Help with how the command/token system works

By player829067, in Star Wars: Armada

Sop after re-reading how the command/token system works I got this crazy idea in my head but I am not sure if it would work or not.

So what I wanted to know is legal or not is if I can use the Navagate Token to move 1 forward then attack then use the dial navagate to try and move away.

Kinda like hit and run tatics ;)

Edited by Brigoon

Well, you have "forward momentum" in the game... Also, a unit does all its shooting, and then all it's movement.

On a subsequent turn, sure :)

What could be fun is using a concentrate fire command to add a die, and then use the concentrate fire token to reroll a die in the same round, if you really need to get damage through.

What could be fun is using a concentrate fire command to add a die, and then use the concentrate fire token to reroll a die in the same round, if you really need to get damage through.

Yeah, the ability to "bank" unused Command dials as Tokens is very interesting.

Sop after re-reading how the command/token system works I got this crazy idea in my head but I am not sure if it would work or not.

So what I wanted to know is legal or not is if I can use the Navagate Token to move 1 forward then attack then use the dial navagate to try and move away.

Kinda like hit and run tatics ;)

Brigoon: I thought about your original question some more. Best I can come up with:

Turn 1: Navigate dial revealed, fire resolved from ship, ship moved without using dial, and token banked

Turn 2: Navigate dial revealed, fire resolved from ship, dial and token spent Speed increased or decreased by 2, option of an increase of 1 click at any joint on the move template.

That might not seem like much, but it will allow a Victory to go from flank speed to full stop -- or vice versa.

Or allow one of those pesky, Rebel scum corvettes to suddenly double (or halve) its speed -- to line up an attack for next turn on a down shield or dodge out of arc of just Imperial retribution...

Since one ship shoots, then moves, and then play passes to the opponent, the Rebs are almost always going to want to move against Imps that have already maneuvered in this round.

From watching the Youtube vids of the GenCon demos, the Corvettes are very agile. I think you will like how well they can dance around.

Edited by Commander Kahlain

What could be fun is using a concentrate fire command to add a die, and then use the concentrate fire token to reroll a die in the same round, if you really need to get damage through.

Yeah, the ability to "bank" unused Command dials as Tokens is very interesting.

Sop after re-reading how the command/token system works I got this crazy idea in my head but I am not sure if it would work or not.

So what I wanted to know is legal or not is if I can use the Navagate Token to move 1 forward then attack then use the dial navagate to try and move away.

Kinda like hit and run tatics ;)

Brigoon: I thought about your original question some more. Best I can come up with:

Turn 1: Navigate dial revealed, fire resolved from ship, ship moved without using dial, and token banked

Turn 2: Navigate dial revealed, fire resolved from ship, dial and token spent Speed increased or decreased by 2, option of an increase of 1 click at any joint on the move template.

That might not seem like much, but it will allow a Victory to go from flank speed to full stop -- or vice versa.

Or allow one of those pesky, Rebel scum corvettes to suddenly double (or halve) its speed -- to line up an attack for next turn on a down shield or dodge out of arc of just Imperial retribution...

Since one ship shoots, then moves, and then play passes to the opponent, the Rebs are almost always going to want to move against Imps that have already maneuvered in this round.

From watching the Youtube vids of the GenCon demos, the Corvettes are very agile. I think you will like how well they can dance around.

Humm well I can work with that. I'm hoping we can do things like the Ackbar Slash. All thought I suspect with how slippery your making the rebels sound it would work better for them then the Imperials

I see the Ackbar slash being a necessary survival tactic for the Rebels. The Imperials want you on the line dividing their nose and one side. If Rebel ships can get onto their flank, they will live a lot longer. Which leads me to see Star Destroyers avoiding advancing in Line-Abreast...

How does V or "Arrow" formation sound? How advantageous will larger Imp fleets find a bit of "thatch-weave" dancing?

Once the Rebels are forced into close range, are Imps going to have enough fighters to keep Rebel Corvettes off their backs?

Yeah, I think the Rebels will really want to stay at long range at all costs--notbody wants a point-blank beating from a Victory.

As far as specific ships. I think you would trade broadsides at long range with the Assault Frigate in particular considering its strength in the side arc. Get alongside (but as far away as possible) and pour in fire from there. After that, I would Imagine the frigate would try to tuck in behind the imps to pound them from there, or continue circling while dishing out more broadsides if Imperial maneuvers allow it.

Corvettes are so much faster and more maneuverable than Victories that I think they will try to get in the rear arc every time if possible while trying to maintain a healthy range on the way in.

The Nebulon-B is just such a weird ship in terms of arcs and shield values, so I'm not really sure how to use that one other than to move in really slowly while flanking with the other ships. The Nebulon definitely wants to stay at long range, though!

I see the Ackbar slash being a necessary survival tactic for the Rebels. The Imperials want you on the line dividing their nose and one side. If Rebel ships can get onto their flank, they will live a lot longer. Which leads me to see Star Destroyers avoiding advancing in Line-Abreast...

How does V or "Arrow" formation sound? How advantageous will larger Imp fleets find a bit of "thatch-weave" dancing?

Once the Rebels are forced into close range, are Imps going to have enough fighters to keep Rebel Corvettes off their backs?

See I was thinking depending on who I was fighting Putting the Victory up front while the Gladiators stay behind it forming a V like you say but have them far enough back they can swing left or right depending on how the Rebels move. With Corvettes being so slippery might need a rear guard like couple Tie Bomber sqdrns with escorts or a Gladiator to watch the Victories six. I hope they come out with smaller Imperial ships in the next couple waves to help deal with slippery rebels otherwise the game is gonna turn into David vs Goliath real fast.

Fleets are for sure gonna need a mix of ships reguardless witch side your one to deal with the various threats each fleet can produce. I like it a lot I do :)

Yeah, I think the Rebels will really want to stay at long range at all costs--notbody wants a point-blank beating from a Victory.

As far as specific ships. I think you would trade broadsides at long range with the Assault Frigate in particular considering its strength in the side arc. Get alongside (but as far away as possible) and pour in fire from there. After that, I would Imagine the frigate would try to tuck in behind the imps to pound them from there, or continue circling while dishing out more broadsides if Imperial maneuvers allow it.

Corvettes are so much faster and more maneuverable than Victories that I think they will try to get in the rear arc every time if possible while trying to maintain a healthy range on the way in.

The Nebulon-B is just such a weird ship in terms of arcs and shield values, so I'm not really sure how to use that one other than to move in really slowly while flanking with the other ships. The Nebulon definitely wants to stay at long range, though!

I havent see what the side arch on a Victory is but I think the Neb is gonna be the Rebels long range Artillery unit. On it's own it's not gonna make a impact. But use it to cover your Corvettes as they speed in for a slash attack or to help cover your Assault Frigate as it moves in to open up a broadside . Also they could be used to help break up Imperial smaller ship attacks and help deal with fighter squadrons.

The Nebulon-B is just such a weird ship in terms of arcs and shield values, so I'm not really sure how to use that one other than to move in really slowly while flanking with the other ships. The Nebulon definitely wants to stay at long range, though!

Sounds like you are right on the money, Jedhead. And your thoughts encouraged me to take a deeper look at the Nebulon preview info.

The Neb strikes me as a stand off, long range bombardment vehicle. And a bit of a glass cannon.

In terms of long range (range 3) damage output, it is a match for the Victory with 3 red dice. The glass shields on the sides -- max 1 -- make it unlikely to last long if and when it gets flanked. Under any kind of sustained bombardment, I suspect it will burn through its 1 dodge and 2 halves quickly.

So I will want to keep my Nebulons well back, and well screened by Corvettes and possibly an Assault Frigate. Since the Imps will likely find it a tempting target to smash as quickly as possible.

The Nebulon-B is just such a weird ship in terms of arcs and shield values, so I'm not really sure how to use that one other than to move in really slowly while flanking with the other ships. The Nebulon definitely wants to stay at long range, though!

Sounds like you are right on the money, Jedhead. And your thoughts encouraged me to take a deeper look at the Nebulon preview info.

The Neb strikes me as a stand off, long range bombardment vehicle. And a bit of a glass cannon.

In terms of long range (range 3) damage output, it is a match for the Victory with 3 red dice. The glass shields on the sides -- max 1 -- make it unlikely to last long if and when it gets flanked. Under any kind of sustained bombardment, I suspect it will burn through its 1 dodge and 2 halves quickly.

So I will want to keep my Nebulons well back, and well screened by Corvettes and possibly an Assault Frigate. Since the Imps will likely find it a tempting target to smash as quickly as possible.

Sounds like perfect bait for a Bomber squadron or 2.

The Nebulon-B is just such a weird ship in terms of arcs and shield values, so I'm not really sure how to use that one other than to move in really slowly while flanking with the other ships. The Nebulon definitely wants to stay at long range, though!

Sounds like you are right on the money, Jedhead. And your thoughts encouraged me to take a deeper look at the Nebulon preview info.

The Neb strikes me as a stand off, long range bombardment vehicle. And a bit of a glass cannon....

Wait a minute, Brigoon already covered this :D

Anyway, I will be joining Brigoon in keeping my Nebulons well back, and well screened by Corvettes and possibly an Assault Frigate. Since the Imps will likely find it a tempting target to smash as quickly as possible.

I also very much like that idea of an aggressive, Vic forward -- with rearguard elements. I was thinking of a V with Vic I's forward at the points, and a Vic II to the rear. But Brigoon is making me think I may need to reverse that into a Speartip formation... <_<

Must... play... this... game...

Edited by Commander Kahlain

The Nebulon-B is just such a weird ship in terms of arcs and shield values, so I'm not really sure how to use that one other than to move in really slowly while flanking with the other ships. The Nebulon definitely wants to stay at long range, though!

Sounds like you are right on the money, Jedhead. And your thoughts encouraged me to take a deeper look at the Nebulon preview info.

The Neb strikes me as a stand off, long range bombardment vehicle. And a bit of a glass cannon....

Wait a minute, Brigoon already covered this :D

Anyway, I will be joining Brigoon in keeping my Nebulons well back, and well screened by Corvettes and possibly an Assault Frigate. Since the Imps will likely find it a tempting target to smash as quickly as possible.

I also very much like that idea of an aggressive, Vic forward -- with rearguard elements. I was thinking of a V with Vic I's forward at the points, and a Vic II to the rear. But Brigoon is making me think I may need to reverse that into a Speartip formation... <_<

Must... play... this... game...

I like the Spearhead idea too I agree thought that FFG needs to hurry up and get this game into our hands. All i can think of late is the old Sail & cannon naval tatics and wondering how I can use them in the game. lol

May I present the Rebel Battle Line it's down almost at the bottom of the page.

http://starwars.wikia.com/wiki/Line_of_battle

I think it has potional to make things intresting. I know once I get enough ships I am gonna try somthing like it oviously I'm not gonna have a ton of ships at 300 points. But the basic structure I think is a good starting point. Gotta love Admiral Ackbar he's not in the game yet but his ideas are already coming up.

Edited by Brigoon

Yeah, I think the Rebels will really want to stay at long range at all costs--notbody wants a point-blank beating from a Victory.

As far as specific ships. I think you would trade broadsides at long range with the Assault Frigate in particular considering its strength in the side arc. Get alongside (but as far away as possible) and pour in fire from there. After that, I would Imagine the frigate would try to tuck in behind the imps to pound them from there, or continue circling while dishing out more broadsides if Imperial maneuvers allow it.

Corvettes are so much faster and more maneuverable than Victories that I think they will try to get in the rear arc every time if possible while trying to maintain a healthy range on the way in.

The Nebulon-B is just such a weird ship in terms of arcs and shield values, so I'm not really sure how to use that one other than to move in really slowly while flanking with the other ships. The Nebulon definitely wants to stay at long range, though!

Also worth noting is that the Vic class has a relatively low squadron value, not much firepower when it comes to attacking squadrons, so they may close in quickly while the Rebs stay at range, which shouldn't be too hard given their agility in comparison. It seems Vic's will require good screening

What is this "Ackbar slash" people are referring to?