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"Solitaire rules for Armada???" Topic


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14 Mar 2017 5:38 a.m. PST
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thedrake14 Mar 2017 3:22 a.m. PST

Wondering if anyone knows of/is working on any solitaire rules for playing Armada.

Have seen the AI for X-wing ships used in the Heroes of the Aturi Cluster campaign and thinking same thing could be done for Armada ships+squadrons.

Any help is appreciated.

ScottWashburn Sponsoring Member of TMP14 Mar 2017 6:03 a.m. PST

Well, since Armada doesn't use pre-plotted movement the way X-Wing does, I don't see any huge problems in just playing both sides as in usual solitaire play.

Personal logo Herkybird Supporting Member of TMP14 Mar 2017 12:46 p.m. PST

Having written solo rules for Wings, Sails of glory and X-Wing link – I admit I have never played Armada, so don't know the intricacies of the game. I have seen a couple though, and think a solo system would be possible, though I have no plans to get into it at the moment, sorry.

Usrivoy315 Mar 2017 6:37 a.m. PST

I have tinkered with solo rules for Armada. They are very basic, but have given a good representation of the game. You are making decisions for both sides so its not a player vs AI situation. But I've had both sides win, so its not geared haeavy to one side only. The basic set up is…

Assign a number to each ship on each side. Place those corresponding numbers within a cup for each side.

Take the 4 command tokens for each ship and place in another cup for each side.

Example 3 ship vs 3 ship. 3 number tokens per side in each sides order cup. 3 of each command token in each sides command cup.

Start turn, initiative based on scenario. 1st player pick a number token to determine the ship that activates, then a command token. You must use that token or burn it. No stacking tokens as normal. Complete the ships normal phase of command, shoot, move. Then move on to 2nd player. Repeat process, pic number to activate, then command. Complete ships turn and move on. Continue until all ships have activated.

Squadrons operate as normal through command or phase.

I've slowly introduced upgrades, but too many seem to ruin the balance of the game.

giogionis31 Mar 2017 10:51 p.m. PST

how you want it? i can do it a card driven opponent i did one system like that for mechwarrior game from wizkids and it works great even let you play coop against the simple a.i :)

giogionis31 Mar 2017 10:51 p.m. PST

i have armada in any case you wonder :) here have a link to my blog some of my work :) wargamersguatemala.blogspot.com

giogionis31 Mar 2017 10:57 p.m. PST

Usrivoy3 you have the basics but in order to make it work you need cards and instead of numbers assign a card to each ship that will perform the indicated action on the card the iniative can be skipped this way only to be determined when starting a game nonetheless you should write down your rules you know information is ammunition

Mako1131 Mar 2017 10:57 p.m. PST

Seems to me this should be pretty easy to do with cards, e.g. maneuver left, right, straight, etc., fire on closest ship(s), smallest ship(s), medium ship(s), largest ship(s), etc., etc..

I don't play Armada, but suspect you can work out other suitable options too.

giogionis31 Mar 2017 10:58 p.m. PST

thinking about i can do this by adding some more agressive orders to simulate the way the empire fights on the game by attacking with his big white ugly ships sorry im a rebel alliance dude :)

giogionis31 Mar 2017 10:59 p.m. PST

it is Mako11 the trick here is to make the right deployment with the ia so it dont go out of the map :)

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