Consolidated rules and ship stats

By Indomitable, in Star Wars: Armada

The red icon on Tie Bombers isn't the 'Bomber' ability.

It appears that the Bombers have the same ability like Luke has.

I think the red icon is some sort of an 'Escape'-Rule. Maybe you have to take a roll that determines wether your squadron takes a hit when using the ability.

So, I think even Bombers need to get into range 1 of capital ships in order to attack them,

unless there will be some sort of upgrade cards for Bomber squadrons available.

Source on this information? Did you play the demo?

If I would know it, i wouldn't use phrases like 'i think' and 'it appears...'

Sources: Various pictures in the internet + my genius

Thus far, all squadrons (even those with the Bomber keyword) must be within range 1 (on the fighter side of the ruler) to attack anything.

See Team Covenant demo video at 9:21

You are right, Jake. It appears like in THIS scale, even torpedoes are just 'small weapons'.

On the other hand,i would love to see torpedo attacks from further away then range 1

You are right, Jake. It appears like in THIS scale, even torpedoes are just 'small weapons'.

On the other hand,i would love to see torpedo attacks from further away then range 1

I could possibly see an upgrade card popping up that allows attacks outside of range 1 for squadrons, but is there precedent for this? That is, in the X-Wing/TIE Fighter video games or any other Star Wars space combat games, can starfighters attack from exceptionally long range? In the X-Wing miniatures game, even things like Heavy Laser Cannons and Torpedoes are limited to a max range of 7.5 x-wing ship lengths.

As far as torpedo upgrade cards go, they could extend the range, add dice when squadrons attack ships, or allow squadrons to inflict critical damage when attacking ships. My money is on the last one.

but is there precedent for this?

Sure, Major Rhymer a named Tie Bomber pilot lets you increase or decrease the range on secondary weapons to a range of 1-3.

That means you can use him to fire a range 2-3 weapon at range 1, or a range 1 weapon at range 2.

Which doesn't mean we'll see that in Armada, just that there is precedence for it.

If I would know it, i wouldn't use phrases like 'i think' and 'it appears...'

Sources: Various pictures in the internet + my genius

Sorry if I came across as questioning your viability as a source; I misunderstood the tone of your post. The first two sentences just sounded definite to me, like you knew something for sure. I just got really excited because I thought maybe you had some inside information.

Dang the internet and its lack of facial expression and vocal inflection... :D

but is there precedent for this?

Sure, Major Rhymer a named Tie Bomber pilot lets you increase or decrease the range on secondary weapons to a range of 1-3.

That means you can use him to fire a range 2-3 weapon at range 1, or a range 1 weapon at range 2.

Which doesn't mean we'll see that in Armada, just that there is precedence for it.

You are definitely right that there is some precedent for range manipulation. Rhymer let's you extend the range by one range band in either direction (to a minimum of 1 and a maximum of 3). Say he could extend the range band on a secondary weapon by one range band without a maximum limit. That would still put him at Range 4, which is only 33% beyond the maximum firing range of X-Wing miniatures starfighters. Four thirds maximum range is still pretty far from double maximum range. I think that would be the type of precedent needed. A starfighter than can attack from twice as far away as an X-Wing/TIE Fighter.

Dang the internet and its lack of facial expression and vocal inflection... :D

I used to think emoticons were silly, but after enough texting/forum posting, I have come to embrace them as a wonderful tool :)

@Jake:

In the computer games you could conduct torpedo attacks from out of the range of the target ships AA weaponry.

In Armada this would be range 3.

On the other hand fighters and AA lasers could target torpedos and intercept them.

I think that would be the type of precedent needed. A starfighter than can attack from twice as far away as an X-Wing/TIE Fighter.

I see what you mean. But there's a very practical reason why such a thing doesn't exist... The ruler only goes to range 3, how do you give something the ability to shoot from range 4 if there's no range 4 on the ruler?

In theory you could do that now with the epic ruler, but FFG wouldn't put an upgrade into the game that requires you buy another set to use. So such an upgrade would have to come with a Epic ships. But with Armada, there is a practical way of giving fighters that ability since there is a range 2 already.

That said, there is ST-321 title that lets you TL on any ship on the table, regardless of range.

@Jake:

In the computer games you could conduct torpedo attacks from out of the range of the target ships AA weaponry.

In Armada this would be range 3.

On the other hand fighters and AA lasers could target torpedos and intercept them.

Ah, okay, that is pretty extreme then.

Since each ship range band is 5/3 of a squadron range band, outside of a ships AA range (which I take you mean to be anti-air - here is anti-squadron, at ship range 2), that would mean, the torpedoes come from beyond squadron range 10/3 (or squadron range 3.33). That is pretty impressive. I could definitely see that happening as a torpedo upgrade now.

Maybe the torpedo is fired by squadrons at ships only at squadron range band 3 or 4 (compared to the usual limit of squadron range band 1) but the ship may use it's Anti-Squadron value to try to negate the card?

Edited by Atomic Boxer

I think that would be the type of precedent needed. A starfighter than can attack from twice as far away as an X-Wing/TIE Fighter.

I see what you mean. But there's a very practical reason why such a thing doesn't exist... The ruler only goes to range 3, how do you give something the ability to shoot from range 4 if there's no range 4 on the ruler?

In theory you could do that now with the epic ruler, but FFG wouldn't put an upgrade into the game that requires you buy another set to use. So such an upgrade would have to come with a Epic ships. But with Armada, there is a practical way of giving fighters that ability since there is a range 2 already.

That said, there is ST-321 title that lets you TL on any ship on the table, regardless of range.

Regarding the practicality of extension beyond range 3 in X-Wing, that is a good point. I guess my brain is still a bit stuck in X-Wing mode.

Also, good point about ST-321. Thanks to you and TheRealStarkiller, I have now taken the red pill. I see how squadrons might be able to attack outside of their squadron range 1 band.

Yes ... AA ... i thought this is the common english/american term for all anti-fighter weaponry.

Is FLAK more precise for you? ;)

I see how squadrons might be able to attack outside of their squadron range 1 band.

Which of course isn't the same thing as saying they can :) That seems like a fairly powerful ability... Because as you point out, you've doubled the range of that squadron.

It also brings up a question... Will there be squadron upgrades, or will upgrades be limited to Ships only.

I want to see 'named wingmen' for named squad leaders, giving some sort of a minor bonus - but a whole lot of fluff.

Abilities like range extending is going to be saved for named characters, I'd think. While X-wing let you attack from beyond a capital ship's range, that was mostly done for game balance. Just as fighters can only attack from range 1 for those same balance reasons here.

Abilities like range extending is going to be saved for named characters, I'd think. While X-wing let you attack from beyond a capital ship's range, that was mostly done for game balance. Just as fighters can only attack from range 1 for those same balance reasons here.

... and because of the limited range of the small laser cannons - hence the movies.

But this must not be true for torpedos ......

... in X-Wing on the other hand even torpedos have only 'laser range' ... so ... maybe we shouldn't expect anything else in Armada

I talked to James during one of the Armada demos and he noted that face up damage cards are much more nasty in Armada than in X-Wing, so general Dodonna could be quite good. I for one would be happy to see Marek's ability redeemed.

Also with the ability to redirect attacks/regen shields those crits could stick around a bit longer than most of the time in X-wing which usually only get one crit and then die

I talked to James during one of the Armada demos and he noted that face up damage cards are much more nasty in Armada than in X-Wing, so general Dodonna could be quite good. I for one would be happy to see Marek's ability redeemed.

Now Maareks ability is useful at last - and its on the wrong side...

New Demo .

New things, The yellow icon is for LOS. You can target any facing you can draw LOS to as long as it does not overlap a facing line.

Ramming: The ship that moves stops 1 move range short of actually touching the ship both ships receive a face down damage card.

Oh and I doubt anyone actually thought it would be different but Crits are resolved after hits.

Correction: I misheard this. The side panel on the board says "Deal 1 damage if both the attacker and the defender are ships. Deal the first damage card faceup".

Edited by Snowshadow

Did they mention what engineering is used for or how much you repair?

Did they mention what engineering is used for or how much you repair?

No specifics. All we know is that it is used in repairs and that the repair action has 4 uses <maybe options would be a better word for it>.

I can explain how crits work. They went over them in my demo.

When a crit is rolled, no matter how many, the first damage card applied to a ship is dealt face up, then all other cards are face down. It doesn't matter if the ship started with shields or not. If the very first attack on a ship gets through the shields and at least one crit was rolled, the first damage card will be dealt face up.

Critical Hits: If at least one critical hit is rolled, the first damage card dealt to that ship from that attack is dealt face up, regardless of any other factors. Any other damage cards are dealt face down.

New Demo .

New things, The yellow icon is for LOS. You can target any facing you can draw LOS to as long as it does not overlap a facing line.

Ramming: The ship that moves stops 1 move range short of actually touching the ship both ships receive a face down damage card.

Oh and I doubt anyone actually thought it would be different but Crits are resolved after hits.

Correction: I misheard this. The side panel on the board says "Deal 1 damage if both the attacker and the defender are ships. Deal the first damage card faceup".

In this demo, at 15:04 they zoom in on the red dice. We can clearly see:

Double, Crit, Crit, Accuracy

Double, Accuracy, Hit, Hit

Crit, Blank, Hit, Accuracy

Using deduction and trying to think in 3D, we know that red dice have 2 crits, 1 double, 1 accuracy, 1 blank, 2 hits, and then an undeterminable side from this close up.

Later in the video, we can see at 21:11 that there are two distinct blank sides on the red dice. So we have:

2 critical hits

2 hits

2 blanks

1 double hit

1 accuracy

Very nice to see the new demo. I keep hoping that a few more videos of this type will be posted so that I can glean new information from each. They are actually very smart to control information the way they do. They are very successful (in my opinion) at building hype for a game by the careful husbanding and gradual release of information.

That said...

ARGHH! FFG, post a spoiler or something. Tell me ALL! :angry: