WHO has played the game yet?
If you have, can you please share with us any of the rules?
Please.
WHO has played the game yet?
If you have, can you please share with us any of the rules?
Please.
Check the Team Covenant YouTube video. It's a 30-minute clip that does a solid job filling in the blanks on rules, mechanics, actions, ships vs squads, and so on.
Oh yes, I did. Very informative and well done, imo.
I was only asking for personal player feedback.
Edited by Papa MidnightI'm interested in the dice values. How do the Blue, Red, and Black compare to each other.
From what I could tell from the video Red dice are the best and can be used at all ranges, Blue can be used at range 1-2 and Black can only be used at range 1. Since they did not show every side of the dice I cannot be sure but I would not be suprised if they all have the same sides.
The point value on the VSD is ten points to trun all the black attack dice into blues. So this means that Blue are better then black. We kind of knew that because of the range thing. However, think of how usesless black dice would be if they had less hit icons on them for example.
From what I could see of the black dice, they aren't necessarily worse than the blue. Blue has longer range, which is probably better utility, but the black dice seem to be more damage oriented. Instead of having accuracy symbols on it like the blue dice, it has one or two 'double hit' symbols like the red dice, which the blue do not.
So it's like a trade off. Blue is better for being able to take on all comers, but black is for maximizing damage at the expense of accuracy and maneuvering - you have to be able to get in close.
thats the thing the blue dice are costing ten point to upgrade to on the VSD II. If they where the same just differnet why the 15% point cost
Probably because the designers felt that the additional range was going to result in more damage more often, even if the dice are technically weaker. And you may be paying for Accuracy symbols, since canceling your opponent's guaranteed evades or deflectors is useful.
Someone fill me in on how the accuracy symbols work? I missed that part in the video and couldn't find it again
Accuracy symbols mean you stop your opponent using one of his abilities such as halving the damage you caused round up.
Probably because the designers felt that the additional range was going to result in more damage more often, even if the dice are technically weaker. And you may be paying for Accuracy symbols, since canceling your opponent's guaranteed evades or deflectors is useful.
Also luke cost more than a standard X-Wing, and he trades the base Blue dice vs. ships for a black. I would be willing to bet that since fighters can only attack at range 1, that black die is better than a blue would be.
Probably because the designers felt that the additional range was going to result in more damage more often, even if the dice are technically weaker. And you may be paying for Accuracy symbols, since canceling your opponent's guaranteed evades or deflectors is useful.
Also luke cost more than a standard X-Wing, and he trades the base Blue dice vs. ships for a black. I would be willing to bet that since fighters can only attack at range 1, that black die is better than a blue would be.
Also if you notice in the TC demo video a normal X-wing Squad rolls a red dice against ships so the different colored dice is representative of the kind armaments each squadron carries. X-wings have PTs hence the Red and Black dice while Tie Fighters only have lasers so they get Blue dice which is the weakest in terms of damage output.
Edited by WraithdtI am very jealous of How .
I have not played. But I watched the video three times, wet myself in excitement, and have been slumming non-stop in multiple forums all day.
At this point, I have lived it so vicariously I almost feel as though I have played...
Probably because the designers felt that the additional range was going to result in more damage more often, even if the dice are technically weaker. And you may be paying for Accuracy symbols, since canceling your opponent's guaranteed evades or deflectors is useful.
Also luke cost more than a standard X-Wing, and he trades the base Blue dice vs. ships for a black. I would be willing to bet that since fighters can only attack at range 1, that black die is better than a blue would be.
Actually, the guy said that fighters can only attack at range 1, and then showed how they only have blue dice. I'm thinking that the blue dice is the reason they do that, and not a rulebook rule. Black dice mean that Luke can attack at range 2.
Actually, the guy said that fighters can only attack at range 1, and then showed how they only have blue dice. I'm thinking that the blue dice is the reason they do that, and not a rulebook rule. Black dice mean that Luke can attack at range 2.
Blue is range 2, Black is 1.
Black has a higher per die damage potential, or seems to I should say.
We REALLY need all the die faces...
Edited by SnowshadowSquadrons can only attack at range 1 regardless of the color of the dice they roll. Blue dices are rolled when attacking other squadrons but they also have a separate attack value against capital ships. These are red and black dices on X-wings and Luke respectively which represents the proton torpedoes use to attack capital ships while Tie Fighters only gets a blue dice against cap ships due to it not having any ordnance.
What I missed in the video is AntiSquadron fire at range 3 possible or is it limited to range 1-2 and can concentrated fire apply to AntiSquad shooting (if so I assume it adds 1 die to each attack)?
What I missed in the video is AntiSquadron fire at range 3 possible or is it limited to range 1-2 and can concentrated fire apply to AntiSquad shooting (if so I assume it adds 1 die to each attack)?
So far we have only seen Blue ranged AA. There certainly could be a ship, or upgrade, with red AA but not yet.
No idea about the concentrate fire.
EDIT - Apparently I misremembered the colors of the dice I used. I swear the VSDs in the demos had 3 black and 3 blue dice in their front arc, but my pictures are not clear enough to tell the difference between red, black, and blue. I know I used black dice, so I must have been playing a Victory-I Class instead of a Victory-II.
I watched half a demo, then later watched a full demo and played once. I was a
Victory-II
Victory-I Class Star Destroyer. I didn't see what versions of the Nebulon-B and the CR90 my opponent was running.
The way it was explained in the demo is that blue dice are the anti-squadron dice. It wasn't said in a way that implied it was because that was on the card, it was stated in a way that implied that is the rule. Now it could have just been the context of all the ships in the demo having blue, and its possible a ship has something different, but I would consider it unlikely. See below.
The dice, more or less, represent different types of ordinance, which is why they are tied to the different ranges. The black dice hit hard. My opponent snaked his CR90 right into the front arc of my
Victory-II
Victory-I. I rolled my 3
blue
red and 3 black. I scored 8 hits and I'm pretty sure at least one die was a blank. It was a one shot KO. Felt pretty epic.
So ships can use blue dice up to range 2. Range 1, 2, and 3 are pretty much the standard X-Wing ranges. The range ruler broken up into 3 equal sections. Squadrons use a different range ruler though. The use the flip side, which has, 5 sections. The first is a little bigger than the other 4. That is range 1 and speed 1 for squadrons. The next 4 sections are equal in size and represent the different speeds.
So squadrons can only attack in their range 1, which is shorter than the ship's range 1. No matter what color dice they have, squadrons are shooting in their truncated range. The reason I see blue as being the general rule for squadrons is it gives ships the range advantage, but keeps it on the most even keel dice. Black dice would annihilate squadrons with is double hits. Red dice gives too much of a range advantage.
Now during the demo, they said a few times that the accuracy and crit hits count as misses when squadrons are involved. I wonder if that is the case when pilots like Luke or Howlrunner are involved, as they can have defense abilities, which is what accuracy is used against.
I want to say concentrate fire was said to only be usable against ships, but I could be misremembering.
The dice, more or less, represent different types of ordinance, which is why they are tied to the different ranges. The black dice hit hard. My opponent snaked his CR90 right into the front arc of my Victory-II. I rolled my 3 blue and 3 black. I scored 8 hits and I'm pretty sure at least one die was a blank. It was a one shot KO. Felt pretty epic.
Yes! I was hoping the Vic's missile batteries would be worked in there! Sounds like they did it justice!
The dice, more or less, represent different types of ordinance, which is why they are tied to the different ranges. The black dice hit hard. My opponent snaked his CR90 right into the front arc of my Victory-II. I rolled my 3 blue and 3 black. I scored 8 hits and I'm pretty sure at least one die was a blank. It was a one shot KO. Felt pretty epic.
Yes! I was hoping the Vic's missile batteries would be worked in there! Sounds like they did it justice!
The best part was, I was doing this demo on Friday, killing some time before heading over to the X-Wing Nationals qualifier (in which I went 0-5). They told me to be back in the tournament area by 11:30 for that, and I was getting pressed for time during the Armada demo. So as soon as it was my turn to attack, I announced my target and I rolled the dice. The guy running the demo told me it destroyed the CR90, I was like, "And with that, I have an event to get to. Thank you very much!" and I left. I had one more attack and movement to do, as the demo ran through an entire turn after only doing movement for the first turn, but I felt I should leave on a high note.