Consolidated rules and ship stats

By Indomitable, in Star Wars: Armada

Another question about fighters if someone can answer, if they are activated via squadron command... Can they activate in the regular squadron phase as well?

I cannot point to a source but I don't think they do both. After they move and shoot you would slide the tab over which would prevent them from activating further.

Hmm, with blue dice having no misses, I might have underestimated their value.

That is interesting. When I first saw that the only difference between the VSD I and VSD II was that the VSD II got blue dice in place of black dice, I wasn't sure if that was worth paying 10 more points. It seemed that it would mostly be a question of playstyle, and that if you specifically wanted to get up close into range 1, the VSD I would be better, since I thought black dice were just all around better (but had a more restrictive range). With the 2 misses on the black dice, though, I think the blue dice are actually better, even though the black ones have the higher upside with the extra hit on the crit sides.

It is a trade off between raw damage or reliability/range.

VSD I <front arc> has a max damage of 12 and more crits.

VSD II <front arc> has a max damage of 9 with more possibly accuracy results and better range.

Edited by Snowshadow

Thankx to Atomic Boxer:

"General Dodonna 25 points, Rebel

When a friendly ship is attacking, before the defender is dealt a face up damage card, look at the top 3 cards of the damage deck, place 1 on top of the deck, and discard the others."

Thankx to Atomic Boxer:

"General Dodonna 25 points, Rebel

When a friendly ship is attacking, before the defender is dealt a face up damage card, look at the top 3 cards of the damage deck, place 1 on top of the deck, and discard the others."

They forced us to play with maarek stele eh?

So basically Dodonna learned from being shot at in a transport enough times by Marek Steele...

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.

Another question about fighters if someone can answer, if they are activated via squadron command... Can they activate in the regular squadron phase as well?

I cannot point to a source but I don't think they do both. After they move and shoot you would slide the tab over which would prevent them from activating further.

That is correct. A squadron will only activate once per turn, either from a ship using the command ability (attack AND shoot) or during the squadron phase (attack OR shoot).

Has anyone had the chance to see a crit card from doing the demo?

Does anyone know how missles and torpedos are going to work? Are they simply represented by the black dice?

The Nebulon B Escort is 2 Squadron, not 1 as posted.

The Nebulon B Escort is 2 Squadron, not 1 as posted.

The Support Frigate which is the one we saw a card of in the demo videos is 1, the Escort Frigate which you can see on the description page has 2. The Escort Frigate also has 1 more anti-fighter die then the Support one.

Parsing over the Team Covenant video, specifically checking out the Nebulon B's, it looks like their stats are:

Nebulon B Escort Frigate
58 points
Hull: 5
Anti-Squadron: blue, blue, blue
Defense tokens: evade, half
Command: 2
Squadron: 2
Engineering: 3

Movement:
1: 1
2: 1-1
3: 0-1-2

Forward: 3 shield, red, red, red
Side: 1 shield, red
Rear: 2 shield, red, red


Nebulon B Support Refit
52 points
Hull: 5
Anti-Squadron: blue, blue
Defense tokens: evade, half
Command: 2
Squadron: 1
Engineering: 3

Movement:
1: 1
2: 1-1
3: 0-1-2

Forward: 3 shields, red, red, black (last die is red or black)
Side: 1 shield, black (die is red or black)
Rear: 2 shields, red, red

Edited by Atomic Boxer

Does the support refit give anything interesting over the escort?

I guess maybe we will have to wait and see what kind of upgrades it can take in comparison to its other and seems like better version.

Yeah, the Support Refit is a definitive downgrade from the Escort Frigate. One less Anti-Squadron die, one less Squadron stat, and seemingly some black dice in place of red dice in its front and side arcs (which drastically shortens its range). But it's only 6 points less (58 to 52), so you have a good idea that it might have some good upgrade slots to compensate. Can't wait to see!

Black dice may only operate at shorter range, but they do hit harder overall.

The inclusion of a single black dice in a roll also means you have the ability add another black dice with the Concentrated Firepower actions. If you only have red, you can only add red.

True but with its shield stats I get the distinct feeling that it won't survive very long at short range especially under concentrated fire from a destroyer and its fighters.

Black dice may only operate at shorter range, but they do hit harder overall.

The inclusion of a single black dice in a roll also means you have the ability add another black dice with the Concentrated Firepower actions. If you only have red, you can only add red.

Indeed true:

Red die

5/8 expected hits

1/8 expected crits

1/8 expected target/accuracy

Range 1-3

Black die

6/8 expected hits

2/8 expected crits

0/8 expected target/accuracy

Range 1

Once shields are down, black dice are far more brutal, but also suceptible to defense tokens if all you are throwing is black, which is interesting. I guess if you throw black, you also want some blue in there (there's a pun around here somewhere...) to make sure the black can be used to full effect.

Indeed true:

Not questioning you. But did you see the dice? If so do you know the sides on the blue one? Knowing the sides can help a lot with getting a better understanding how they all work.

Missed that the squadrons were included on the first page, so this post is unnecessary.

Edited by Atomic Boxer

Indeed true:

Not questioning you. But did you see the dice? If so do you know the sides on the blue one? Knowing the sides can help a lot with getting a better understanding how they all work.

The consolidation on the first page includes the dice and their sides:

ATTACK DICE:

RED: May attack at Ranges 1-3, apparent dice values: 1 Double Hit, 3 Hits, 1 Crit, 1 Target, 2 Misses

BLUE: May attack at Ranges 1-2, apparent dice values: 4 hits, 2 Crits, 2 Targets (did not see any misses, HOWEVER crits are treated as misses when rolled against squadrons)

BLACK: May only attack at Range 1, apparent dice values: 2 Crit + Hits, 4 Hits, 2 Misses

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.

True but with its shield stats I get the distinct feeling that it won't survive very long at short range especially under concentrated fire from a destroyer and its fighters.

It will last longer than it will against that Death Star!

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

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

As in all bombers ignore shields? That sounds... strange. Why give one of the most well-known characters in star wars an ability shared by grunts?

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.

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

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

As in all bombers ignore shields? That sounds... strange. Why give one of the most well-known characters in star wars an ability shared by grunts?

That is not true.

Normally, criticals are only counted when ships fire on ships (if squadrons are involved on the delivering or receiving end, criticals are ignored). Squadrons with the Bomber ability may treat criticals as hits (which would normally be misses for them, but still not as criticals).

Luke's X-Wing Squadron has the Bomber ability, AND the ability to bypass shields.

Note also that a normal X-Wing Squadron has a red die for attacking ships and Luke's X-Wing Squadron has a black die for attack ships.

EDIT: Used bold typesetting on the Bomber keyword.

Edited by Atomic Boxer

As in all bombers ignore shields?

No that sounds pretty far out there. Luke costs 20 points for that, I can't see anyone else getting that for less. I could see a named Tie Bomber pilot getting it...

The Bomber ability doesn't allow this though.