“Everything that has transpired has done so according to my design. Your friends up there on the Sanctuary Moon are walking into a trap. As is your Rebel fleet! It was I who allowed the Alliance to know the location of the shield generator.”
In less than two years, Star Wars™: Armada has already established itself as a heavyweight in the miniatures genre. Its massive capital ships batter each other with powerful lasers, missiles, and torpedoes. They deploy squadrons of starfighters to launch bombing runs or intercept enemy fighters. They lumber across the battlefield with tremendous momentum, forcing you to account for your movement and your strategy multiple turns in advance with the game’s custom maneuver tool and command dials.
The game of large, tactical fleet battles in the Star Wars universe, Armada assigns you the role of fleet admiral and demands that you consider the shape of your engagement long before the first shots are fired.
Soon, the game’s rich strategic and tactical options are going to explode further outward with the campaign rules from The Corellian Conflict. Announced in July, just prior to Gen Con, The Corellian Conflict features a map of the Corellian sector, new squadron cards for your existing squadrons, and all the rules and resources that you need to win the Corellian sector for either the Empire or the Rebel Alliance.
If Armada was already the game for clever admirals (and fans of huge ships blasting each other square in the hull), then The Corellian Conflict magnifies much of what is best about the game, largely transforming it from a game of tactical fleet battles to a game of strategic space warfare.
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