Fighter Squadron movement

By COMPNOR, in Star Wars: Armada

Looks like Snowsnadow was right on the fighter movement. According to the gencon video up now, fighters have their own range ruler, a straight one, which they use for movement. 360 degree movement for fighters. Looks good.

Edit: Also, when at fighter ruler range one, fighters are "engaged" and can't move. That's really interesting, and cements the idea that other fighters the best counter to fighters we've seen so far.

Yup they also mention elite pilot bonuses (luke/Howlrunner)... I believe howlrunners was similar to x-wing... if your target is "engaged" with a friendly squad you may reroll one die.

that is a general Tie ability. Howlrunner gives 1 extra die to all friendly swarm ships against squadrons engaged with her. <IIRC>

Edited by Snowshadow

So Howlrunner's special ability applies on her own squad plus all other friendlies engaged in range 1?

So Howlrunner's special ability applies on her own squad plus all other friendlies engaged in range 1?

yup. 29:57

Edited by Snowshadow

So Howl is a must-have in Armada :)

I still wonder about the icons on the squad cards:

Take Tie Fighter squads, in the first icon they got 3 blue dots, which means they got 3 blue dice when engaged with enemy squadrons. Next to that theres only a single blue dot. Is this the attack value against ships?

So Howl is a must-have in Armada :)

I still wonder about the icons on the squad cards:

Take Tie Fighter squads, in the first icon they got 3 blue dots, which means they got 3 blue dice when engaged with enemy squadrons. Next to that theres only a single blue dot. Is this the attack value against ships?

Sure is and the icons at the bottom of Howlrunner is her defensive abilities.

Fighters are going to be very interesting on the table. They have no damage mitigation unless they are named, so far, Striking a balance between ships and squadrons is going to be a delicate one.

Ok ... did i got this right:

Squadron only have an attack range of '1', no matter which dice they use?

Wouldn't it make more sense if squadrons eglible to attack with torpedos would get a red die vs ships using the 'dies range' - in this case range 3?

Of course i have Tie Bombers and Y-Wings in my mind. It does not make much sense to me if they need to move to point-blank range to capital ships to unleash their torpedos...

Ok ... did i got this right:

Squadron only have an attack range of '1', no matter which dice they use?

Wouldn't it make more sense if squadrons eglible to attack with torpedos would get a red die vs ships using the 'dies range' - in this case range 3?

Of course i have Tie Bombers and Y-Wings in my mind. It does not make much sense to me if they need to move to point-blank range to capital ships to unleash their torpedos...

I actually cannot answer for the Y-Wings or B-Wings but right now all squadrons attack at range 1. The advantage to rolling red or black is higher damage potential as both have a face that has 2 hits on it. The black die is actually a hit+crit but with the bomber rule on X-Wings crits become hits against ships.

I just checked out something:

The squadron's specific abilities are printed on their bases.

The X-Wings got the 'Escort' ability - and the icon is just the same like the one on the Tie Advance base:

X-wings-activation-slider.png

and for Tie Advanced: https://scontent-a-ord.xx.fbcdn.net/hphotos-xap1/t1.0-9/10517513_818457964860853_48944089269414734_n.jpg

on the same picture you see the base of a Tie Bomber squad with two icons on it, one is red.

So i guess one is an ability to attack ships from a greater distance then '1' - maybe even (unengaged) squadrons, using concussion missiles...

And the TIE interceptor has the Swarm ability and something else.

I bet this is an intercept ability which might be shared with A-Wings

https://flic.kr/p/ot4skt

You can see that the Y-Wing has the same red icon as the TIE Bomber

https://flic.kr/p/oKgPWZ

And the TIE interceptor has the Swarm ability and something else.

I bet this is an intercept ability which might be shared with A-Wings

https://flic.kr/p/ot4skt

You can see that the Y-Wing has the same red icon as the TIE Bomber

https://flic.kr/p/oKgPWZ

Yay ... the Interceptors have the 'Swarm' rule ... and the other icon loosk like some sort of 'intercept' rule ... that may let you ignore the 'escort' rule of enemy squads...

On a side note, I'm happy the hit points of the fighters are matching those of XWMG so far (Tie fighter base has 3 hit points compared to 3 hull points and X-Wing base has 5 hit points compared to 3 hull points + 2 shields). One less thing to get confused between the two ;) .

It is interesting on second inspection, that it looks like all the dice have the same sort of 'hit' symbol, so I'm thinking there is no defense dice mechanic.

The fighters had the same Hits as in X-wing...

The A wing has 4, the Y-wing 6, the Advanced 5....

And about their movement, they had a ruler with 5 sections, they can mode in any direction and finish in any bearing..

Wonder if the color has significance? Maybe a once per game ability?

The fighters had the same Hits as in X-wing...

The A wing has 4, the Y-wing 6, the Advanced 5....

And about their movement, they had a ruler with 5 sections, they can mode in any direction and finish in any bearing..

Y-Wings in X-Wing have 8 HP, not 6 ... so this is not a 'common rule'

Wonder if the color has significance? Maybe a once per game ability?

Like a torpedo strike? This would make sense. Otherwise i guess Bomber squadrons would be too mighty vs. ships

The fighters had the same Hits as in X-wing...

The A wing has 4, the Y-wing 6, the Advanced 5....

And about their movement, they had a ruler with 5 sections, they can mode in any direction and finish in any bearing..

Y-Wings in X-Wing have 8 HP, not 6 ... so this is not a 'common rule'

Wonder if the color has significance? Maybe a once per game ability?

Like a torpedo strike? This would make sense. Otherwise i guess Bomber squadrons would be too mighty vs. ships

Limited ammo for the bombers make sense. In my STAR WARS FLEET COMMANDER game that had to be done to prevent Y-Wings and Tie Bombers from being the overpowered.

Edited by LTJGBeam

Maybe the Bombers and Y-Wings have the following 2 abilities:

'Torpedo Strike': once per game the Bomber squadron may attack capital ships at the range of '3'

'Not to engage': Bombers do not 'lock' in fight with enemy fighters are at range 1 - they try to escape enemy fighter squadrons.

Maybe the Bombers and Y-Wings have the following 2 abilities:

'Torpedo Strike': once per game the Bomber squadron may attack capital ships at the range of '3'

'Not to engage': Bombers do not 'lock' in fight with enemy fighters are at range 1 - they try to escape enemy fighter squadrons.

I doubt the second ability will be on bombers. You would use fighters and interceptors to screen the bombers and keep them from getting locked up.

From the walk through team covenant filmed. Fighter movement is something like any distance within range 1 of ots current position.

From the walk through team covenant filmed. Fighter movement is something like any distance within range 1 of ots current position.

The speed of a Squadron is on its card. The movement stick is on the flipside of the range stick.

If I remember correctly, the speed of a tie-fighter is 4 and an X-wing is 3.

Edited by Snowshadow

It is also possible that the red ability comes with a "negative" impact or slight penalty if FFG follows their usual color coordination. So much speculation, so little real information!

Also: did anyone get a good look at the B-Wings?

... so few pics of the BASES ...

Edited by TheRealStarkiller

... so few pics of the BASES ...

I know :(