaign against the Republic. The sinister power of these starfighters is at your command with the Separatist Alliance Fighter Squadrons Expansion Pack. Overrun your opponents with Vulture Droids, Hyena Bombers, and Droid Tri-Fighters while your Belbullab-22 Starfighters strike at your enemies with impunity from behind screens of disposable droids.

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This pack contains everything you need to add eight more fighter squadrons—two of each type—to your Separatist fleets, including six elite pilots. On top of these squadrons and their cards, you’ll find everything you need to incorporate them into your fleets, including 10 squadron disks, eight activation sliders, and 10 squadron cards.

We’ll take a closer look at everything in this expansion in a future preview!

Smash the Republic

With the technological might of the Separatist Alliance at your disposal, nothing can stand between you and your conquest of the galaxy. Assemble your fleet and jump into the epic space battles of the Clone Wars!

The Clone Wars come to Star Wars: Armada in the fourth quarter of 2020.


Gadgets

https://www.fantasyflightgames.com/en/news/2020/7/31/fleet-essentials/

Citation
31 July 2020 | Star Wars: Armada

Fleet Essentials

Announcing Two Accessory Packs for Star Wars:

 

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"Proceed with the countdown."
   –Admiral Ackbar, Star Wars: Return of the Jedi

In the epic space battles of Star Wars™: Armada, no two fleets are the same. Not only do you have the power to hand pick the ships under your command, you’re also invited to outfit your ships with a range of upgrades. From assigning iconic commanders and officers to lead your fleets to outfitting your ships with additional weapons and ordnance, you’re free to fine tune your fleets down to the last detail.

 

Even the best admirals rely on these tools to claim victory and, with Armada entering the Clone Wars, you’ll soon have access to everything you need to dominate the galaxy. Fantasy Flight Games is excited to announce two expansions for Star Wars: Armada:

Bringing together a hangar bay of 290 essential upgrades in a new standard-sized card format, the Upgrade Card Collection gives you the flexibility to immediately start assembling the perfect fleet. Meanwhile, the Dial Pack allows you to further expand your fleets with 10 additional command dials and seven additional speed dials.

Whether you’re comfortable commanding a fleet of Imperial-class Star Destroyers or are just entering the game with a Fleet Starter, these packs give you more power than ever to assemble the Star Wars fleet that you've always wanted to command.

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Upgrade Card Collection

Customization is at the heart of Star Wars: Armada. Since the game was launched, players have been free to unlock new tactical possibilities by equipping their ships with upgrade cards. From there, ship expansions have brought additional upgrade options with them, broadening game’s already epic scope.

The Upgrade Card Collection conveniently puts the entire library of all upgrades previously printed as mini cards at your fingertips in a new standard-sized card format. Additionally, it contains duplicates of many essential upgrades such Engine Techs and XI7 Turbolasers to ensure list-building flexibility. All of these cards are also printed with updated icons to bring them in line with new rules introduced in the upcoming Clone Wars expansions.

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Beyond upgrade cards, you'll also find a handful of necessary tokens in this expansion, including six proximity mine tokens, eight raid tokens, and two focus/chaff tokens, ensuring that you have everything you need to bring your fleets to life. No matter if you represent the Galactic Republic, Separatist Alliance, Galactic Empire, or the Rebel Alliance, these cards help unlock the full potential of your fleets while giving you the chance to experiment with new strategies.

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Dials Pack

As your Armada collection grows, you can ensure you have it running at maximum efficiency with the Dials Pack. Not only does this pack include 10 command dials and seven speed dials that allow you to grow your fleet, it also includes additional copies of essential tokens, giving you access to these necessary components.

Rebel or Imperial, Republic or Separatist, whatever type of fleet you command, make sure you have everything you need to keep your fleet up and running with the Star Wars: Armada Dials Pack!

Prepare for Battle

Star Wars: Armada is expanding into a whole new era of the Star Wars saga. As you begin to build new fleets, make sure you have every tool available to you with these expansions!

Look for these Star Wars: Armada expansions at your local retailer in the fourth quarter of 2020.

 

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Le 31/07/2020 à 09:01, DARKSIDE73 a dit :

FFG France en avait parlé.

Mais bon, avec Asmodée on sait plus trop ce qui est fait ou non...

 

A priori pas de VF selon Pierre Oh :

 

De toute façon, VF ou non, vu la façon dont FFG soutient ses jeux avec figurines (100% tournoi, stocks aléatoires, prix), je n'aurais certainement pas craqué.

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  • 3 mois après...

Starter république galactique :

https://www.fantasyflightgames.com/en/news/2020/11/9/teaming-up/

Citation

Teaming Up

Your First Look Inside the Galactic Republic Fleet Starter for Star Wars™: Armada

 

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"I know if we work together, we will stay alive."
   –Plo Koon, Star Wars: The Clone Wars

War has shaken the peaceful Galactic Republic to its core. Pushed to the brink by the seemingly endless fleets of the Separatist Alliance, the Senate now relies on the Jedi Knights and legions of clone troopers to turn the tide. Together, these two groups man their own warships in the desperate fight for the fate of the galaxy.

 

As Star Wars™: Armada enters the epic space battles of the Clone Wars, players will be able to mount their own defense of the Republic with the Galactic Republic Fleet Starter!

More than just adding new ships, this set introduces an entirely new faction to the game, giving you your first opportunity to assemble fleets of iconic Republic warships and fighter squadrons while experiencing everything the faction has to offer. To begin building your first fleets, you’ll find an Acclamator-class Assault Ship miniature and two Consular-class Cruiser miniatures as well as four squadrons of V-19 Torrent starfighters.

In addition to the miniatures, this Fleet Starter invites you to fine-tune your fleets down to the smallest detail. All three of the capital ships can be fielded in two variants depicted on six ship cards, giving you the freedom to choose the ship type that best fits your strategy. Meanwhile, two squadron cards let you choose between a generic group of V-19s and one led by the elite clone pilot “Axe”. Finally, Republic ships are remarkably customizable and you can use the 20 upgrade cards found here to outfit your ships with additional officers, weapons, and more.

Read on for first glimpse inside the Galactic Republic Fleet Starter!

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A Greater Cause

The Republic may not be able to match the sheer numbers of Separatist fleets, but what it lacks in numbers, it more than makes up for in skill and experience. Unlike opposing Separatist ships manned by expendable droids, Republic warships are commanded and crewed by Jedi, clones, and other personnel from across the Republic all united to defend the cause. As a result, Republic fleets are characterized by a sense of cooperation and synergy between ships and their crews.   

This sense of cooperation begins from the very top of the chain of command and this Fleet Starter lets you choose your fleet’s commander from two of the Clone Wars most iconic leaders. Jedi Master Obi-Wan Kenobi knows that the Republic will need every last ship if it is to win the war. As such, he does his best to keep his fleets safe by allowing any friendly ship to reduce the total damage by one when it spends a readied Redirect token.

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Alternatively, Bail Organa may not be a military leader, but he can still use his authority as a Senator to aid Republic fleets. He begins each game with a combination of Navigate and Repair tokens totaling five on his card and, when a friendly ship reveals a command, Organa can discard up to one token of each type to grant that ship an additional command dial matching the token’s type.

With these commanders leading the way, Republic ships have plenty of ways to support one another, beginning with the Acclamator-class Assault ship. With a well-rounded mix of speed and firepower focusing on a heavy front assault, this ship can take the lead of any Republic attack group. What’s more, each of its two variants brings its own strategies to the table.

Featuring two Offensive Retrofit upgrade slots, an Acclamator I-class Assault Ship can expand a fleet’s capabilities in many ways. If one outfits its V-19 Torrent Squadrons with Hyperspace Rings , for instance, there’s no need for these starfighters to wait in the ship’s hangar bay. Instead, they can Scout ahead and be placed outside of deployment zones and do not have to be placed at a distance 1–2 of a friendly ship. At the same time, they must be beyond distance 1–5 of enemy ships when placed, forcing them to choose the best approach into the fight.

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The benefits are increased If the Acclamator leading them into battle happens to be the Nevoota Bee . This ship can use its squadron dials and tokens to help its starfighters Swarm opponents during their activation. At the same time, the Nevoota Bee can make squadrons that already have Swarm, such as the one led by “Axe,” even more dangerous by letting them reroll a die while attacking a ship.

While the Acclamator I-class focuses on offensive upgrades to expand its potential, the Acclamator II-class can rely on its own raw firepower. This version of the ship features an extra blue die in its forward arc, both improving its overall firepower and making it a bit stronger at medium range. Better yet, the ship is already well suited to return fire and can increase these capabilities by plugging some Reactive Gunnery into its Defensive Retrofit slot. If it does, it can then spend any readied defense token to resolve the Salvo effect instead.

No matter which Acclamator option you choose, both can be outfitted with weaponry and crew that enhance the ship’s inherent strengths and exhibit the Republic’s tendency toward cooperation. Adding some Swivel-Mount Batteries , for instance, allows the ship to boost a single hull zone with a die of any color from an adjacent hull zone’s attack pool.

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The Acclamator may be the most powerful from its front hull zone, but Clone Captain Zak can further enhance a Swivel-Mount attack from the side or rear hull zones with yet another die. Finally, this attack can be made even better with the help of some Clone Gunners who can discard another friendly ship’s concentrate fire token to make the attack even more accurate.

The offensive synergy between Republic fleets is evident, but isn’t the only way they can support one another. If all else fails, ships like the Implacable are ready to sacrifice some of their own shields to reduce the amount of damage a friendly ship or squadron takes. Altogether, Republic fleets band together to fight for the greater cause.

Join Forces

With the Jedi in command and clones following their lead, the Republic's fleets must come together as one if they hope to stave off the Separatist menace. Bring your forces together in a fleet totally your own with the Galactic Republic Fleet Starter

 

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  • 2 semaines après...

Changement de Studio :

https://www.fantasyflightgames.com/en/news/2020/11/16/an-important-star-wars-announcement/

Citation

An Important Star Wars Announcement

News About the Future of Our Star Wars Miniatures Games

 
 

For the full press release, click here .

Atomic Mass Games Takes Its First Steps Into The Star Wars™ Miniatures Games Galaxy

Development of Star Wars: X-Wing, Star Wars: Armada, and Star Wars: Legion Moving from Fantasy Flight Games to Asmodee’s Miniatures Games-Focused Studio

SEATTLE, WA, November 16, 2020 – In a strategic reorganization of its Star Wars miniatures titles, Asmodee is announcing today that oversight of its three Star Wars miniatures titles will be moving to their dedicated miniatures games studio, Atomic Mass Games.

Development of all future miniatures games will be handled by Atomic Mass as well. The move to a specialty studio positions Asmodee’s miniatures titles for even greater success in the future.

“Atomic Mass is committed to bringing people together through fun games, and Star Wars has been bringing people together through the power of myth and story for over 40 years,” Steve Horvath, Head of US Publishing, said. “Combining their talent with the strength of our current Star Wars miniatures games and the limitless possibilities of a galaxy far, far away is going to lead to incredible new experiences for tabletop gamers and Star Wars fans to enjoy.”

Simone Elliott, who has shepherded Fantasy Flight’s relationship with Lucasfilm Licensing since 2015, will lead Atomic Mass Games during this time of expansion as Head of Studio. Will Shick assumes primary creative oversight as Head of Product Development. Joining them will be key members of the teams involved in the creation and evolution of Fantasy Flight’s current Star Wars miniatures games, Star Wars™: X-Wing, Star Wars™: Legion, and Star Wars™: Armada.

About Atomic Mass Games

Composed of veterans from the tabletop miniatures games industry, Atomic Mass Games is committed to delivering immersive lifestyle hobby games that combine industry leading tabletop miniatures and fast, fun, kinetic game rules to create lifelong collectors and players.

About Asmodee USA

Asmodee USA is a sales, marketing, and distribution arm of the global Asmodee Group, a leading international company dedicated to bringing great games and amazing stories to all corners of the world. Asmodee USA represents the strongest portfolio of board games in the industry, including such favorite titles as CATAN®, Ticket to Ride, Spot It!, Pandemic, Just One, Dixit, Dead of Winter, and many more.

About Asmodee Group

Asmodee Group is a leading international games publisher and distributor committed to telling amazing stories through great games with over 34 million games sold in more than 50 countries. Through our portfolio of iconic game titles, including CATAN®, Ticket to Ride, Pandemic, Dobble/Spot it!Arkham Horror, Splendor, KeyForge, and Star Wars: X-Wing, we create a dynamic transmedia experience for players across a variety of digital and physical platforms. Asmodee also creates inspiring and innovative products in partnership with leading entertainment and technology companies. Asmodee operates in Europe, North America, South America and Asia and is headquartered in Guyancourt, France. Learn more at corporate.asmodee.com.

Révélation

http://www.fantasyflightgames.fr/news/article/une_annonce_importante_sur_nos_jeux_star_wars

Citation

Une Annonce Importante sur nos jeux Star Wars

Atomic Mass Games fait ses premiers pas dans la galaxie des jeux de figurines Star Wars™
 
 
 
 

Atomic Mass Games fait ses premiers pas dans la galaxie des jeux de figurines Star Wars™

Le développement des jeux Star Wars : X-Wing, Star Wars : Armada et Star Wars : Legion est confié au studio Asmodee dédié aux jeux de figurines, Atomic Mass Games.

Seatle, 16 novembre 2020. Dans le cadre d’une réorganisation stratégique de ses jeux de figurines Star Wars, Asmodee annonce que la supervision de ses trois jeux de figurines phares dans l’univers de Star Wars est transférée à son studio dédié aux jeux de figurines, Atomic Mass.

Le développement de tous les futurs jeux de figurines sera également géré par Atomic Mass. Le transfert de ce type de jeux à un studio entièrement dédié à ceux-ci leur amènera, nous en sommes certains, encore plus de succès à l’avenir.

« Atomic Mass s’est engagé à rassembler le plus grand nombre de joueurs à travers des jeux funs et fédérateurs, et Star Wars est l’univers idéal pour rassembler les gens grâce à la popularité de son mythe et de ses histoires depuis plus de 40 ans », a déclaré Steve Horvath, directeur des studios américains. « Combiner leur talent avec la force de nos jeux de figurines Star Wars actuels et les possibilités illimitées d’une galaxie lointaine, très lointaine va forcément engendrer de nouvelles expériences incroyables pour les joueurs et les fans de Star Wars. »

Simone Elliott, qui veille à la relation de Fantasy Flight Games avec Lucasfilm Licensing depuis 2015, dirigera Atomic Mass Games pendant cette période d’expansion, en tant que responsable studio. Will Shick assurera la supervision créative en tant que chef du développement des jeux. Les membres clés des équipes impliquées dans la création et l’évolution des jeux de figurines Star Wars actuels de Fantasy Flight, Star Wars™ : X-Wing, Star Wars™ : Legion et Star Wars™ : Armada, se joindront à eux.

À propos d’Atomic Mass Games

Composé de vétérans de l’industrie des jeux de figurines, Atomic Mass Games veut proposer des jeux immersifs, combinant des figurines d’excellente qualité avec des règles rapides, efficaces, amusantes et évolutives, pour créer des gammes de jeu qui accompagneront les joueurs et les collectionneurs sur le long terme.

À propos d’Asmodee USA

Asmodee USA est une branche de vente, de marketing et de distribution du groupe mondial Asmodee, une société internationale de premier plan qui crée de fantastiques jeux et conte d’incroyables histoires aux quatre coins du monde. Asmodee USA possède le catalogue de jeux de société le plus impressionnant de l’industrie ludique mondiale, y compris des licences phare telles que CATAN®, Les aventuriers du rail, Dobble !, Pandemic, Just One, Dixit, Dead of Winter et bien d’autres.

À propos d’Asmodee

Asmodee Group est l’un des principaux éditeurs et distributeurs de jeux internationaux, racontant des histoires merveilleuses à travers 34 millions de jeux vendus dans plus de 50 pays. Son catalogue contient nombre de titres majeurs comme CATAN®, Les aventuriers du rail, Pandemic, Dobble, Horreur à Arkham, Splendor, KeyForge, ou Star Wars : X-Wing. Asmodee créée des expériences transmédia dynamiques sur une grande variété de plates-formes, numériques comme physiques. Le groupe conçoit également des produits inspirants et innovants en partenariat avec des sociétés de divertissement et de technologie de premier plan. Asmodee opère en Europe, en Amérique du Nord, en Amérique du Sud et en Asie et a son siège à Guyancourt, en France.

Pour plus d’informations, rendez-vous sur le site : https://corporate.asmodee.com

 

 


En formation :

https://www.fantasyflightgames.com/en/news/2020/11/19/form-up/

Citation

Form Up

Preview the Republic Fighter Squadrons Expansion Pack for Star Wars™: Armada

 

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“Give it everything you’ve got!”
   –Anakin Skywalker, Star Wars: The Clone Wars

As the Republic mobilizes its fleets to meet the rising Separatist menace, the smallest ships can make the biggest difference. Working in concert with larger warships like the Acclamator-class Assault Ship, the Republic’s array of starfighters are an integral part of its strategy and can play a decisive role in the epic space battles to come.

 

With Star Wars™: Armada entering the tense combat of the Clone Wars, these starfighters are more important than ever. Soon, you can have access to an entire stable of Republic starfighters with the Republic Fighter Squadrons Expansion Pack!

This expansion puts eight additional fighter squadrons representing some of the Republic’s most iconic starfighters at your fingertips, including two Delta-7 Aethersprite squadrons, two BTL-B Y-wing squadrons, two ARC-170 squadrons, and two V-19 Torrent squadrons. Some of the Clone Wars most enduring heroes flew these starfighters into battle, of course, and 11 squadron cards give the freedom to choose between generic fighter squadrons or seven led by elite pilots.

Join us today as we take a closer look at the Republic Fighter Squadrons Expansion Pack!

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Working Together

The Republic has no shortage of skilled pilots. Jedi Knights skilled in the Force and clone troopers bred for battle are both available to support Republic fleets in a variety of starfighters. Just like the crews of their warships, then, Republic starfighter squadrons feature a mixture of these two groups working together to complete the mission.

Jedi often take the lead in these engagements and, with the Force to aid them, it should be no surprise that they are particularly skilled pilots. Flying into battle in the Delta-7 Aethersprite,  a ship fine-tuned for their unique abilities, even a simple squadron of Jedi can pose a challenge for enemy fighters.

On top of the ability to launch counterfire against squadrons that attack them, the Force aids these Jedi both offensively and defensively. Their adeptness helps them hone in on targets, allowing them to reroll a die while attacking. At the same time, they can more easily dodge enemy attacks by forcing their opponent to reroll a die of their choice after dice modifications have been made.

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Jedi Masters bring even more skill and precision to the Delta-7, lending the squadrons they lead unique abilities. Master Luminara Unduli, for instance, does even more to support the non-unique squadrons she leads into battle. Her squadron may lack the Dodge keyword, but it gains defense tokens and the chance to obstruct the attacks of enemy squadrons at distance 1 against non-unique friendly squadrons. Similarly, Plo Koon gives non-unique friendly squadrons at distance 1 without Counter a better chance to return fire while also increasing the offensive capabilities of his own squadron’s ships.

Rather than protect friendly squadrons, other Jedi focus on honing their own abilities while augmenting the offense of their fellow pilots. Evan a padawan like Ahsoka Tano can contribute by both giving another friendly squadron at distance 1 the chance to attack an enemy squadron after she moves and with her own Grit that allows her to move while she is engaged by only one squadron. Kit Fisto takes this even further, using his Intel to grant friendly squadrons at distance 1 Grit. Beyond this, Fisto is just as Adept a Force user as Plo Koon and has plenty of ways to reduce the damage his squadron takes, including discarding a defense token to reduce the total damage by three.

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With Jedi leading the way and taking on enemy fighters, the Republic’s clone pilots are free to focus on other targets. Those that fly the lumbering ARC-170 Starfighter  can use the ship’s firepower and durability to inflict massive damage on capital ships while weathering the blistering return fire from these vessels. With the ability to reroll up to two dice after moving, “Odd Ball” is particularly effective at leading such attack runs.

Alternatively, BTL-B Y-wing squadrons can close in on a target a bit faster while still delivering a hefty punch. While commonly flown by clones, Jedi General Anakin Skywalker led the famed Shadow Squadron into battle in a BTL-B Y-wing on several occasions and he brings all the skills of a Jedi to the ship. In addition to enhancing his squadron’s attacks, he can also spend a defense token to completely ignore engagement and blow past enemy squadrons en route to a larger target.

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Finally, both the ARC-170 and BTL-B Y-wing will need escorts to be the most effective and the V-19 Torrent is a cheaper alternative to the Jedi and their Delta-7 Aethersprites. This expansion supplements your fleets with two additional V-19 squadrons beyond what you find in the Galactic Republic Fleet Starter while also bringing you a new elite pilot in the form of “Kickback.” This dedicated clone pushes his squadron forward after performing an attack helping them pave the way for other squadrons.

Rally the Republic

A well organized starfighter assault can strike a decisive blow in the epic space battles of the Clone Wars. Gather the best Jedi and clone pilots the Republic has to offer and facedown the Separatist Alliance with the Republic Fighter Squadrons Expansion Pack!

 

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Suite de présentation du starter république galactique : Paré au combat

Citation

Ready for Battle

A Final Preview of the Galactic Republic Fleet Starter for Star Wars™: Armada

 

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"Captain, tell them we wish to board at once."
   –Qui-Gon Jinn, Star Wars: The Phantom Menace

As the Galactic Republic attempts to match the might of Separatist fleets, it makes use of every available ship, even those not originally designed for military service. Although it is recognized throughout the galaxy as a diplomatic vessel, the Consular-class cruiser is one such ship that now finds new life as part of the Republic Navy.

 

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!

This Fleet Starter lays the foundation for the Republic faction with an Acclamator-class Assault Ship miniature and two Consular-class Cruiser miniatures as well as four squadrons of V-19 Torrent starfighters. With these miniatures as the building blocks, the Galactic Republic Fleet Starter also invites you to fine-tune your fleets with six ship cards that allow you to deploy your capital ships in two variants each as well as 20 upgrade cards that add additional officers, weapons, and more to your ships.

We’ve already shown you both variants of the Acclamator-class Assault Ship and some of the upgrades you’ll find in the Galactic Republic Fleet Starter. Join us today as we did even deeper and examine the Consular-class Cruiser!

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Republic Retrofit

The sudden onset of the Clone Wars has left the Republic scrambling to put together a navy. While the powerful corporate backers of the Separatist Alliance can use their manufacturing might to mass produce warships, the Republic instead must rely on existing ships like the Consular-class Cruiser that have been retrofitted for combat.

But just because the Consular-class Cruiser wasn’t strictly built for battle doesn’t mean it can't be an effective warship. In fact, refitting the Consular-class Cruiser for combat missions has enabled it to take on wildly different capabilities and you can make use of two different versions of the ship in your fleets. The Armed Cruiser variant is prepared to use the Consular-class Cruisers inherent speed to the fullest by charging into battle and pestering enemies at close to medium range.

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For an added punch, this version of the ship can also be equipped with ordnance, allowing it to slam an opponent with some Assault Concussion Missiles  during an attack and spread the damage to the hull zones adjacent to the defending hull zone. Getting so close to the enemy also means drawing their fire, of course, and the Armed Cruiser can make effective use of an Auxiliary Shields Team  that treats the maximum shield values of its left and right hull zones as increased by one when recovering or moving shields to those zones.

The Charger c70 variant,  on the other hand, is effective from longer range and may prefer to operate from the edges of a battle. Doing so makes this ship an ideal carrier for a Clone Navigation Officer,  who can coordinate with friendly ships at distance 1–5 to get them an additional concentrate fire, navigate, or squadron token that matches his own ship's command.

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No matter which type of Consular-class Cruiser you choose for your fleet, specific titles make the ship even more versatile. A ship like the Radiant VII, for instance, can take on a completely new role in the fleet supporting other ships. In this capacity, it can perform a Parts Resupply to assign Engineering tokens to friendly ships at distance 1–5. Perhaps even more crucially, the Radiant VII can also help the entire fleet focus on its targets with a Munitions Resupply that helps them all concentrate fire at just the right moment.

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 Swift Return,  for example, uses obstacles to its advantage. It becomes more unpredictable when it's at distance 1–2 of one by changing its speed by one or increasing its yaw value by one during the Determine Course step.

Report to Battle Stations

The Clone Wars will come down to every last ship. Prepped for battle and ready for anything, the Consular-class Cruiser adds a crucial component to Republic fleets looking to stand against the Separatist menace. Add yours with the Galactic Republic Fleet Starter!

https://www.fantasyflightgames.com/en/news/2020/11/23/ready-for-battle-1/


Starter séparatiste : Puissance mécanisée

Citation

Mechanized Might

Your First Look Inside the Separatist Alliance Fleet Starter for Star Wars™: Armada

 

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"You may fire when ready."
   –Count Dooku, Star Wars: The Clone Wars

The Separatist Alliance is on the offensive, deploying their massive droid armies to planets throughout the galaxy in an all-out effort to destabilize the Republic. Before they can get these troops on the ground, however, they must first win the fight in space. To do this, they make use of massive battle fleets, hoping to overwhelm the Republic with warships.

 

With Star Wars™: Armada exploring the Clone Wars for the first time, you’ll soon have the chance to take command of these formidable Separatist navies with the Separatist Alliance Fleet Starter!

On top of adding more ships to your collection, this Fleet Starter gives you your first taste of the Separatist Alliance faction, inviting you to begin building your Separatist fleets with iconic characters and upgrades. Everything begins with a Munificent-class Frigate miniature and two Hardcell-class Transport miniatures that form the foundation of your fleets. The Separatist Alliance is well known for its starfighters, of course, and you’ll also find four squadrons of Vulture-class Droid Fighters ready to launch into battle.

Alongside these miniatures, you’ll also find all the tools you need to outfit and equip them for any scenario. Not only do six ship cards outline two different variants of each capital ship, but two squadron cards invite you to field either generic Vulture-class Droid Fighters or the more powerful Haor Chall Prototypes. Finally, 20 upgrade cards give you the power to assign some of the Separatist Alliance’s most iconic characters and weapons to your ships.

Join us today as we take our first look at the Separatist Alliance Fleet Starter!

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Corporate Clout

Secretly bolstered by an array of corporations, the Separatist Alliance stands in stark contrast to the Galactic Republic. Rather than ships crewed by Jedi and clones working for a common cause, the Separatists’ deep pockets give them the freedom to fight with faceless fleets of mechanized droids. Still, organic beings make up a large chunk of the Separatist high command and it is not uncommon for them to dictate the faction’s larger strategy.

Both droid and organic leaders are cunning in their approach to the defining space battles of the Clone Wars, as evidenced by the two commanders who can lead your first Separatist fleets. As the leader of the entire Separatist Alliance, Count Dooku spins his machinations across the galaxy. When he leads your fleet, you begin the game by choosing three command tokens of at least two different types to place on his card. Then, at the start of each ship phase, you discard one of these tokens to force each enemy ship to gain a raid token matching that token.

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While Count Dooku thwarts his enemy’s plans, the super tactical droid Kraken puts his ships in position to inflict maximum damage. Once per activation, he gives friendly ships the chance to change one die to a face with any one icon if another friendly ship is at close-medium range of the defender. This gives that ship great freedom to adapt to the circumstances, potentially pushing through extra damage, triggering a critical effect, or improving its accuracy.

Whether you choose an organic or droid commander, Separatist capital ships themselves are remarkably flexible and the Munificent-class Frigate is a prime example. On the one hand, it can act as an excellent Comms Frigate, especially if it is equipped with a Hyperwave Signal Boost that helps it stay in close contact with friendly squadrons.

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Such a signal boost allows Separatist droid starfighters that rely on AI like the Vulture-class Droid Fighter to operate at peak efficiency during the Squadron phase. Rather than randomly seeking out targets, these ships can act as though they were activated by a squadron command and hunt down enemy fighter squadrons by adding an additional die to their attack pool. At the same time, unique versions of the Vulture-class Droid Fighter such as Haor Chall Protoypes are even more intelligent, anticipating and reacting to enemy movements with extra attacks.

While the Munificent-class Comms Frigate is coordinating starfighter squadrons, the Star Frigate variant has its own uses. The valuable Defensive Retrofit upgrade slot invites you to boost its durability in a variety of ways and two potential titles can make the Star Frigate even more hearty. Deploying the Tide of Progress XII gives you a ship that can repair itself on the fly by discarding a faceup damage card with the Ship trait before it is even dealt and resolved. Similarly, the Sa Nalaor can evade damage while it is moving at top speed.

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In addition to their seemingly endless supply of droids, Separatist fleets can also leverage the expertise of organizations like the Techno Union to their advantage. In this regard, none are better at repairing a damaged ship than Wat Tambor , who provides you with a wealth of engineering points. This advantage becomes even more pronounced if your ships are filled with Battle Droid Reserves that can make your fleet the finest in the galaxy. Not only do these droids let you flip any number of damage cards with the Crew trait facedown, they also reduce the cost of discarding facedown damage cards by one, helping you get the most out of Wat Tambor. With their corporate overlords to oversee them, not even the Grand Army of the Republic can stand in the way of the Separatist Alliance's droid fleets. 

Show Your Strength

Bringing down the Republic is no easy task, but the Separatist Alliance has the ships and droids to do it. Mass your fleets and strike at the heart of the Republic with the Separatist Alliance Fleet Starter!

https://www.fantasyflightgames.com/en/news/2020/11/16/mechanized-might/

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Submerger l'opposition :

https://www.fantasyflightgames.com/en/news/2020/11/25/swarm-opposition/

Citation

Swarm the Opposition

Preview the Separatist Fighter Squadrons Expansion Pack for Star Wars™: Armada

 

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“You lose, General Kenobi!”
   –General Grievous, Star Wars: Revenge of the Sith

The Separatist Alliance’s strength is drawn from sheer numbers. Nowhere is this more evident than in the epic space battles of Star Wars™: Armada, where the Separatist Navy can unleash swarms of cheap, mass-produced fighters that can overwhelm even the most experienced Jedi Masters in their Delta-7 Aethersprites.

 

As the game begins exploring the Clone Wars, the Separatist Alliance Fleet Starter lays the foundation for your starfighter assault with four squadrons of deadly Vulture-class Droid Fighters, but this is only the beginning. Soon you’ll be able to tap into the vast array of starfighters the Separatists deployed during the Clone Wars with the Separatist Fighter Squadrons Expansion Pack!

This expansion gives you access to eight additional Separatist fighter squadrons, including two Hyena-class Droid Bomber squadrons, two Droid Tri-Fighter squadrons, two Belbullab-22 Starfighter squadrons, and an additional two Vulture-class Droid Fighter squadrons. The Separatists are always looking for ways to improve their droid starfighters, and 10 squadron cards invite you to choose between four standard squadrons and six more exotic and experimental variants.

Join us today as we take a full look at everything in the Separatist Fighter Squadron Expansion Pack!

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Destructive Droids

Mass production has many advantages. For the Separatist Alliance, it means they can build an army and navy rather than recruit one. The Vulture-class Droid Fighter Squadron is the purest expression of this philosophy. These droids feature the same speed, hull value, and ability to swarm enemy squadrons at the same cost as an Imperial TIE Fighter squadron, but with even more benefits.

In addition to removing the risk of losing irreplaceable organic pilots, droid starfighters come with the added advantage of artificial intelligence that help them take on specialized roles with Separatist attack groups. Vulture droid AI in particular gives them some extra firepower while attacking squadrons if they’ve been activated by a squadron command, but this is only the basic model.

The squadron designated DFS-311 is even more intelligent, combining the ability to force an attacker to re-roll a die during an obstructed attack against it with the benefits of defense tokens and the Intel keyword. This intel is particularly valuable for friendly squadrons flying within distance 1 of DFS-311, as it grants them the Grit to keep moving while they are engaged by only one squadron.

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Vulture-class Droid Fighters are only the beginning of the Separatist starfighter onslaught. The faction features a variety of different models, each with its own specifications and role to play. Rather than focus on enemy squadrons, the Hyena-class Droid Bomber’s AI is programmed to inflict maximum damage to enemy ships. This programming becomes even more nuanced if you choose to deploy some Baktoid Prototypes that can improve their accuracy when a friendly bomber squadron is at distance one of the defender. DBS-404, on the other hand, shows little regard for its own safety, instead choosing to ramp up its own firepower while it is touching the defender at the cost of suffering damage.

While the Vulture-class Droid Fighter is designed to overwhelm opponents with superior numbers, the Droid Tri-Fighter is more in line with traditional interceptors. Its speed and ability to counter the attacks of enemy squadron make it ideal for hunting down and eliminating squadrons that stand between you and your target.

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Like the Separatists other droid squadrons, Tri-Fighters also come in two variants that prove even more effective at this task. Simple but deadly, the attacks of DIS-T81 cannot be obstructed, helping it Snipe squadrons from a distance while ignoring their Counter keyword. The Phlac-Arphocc Prototypes are even more straightforward, causing any enemy squadron that ends its activation at distance one to suffer one damage.     

Droid fighters may make up the bulk of Separatist fighter squadrons, but they are actually only one facet of a larger strategy. The faction’s leaders often enter the fight in squadrons of Belbullab-22 starfighters that use screens of droids as cover. These distractions give the Belbullab pilots a much better chance to dodge enemy fire by forcing attackers to reroll dice.

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Better still, having the Belbullab-22 so close to friendly droid helps ensure that they stick to their protocols. As long as they are in range to be activated, these ships can always relay squadron commands to a squadron at distance 1–3. If the squadron is led by none other than General Grievous himself, it can relay commands to an additional squadron while also piling on the damage to ships or squadrons with no readied defense tokens.

Strength in Numbers

The Galactic Republic may have elite clone troopers and Jedi Masters, but the Separatist Alliance has the technological advantages in the epic space battles of the Clone Wars. Use it to the fullest with the Separatist Fighter Squadrons Expansion Pack!

The Clone Wars come to Star Wars: Armada on December 4.

 

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Suite de présentation du starter séparatiste : Transport de Combat

https://www.fantasyflightgames.com/en/news/2020/12/1/combat-transport/

Citation

Combat Transport

A Final Preview of the Separatist Alliance Fleet Starter for Star Wars™: Armada

 

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“Your ship is waiting.”
   –General Grievous, Star Wars: Revenge of the Sith

The leaders of the Separatist Alliance largely fight a proxy war, letting droids stand in for organic soldiers and starships. While these networked droids often work seamlessly with one another to react to the shifting tides of battle, they often are most effective when receiving direction from a centralized source.

 

When ships like the Munificent-class Frigate are unable to perform this role, the Separatists often turn to the Hardcell Transport. Despite being lightly armed, the ship more than makes up for this with its versatility in combat operations. Soon, the Hardcell will form a cornerstone of your new Separatist fleets with the Separatist Alliance Fleet Starter for Star Wars™: Armada!

This Fleet Starter introduces the Separatist Alliance into the game with a Munificent-class Frigate miniature, two Hardcell Transport miniatures, and four Vulture-class Droid Fighter Squadrons as well as all the components you need to play the game. Far from playing a singular role in your fleets, both of the capital ships can be deployed in two variants that make them even more specialized while 20 upgrade cards invite you to modify your ships to fit your strategy.

We’ve already taken a look at what the Munificent-class Frigate and Vulture Droids add to the faction. Join us today as we highlight the Hardcell Transport!

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Into the Action

The Techno Union supplies the Separatists with many weapons of war, including starships that form the bulk of their navy. The Hardcell-class interstellar transport is one of the most versatile of these ships, offering a range of applications that make it an essential part of any fleet.

First and foremost, the Hardcell was designed as a transport. While its blaster cannons are unlikely to have a decisive impact on a battle, then, the additional crew members it brings into battle could. A T-series Tactical Droid is much more intelligent than standard Separatist droids and has the processing power to run complex combat analysis in a short amount of time. As a result, they allow a ship to resolve a repair, navigate, or squadron command token as if it had spent a dial of the same type instead.

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Droids may be the most common passengers on the Hardcell-class Transport as they help direct combat, but they are certainly not the only ones. Separatist leaders such as Rune Haako also use the ship from time to time and they, too, can contribute to Separatist strategy. In Haako’s case, that means choosing another friendly ship at distance 1–5 when revealing a command and discarding command tokens from it and Haako’s own card to gain matching tokens for each one discarded.

These leaders aren’t the only way the Hardcell-class Transport can support the rest of the fleet, either. It can also be outfitted with the means to perform a Munitions Resupply that helps friendly ships at range 1–5 concentrate their fire. Alternatively, the Hardcell can bolster your fleet’s defenses with a Parts Resupply that replenishes their supply of repair tokens at a critical moment. This gets even better if the ship carries the Beast of Burden title that allows it to spend its defense tokens to allow friendly ships at distance 1–3 to ready their own.

Clearly, the Hardcell-class Transport has plenty of utility, but this isn’t your only option for the ship. It can also be refitted for battle to take on a more direct role in combat. Beyond improving its effective attack range, this version of the ship also feature upgrade slots that invite you to outfit it with a variety of new weaponry.

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The ship could be an unconventional pick to fend off incoming enemy squadrons with some Reactive Gunnery, for example, making its defense tokens even more versatile. At the same time, it can be a cheap way to support friendly fighter squadrons, especially if it’s been outfitted with a Reserve Hangar Deck. The Separatists in particular rely heavily on starfighters with the Swarm keyword, and one of these can keep their fighters operational a bit longer.

Even with its long range blaster cannons, the Hardcell-class Battle Refit will inevitably be more involved heavy combat than the Transport. Although its weakly shielded side hull zones make it particularly vulnerable to attack, the Foreman’s Labor is legendary for its ability to hold out in the heaviest fire. As long as the defending hull zone has at least one shield remaining, this ship can reduce the total damage it takes in an attack by one.

Separatist Support

Whether it's carrying high-ranking officers directing the Separatist efforts or blasting into the thick of the action, the Hardcell-class Transport is a vital addition to Separatist fleets. Begin building yours with the Separatist Alliance Fleet Starter!

The Clone Wars come to Star Wars: Armada on December 4.


Nouvelles règles d'engagement  (passage au RRG - Rules Reference Guide - alias le Living rulebook) :

https://www.fantasyflightgames.com/en/news/2020/12/1/new-rules-of-engagement/

Citation

New Rules of Engagement

An Updated Star Wars™: Armada Rules Reference is Now Available

 

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Big changes are coming to Star Wars™: Armada. The game enters the Clone Wars on Friday with the introduction of the Galactic Republic and Separatist Alliance factions. To mark this occasion, a new Rules Reference Guide is now available here and on our Armada product page. You can also find a list of all the cards found in the Upgrade Card Collection here. Join us today as we give you an overview of the changes!

Hello Armada fans! The wait is almost over and the Clone Wars arrive on Friday! As we've been discussing in articles and interviews throughout this year, we have updated our Rules Reference Guide to support these products and the future of the game.

Armada veterans will notice a number of significant changes as you read through the updated RRG. However, we encourage you to think of this as Armada version 1.5. It's still the same game, but with some added features to improve play and support a new era of expansions. This release article is meant to give you an overview of the changes and the thinking the design team has put into them.

Revised Rules

A number of key changes have been made to long-standing rules. This section covers the most important.

Pass Tokens

This is the single biggest change to the core Armada game experience. We've repurposed the pass token mechanic introduced with the Super Star Destroyer to provide more parity to fleets with lower activations than their opponents. Tokens are now expendable and spent during the Ship Phase to pass an activation turn.

Armada has always benefited from its great tournament community, which has given us a window into the game played at the highest level. But we've noticed some definite patterns emerge over the years; the kind of fleets that are dominant prioritize an ideal number of activations. This has often led players to feeling pushed toward playing with several extra ships (like flotillas) or taking specific upgrades (such as Strategic Adviser) that assist large ships in delaying their activations.

These new rules for pass tokens help fleets the most during the maneuvering in the early game, but can be spent flexibly, when the player feels they are most crucial. This not only adds balance, but rewards good tactical decisions, which have always been a central part of Armada.

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Evade Defense Effect

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).

This changes the dynamic of Evade slightly, while still leaving it chancy for a ship to rely on it at close range. This revision also opens up the token to being used in other contexts, which players of the Clone Wars factions may notice first.

Squadron Play

Squadrons are a signature part of Star Wars, and have always been a core part of the Armada experience. As with activations, some patterns have developed over the years that we wanted to address. Squadrons are often seen as an all-or-nothing component of a fleet. This tendency is reinforced by the context of keywords and the defining abilities of 'ace' squadrons.

We've made several changes to address this, starting with limiting the number of unique-named squadrons with defense tokens that a player can add during fleet building. These squadrons are now limited to one per 100 fleet points of the agreed total for each fleet.

We have also revised the effect of the Intel keyword, so that it is no longer as easy for bombers to completely ignore engaging squadrons. Intel now grants friendly squadrons at distance 1 Grit, instead of giving enemy squadrons Heavy.

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New Rules

The updated Rules Reference also includes new major rules introduced with the Clone Wars expansions, bringing them fully into the game.

Upgrade Cards and Token Icons

The biggest of these new rules are the new upgrade card symbology representing cards that start play with command tokens or dials, and upgrade cards that require a cost to be readied. We have added these rules to provide more room in the game for new types of card effects with more concise text. They also allow for and for more options in the pacing of effects, such as a middle ground between discard cards and those that can be used every round. Some older cards that used long-form text for these types of effects (such as Grand Admiral Thrawn) have been revised in the new Upgrade Card Collection to use these icons instead.

Reformatted Ship Cards

As part of updating the line, we have moved to a consistent cards size for new products. We have reformatted where upgrade icons and points costs are displayed on ship cards. We have also introduced a new ship traits box on new ship cards. These traits are rules in themselves, but they can be referred to be other effects or as requirements for upgrade cards. Older ship cards remain legal for play.

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A Living Reference

Another great long-term benefit of this update is that we have changed where the rules are gathered and how we treat them. Like X-Wing and Legion, our RRG is now a living document that can be updated regularly as the game expands or requires changes.

Consolidated Rules Source

Players also no longer need to hunt through multiple expansion inserts to find a specific rule during a standard game of Armada. We have consolidated all previously published expansion rules into one source, including keywords, upgrade icons, and new mechanics. It should be noted this does not include rules specific for campaign play, but does cover obstacle types and other standard play components introduced in this expansions.

Integral Errata and FAQ

Armada's errata and FAQ are no longer a separate document but are now sections within the RRG. As part of this process, some older rulings have been moved out of the FAQ section and into rules.

The errata section is also now reorganized into two sub-sections to include all new errata from the Upgrade Card Collection as well as past errata. One section covers significant changes that affect a card's function; the other covers simpler consistency changes. Finally, all card and component images have been updated to reflect their latest versions. Older mini-size upgrade cards remain legal for play, though players should check the errata section of the RRG for any updates to these cards.

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These sections will grow over time, so it is important to note that no new FAQ or errata have been introduced to cover the Clone Wars expansions themselves. These will be added in future updates as questions about the new rules and cards are received.

Speaking for Armada's past and present designers, we feel lucky to have some of the most devoted and enthusiastic players in minis gaming as our fans. We're excited for the next phase of this game and hope that these changes will improve play, provide an easier reference source, and continue to support the Armada community. Although this article covers the high notes, we encourage you to begin reading the updated Rules Reference for yourselves, and to let us know how we can continue to improve the game!

Download the Star Wars: Armada Rules Reference Guide for a full look at all the changes and be sure to look here for a list of all the cards in the Upgrade Card Collection. As always, game rules, tournament regulations, and other support materials for Star Wars: Armada can be found on our Armada page!

 

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  • 1 mois après...

Renforts républicains :

Citation

Republic Reinforcements

Announcing Two New Galactic Republic Expansions for Star Wars™: Armada

 
 
 

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The first battles of the Clone Wars are rippling across the galaxy as mighty warships from the Galactic Republic and Separatist Alliance meet in epic battles that will shape the conflict to come. Desperate to mount a defense and prevent more star systems from slipping into Separatist hands, the Republic deploys new ships to turn the tide.

You’ve built your first fleets with the Galactic Republic Fleet Starter and Republic Fighter Squadrons Expansion Pack. Now, two more iconic Clone Wars-era ships are on their way to reinforce the Republic:

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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.

Read on more information on what these expansions bring to your Republic fleets!

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Venator-class Star Destroyer Expansion Pack

In the vicious battles of the Clone Wars, Jedi Generals such as the wise Plo Koon command their forces from the bridge of mighty Venator-class Star Destroyers, earning these vessels the moniker of “Jedi Cruisers.” Kuat Drive Yards designed the ship to be flexible; capable of fighting toe-to-toe with other warships, launching wings of starfighters, and breaking blockade sieges with devastating bombardments. As a command craft and warship, the Venator-class Star Destroyer has no equal in the Republic Navy.

This Expansion Pack contains everything you need to field this commanding ship in your Republic fleets, beginning with a beautifully detailed, pre-painted Venator-class Star Destroyer miniature. A beacon of the Republic, the Venator-class Star Destroyer often leads fleets into battle and this expansion gives you two different options for adding it to your fleet on two ship cards.

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As powerful as it is, the Venator-class Star Destroyer is also commanded and crewed by some of the best the Republic has to offer, including two new commanders that set the tone for your entire fleet. A Jedi Master like Luminara Unduli knows that Republic ships will need to have their defenses up if they are to survive the Separatist onslaught and helps ships in her fleets ready their defense tokens. Apprentices often carry on the wisdom of their masters, of course, and this is certainly the case with , who uses Unduli’s teachings on defense to allow a ship to redirect an attack’s damage to a completely different hull zone.

In addition to these characters, you’ll also find a wide array of other ways to customize your Venator-class Star Destroyer among the 16 upgrade cards found in this expansion, including new weaponry and other offensive and defensive enhancements. We’ll take a look at everything in this expansion in a future preview!

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Pelta-class Frigate Expansion Pack

A flexible vessel capable of serving as a combat transport or a medical evacuation craft, the Pelta-class frigate is a mainstay of the Republic Navy. These ships fulfill vital strategic and logistical roles, keeping the Grand Army of the Republic in fighting shape and supporting key operations across the galaxy.

You’ll find everything you need to add a Pelta-class frigate to your Republic fleets within this expansion, including a beautifully detailed, pre-painted miniature and two ship cards that invite you to fly it as a transport or as a medical frigate. Although it may be small, the Pelta-class frigate can still carry some of the Republic’s best tactical minds, including Admiral Tarkin himself.
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Including Tarkin, this expansion adds seven upgrade cards to your Republic arsenal, inviting you to upgrade your ship with two new commanders, additional crew, a new fleet command, unique titles for your Pelta-class frigate. We’ll take a look at all these upgrades in a future preview!

For the Republic!

These two new ships add vital new options to the Grand Army of the Republic. Be sure to check this space in the future for more information about these potent new capital ships!

Look for the Pelta-class Frigate Expansion Pack to release with the Venator-class Star Destroyer Expansion Pack on April 16.

https://www.fantasyflightgames.com/en/news/2021/1/25/republic-reinforcements/

 


le coeur de l'esaim :

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Heart of the Swarm

Announcing Two New Separatist Alliance Expansions for Star Wars™: Armada

 

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“Master, General Grievous’ ship is directly ahead, the one crawling with Vulture droids.”
   –Anakin Skywalker, Star Wars™: Revenge of the Sith

 

Separatist fleets sweep across the galaxy like an unstoppable machine, brushing aside any resistance. The only thing standing between them and total galactic domination is the Republic Navy. To defeat this foe, Separatist leaders add to their arsenal with new technological monstrosities that will ensure victory in the Clone Wars.

Now that Star Wars: Armada has fully entered this new era of the Star Wars™ saga with the Separatist Alliance Fleet Starter and the Separatist Fighter Squadrons Expansion Pack, even more ships are on their way to round out your Separatist fleets:

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Not only do these expansions add the power of these two large ships to your fleets, they also put the skills of some of the Separatist Alliance’s most nefarious officers at your disposal in the form of upgrade cards. Hyper intelligent droids join members of the Corporate Alliance, Commerce Guild, and more aboard your ships, unlocking even more strategic possibilities. Meanwhile, the Separatist war machine grows even larger with new weapons, fleet commands, titles, and a host of other upgrades.

Read on for a glimpse at what these expansions add to your Separatist fleets!  

 

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Invisible Hand Expansion Pack

Flagship of the cruel General Grievous, the Invisible Hand has its own dark reputation. Its presence at the head of the Separatist navy heralds shameless avarice and calculated destruction on a galaxy-shocking scale. But it is not alone. Each Providence-class Dreadnought bristles with heavy armament, shrugs off enemy ordnance with powerful shielding, and leads whole fleets of lesser ships into battle. Carrying countless fighters and battle droids to the front, these dreadnoughts are the soulless heart of the Separatist war machine.

Whether you’re commanding the infamous Invisible Hand itself or another Providence-class Dreadnought, this Expansion Pack gives you everything you need to add one of these daunting warships to your fleet. A beautifully detailed, pre-painted miniature makes an imposing presence on the field while two ship cards allow you to field it as either a Providence-class Dreadnought or Carrier.

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As one of the most prominent ships in the Separatist Navy, the Providence-class Dreadnought often leads Separatist fleets into battle and 14 upgrade cards give you the freedom to outfit it for battle. Among them is the Supreme Commander of the Separatist Droid Army himself, General Grievous, who rallies those under his command after a friendly ship or unique squadron is destroyed, allowing them to ready a defense token or recover and exhaust a discarded defense token.

We’ll take a look at everything in the Invisible Hand Expansion Pack–including all the upgrade cards–in a future preview!

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Recusant-class Destroyer Expansion Pack

Produced in vast numbers by the Commerce Guild, the Recusant-class Destroyer reinforces the daunting ranks of the Separatist fleet. The Recusant is a formidable warship, capable of independent command and armed with an array of turbolasers for long-range combat and lighter laser cannons to cover against fighter attack. Its speed and maneuverability threaten the weak points of an enemy battle line, but when gathered together, they can overwhelm more powerful Republic ships with their sheer numbers.

Within this expansion, you’ll find everything you need to add a Recusant-class Destroyer to your fleets, beginning with a beautifully detailed, pre-painted miniature. Two ship cards bring this miniature to life on your tabletop as either a Light Destroyer or a Support Destroyer, each featuring their own unique armament and upgrade bar.

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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 Shu Mai, who gives her ship the chance to reroll up to three dice while attacking a ship during two non-consecutive rounds.

We’ll take a look at all the possibilities of the Recusant-class Destroyer Expansion Pack in a future preview!

Separatist Strategies

No matter what sectors of space the Clone Wars spread to next, these expansions will serve as the core of new Separatist tactics. Be sure to check this space in the future for more information about these potent new capital ships!

Look for the Recusant-class Destroyer Expansion Pack to release with the Invisible Hand Expansion Pack on April 16.

https://www.fantasyflightgames.com/en/news/2021/1/25/heart-of-the-swarm/

 


3 février 22h (France)

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Interested in our Star Wars games? Join us at 1 p.m. PT Wednesday, February 3, on twitch.tv/atomicmassgames for our first ever Atomic Mass Transmissions Live: Star Wars Edition!
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  • 1 mois après...

Atomic Mass Games a révélé du contenu relatif aux sorties à venir précédemment annoncés sur son twitch dans le cadre de son mini-stravaganza du 18 au 20 mars :

 

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Mar Tuuk and figureheads of the Confederacy of Independent Systems leverage their assets to combat the Galactic Republic! How do you intend to build around these new options found in the Recusant-class Destroyer expansion pack?
Mar Tuuk et les figurines de la Confédération des systèmes indépendants tirent parti de leurs atouts pour combattre la République Galactique ! Comment comptez-vous construire autour de ces nouvelles options trouvées dans le pack d'extension des des Destructeurs de classe recusante ?
 
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https://www.facebook.com/AtomicMassGames/posts/996570810872371

 

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Admiral Trench and his insidious allies enforce the iron will of the Separatist Alliance! How will you utilize these new leadership options made available in the Invisible Hand expansion pack?
Amiral Trench et ses alliés insidieux font respecter la volonté de fer de l'Alliance séparatiste ! Comment allez-vous utiliser ces nouvelles options de leadership mises à disposition dans le pack d'extension de la main invisible ?
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https://www.facebook.com/AtomicMassGames/posts/996557384207047

 

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In the Venator-class Star Destroyer expansion pack, powerful Jedi and their trusted officers bring new tactical options to your Republic fleet! How will you utilize these mighty heroes to achieve your goals?
Dans le pack d'extension Star Destroyer de la classe Venator, les Jedi puissants et leurs officiers de confiance apportent de nouvelles options tactiques à votre flotte de République ! Comment allez-vous utiliser ces puissants héros pour atteindre vos objectifs ?
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https://www.facebook.com/AtomicMassGames/posts/996544207541698

 

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Admiral Yularen, Adi Gallia and Clone Captain Silver present new Republic Commander and Officer options in the Pelta-class Frigate expansion pack! How will you utilize their unique abilities in your games?
L ' amiral Yularen, Adi Gallia et le capitaine du clone Silver présentent les nouvelles options de commandant de la République et d'officier dans le pack d'extension de la frégate de classe Pelta Comment allez-vous utiliser leurs capacités uniques dans vos jeux ?
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https://www.facebook.com/AtomicMassGames/posts/996528954209890

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