Learn to Play rulebook

By Mikael Hasselstein, in Star Wars: Armada

Yep, interesting the use of criticals, "rolled at least one" so draws the first card face up.

Sounds like critical hits are different to x-wing in that you can only get one per attack regardless of number of actual critical hit dice rolled. That ties in with the Star Destroyers preview which states "you can only resolve one critical effect per attack"

This would devalue Screed as your admiral slightly I would think.

And on another note, **** that was a lucky roll for the corvette!

This would devalue Screed as your admiral slightly I would think.

Not really I don't think, because Screed's ability is taken after the roll has been made, so where you roll a crit and two hits already, you just wouldn't use it, but if you rolled a crit, a blank and an accuracy, you could lose the blank to make the accuracy a second crit, which would just be resolved as a regular hit, so it still gives you an extra damage on target.

Yep, interesting the use of criticals, "rolled at least one" so draws the first card face up.

Sounds like critical hits are different to x-wing in that you can only get one per attack regardless of number of actual critical hit dice rolled. That ties in with the Star Destroyers preview which states "you can only resolve one critical effect per attack"

I hadn't picked up on that in my first reading.

Am I also understanding that a 'Brace' token lets you halve damage?

Yep, interesting the use of criticals, "rolled at least one" so draws the first card face up.

Sounds like critical hits are different to x-wing in that you can only get one per attack regardless of number of actual critical hit dice rolled. That ties in with the Star Destroyers preview which states "you can only resolve one critical effect per attack"

I hadn't picked up on that in my first reading.

Am I also understanding that a 'Brace' token lets you halve damage?

Yes, half damage rounded up

So if a player rolls two crits and a hit, that's 3 hits in total, halfed is 1.5, then rounded up to two. because there was at least one critical the first card of the two would be drawn face up.

Edited by MaverickNZ

This is interesting. The first hard example we have of gameplay, no?

This is reinforcing my original notion that concentrated fire is going to destroy ships quickly. There is substantially less luck here than there is in x-wing. People will probably be quite willing to destroy their exhausted defense tokens if it means surviving one more turn. Also nice to see that crit cards are going to seriously screw up a ship. That Victory is now only at Engineering one, and it's going to be almost impossible to fix the damage.

Also anyone notice that medium range is shorter than long or short range?

This is interesting. The first hard example we have of gameplay, no?

This is reinforcing my original notion that concentrated fire is going to destroy ships quickly. There is substantially less luck here than there is in x-wing. People will probably be quite willing to destroy their exhausted defense tokens if it means surviving one more turn. Also nice to see that crit cards are going to seriously screw up a ship. That Victory is now only at Engineering one, and it's going to be almost impossible to fix the damage.

Also anyone notice that medium range is shorter than long or short range?

For range:

Short is equal to Range 1 or 2

Medium is equal to Range 3

Long is equal to Range 4 or 5.

So medium is indeed much shorter than the other two range brackets.

For that matter, i thought my eyes were tricking me, but look at the fighter range ruler:

http://www.fantasyflightgames.com/edge_news.asp?eidn=5240

Does Range 2 look smaller to anyone else as well?

I've no doubt it's deliberate, and will factor into play a fair bit (especially on gun ranges).

Hmm, range 2 does indeed look a bit smaller.

This is interesting. The first hard example we have of gameplay, no?

This is reinforcing my original notion that concentrated fire is going to destroy ships quickly. There is substantially less luck here than there is in x-wing. People will probably be quite willing to destroy their exhausted defense tokens if it means surviving one more turn. Also nice to see that crit cards are going to seriously screw up a ship. That Victory is now only at Engineering one, and it's going to be almost impossible to fix the damage.

Also anyone notice that medium range is shorter than long or short range?

Victories are engineering 4, so it would now be 2. Unfortunately it takes 3 points to remove a damage card. Good news if you have an engineering token and the engineering command you could. Unfortunately you have to have planned 2-3 turns ago to have an engineering command come up and have an engineering token in the first place.

Also, shenanigans on that corvettes roll, possible but dang unlikely.

Do we know yet how easy it is to recover shields?

Another interesting point is how the face up damage card gets drawn and resolved first and only then is the regular damage drawn. I suspect we might see a nasty critical card like "critical failure: if you have any existing facedown damage cards, flip those cards face up too"

Edited by MaverickNZ

Do we know yet how easy it is to recover shields?

Dial: Gain a number of engineering points equal to your ship’s engineering value. You may then spend these points to repair your ship:

1 point – Move one shield from one of your ship’s hull zones to another hull zone.

2 points – Recover one shield in any one hull zone.

3 points – Discard any one damage card

Token: Gain a number of engineering points equal to half your ship’s engineering value, rounded up. These may be spent as above.

So only a Victory class with its engineering value of 4 could recover a shield off just a token

Edited by MaverickNZ

Do we know yet how easy it is to recover shields?

Requires and engineering command or token, depends on the engineering value of the ship as to how many points they get.

Dial: Gain a number of engineering points equal to your ship’s engineering value. You may then spend these points to repair your ship:

1 point – Move one shield from one of your ship’s hull zones to another hull zone.

2 points – Recover one shield in any one hull zone.

3 points – Discard any one damage card

Token: Gain a number of engineering points equal to half your ship’s engineering value, rounded up. These may be spent as above.

So only a Victory class with its engineering value of 4 could recover a shield off just a token

Nothing has an engineering value of three?

Still, moving shields from one zone to another should be a pretty effective way of reducing damage; I think ships will be pretty resilient, it'll take a lot of focus fire, the more squeezed into one round the better.

Do we know yet how easy it is to recover shields?

Requires and engineering command or token, depends on the engineering value of the ship as to how many points they get.

Dial: Gain a number of engineering points equal to your ship’s engineering value. You may then spend these points to repair your ship:

1 point – Move one shield from one of your ship’s hull zones to another hull zone.

2 points – Recover one shield in any one hull zone.

3 points – Discard any one damage card

Token: Gain a number of engineering points equal to half your ship’s engineering value, rounded up. These may be spent as above.

So only a Victory class with its engineering value of 4 could recover a shield off just a token

Nothing has an engineering value of three?

Still, moving shields from one zone to another should be a pretty effective way of reducing damage; I think ships will be pretty resilient, it'll take a lot of focus fire, the more squeezed into one round the better.

:)

Also the Assault Frigate is 4. The same as the Victory.

Edited by MaverickNZ

ISD will be a tanky ***** I reckon. Probably engineering 6. Load up your command stack with repair and your looking at 2 hull points back a turn, or 3 shield. Throw her down the throat of the rebel fleet and absorb whilst the rest of your fleet flanks

I didn't know this was available, so maybe you did not either:

Sample attack from the Learn to Play rulebook (.pdf) (h/t A Few Maneuvers )

Of course, the more investigative among you would have already gone to the ' Support ' page.

Heh. Yeah, saw that the other evening. Very surprised at the 'double-damage' faces on the die -didn't notice it on the Demo.

This is interesting. The first hard example we have of gameplay, no?

This is reinforcing my original notion that concentrated fire is going to destroy ships quickly. There is substantially less luck here than there is in x-wing. People will probably be quite willing to destroy their exhausted defense tokens if it means surviving one more turn. Also nice to see that crit cards are going to seriously screw up a ship. That Victory is now only at Engineering one, and it's going to be almost impossible to fix the damage.

Also anyone notice that medium range is shorter than long or short range?

Victories are engineering 4, so it would now be 2. Unfortunately it takes 3 points to remove a damage card. Good news if you have an engineering token and the engineering command you could. Unfortunately you have to have planned 2-3 turns ago to have an engineering command come up and have an engineering token in the first place.

Also, shenanigans on that corvettes roll, possible but dang unlikely.

Haha, same, shenanigans AND gremlins if the double-damage face is a misprint. And here I was...conjuring up images of a hapless CR90 bursting apart from a VSD's full salvo of double-damage inducing death!! > :) -no evil smiley, what's up with that?

ISD will be a tanky ***** I reckon. Probably engineering 6. Load up your command stack with repair and your looking at 2 hull points back a turn, or 3 shield. Throw her down the throat of the rebel fleet and absorb whilst the rest of your fleet flanks

Wait, you can 'recover' hull points? Repairable shields make sense.

Token: Magically replace hull sections at the end of your turn. :D

Don't hurt me, Funk Fu! Hehe.

It's the bodies of your crew being sucked into the hull breaches and getting stuck so they plug the holes :P

It's the bodies of your crew being sucked into the hull breaches and getting stuck so they plug the holes :P

Hey, this is the Galactic Empire not the Imperium of Man! Only the Imperium would fill the holes in ships with dead crew members. The Galactic Empire would fill them with innocent aliens instead :)

It's the bodies of your crew being sucked into the hull breaches and getting stuck so they plug the holes :P

Hey, this is the Galactic Empire not the Imperium of Man! Only the Imperium would fill the holes in ships with dead crew members. The Galactic Empire would fill them with innocent aliens instead :)

Innocent? I believe you mean seditious aliens intent on undermining the New Order.

The ISB will be wishing to speak to you shortly for your.....reeducation.

It's the bodies of your crew being sucked into the hull breaches and getting stuck so they plug the holes :P

Hey, this is the Galactic Empire not the Imperium of Man! Only the Imperium would fill the holes in ships with dead crew members. The Galactic Empire would fill them with innocent aliens instead :)

Noone said anything about them being dead.. yet.. It is all just part of their service to the Empire!