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

£46.29£92.58Clearance
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While the Rebellion's many heroes can be of service to any ship that will take them, the Starhawk itself can be upgraded with some experimental technology that further enhances its effectiveness in battle. Along with the Onager-class star destroyer, it is the first ship to feature the Superweapon upgrade icon. But while the Onager-class star destroyer uses its massive particle cannons to bombard targets with heavy fire, the Starhawk takes a different approach. Its 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. 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. The Rebellion is on the brink of claiming victory in the Galactic Civil War. Defeat the last vestiges of the Empire and usher in a new era of peace with the Nadiri Starhawk!

Republic ship recommendations: Venator-class Star Destroyer. It’s big, it’s magnificent. Follow up with a Pelta-class frigate (make sure to get the Republic version, or you just joined the Rebel Alliance!). Using the game’s unique maneuver tool, a Rebel player plots a “3” speed maneuver for his Nebulon-B escort frigate Armed Cruiser variant Consular-class Cruisers inherent speed to the fullest by charging into battle and pestering enemies at close to medium range. The Armada Core Set contains ten unpainted squadrons, three pre-painted capital ships, nine custom dice, dozens of tokens, nearly one hundred cards, and an innovative maneuver tool that adds a unique feel to the way your capital ships must accommodate for inertia as they maneuver throughout the battlefield! Capital Ships in Combat 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.Now that the Rebellion has amassed the power to sweep away the remnants of the Empire, some of its most well-known figures must step into new roles if they hope to usher in this new era. Although he’s best known for his exploits as a starfighter pilot, the legendary

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.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 Radiant VII is a title, but it converts the Consular into its third option. It strips out the crucial weapon upgrade slot that both combat variants rely on and gives you a Fleet Support upgrade slot. What is that good for? Lots. Compared to the Separatist’s lonely Fleet Support ship, it’s a substantially cheaper way to get utility onto the table. Compared to the Republic competitor, it’s faster and cheaper while retaining similar firepower. Compared to Rebel and Imperial flotillas that fulfil the same role in those factions, Radiant VII gives the Republic a much toothier support option. This is the safe and low-investment way of getting fleet support into a Republic fleet without devoting something more specialised to the role. 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. However, battles between capital ships are fought on a massive scale all their own; the more powerful your ships, the harder it is to adjust their actions on the fly. Capital ships can’t easily vary their speeds or execute hairpin turns like the starfighters that buzz around them, so successful admirals must learn to master every aspect of the ships in their fleet and learn how best to implement their strategies well in advance of the initial engagement. This maneuver tool is one of the game’s most innovative features and adds a unique feel to the way your capital ships must accommodate for inertia as they maneuver through the stars.

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