Star Wars Armada: Separatist Alliance Fleet Starter

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Star Wars Armada: Separatist Alliance Fleet Starter

(2 customer reviews)

£93.49

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Description

War! Commanded by the sinister Count Dooku, the Separatist Alliance has drawn numerous worlds into open insurrection against the Galactic Republic, spreading chaos and tyranny in the name of greed. With its powerful warships and vast reserves of droid forces, the Separatist fleet seems an insurmountable threat to peace and freedom in the galaxy. 

This Fleet Starter provides the building blocks for your own Separatist fleet, starting with a Munificent-class Frigate miniature and two Hardcell-class Transport miniatures. These ships are supplemented by four squadrons of Vulture-class Droid Fighters ready to swarm their enemies. In addition to these miniatures, six ship cards give you the power to choose the exact models that make up your fleet and 20 upgrade cards invite you to fine-tune each ship with iconic officers, powerful weapons, and more. 

No matter how you decide to outfit your fleet, the Separatist Alliance Fleet Starter is an excellent place to begin building your Star Wars: Armada collection. 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. Assemble your fleet and destroy the enemy!

Additional information

Brand

MPN

FFGSWM35

GTIN

841333111731

Release Date

2020-12-11

Game

2 reviews for Star Wars Armada: Separatist Alliance Fleet Starter

  1. Andrew MacLean-Finney (verified owner)

    Separatist Alliance Fleet Starter
    Whether you’re complete new to Armada, or just taking the Separatists as a new faction, this is the place to start.

    What’s In The Box?
    You get everything you need for one player to play the game: 1 medium ship, 2 small ships and 4 vulture squadrons, along with a rules booklet, tokens, mission cards, damage deck, dice, manoeuvre tool, command dials, range ruler, upgrades and a few other bits and pieces

    The Units
    Both the Hardcell and Munificent are useful units which are seeing plenty of time on the table. The Hardcell is resilient for a small ship, with decent firepower, and there are CIS commanders which reward running them in swarms with substantial extra dice if you can meet their requirements. It comes in long-range and medium-range versions, with the slots being varied enough that each has it’s own identity.
    The Munificent is potentially the best medium ship in the game, with great firepower (especially with it’s Salvo token) and fair manoeuvrability. It is also an inexpensive ship packing long range red dice flak as standard, so there’s more than one way to use this ship. Which of the two variants is right for you will be clear from the rest of your fleet – do you need a carrier or a gunship?
    At this time the ships in this set are not available individually. They are good enough to be worth buying 2 starter sets for.

    Upgrades
    The 2 Commanders in this set are Count Dooku and Kraken. Of the two I much prefer Kraken and his dice fixing works well with the ships & cards contained in the set. Dooku is a bit more of a mystery – his Raid ability is potentially powerful depending on your opponent’s plan. However, there are fleets out there that will either care little, or be able to easily overcome the impediment. So I don’t particularly like him.
    There are 18 other upgrades in the set, with 13 unique different cards of which only 1 isn’t new this wave. Many of them are very playable – all 4 ship titles, the fleet support cards and Reactive Gunnery is a card I find myself stapling onto all my Rebel and Empire ships too. As a result you have a good selection of cards you can build into different fleets.

    The Models
    I’m a big fan of the Munificent sculpt – it looks like some exotic sea creature and is nicely detailed with a paint job that accentuates this. The Hardcells are a little more plain-jane on the design, but the colours are okay and they look fine on the table.

    Conclusion
    With the original Armada set you could make a case that if you could get the game components – Range ruler, dice, movement tool, damage deck etc off someone else, there wasn’t really any reason to buy the starter: since the Victory SD was so baaaaaad and the upgrades were meh, you were better off going straight to buying the ships you actually wanted. Well this time, these ships right here – you want them! The real question is, are you buying 1 set or 2?

  2. James Tait (verified owner)

    Easily the best way to start Armada. This set has all the tokens and cards you need to get started, and the three ships and four squadrons included form the core of a fleet. Add in a Recusant or Providence and you are already at 400 points and ready for a full game.

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