fbpx
  • contact@scarhandpainting.com

Tag Archive Armada

KoW Armada: Movement Slingshooting

Ahoy Sailors! As you know I am most and foremost a passionate hobbyist. That being said, I am also a pirate, a scoundrel and a fanatical enthusiast of Mantic Games Kings of War: Armada – a naval strategy game set in the rich world of Pannithor, pitting multiple wonderfully crafted and strongly themed factions against one another. Today I’m here to share some of my maritime experience.


Introduction to Slingshooting

Armada is a fast and relatively simple game to play. So far the Mantic games have done an amazing job keeping the rules mostly smooth and the faction balance in place. Still it is a wargame with (as of today) rules spread across three books and fifteen factions. With such a wealth of rules there is no way to avoid a few niche rules interactions that might feel a bit unintuitive to newer players, such as Baiting Collisions and awkward Visibility cases to name a few. This is also the case with ‘Slingshooting’ – an interaction allowing players to increase movement of their ships by leveraging Move based rules to sail through friendly ships.

There currently are two fleets capable of Slingshooting: the Tridern Realms (Fully Submerged) and the Ghost Fleets (Spectral Form). They both follow a similar slingshot mechanic, but with its own set of pros and limitations.


The Trident Realms


Fully Submerge, the Trident Realms faction rule

“Trident Realm ships can automatically Fully Submerge to avoid other ships that they would otherwise collide with during their own activation, as long as the Trident Realm ship can be placed with its rear base edge a few mm clear of the other ship, following the same initial trajectory. This completes the movement of that Move Step, and the ship continues with its normal activation. Any Shooting attack during this activation will be with an additional -2 to-hit modifier. This modifier is not cumulative with the -1 to-hit modifier for having rolled to evade during the activation. If the ship cannot be placed with its rear base clear of the other ship, the normal evade procedure must be undertaken. A Trident Realm ship may only Fully Submerge once during its activation.”


Fully Submerge Breakdown

The Trident Realms ships are allowed to completely avoid one Collision per Activation, but going under and effectively moving to the other side of the obstructing ship instead. The procedure works as follows:

  • The Trident Realms ship Activates, declares speed.
  • Move is measured, there’s an enemy/friendly ship in the way.
  • The Trident Realms ship is picked up and placed at the other side of the obstructing ship (in a straight line), adding any necessary Move to do so.
  • The Move Step is finished. The ship can Turn and/or Shoot as normal, but with a -2 To-Hit to own Shooting attacks.
  • The Trident Realms ship continues the Activation as normal, but with a -2 To-Hit to own Shooting attacks.

Although the Fully Submerge rule allows to avoid collisions, the Trident Realms ships are still a subject to the Avoid Collisions While Moving rule (Rulebook p.16) stating as follows:
“If it is not the last Move Step in a ship’s activation, ensure its forward movement in the next Move Step will not result in a potential collision (with terrain or another ship). If this would result in a potential collision, alter the ship’s turn to avoid this as much as legally permitted.
Sometimes however, due to forward momentum, lack of turn angle, poor planning or just bad luck, collisions will be unavoidable (see page 20).”

What this means is, even though the Trident Realms ships have a tool to “avoid other ships that they would otherwise collide with“, Rules as Written, they are still not allowed to set themselves for a “potential collision” during Move Steps other than the “last Move Step”.


The Trident Realms Slingshooting in Practice


Trident Realms painted by Michał “MiSiO” Ciemniewski


Example A: During Activation a Gun Turtle (Main Battleship M) sets itself up 4,5″ directly in front of a Giant Squid (Main Battleship L). When activated, during first Move Step the Giant Squid is on a collision course with the Gun Turtle, elects to Fully Submerge and moves behind the other ‘fish’ adding the length of both the Gun Turtle’s and its own base to the movement, effectively doubling the movement in this Move Step. It then continues the Activation as normal. 


Trident Realms painted by Michał “MiSiO” Ciemniewski


Example B: An enemy Abess (Main Battleship L) is positioned so that the Giant Squid (Main Battleship L) will inevitably end its first Move Step within the Basilean ship’s Broadside Arc and possibly trigger a Fire as She Bears salvo. The Wyrm-Drawn Sloop Squadron (Support Ship T) Activates next. To avoid the Basilean trap the Trident Realms player moves the Squadron 4,5″ in front of the Giant Squid. The Giant Squid Activates next and elects to Fully Submerge moving behind the Squadron and finishing Move Step outside of the Basilean Broadside Arc.
Even if the Basilean player decided to use Fire as She Bears against the Squadron, the Giant Squid would end up safe.



How to effectively use this?

The Fully Submerge Slingshooting is free of any downsides other than planning ahead of time and setting up miniatures to be able to benefit from the extra movement. Depending on situation you can set up a fast smaller ship ahead of a heavier, much slower and much more melee capable fish, such as a Lieviathan, to close the distance in a single rapid hoop. What if it allowed the Larger ship to attempt a Grapple after an extended Battle Speed, when it would otherwise be unable to reach near the target? Or, when threatened with a Fire as She Bears, move chaff in the way to Slingshoot a more expensive ship beyond the enemy Broadside Arc. Sleazy fish tactics, or just naval superiority of the Trident Realms?


The Ghost Fleets


Spectral Form, the Ghost Fleets faction rule

If a ship from this fleet Surrenders, is Grounded, or its SPs have been exceeded, remove the model from the table. Ghost ships do not suffer or inflict collisions with other ships. Instead, the activating ship completes its move as normal. If the activating ship would not end clear of the other ship, add enough movement until it does end clear, and then continue with the Activation. Each ship passed through (including the Ghost ship) will cause damage equal to a D10 plus its own CS to the other ship. e.g. An Elohi with CS 4 collides with a Spectre with CS 6. The Elohi inflicts 1D10 + 4 damage to the Spectre, and the Spectre inflicts 1D10 + 6 damage to the Elohi. Tiny ships take and inflict half damage (rounding up). Note that Ghost ships cannot deliberately ram/pass through an enemy ship. Ghost ships can never be set ablaze. Ghost Fleets always have Regular Crew, and this cannot be changed.


Spectral Form Breakdown

The Ghost Fleet ships do not suffer Collisions with other ships, but pass through one another by adding movement necessary to do so. The procedure works as follows:

  • The Ghost ship Activates, declares speed.
  • Move is measured, there’s an enemy/friendly ship in the way.
  • The Ghost ship is picked up and placed at the other side of the obstructing ship (in a straight line), adding any necessary Move to do so.
  • Both ships deal 1D10 + CS damage to one another (unless Tiny then halves damage rounding up instead).
  • The Move Step is finished. The ship can Turn and/or Shoot as normal.
  • The Ghost ship continues the Activation as normal.

On most occasions this will happen naturally on a Ghost ship’s Activation – an Enemy ship is in the way, Ghost ship moves through, they both deal damage to one another, end of story. To avoid dealing devastating damage to the enemy fleet there’s a limiting factor in place in the form of “Note that Ghost ships cannot deliberately ram/pass through an enemy ship.”, similar to “Players must avoid deliberately ramming or colliding with other ships and terrain, unless a rule says otherwise.” from Collisions section in the Main Rulebook. Note the Spectral Form’s choice of words, that refers to “enemy” ships exclusively. This means that although passing through friendly ships will still cause damage to both ships, the Players are allowed to deliberately position their ships and move through friendlies.


The Ghost Fleets Slingshooting in Practice



Example C: With its second Move Step a Phantom (Main Battleship M) sets itself up on a ‘collision*’ course with a Spectre (Main Battleship L) at a distance of 4,5″. On its next Move Step the Phantom will move 4,5″ and through the Spectre adding the length of both the Spectre’s and its own base to the movement, effectively doubling the movement in this Move Step. Both ships will deal damage to each other.

*Ghost Fleets ships are unaffected by Collision rules with other ships. I used ‘collision’ for a lack of a better term.



Example D: With its second Move Step a Spectre (Main Battleship L, base length about 4″) sets itself up on a ‘collision*’ course with a Shadow (Support Ship T) at a distance of 3,5″. On its next Move Step the Spectre will move 3,5″ and through the Shadow adding the length of both the Shadow’s and its own base to the movement – BUT – there is another Shadow in the way (further 3,5″ away) and then a Wight (Support ship S) another 3,5″ further. The Spectre would effectively multiply its movement exponentially, but will damage and in return be damaged by all three friendly ships. 

*Ghost Fleets ships are unaffected by Collision rules with other ships. I used ‘collision’ for a lack of a better term.



Why would any Ghost Fleets player use this?

Although much more risky than the Trident Realms Slingshooting, the Ghost Fleets mechanic has some niche uses. For starters let’s say that in the last turn of a seemingly lost game of ‘sink and survive’ type Scenario, the Ghost Fleets player may want to sacrifice some chaff (T ships are usually worth 0 VP when destroyed in such scenarios) to position the active Large / Extra Large ship in range of all weapons and try to sink a barely afloat enemy ship/s. Or in a ‘area control’ scenario friendly ships can be used as a springboard to Slingshot the active ship into the VP worth area on the board. Niche? Yes! But can it be meaningful? Definitely, to a point of winning the game with. Food for ghostly thoughts.


I hope you find this article interesting. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate it if you considered sharing this content with your friends, who might find it useful. Finally if you are looking for a professional Warhammer miniatures painting service, be sure to contact me with this contact form. I always reply within 24 hours, after which please check out your spam folder.

KoW: Armada Speeding Up Your Play

Ahoy Sailors! As you know I am most and foremost a passionate hobbyist. That being said I am also a pirate, a scoundrel and a fanatical enthusiast of Mantic Games Kings of War: Armada – a naval strategy game set in the rich world of Pannithor, pitting multiple wonderfully crafted and strongly themed factions against one another. Today I’m here to share some of my maritime experience.


With new book on the horizon, new fleets on the way, introduction of STL files, easier than ever rules accessibility via Mantic Companion and finally Warhall, the Armada has entered a golden age. I would bet my boat that the number of games played across the globe will increase drastically. This is mainly due to the influx of new players coming into the game on a wave of excitement.

I know for a fact that some games of Armada can sometimes drag a bit, but it does not have to be this way. In order to keep the games fast paced and fun for everyone, especially new players, why not try to speed up your play like a pro?

Below I will present to you a few tips that changed the way I play miniatures wargames, that I then implemented to improve time management during my Armada experience.


Know your fleet

Knowing your fleet and especially rules available in your list is the key to maintaining a smooth thought process when strategizing. Sure, checking stats of particular ships mid-game is a common thing, but fleet-wide rules and important upgrades should be engraved in your memory before the game. This will also help prevent decision paralysis, that is one of the most prominent Player Downtime* factors.

*Player Downtime is when one player is forced to wait for the opponent, with no interaction between the players.



Skip on Ship Cards

Ship cards look cool, but result in a messy, difficult to manage lists with all the counters, upgrades and stuff just mixing around. Instead I recommend using either printed lists or the Mantic Companion Play (beta) app. Not only will all upgrades be in place, but also stats will get adjusted automatically (Sturdy Construction, Ogre Mercenaries), plus you will be able to skip on most gaming tokens. Printed lists are very pencil friendly (damage, fired, blaze, surrendered), whereas MC Play allows to track everything in-app. No need to search and adjust tokens means less wasted time.



Keeping Stuff Organized

Keeping tokens, turning arcs, templates and dice well organized is key to avoid searching for particular game aid mid-play. This can be done before the game, but I also advise putting an extra effort to move things back to their designated area after using them. This way they will be there next time you need them.



Single shot Dice selection

There’s really no need to pick a particular colored dice for a single shot. Same goes for multiple shots of one weapon type (like 4H broadside). Grab any D10 and roll!

It might also be applied to two weapon types rolls of uneven number of shots. Like if you fire two H and one C, two dice of color A plus one dice of color B will leave things obvious without the need to waste time searching for appropriately colored dice. A heads-up in line with “Blue is L” when rolling will clear things out even further.



Single Dice Rolls and Mods

While on the topic of dice rolls, skip on counting Mods for single dice rolls before the roll. More often than not the result will be obvious, like if you try to hit with Indirect Weapon against a faraway, fast moving, partially visible target and roll 5 or lover you don’t even need to to count the Mods and waste your time. Same goes for Nerve Checks, Evade Rolls and other Skill Tests of either “1” or “6”. These two results alone transfer to 33% chance of saving time counting Mods if you roll the Dice first.



Speed and Damage counters

If there’s one thing that really slows things down in Armada, that would be speed and damage tokens management. The solution would be to use either multi faceted dice, or special counters. There’s plenty of these available on Etsy. Alternatively a sheet of adhesive tape and erasable pen will make your life so much easier.



Laser Pointer

Flat line laser pointer is a precision tool, perfect to manage activation order and firing arcs. With this puppy you will save time otherwise spent on moving around the table with a tape measure, or eyeballing and arguing over activation lines. You can grab one from The Army Painter, or google search for alternatives.



Chess Clock

No, I ain’t suggesting you play with a chess clock, switching time with your opponent. Chess clock is just a fine tool to have standing and running beside the board in order to better manage remaining time. I find the sole presence of timer ticking down to be good for motivation and decision making.



Reference Sheets

It’s always good to have a copy of the Rulebook at hand, just in case. Still, when it comes to consulting the reference sheets the main book might be a bit unwieldy. This is why I recommend printing a copy of Reference Sheets. Can be done in horizontal two on one pages setup to save space around the gaming board. Checking Wind roll, Critical Hits, Boarding Actions and Weapon ranges will become as easy as glancing sideways.



Marking Deployment

To ease the decision process for deployment it is good to mark the entire Deployment Zone beforehand. This way you will outright see all the available space to deploy your ships to.



Shoreline markers

Marking Shorelines ahead of time can be a great help. Skipping on all the measuring will definitely ease the decision making and speed up the game. Shoreline markers can be made with thin translucent plastic, acrylics or just sheets of paper and they do not have to be precise. In my opinion WYSIWYG* Shorelines are fine, even if not precisely 2″ wide around the island, as long as both players agree on it before the game. Personally I use ‎”Round Acrylic Disc F” from Amazon. These are 1mm thin round acrylics and they have met with fantastic reception at the latest local Armada event and in-house games.

*What you see is what you get.



Rapid Deployment / Let’s Move Out!

While on events, be sure to carry your miniatures in a way that allows for fast deployment. It can be anything from a simple flat pad, up to a professional miniature carrying case. Anything that does not require you to wrap/unwrap your miniatures every time you start a game is a win.

On that note, remember to grab all your stuff and put it in one place right after the game. Once the next round of pairings is out, everyone will start to move around, searching for their appointed tables. Nothing worse than arriving at the game table only to wait for someone else to come back from a smoke break and start packing their things.



Try Not to Overthink It

Armada is meant to be fun, for both players. Try not to overthink your play and just go with the flow. The more games you play the better you will become at managing your ships. Being human means learning by making mistakes. You need to make some in order to grow as a player. It is an integral part of evolving, adapting, and overcoming.



Now you have the tools to Speed Up Your Game. Let me know if there’s anything I missed. I would also love to know if any particular advice is new to you. Until then – have a great Armada gaming!


I hope you find this article interesting. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate it if you considered sharing this content with your friends, who might find it useful. Finally if you are looking for a professional Warhammer miniatures painting service, be sure to contact me with this contact form. I always reply within 24 hours, after which please check out your spam folder.

Tutorial: Modeling Armada Ghost Fleets

Converting miniatures, am I right? There’s probably nothing more satisfying for Armada hobbyists, other than tinkering with their tiny resin ships. Adding bits and relocating parts to add more personality to one’s miniatures has always been an important part of the hobby, but with Armada it really takes a collection to the next level. This is doubly true for Ghost Fleets, that does not have dedicated miniatures. Still not everyone enjoys converting miniatures. There are many reasons for it, not having enough skill or idea to name some.

What if I told you converting ghost ships is far more easy than you might think? What if I showed you…

Before we start, some notes:

  • Instead of standard step-by-step I will present a list of tips on how to convert Ghost Fleet ships.
  • For this tutorial I have used original Basileans and Empire of Dust miniatures as a base, to expand upon.
  • Please note pictures present a huge miniature under strong light that might result in a feel of a messy and clumsy job.
  • As usual, please take note that what works for me might not necessarily work for you.

Hull Damage:

A good way to distinguish ghost ships amongst other fleets is to add significant hull damage. This can be done easily by cutting a chunk of hull with a pair of piers and/or drilling holes with a hand drill. The latter is perfect for damaging sails. For a natural damage look I drilled some holes then moved the drill bit up and down to produce a slightly more irregular shape.



Ragged Sails:

To add more dynamism to the sails and some key features I used a tissue trick. First I moisten a piece of tissue and form a basic shape. I then glued the shape to the ship with Super Glue. I followed by smearing more Super Glue on top of the tissue with a tip of a toothpick. Once hardened the shape made a solid foundation for some more advanced techniques.



Ghostly Mists / Phantom Shapes:

One of the most recognisable ghostly features is the body/hull distortion dragged by the etheric winds. A good way to represent this is by mixing PVA and Super Glue (cyanoacrylate) then smearing and dragging the resulting goo on top of ship features. The way I usually go about it is to apply some PVA glue on the surface, then apply Super glue on top and start smearing with the tip of a toothpick. I always try to smear the ‘glue goo’ in one direction to form dynamic shapes and interesting texture. Once the base shape is formed I let it dry and just let the goo do its thing.



Extended Hulls:

An interesting way of presenting a ghost ship is to take it out of the water. A ship drifting in the air has a truly menacing feel to it. The way I did it was to drill small holes in the underside of the ship, then glue metal wires into them. Once glued firmly I then bent the wires to look like floating under the ship.

Next I modeled an underside of the hull using a Hey Clay, which is a plasticine-like toy for kids. It dries firmly pretty fast, becoming semi hard and very lightweight afterwards. Perfect for this kind of work, with glue goo to further improve its durability and texture.



Broken Masts / Split Deck:

To greatly enhance the theme of battle damage I have added some damaged woodwork. Ice cream sticks, toothpicks and skewer sticks are all a good source of properly shaped wood. First I cut them into small planks and mast elements, then broken each in half to get that extra feel of splintered wood. Once glued onto the ship it was all covered with thin Super Glue. This increased durability, which is pretty important when considering gaming with such stuff in the future.



Skulls and Chains:

Either 3d printed or pieces of other sets, a few extra bits to add character. I fancied myself an anchor dragged on a chain behind one ship – simple stuff once special chains for miniatures are around. Same for any ghostly visages coming out of hulls and sails. Nothing that a bunch of 28mm scale skulls can’t handle.


These are basically all the tricks I used while converting Ghost Fleet ships. The end result can be seen below and in Armada: Ghost Fleets gallery.



I hope you find this tutorial interesting. Be sure to let me know your thoughts in the comments below, or at Facebook or Instagram. I would also appreciate it if you considered sharing this content with your friends, who might find it useful. Finally if you are looking for a professional miniatures painting service, be sure to contact me with this contact form. I always reply within 24 hours, after which please check out your spam folder.

KoW Armada: Collision Baiting

Ahoy Sailors! As you know I am most and foremost a passionate hobbyist. That being said I am also a pirate, a scoundrel and a fanatical enthusiast of Mantic Games Kings of War: Armada – a naval strategy game set in a rich world of Pannithor, pitting multiple wonderfully crafted and strongly themed factions against one another. Today I’m here to share some of my maritime experience.


Introduction to Collisions

Brutal naval warfare of Armada is pure chaos. Ships colliding with one another is a common sight on the gaming board. Even though the rules forbid colliding on purpose* there are ways to exploit collisions for an advantage. This strategy is known as Collision Baiting and I will show you how to execute it, as well as what is and is not permitted by the rules.

*Unless special rules allow it like RAM (x) etc.


Avoid Collisions While Moving, Rulebook p.16

If it is not the last Move Step in a ship’s activation, ensure its forward movement in the next Move Step will not result in a potential collision (with terrain or another ship). If this would result in a potential collision, alter the ship’s turn to avoid this as much as legally permitted.
Sometimes however, due to forward momentum, lack of turn angle, poor planning or just bad luck, collisions will be unavoidable (see page 20).

Collisions Rulebook, p.20

“Players must avoid deliberately ramming or colliding with other ships and terrain, unless a rule says otherwise. Orcs for example, delight in the carnage caused by ramming their ships into the enemy!
However, on occasion, a newly Activated ship may have no option but to collide (perhaps due to poor planning!).
Only consider the bases of the ships (or terrain features) involved when checking for collisions.
If faced with more than one accidental collision target, the player using the Activating ship can choose which one to hit.”


Can and Can’t do

Rules out of the way: During ship’s activation and when moving a ship, a player is not allowed to set a collision course for the NEXT MOVE STEP on purpose, unless there is no other choice or the ship has a special rule that would otherwise allow it. This does not affect the last Move step.

Some basic examples below.

The Gur Panther, moving at Battle Speed, just moved it’s first Move step. With a 30* turn the Gur Panther is capable, and so it must set a course to avoid a collision before it’s second Move.


The Gur Panther moving at Full Speed, that had just made it’s first Move. There is no immediate collision threat for the next Move, thus the Gur Panther does not have to turn and is allowed to maintain it’s course. It is legal to stay on course, even though, due to lack of other options, the ship will be forced to collide during third Move step.
After second Move the Gur Panther find’s itself in a position where it cannot avoid a collision. It is forced to stay on course and suffer the consequences.


The Monolith made a final Move of it’s activation. During final Move the ship is not forced to avoid potential collisions and can instead ‘prime itself’ for one. With favorable winds and failed Evasion tests the Monolith will crash into the Gur Panther on it’s next activation.


This example shows an “honest mistake” referred to by the rules. Let’s say the wind blew from the North. Gunbrig moved Full Speed to set itself between the Soulhunter and the Gur Panther. Being a small (priority) target makes it more difficult to hit by the Soul Hunter and with wind blowing from the North the plan is to activate right after and move out of the Gur Panther’s way. But oh no! The wind changes direction to North/East. This means the Gur Panther is to activate first and the Gunbrig is in it’s way. A potential collision is imminent.


Collision Baiting in Practice

We now know that under normal circumstances a ship is not allowed to deliberately move to collide during it’s activation. Still this leaves the doors open for a little exploitation. Players are allowed to set up their ships in the way of incoming enemy. This strategy is called Collision Baiting and apart from potential damage and negative mods dealt to enemy ship, it can also prematurely end it’s activation!

The basics is simple: End your ship’s Move upfront and close to enemy ship in a way that will force an Evasion test. If both ships fail their tests – CRASH!

This can be used to deal damage to enemy ships, but also disrupt (end) their next activation. More so, even a passed skill test to Evade will stack a negative -1 To-Hit mod on the enemy ship and can result in course alteration, forcing it to head out for another potential collision! Furthermore a ship cannot shoot throughout the Move step when it Evades.

Few examples below.


The Gur Panther finished it’s Move in front of Drake. Drake activates next and is forced to Evade and risk a collision. The Drake will suffer a -1 To-Hit for all it’s shooting and potentially suffer damage wasting it’s entire activation.


A Sloop Squadron finished it’s Move in front of Drake. Drake activates next and because Sloop Squadron is a Squadron, the Drake can elect to auto fail it’s Evasion test. If the Sloop Squadron fails as well, the resulting collision will not end Drake’s activation, but will still deal some damage and a -1 To-Hit mod.
Collisions with Squadrons do not force enemy ships to alter course, deal only half the damage and do not end ship’s activation. Still the -1 To-Hit mod can make a difference and the enemy ship will not be able to shoot during this Move step.


The Gur Panther decides to implement some nasty tactics. It ends it’s final Move step in front of Drake and in a way that will force the Extra Large ship to Evade. If any of the two succeeds Evasion Skill Test, the Drake will turn the minimum distance to clear the Panther – and as a result head straight for the Rocks. Rocks cannot be Evaded and apart from dealing damage and ending Drakes Activation, they will also ground the ship for good. Just brutal!


Now you know the variety of Collision Baiting tricks. Set sail and make enemy ships suffer. Just make sure not to set up in front of enemy ships with RAM (x), as the result might surprise you… in a bad way.

I hope you find this article interesting. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate if you considered sharing this content with your friends, who might find it useful. Finally if you are looking for a professional Warhammer miniatures painting service, be sure to contact me with this contact form. I always reply within 24 hours, after which please check out your spam folder.

Tutorial: Kings of War Armada Sargasso

When it comes to spicing up your miniatures naval games, there’s nothing better than nice looking scenery. This is especially true for games full of finely detailed miniatures, such as Kings of War: Armada. Today I would like to take you on a Step-by-step trip through the process of creating and painting an alternative scenery for Armada – the Sargasso. These can be used as either Sandbanks proxy, or as something completely new, as you see fit.

Some notes:

  • This tutorial presents a pretty basic technique, but requires some rather high end materials.
  • Paints used in the tutorial are just what I’m used to work with. Please treat it as a proposal. I encourage you to test your favorite paints instead.
  • Please note pictures present closeups under strong light that might result in a feel of clumsy, messy job.
  • As usual, please take note that what works for me might not necessarily work for you.

Step one: Base

High end materials right from the get go. I do prefer my scenery to be durable and high quality, thus I went with laser cut translucent acrylics. That being said, there’s nothing preventing you from using a cheaper and more accessible material, such as clear plastic – maybe food packaging leftovers, or miniatures blister package? As long as it’s clear and sturdy enough you should be fine with any substitutes.


Step two: Dark Seaweed

I started by applying some Citadel Militarum Green Contrast in a random pattern all over the base. I used a large, soft brush and applied few large drops of the paint, then added some more to link them.


Step three: Bright Seaweed

Next I used a large, round brush to stipple Citadel Nurgle’s Rot paint on top of still wet Militarum Green. This was a bit tricky and I used a paper towel to clean the brush very often. The idea is to apply Nurgle’s Rot from the top by touching the previous layer, bot not smear nor mix the two paints too much.


Step Four: Seaweed Dots

Once the paint dried I decided to add more live to the mix. Using a large, round synthetic brush with a flat tip I stippled wet Vallejo Heavy Khaki paint all over the previous layer.


Step Five: Water Texture

Next I applied a thick layer of AK Interactive Pacific Blue. I usually go with Atlantic Blue instead, but this time I aimed at a brighter, more translucent effect.


Step Six: Waves

Finally I applied few lines of AK Interactive Water Foam texture. I then used a clean synthetic, flat tip brush to reduce volume and shape thin waves.


And that is basically all. Sargasso, Seaweed, alternative Sandbanks or some sort of awesome new Armada scenery is now complete.

I hope you find this tutorial interesting. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate if you considered sharing this content with your friends, who might find it useful. Finally if you are looking for a professional miniatures painting service, be sure to contact me with this contact form. I always reply within 24 hours, after which please check out your spam folder.

KoW Armada: Visibility Breakdown

Ahoy Sailors! As you know I am most and foremost a passionate hobbyist. That being said I am also a pirate, a scoundrel and a fanatical enthusiast of Mantic Games Kings of War: Armada – a naval strategy game set in a rich world of Pannithor, pitting multiple wonderfully crafted and strongly themed factions against one another. Today I’m here to share some of my maritime experience.


Visibility

Visibility rules in Armada are pretty straightforward, still every now and then I meet new players that get confused. In this article I would like to provide a little breakdown with solid examples. Hopefully this will help everyone to understand how Visibility and Partial Visibility works in Armada.


Visibility, Rulebook p.23

“A target must be at least Partially Visible in order to fire upon it.

Taking a bird’s eye view, if no line can be drawn in the Fire Arc from anywhere on the base of the shooting ship to any part of the target’s base without crossing another ship, model or terrain feature, then visibility to the target is Blocked and the ship may not shoot it.

When shooting, if either or both the following conditions are true, the target is Partially Visible to the weapons firing from a position/Fire Arc. The target may be fired upon, but it will be more difficult.

  • If a clear, unobstructed line can be drawn to some, but not more than half the target’s base (from any part of the shooting ship’s base in that weapon position).
  • If less than half the target’s base is within the fire arc.

When checking Partial Visibility in other situations (e.g. Nerve Tests, see page 29), only consider the first condition above.
In all other cases, there is Full Visibility to the target.”


Right off the batt the Visibility rules focus on Partial Visibility and when it occurs, rather than the other way around. Allow me to provide a different approach to explain the rules.

If you CAN’T draw an unobscured line from any point of your ships base to any point of enemy ships base there is NO visibility.

If you CAN draw an unobscured line from any point of your ships base to any point of enemy ships base there is PARTIAL visibility.

Furthermore, if you CAN draw an unobscured line from any point of your ships base to MORE THAN HALF enemy ships base AND MORE THAN HALF enemy ships base is WITHIN your ships Fire Arc, there is FULL visibility.

In short: In order to achieve Full Visibility you have to be able to ‘see’ more than half enemy ships base and more than half of enemy ships base must be within Fire Arc of your ship. For anything else than Shooting you only need to ‘see’ more than half enemy ships base to achieve Full Visibility.

Take note that in order to shoot at an enemy ship, it must first be within the Weapon Position’s Fire Arc at least partially.


Examples

Now’s time for some in-game examples.

Example A: Monolith vs Boomboat
One condition met.

  • MORE than half of Boomboats base is within the Monoliths Arc of Fire.
  • The Monolith CANNOT draw a line from any point of its base to more than half the Boomboats base.

Result: Partial Visibility.


Example B: Monolith vs Boomboat
Both conditions met.

  • MORE than half of Boomboats base is within the Monoliths Arc of Fire.
  • The Monolith CAN draw a line from any point of its base to more than half the Boomboats base.

Result: Full Visibility.


Example C: Monolith vs Boomboat

One condition met.

  • LESS than half of Boomboats base is within the Monoliths Arc of Fire.
  • The Monolith CAN draw a line from any point of its base to more than half the Boomboats base.

Result: Partial Visibility.


Example D: Boomboat vs Monolith

One condition met.

  • LESS than half of Monoliths base is within the Boomboats Arc of Fire.
  • The Boomboat CAN draw a line from any point of its base to more than half the Monoliths base.

Partial Visibility.

Example D might seem a bit counterintuitive. Both ships are broadside to broadside and it might feel odd for the Boomboat to be shooting at a -1 To-Hit, but this is how the rules work. In the other hand this approach simplifies things for general gameplay and works well within the core game mechanics.

I hope you find this article interesting. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate if you considered sharing this content with your friends, who might find it useful. Finally if you are looking for a professional Warhammer miniatures painting service, be sure to contact me with this contact form. I always reply within 24 hours, after which please check out your spam folder.

Tutorial: Painting KoW Armada Salamanders Fleet

Kings of War: Armada is a fantastic game, full of beautifully crafted miniatures. Still some wargaming veterans might feel intimidated by the unusual scale and plentiful detail of Armada ships. Today I will present to you how easy it is to paint Armada Salamanders ships as can be seen in Gallery: Armada Salamanders. All techniques presented in step-by-step tutorial can be applied to different colors to produce a variety of awesome color schemes for your fleet.

Before we start, some notes:

  • This tutorial does not require airbrush, but it is used for painting convenience.
  • You can use any paints, not just the ones I recommend. You can use this chart to compare paints between popular brands.
  • Please note pictures present a huge miniature under strong light that might result in a feel of speckled, messy and clumsy paint job.
  • As usual, please take note that what works for me might not necessarily work for you.

Step one: Undercoat

I started with a thorough layer of Games Workshop Chaos Black spray. Chaos Black spray is my go to choice when it comes to undercoat, leaving a solid, durable layer with detail intact. Some might consider adding a zenithal preshade on top, but the techniques used in this tutorial would render such practice irrelevant.


Step two: Hull base

Hull, being the largest and most detailed part of the ship, was my choice of where to start the actual paintjob. I applied a solid layer of thinned Games Workshop Warplock Bronze all over the miniature, except for sails. I used an airbrush, but this can easily be done manually.


Step three: Hull highlight

Next, using a medium size, soft brush I applied a highlight of Army Painter True Copper. Flatbrush was my technique of choice for this one, as it applied a solid layer of paint sparing most recesses, thus leaving some of the previous layer still visible.


Step four: Hull final highlight

I then applied an edge highlight of Army Painter Shining Silver to make all the detail pop and provide a bit more contrast between recesses and exposed edges.


Step five: Masts base

I left the Hull for a bit and moved on to masts, applying a thick layer of Vallejo 72.045 Charred Brown. Once again I would like to point out that the colors I used are my personal preference and you can use any brand, or even any similar color, to achieve similar results.


Step six: Masts highlight

Another step was to apply a slightly blurry highlight of Vallejo 42.043 Beasty Brown. By blurry I mean a thinned down paint applied with a relatively large, soft brush. You can see in the picture how this layer seem a bit misty, partially translucent and not as strong as usual base application. This can be achieved by keeping a brush barely loaded with thinned down paint and sliding its edge up and down the surface. If I ever decide to have a Patreon this technique will probably be the first thing I would like to do a deep dive into, but for now my chaotic description must do.


Step seven: Masts edge highlight

Due to masts shape they do not have edges on their sides, but they still can be imitated with standard edge highlight of Games Workshop Karak Stone. If you struggle with edge highlights check out this in-depth article from 2018, where I describe the process and share some related life hacks.


Step eight: Wash

Here’s where real magic happens. I applied a strong layer of Army Painter Strong Tone wash over the miniature. This is probably the most important moment of the entire paint job. Wash applied en-masse blends all the colors beneath, toning them down a bit, adding coherency and that extra juicy look. One thing to look out for is large drops of wash forming on flat areas and lower parts of the miniature, then leaving stains of very dark paint while drying. This can be avoided by removing the excess of paint with a soft wet brush few minutes after application.


Step nine: Sails base

Once wash dried out nicely I moved to Sails and lower hulls. I applied a thick layer of P3 Coal Black, which is something between dark turquoise mixed with dark grey.


Step ten: Sails highlight

Next I applied a flatbrush highlight of slightly thinned Vallejo 309 Periscopes. This exposed most texture of the sails why also providing a more juicy color overall.


Step eleven: Sails highlight

Another highlight was applied with a 1:1 mix of Games Workshop Pallid Wych Flesh and Vallejo 309 Periscopes. A much more visible highlight to build volume.


Step twelve: Sails final highlight

Final highlight was applied with pure Games Workshop Pallid Wych Flesh. Similar to edge highlight this one was applied to most exposed detail and edges on the sails. Looks messy and ugly, but everything goes according to a plan…


Step thirteen: Glaze

Glazing is a topic on its own that usually refers to rather time consuming and precise application of strongly thinned down paints. The way I apply glazes is more simplified. I apply them with a large, soft brush just like washes, except I avoid applying too much paint. This way I both smooth up and juice up the colors underneath. In case of Salamanders I used a 1:1 mix of Games Workshop Akhelian Green nd Aethermatic Blue contrast paints.


Step fourteen: Green osl

Final color range to add onto the miniature was Greens. I applied four paints one after another to build volume and then add depth to weapons and any fire elements across the fleet. In this tutorial I deliberately linked all the steps into one, as this particular topic was just recently covered in Tutorial: Painting Green Glow that you can read in order to get a better grasp of the entire process.


Step fifteen: Bases

The paint job done and sealed with a matt varnish the last thing left to do was a base. Again, this is something I covered before in KoW Armada Water Bases tutorial that I invite you to read in order to get to know the process. In case of Salamanders I simplified basing by applying one thick, smooth layer of AK Interactive Atlantic blue, then another rough layer of the same texture to finally add waves with AK Interactive Water Foam effect. Very simple while also quite effective.

This marks the end of the tutorial. Feel free to ask any questions in the comments below or via social media.



I hope you find this tutorial interesting. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate if you considered sharing this content with your friends, who might find it useful. Finally if you are looking for a professional miniatures painting service, be sure to contact me with this contact form. I always reply within 24 hours, after which please check out your spam folder.

KoW Armada: Expanding Collection Guide

Ahoy Sailors! As you know I am most and foremost a passionate hobbyist. That being said I am also a pirate, a scoundrel and a fanatical enthusiast of Mantic Games Kings of War: Armada. The latter resulted in a few gaming/strategy related articles, one of which you found yourself reading right now.

Kings of War: Armada is a naval strategy game set in a rich world of Pannithor, pitting multiple wonderfully crafted and strongly themed factions against one another. Divided between a Fleet Starter, a Fleet Booster and multiple individual sets, each faction comes with a range of ships and units to choose from. It is quite common for new players to ask what to purchase next in order to expand a collection. Today I would like to present to you a quick guide to Kings of War: Armada purchases. 


Collection Tiers

Although each Armada fleet differs from one another, they all seem to follow a similar path from first purchase up to a complete collection. To keep things easy I have divided collection sizes into tiers, each of which represents a certain milestone allowing for more list building flexibility and in-game shenanigans. When considering how to expand your existing collection, treat tiers as casual guidelines. If for example you own a Fleet Starter and a Fleet Booster, consider adding anything missing from tier 2, preferably in order it is presented. This should, in theory, expand your collection in a way that offers new playstyles, diversity and a power boost.


Tier 1: Basic

  • One Fleet Starter,
  • One Fleet Booster,

This tier represents the usual entry point into Armada. A relatively low price start, allowing for a number of builds within a 150-250pts. range.


Tier 2: Standard

  • XL Ship*,
  • Second Fleet Starter,
  • Second Fleet Booster,
  • One Fliers Booster,
  • Armada Magic Deck,

This tier, once achieved, is a golden tournament standard. An XL* Main Battle Ship, along with a pair of L and multiple M, backed with an array of Support Ships allows for flexible list building, enabling different playstyles and archetypes within a faction. Some players will stop right here, all tools already available.

* if available to your faction.


Tier 3: Advanced

  • Support Ships up to a total of four each, (single ship packs)
  • Second XL Ship*,
  • Second Fliers Booster,

Last tier is a complete collection including everything that you will ever need to build a wide range of 150-250pts. lists honed for specific scenarios and/or archetypes. Four copies od each Support Ship and a second XL allows for some edge case combo lists. Second pair of fliers, while not necessary, is always good to have, just in case of local meta going flier heavy in the future.

* if available to your faction.


Secret Tier X: Beyond

  • Whatever floats your boat,

There’s no real gameplay advantage of adding more sets after tier 3, unless you plan on playing some huge climactic naval battles. Armada miniatures are truly beautiful and full of detail, thus I won’t judge you for further expanding your collection. 

I hope you find this article entertaining. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate if you considered sharing this content with your hobby buds, who might find it useful. Finally if you are looking for a professional miniatures painting service be sure to contact me via this contact form. I always reply within 24 hours, after which please check out your spam folder.

Cheers!

KoW Armada: Empire of Dust is Stronger than You Think

Ahoy Sailors! As you know I am most and foremost a passionate hobbyist. That being said I am also a pirate, a scoundrel and a fanatical enthusiast of Mantic Games Kings of War: Armada. The latter resulted in a few strategy related articles, one of which you found yourself reading right now.

If you still don’t know what Kings of War: Armada is, I strongly invite you to read some of the previous Armada related articles. In short Kings of War: Armada is a naval strategy game set in a rich world of Pannithor, pitting multiple wonderfully crafted and strongly themed factions against one another. Today I would like to focus on one such a faction and especially some common misconceptions surrounding it.


The Empire of Dust is ‘Weak’… not really

The Empire of Dust has it all. It has the looks, the special rules, ships of all sizes, access to all kinds of weapons, and yet it is commonly addressed as being weak and requiring a buff. Whereas some other factions are pretty one dimensional when it comes to list building and playstyle, the EoD comes across as a more advanced, ‘difficult’ fleet. The main fleet theme seem divided between particular ships and is very polarized. With devastating weaponry being shoved on top of Large and Extra Large ships, in exchange for extra Crew Strength and speed being transferred to Medium Main Battleships, it might seem like if the fleet as a whole, doesn’t know if it wants to shoot or board or both. Additionally, thanks to Kopeshiis being the most expensive Medium Main Battleships across the entire game, the list building process for the EoD is rather intimidating. It gets even harder when you realize that compared to other factions, the Slave Squadrons, which are supposed to be fillers, are also priced premium.
So yes, all of these issues might result in a faction being perceived as overall weak. Except it’s not! The Empire of dust is just difficult to master as I have learned the hard way…

Empire of Dust Main Archetype

The Empire of Dust has a very strong, although somehow hidden theme of heavy artillery bombardment. I wrote “hidden” even though the theme is there in plain sight. This is because at first glance, not all EoD ships seem to go along with the archetype. It is somehow unusual for an Armada fleet and might confuse players that are relatively new to the game. 

The theme is centered around Large War Galleys and Extra Large Monoliths Main Battleships, both types packing Indirect Weapons (IDW) on the sides. There is no other fleet with an array of Broadside mounted IDWs. This is an exception throughout the entire game and has some huge list building and gameplay ramifications.

  • Broadside mounted IDW can Fire as She Bears!
  • Broadside mounted IDW can Rake!
  • You can increase the value of Broadside Mounted IDW with Additional Weaponry upgrade from Seas Aflame.
  • Instead of going straight for the enemy, you can maintain a comfortable distance and still shoot with a Broadside Mounted IDW.

The rest of the EoD fleet is clearly honed to provide support for the L and XL centerpieces, mostly by intercepting hostile ships, engaging them up close and denying access to EoD artillery pieces, thus extending the ‘Bombardment’ duration.

  • Kopeshii – Fast and potent Boarding Action interceptor, Objective runner, finisher.
  • Dust Chaser – Cheap roadblock, damage sponge, screener.
  • Soul Hunter – Close range area denial (Soul Thirst) support, self sustaining additional Artillery piece.
  • Slave Squadron – Mobile, Objective grabbing, first aid kit.
  • Bone Dragon – Mobile, self sustaining (healing), harassing skirmisher, finisher. 
  • Scavenger Flock – Cheap, fast, flier interceptor.

Further main archetype improvements come from EoD’s Upgrades, Magic Upgrades and Captains.

  • Hig-Priest T’mork allows to deploy a Main Battleship anywhere on the board at the end of second game turn. Positioning a potent Artillery centerpiece behind enemy fleet with full SP and ready to begin bombardment – anyone?
  • Arkhanten the Cursed Slayer bounces back enemy misses of “1” increasing damage output regardless of range, but especially up close where it becomes a bit uncomfortable for the EoD to face enemy ships. Ideal for a more aggressive build.
  • Balefire is a key EoD upgrade, enhancing each IDW hit with +1dmg and Fire. Resulting Blaze markers will exponentially mitigate enemy ability to deal damage, forcing them to either forego shooting, or risk a 16,66% chance of getting blown to shreds on a failed Fire Extinguish test. In Armada, an auto Blaze on dmg is a rare thing, most Blaze dealing requires an additional dice roll.
  • Windblast can be used when in a tight spot, to clear the length of an enemy ship then turn and Rake, or just to gain distance. Multiple uses can exponentially speed up an otherwise slow ship. 
  • Soul Snare is a (rare in terms of the game) healing on damage dealt. Instead of Grappling, punish the enemy ship for it’s Crew Strength and Repair yourself in the process. This item goes well with a layer of close range defenses (Soul Thirst, Kopeshiis with Curse of Undeath and Terror ready to close in and entangle in Boarding Action) plus some IDW being capable of Point Blank Raking Fire on top.

Empire of Dust has partial access to Oars and Light Oars which makes positioning for a kill or simply keeping a healthy artillery formation so much easier. Entire fleet also benefits from Curse of the Undeath, potentially mitigating results of enemy Boarding attempts.


Finally, stat wise, the EoD excels at Nerve Value and this in not a coincidence. With a bulk of the fleet serving as speed bumps and reliable obstacles, high Nerve Value translates into their survivability, resulting in increased duration of the ongoing artillery bombardment served by the main pieces. 


Once you take a deep dive, everything in Empire of Dust revolves around the main theme

The Empire of Dust List Building

So now that we’ve toppled the main archetype of the Empire of Dust, where does this leave us in terms of list building? First of all the EoD should definitely be built around L or XL centerpieces. Being ‘forced’ to field a War Galley or a Monolith is a bit of a crutch, but at the same time these ships are probably what drove you into playing the Empire of Dust in the first place, so… there’s that. Once you decide between aggressive and passive playstyle and build an appropriate configuration for a centerpiece, just fill the remaining points with a protective screen of Kopeshii (s), and a mix of Support Ships that best suit that playstyle.

Off course I could go for another round over each ship and describe in detail what it does and how to use it, but at this point you probably already have a grasp on what each ship’s roll is. Plus there’s no better learning process than to play the actual game, so instead, allow me to present some Ship Configuration ideas that I myself use. This should allow you to intuitively place a ship on a mental power scale and ‘feel’ it’s designated role.

  • The Monolith / Shobek’s Wrath

Veteran Crew, Balefire, Additional Weaponry (Broadside) – IDW+1, Magical Rudder/Soul Snare, Lucky Crew/Master Gunner.

Veteran Crew, Balefire, Arkhanten the Cursed Slayer, Kedge Anchor, Soul Snare.

  • War Galley

Veteran Crew, Balefire, Additional Weaponry (Broadside) – IDW+1, Lucky Crew/Master Gunner.

Veteran Crew, Balefire, Arkhanten the Cursed Slayer, Soul Snare.

  • Kopeshii

Veteran Crew, Ogre Mercenaries, Fire Oil.

  • Dust Chaser

Inexperienced Crew, Sturdy Construction.

  • Soul Hunter

Regular Crew/Veteran Crew, Crow’s Nest.

Regular Crew/Veteran Crew, Sturdy Construction.

  • Slave Squadron

Inexperienced Crew/Regular Crew.

Sample Fleet Lists

Below are sample EoD lists that, in my opinion, represent the EoD preferred archetype well.

Monolith: Veteran Crew, Balefire, Additional Broadside, Magical Rudder, Lucky Crew. 137p.
Kopeshii: Veteran Crew, Ogre Mercenaries, Fire Oil. 54p.
Dust Chaser: Inexperienced Crew, Sturdy Construction. 13p.
Dust Chaser: Inexperienced Crew, Sturdy Construction. 13p.
Soul Hunter: Veteran Crew. 24p.
Slave Squadron. 9p.
250pts.


Monolith: Veteran Crew, Balefire, Additional Broadside, Magical Rudder, Lucky Crew. 137p.
Kopeshii: Regular Crew, Ogre Mercenaries, Fire Oil. 45p.
Slave Squadron. 9p
Slave Squadron. 9p
200pts.


War Galley: Veteran Crew, Balefire, Additional Broadside, Lucky Crew. 89p.
Kopeshii: Veteran Crew, Ogre Mercenaries, 52p.
Dust Chaser: Inexperienced Crew, Sturdy Construction. 13p.
Dust Chaser: Inexperienced Crew, Sturdy Construction. 13p.
Soul Hunter: Veteran Crew. 24p.
Slave Squadron. 9p.
200pts.

All in all the Empire of Dust is a solid faction, on par with other Armada fleets, offering an interesting (if somehow rigid) playstyle. It is hard to master which might lead to some initial disappointments, but once you put some games in and get a grasp of how things work, the EoD is a very rewarding fleet. Is it good in everything? No. Is it good in some things? Oh yeah, definitely. Is it fun to play? Totally!

I hope you find this article entertaining. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate if you considered sharing this content with your hobby buds, who might find it useful. Finally if you are looking for a professional miniatures painting service be sure to contact me via this contact form. I always reply within 24 hours, after which please check out your spam folder.

Cheers!

KoW Armada: Does Size Matter?

Ahoy Sailors! As you know I am most and foremost a passionate hobbyist. That being said I am also a pirate, a scoundrel and a fanatical enthusiast of Mantic Games Kings of War: Armada. The latter resulted in a few strategy related articles, one of which you found yourself reading right now.

Kings of War: Armada is a game of fantastical sea warfare. Set in a rich world of Pannithor the Armada clashes wonderfully crafted and strongly themed factions against one another. As much as miniatures go, KoW Armada offers a selection of beautiful miniatures from across multiple factions, with more being released every few months. These ships vary in size and power from Tiny Squadrons zigzagging between larger vessels to XL flagships capable of dealing devastating damage with a single broadside. With size comes the firepower and capacity but at a cost of speed and maneuverability. Is a spamy fleet capable of competing with a centerpiece type fleet? Is, in general, a particular ship size more optimal than the other? Today I will ponder a question: 


Does Size Matter?

Let’s start by stating the obvious: Yes, in Armada the size does matter a lot. The larger a ship, the more firepower it brings and the more devastation it is capable of with a single Activation. But large size does not come without some drawback, most obvious being speed and maneuverability. A ship’s hull can be bristling with guns, but what if it is unable to draw a proper line of fire to a group of smaller, more agile enemy ships? Let’s talk about pros and cons of large size and see if they hold merit.



* The larger the ship the more guns it brings.

Large ships are more expensive and so they pack more guns than their smaller counterparts. Having more guns allows them to deal more damage in a single Activation. So much so as to potentially Cripple or even Sink an enemy ship (or ships!) before subsequent Activation.
Interestingly, more often than not, the same points value spent on a variety of smaller Main Battle Ships will result in more guns on the gaming board. This is obvious to see for some factions, while a bit more obscured for others. Basilean fleet, being pretty vanilla, with same type of armaments across all three Main Battle Ships, is perfect to represent this:
A Basilean Dictator has less broadside guns than three Elohis combined. 2H less to be precise.
Basilean Dictator: 90pts, 4H, 3L, 3C
Basilean Abess: 62pts, 3H, 2L, 2C
Basilean Elohi: 30pts, 2H, 1L, 1C


* Larger size equals more upgrade slots.

Capacity increases with size, which allows for more upgrades for a ship. This can lead to some pretty nasty combos or just increase efficiency of some upgrades. For example a Master Gunner allows for a reroll of an entire salvo. This upgrade has a much more impact on a Dictator’s devastating salvo of 4H, 3L and 3C, than on Elohi’s 2H, 1L and 1C. Furthermore it will cost three times the cost of a Master Gunner, to equip three Elohi’s.
Fielding a variety of smaller ships is not without it’s merits though, as it allows to add important fleet-wide-buff upgrades for cheap and not take up a valuable slot on an expensive vessel. More so, the cost of such upgrades can be decreased by degrading a Crew Level to Inexperienced. “Okarina of Korgaan” and “War Drum of Spite” are good examples. Of course nothing prevents mixing ship sizes to achieve the same result. 



* Larger ships have more Crew Strength.

Large ships pack a lot more CS, which means a huge advantage over smaller opponents during Boarding Actions. Advantage that is not mitigated by the current Multiple Grapple rules. Even though most Large and Extra Large ships might be unable to grapple fast moving enemy ships (Full Speed etc.), usually there will be some opportunities to do so throughout the game. Furthermore having high CS ensures fast Ongoing Boarding Action resolution, thus freeing a larger ship from being pinned by a smaller, cheaper vessel.
On the other hand a single powerful ship can become entangled in melee, thus significantly reducing the firepower of an entire fleet. A fleet of more ships will still be mostly operational if one get’s caught in a Boarding Action, allowing the rest to deal damage and go after objectives unhindered.


* More Structure Points in one place for larger ships.

Larger ships come with more Structure Points, which makes them more difficult to Cripple/Sink, resulting in more time of full effectiveness. A fleet composed of three Elohis will probably gradually lose it’s firepower while ships get damaged and subsequently Crippled, or Sunk. At the same time a single Dictator can be expected to stay operational for longer, before reaching the threshold.


* Repairs Bonus.

Large and Extra Large ships receive a Repairs bonus of +2 SP regained with a Repairs action.
Multiple smaller ships, faster and more maneuverable by default, are capable of putting constant pressure on a larger vessel, while being able to take turns, speeding out of immediate danger to undertake Repairs.



* Area of effect.

Thanks to the size of their bases, L and XL ships are easier to Rake enemy ships. Wider Broadside is easier to position for a solid Raking Fire. This leads to larger ships being more difficult to go around and combined with high durability, makes them perfect area denial pieces. 


* Speed decreases with size.

The larger a ship the slower it usually is. High Movement allows to go around slow enemy ships, zoom out of danger and go after objectives. Fast ships are capable of crossing the entire board in a matter of barely few Activations, resulting in a much higher effective range of their weaponry.


* Maneuverability decreases with size.

On top of a (usually) yellow Turn Arc, larger ship bases are more difficult to maneuver with. More so, L and XL movement is more hindered by Sandbanks, Islands and dense battlefields.
This can be partially mitigated with Kedge Anchor and Magical Rudder upgrades.


* Less is sometimes more.

Large and Extra Large ships are points intense. Adding these to a list results in a small size fleet, which in turn leads to easier general maneuvering. Wielding a numerous fleet is not an easy task, potential collisions dealing high amount of self inflicted damage. 


* Some scenarios favor small size.

While a large SP count is good, there are some scenarios that favor smaller ship sizes and/or greater numbers. Not every scenario devolves into sinking more enemy ships.


* Large targets are easier to Hit.

L and XL ships are easier to hit, providing an additional +1 To-Hit bonus for shooting opponents. There is a catch though. Due to how Partial Visibility rules work, S ships are unable to gain Full Visibility to XL ships when side by side.


And now we’re left with a question: Go big or go for numbers? There’s not a straight answer. Extra Large ships are monsters, capable of dominating entire game. They are though, reliable and deadly. On the other hand Large and Medium size ships are just as well optimized and excel in areas outside of XL’s capabilities. Are Extra Large ships overpowered? Certainly not. Are they generally “better”? Maybe, depending on the faction, but not by a large margin. My guts tells me they are just easier to successfully implement in a game. I am inclined towards an opinion that in time, when meta clarifies and players get used to everyday maneuvering, we will see a shift from more cumbersome XLs towards Medium and Large. Regardless, with how well balanced Armada seem to be right now, the XLs are definitely worth the points investment and are fun to wield. I for one, love me some of that Dictator swinging and greatly enjoy having an Extra Large ship on the table. If you haven’t already, be sure to give Extra Large ships a try. GLHF.


I hope you find this article entertaining. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate if you considered sharing this content with your hobby buds, who might find it useful. Finally if you are looking for a professional miniatures painting service be sure to contact me via this contact form. I always reply within 24 hours, after which please check out your spam folder.

Many thanks to M.L., R.Z. and K.R. for providing valuable input. Your feedback and suggestions is what made this article possible.

Cheers!

12