Star Wars Board Games: miniatures game
Star Wars Armada: How Each Round Works
Star Wars Armada is a two-player fleet battle from Fantasy Flight Games, released in 2015. Rebel and Imperial admirals steer capital ships and fighter squadrons across the table. It’s a good fit for players who enjoy planning ahead and measuring moves with a tool.
- 2015
- 2 players
- 120 minutes
- Ages 14+
- miniatures game
- Fantasy Flight Games (now Atomic Mass Games)
Designers: James Kniffen, Christian T. Petersen
Secret dials, careful moves and big guns. Here’s how a round plays out.
Every round of Armada has the same four phases, and the game lasts six rounds. Here’s one round in order, using the Learn to Play booklet. For the bigger picture, the Star Wars board games page explains where fleet combat fits.
Command dials sit under the stack, letting you plan rounds ahead.
A quick guide to a round of Star Wars Armada
Each round has four phases: command, ship, squadron and status. Here are the seven steps in order.
Attack dice colors depend on range. At long range, only red dice are allowed.
- Step 1:
Command phase: each player secretly chooses a command dial for every ship and places it facedown beneath any dials already on that ship’s card.
- Step 2:
Ship phase: the player with initiative activates one ship, then the opponent activates one of theirs. Players take turns until every ship has gone.
- Step 3:
Reveal the top command dial. Use its full effect now, or turn it into a command token to save a weaker version for a later round.
- Step 4:
Attack: a ship can make up to two attacks from different hull zones. The target’s range and firing arc determine which dice you roll.
- Step 5:
Execute a maneuver: set the ship’s speed, click the maneuver tool’s joints within the limits on the ship’s speed chart, then move the ship to the tool’s end.
- Step 6:
Squadron phase: the player with initiative activates two squadrons, then the opponent activates two. Continue taking turns until all squadrons have gone. Each squadron can move or attack, but not both.
- 7Step 7:
Status phase: ready any exhausted defense tokens and flip the initiative token. The player with initiative then moves the round token up one number to start the next round.
This round summary leaves out setup, the maneuver tool and defense tokens, topics new admirals often ask about. Up next: the learning scenario, ship movement, attack rolls and how to win. Prefer ground troops to starships? Try Star Wars Legion.
Star Wars Armada rules, made clear
Setup
Learning scenario: mark out a 3 foot by 3 foot play area with the setup area markers at the corners, then give each player a faction. The Rebel player has initiative.
The Rebel player gets the CR90 Corvette A, the Nebulon-B Escort Frigate and the X-wing squadron. The Imperial player gets the Victory II-class Star Destroyer and the TIE Fighter squadron.
Build the ships and squadrons. Set each ship’s speed dial to 2 and its shield dial to the maximum shown on its ship card. Place each ship’s defense tokens beside its card.
Place the damage deck facedown, with the dice, range ruler and round token marked 1 beside the play area. Put the command tokens in a supply.
Complete setup once players know the game: use a 3 foot by 6 foot play area and a 3 foot by 4 foot setup area. Choose an objective, place six obstacles, then take turns deploying one ship or two squadrons at a time.
Fleets: players choose ship, squadron and upgrade cards without exceeding an agreed fleet point total. The booklet describes 300 points as a standard fleet.
Turn by turn
Command phase
Players choose commands in secret, then reveal them at the same time. In the first round, each ship gets as many dials as its command value. Each later round, it gets one new dial, tucked under the others. Plan ahead: those choices take time to come up.
Commands
The four commands are Navigate, Squadron, Repair, and Concentrate Fire. A dial gives the full effect; a command token gives a smaller one. A ship can hold up to its command value in tokens, with no more than one of each type.
Maneuvering a ship
A ship’s speed chart shows how many clicks each joint on the maneuver tool allows at that speed. Click the joints, line up the tool with the ship’s base, then move the ship to the tool’s end. The minimum speed is 0.
Attacking with a ship
Choose an attacking hull zone, then a target hull zone in its firing arc and within attack range. The range ruler shows which dice colors work at each distance. At long range, you can use only red dice. Roll, resolve accuracy icons, let the defender spend tokens, then deal damage.
Damage and critical hits
Each hit or critical icon deals one point of damage. Damage removes shields from the defending hull zone first. Any leftover points deal damage cards, one per point. If the attacker rolled a critical icon, the first card is faceup and its effect applies.
Squadron attacks and engagement
A squadron is engaged if it begins an activation within distance 1 of an enemy squadron. It cannot move while engaged, and must attack a squadron rather than a ship. Squadrons can attack any target within distance 1, in any direction.
End of the game and scoring
The game ends at once if one player loses all their ships, and the other player wins. Otherwise, play ends after the sixth round. Each player scores the printed cost of every enemy ship and squadron destroyed; the higher score wins. The expanded rules add objectives for extra points.
Key rules
Defense tokens
Ships carry tokens such as Redirect, Evade, Brace, and Scatter. The defender spends them after the dice are rolled. Each token can be spent once per attack. A ready token flips to exhausted when spent, and at speed 0, no tokens can be spent.
Accuracy icons
For each accuracy icon rolled, the attacker picks one of the defender’s defense tokens. That token cannot be spent during the attack, a handy way to pressure a ship that relies on it.
Initiative and squadron sliders
Each squadron has an activation slider. The initiative token’s color and icon show which side means “unactivated” this round. The token flips every status phase, so both players can track who has already gone.
Destroyed ships
A ship is destroyed once its damage cards equal its hull value. A squadron is destroyed when its hull points reach zero. Squadrons take damage from hit icons only; they ignore critical icons.
Tips for your first game
- Start with the learning scenario. The booklet says it’s made for new players and uses only the essential components.
- In round one, the booklet lets players skip the attack step because ships and squadrons start out of range.
- Plan commands a few rounds ahead. New dials go under the old ones, so a choice made now may not be revealed until two rounds later.
- Check the range before rolling. The dice colors you can use depend on the distance to the target.
- Keep your squadrons near your ships if you want to protect them. Engaged squadrons can’t move away.
Ships at speed 0 cannot spend defense tokens.
The rules cover the mechanics, but the next section explains what gives the game its Star Wars space-battle feel. It covers who made it, when it came out and what the end of development means for collectors today. You’ll also find the ships and squadrons in the box.
The game and the Star Wars conflict behind it
Engaged squadrons cannot move and must attack squadrons.
The game
Design and release
James Kniffen and Christian T. Petersen designed Star Wars: Armada for Fantasy Flight Games. The launch announcement lists it as available on March 27, 2015, with a core set of three pre-painted ships and unpainted squadrons.
End of development
On June 13, 2024, Atomic Mass Games announced that development on Armada and Star Wars: X-Wing was ending. It said tournament and Organized Play support would continue, with the Open World Championship at AdeptiCon in March 2025 bringing that support to a close.
The film or series it covers
As the rulebook’s opening text explains, the game covers the Galactic Civil War between the Rebel Alliance and the Galactic Empire. It doesn’t retell one film.
Players command Rebel and Imperial fleets as admirals. The core set gives the Rebels a CR90 Corvette, a Nebulon-B Escort Frigate and X-wing squadrons. The Empire gets a Victory II-class Star Destroyer and TIE Fighter squadrons.
Scenes and story beats in the game
- 1
The learning scenario pits the Rebel CR90 Corvette, Nebulon-B Escort Frigate and X-wing squadron against an Imperial Victory II-class Star Destroyer and TIE Fighter squadron.
- 2
The fighter squadrons are X-wings and TIE Fighters. They can screen capital ships, since engaged squadrons cannot move.
The core set is a complete game for two players, so it’s useful to know what comes in the box before planning a fleet. The list below follows the Learn to Play booklet, which says standard fleets need expansion packs. Fleet building comes next.
Command dials sit under the stack, letting you plan rounds ahead.
What’s inside the Star Wars Armada core set
- 3 ships: a Victory-class Star Destroyer, a CR90 Corvette and a Nebulon-B Escort Frigate, with bases, support poles and a support fin
- 10 squadrons: 4 X-wing and 6 TIE Fighter squadrons, with 30 fighters in all
- 6 ship cards, 4 squadron cards, 12 objective cards, 18 upgrade cards and 52 damage cards
- 9 attack dice (3 blue, 3 red, 3 black)
- 6 command dials, 3 speed dials, 12 shield dials, 10 activation sliders and 10 squadron disks
- 13 defense tokens, 12 command tokens, 6 obstacle tokens, 7 objective tokens, 10 victory tokens and an initiative token
- A maneuver tool, a double-sided range ruler, 6 round tokens, 4 setup area markers and ID tokens
- A Learn to Play booklet and a Rules Reference booklet
Star Wars Armada ships, fleets and expansions
Expansion packs 2015
The core set booklet says that standard 300 point fleets need additional ships, squadrons and upgrades, which Fantasy Flight Games sold separately in expansion packs.
Star Wars Armada FAQ
How do you play Star Wars Armada?
Each round, players secretly set command dials, then take turns activating ships to attack and maneuver. Next, they activate squadrons. In the status phase, defense tokens ready and the next of six rounds begins.
How do you win Star Wars Armada?
Destroy every ship in the opposing fleet to win. If both fleets still have ships after six rounds, each player scores the printed cost of the enemy ships and squadrons they destroyed. The higher score wins.
What comes in the Star Wars Armada core set?
The core set includes a Victory-class Star Destroyer, a CR90 Corvette and a Nebulon-B Escort Frigate, plus 4 X-wing and 6 TIE Fighter squadrons. You also get dice, command dials, a maneuver tool and two rulebooks.
What ships come with Star Wars Armada?
The core set has a Victory-class Star Destroyer for the Empire, and a CR90 Corvette and Nebulon-B Escort Frigate for the Rebels. Expansion packs sold separately add more ships and squadrons.
Can you play Star Wars Armada with just the core set?
Yes. The booklet has a learning scenario for the core set alone, played on a 3 foot by 3 foot area. You’ll need Expansion packs for standard 300 point fleets.
What does a fleet builder do in Star Wars Armada?
Players pick ship, squadron and upgrade cards while staying within an agreed fleet point total. The booklet calls 300 points a standard fleet and also lists 180 point fleets for core-set play.
How long does a game of Star Wars Armada take?
The publisher lists about 120 minutes for a full game. Try a learning scenario with core-set ships first to get a feel for the rules.
Does Star Wars Armada use a maneuver tool?
Yes. Ships can’t move by free measurement. Players click the tool’s joints within the limits on the ship’s speed chart, then place the ship at the tool’s end.
Attack dice colors depend on range. At long range, only red dice are allowed.
Ships at speed 0 cannot spend defense tokens.
Sources
- Fantasy Flight Games: Star Wars: Armada Learn to Play and Rules Reference (PDF) images-cdn.fantasyflightgames.com
- Fantasy Flight Games: You Are in Command Now (2015) fantasyflightgames.com
- Atomic Mass Games: Update on Star Wars: X-Wing and Star Wars: Armada atomicmassgames.com
