The Naval Academy

Welcome to the command track!  These articles are designed to get you up to speed quickly with the particulars of commanding multiple ships and squadrons in combat.  I've arranged them in a way that I think makes the most sense for someone just starting out.  This assumes that you are familiar with the various ships and squadrons out there for you to command, so brush up on the accompanying Commander's Guides first!


Fleet Command Module 1 - Building a Fleet


Module 1:1 - General Concepts (Wave 1)
Module 1:2 - Ship Roles and History
Module 1:3 - Archetypes in Armada
Module 1:4 - Point Values


Fleet Command Module 2:  Objectives

Module 2:1 - Assault Objectives
Module 2:2 - Defense Objectives
Module 2:3 - Navigation Objectives
Module 2:4 - Assault Objectives - Corellian Conflict
Module 2:5 - Defense Objectives - Corellian Conflict (I still haven't written this?)
Module 2:6 - Navigation Objectives - Corellian Conflict
Module 2:7 - Assault Objectives - RitR
Module 2:8 - Defense Objectives - RitR
Module 2:9 - Navigation Objectives - RitR


Fleet Command Module 3 - Maneuvering and Navigation

Fleet Command Module 4 - General Fleet Strategy

Module 4:2 - Tournament Points and Squadrons
Module 4:3 - Lessons from Worlds
Module 4:4 - Guest Commentator Jonathan Reining (Worlds 2015 Champion)
Module 4:5 - Lessons from the World Cup
Module 4:6 - Tournament Points and Winning - 400 Point Update
Module 4:7 - Interview with Josiah Burkhardsmeier (Worlds 2016 Champion)
Module 4:8 - Regionals 2017 Fleet Data
Module 4:9 - Interview with Norm Weir (Worlds 2017 Champion)


Fleet Command Module 5 - Advanced Strategy


Module 5:1 - Tactics, Accuracy, and Defense Tokens
Module 5:2 - "Whaling":  How to Deal With Electronic Countermeasures
Module 5:3 - Deployment and Action Advantage - (Video)
Module 5:4 - Mitigation of Activation Advantage
Module 5:8 - Does Gunnery Team Teach Us Bad Tactics?
Module 5:9 - Is the MC80 "Terribad"?
Module 5:10 - The Art of Tanking
Module 5:11 - Incorporating a Healer 
Module 5:12 - Combat Air Patrol
Module 5:13 - Squadron Task Forces
Module 5:14 - Activation Quality vs Activation Quantity
Module 5:15 - Flechette Raider
Module 5:16 - Making Garm Great Again Fleet 1 - 2 - 3
Module 5:17 - Zugzwang
Module 5:18 - Kill Zones (Video)
Module 5:19 - Raddus Drops



Fleet Command Module 6 - Larger Conflicts

Module 6:1 - Corellian Conflict - Starting Locations
Module 6:2 - Corellian Conflict - Initial Builds (Rebel)  / Part 2
Module 6:3 - Corellian Conflict - Initial Builds (Imperial)  / Part 2
Module 6:4 - Corellian Conflict - Show of Force
Module 6:5 - Corellian Conflict - Hyperlane Raid
Module 6:6 - Corellian Conflict - Base Assaults
Module 6:7 - Corellian Conflict - Fleet Roles


Fleet Command Module 7 - Diplomacy




Inappropriate for Young Minds





Appendix


FAQ Updates - 7/24/15
FAQ Updates - 12/21/15
FAQ Updates - 3/18/16
FAQ Updates - 10/17/16
FAQ Updates - 4/12/17
FAQ Updates - 6/20/17
FAQ Updates - 12/18/17
FAQ Updates - 4/7/18

Out of Date Articles


Assault Objectives
Defensive Objectives
Navigation Objectives

Starfighter Combat (Old "Star Wars: X-Wing" Articles)

2 comments:

  1. Hello there! As a new player to this game, this guide was really helpful. To be fair, I read all the articles before actually played a single game, I just bought a core set and a few ships. So, I wasnt aware the fact, that there is quite a huge difference in the dices apart from the range (what was quite obvious from the begining). So, as a new player, I thought red>blue>black, but I couldnt be more wrong(realised this after reading a couple of articles). So I just had a look on the dices now, did some maths to see wich dice is the best for different tasks. But, could you please do such an article to the page? I think it would be a nice addition. Cheers!
    Coldhands

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    Replies
    1. Not a bad idea. I've been playing so long that I haven't even thought of dice outside the context of the ships and upgrades. I think I will write that dice focused topic pretty soon.

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