Hey guys, Admiral Fickle here
So after combing over the previews and trying to keep all the information in my head, it stood out to me that this game is far more difficult to grasp at first glance than X-wing. There are a lot of stats and a lot of unfamiliar mechanics that will make it difficult for new players (i.e, all of us
) to judge ships and their strengths at first glance.
I thought I'd take a stab at compiling a basic summary of how the stats on the ship cards reflex their capabilities in game, because there is a lot more to take in than just red, green, hull, and shield ![]()
Note: If I leave something out or get something wrong (very possible, since I'm still trying to grasp the rules myself) please feel free to inform me.
So anyway, let's get started ![]()
Capital Ship Stat Summary
[--Simple--]
Hull: Works exactly the same as X-wing. You get a card for each damage dealt to you, and once you get X amount cards you're dead.
Shields: Similar to X-wing, you have to eat through shields before you can start striking the hull.
The huge difference is that each of a ship's four arcs, named Hull Zones, has a shield value, and only attacks that land on shield-less arc make it to the hull (not counting upgrades and abilities)
Attack Dice: Like shields, each arc (Hull Zone) has its own attack value marked. The number of symbols indicate the number of dice rolled and their color indicates the color of dice used.
"If you choose, however, to have your ship perform an attack against one or more squadrons, it uses a different pool of attack dice. Each ship has an anti-squadron armament that is indicated to the right of its hull value on the ship card, and it uses this pool of dice against squadrons, regardless of the hull zone from which it fires."
Each color of dice has a different arrangement of symbols on each face and may be used during attacks made against ships at certain ranges (marked on the range ruler for convenience)
The range ruler is split into fifths. Attacks against ships within the first 2/5 are close range (use all marked dice), the middle 1/5 are medium range (use marked blue and red dice), and the second 2/5 are long range (use marked red dice only). Black dice can only be used during attacks at close range.
"After you reveal your ship’s command dial, your ship can perform up to two attacks, though each must originate from a different hull zone. Each attack can target a single hull zone on an enemy ship or one or more enemy squadrons. "
Finally, the number of nice rolled can be increased by the Concentrate Fire command. When you reveal the command, you can add one die to your roll. The color of the die must match the color of dice you would normally roll (so you cannot add a black die when you would only roll red, such as during an attack made at long range).
The Concentrate Fire Token lets you re-roll any one attack die when spent.
Visit http://www.fantasyflightgames.com/edge_news.asp?eidn=5116 for further details on combat
[--Defense Tokens--]
Instead of rolling green dice, ships get defense tokens marked on their card. When attacked, they may use as many (if any) of the marked tokens on their card.
"Once you use one of these tokens, it is exhausted and turned facedown, displaying its red side. Exhausted tokens aren’t refreshed until the end of the round, so if your ship is exposed to multiple attacks, you need to think carefully about when you want to use one of your defense tokens.
It is possible to use an exhausted defense token, but doing so removes it from your ship entirely. You no longer have that defensive option available to you each round."
Redirect: When you redirect an attack, you choose one of your hull zones adjacent to the defending hull zone, and you can redirect any amount of the damage dealt to your ship from the defending hull zone to the redirect zone’s remaining shields.
Evade: A ship with an evade token can spend it to cancel one attack die at long range, or to force an opponent to reroll one attack die at medium range. Against attacks made at close range and distance “1,” the evade token has no effect.
Halve Damage: A ship with the halve damage token can spend it to halve the damage from a single attack, rounded up.
lifted from http://www.fantasyflightgames.com/edge_news.asp?eidn=5116
[--Complex--]
Command (1-4): Arguably the 2nd most important stat in the game. The number next to this stat determines how many commands must be in your command stack before any ship activates.
The higher the Command value, the more rounds you have to queue your commands in advance.
Ships with a Command value of 1 can essentially select the command they want to use at the start of their activation.
When a player reveals a command, they may chose to spend it to gain the relevant token instead of the resolving the command. You can store up to your Command value in tokens (so the Corvette stores 1, the Victory a maximum of 3), but you cannot store more than one of each type.
These tokens remain on the ship and can "you can spend a command token at any time you could resolve the [same type of] command from your dial" to gain a lesser version of the command (Navigation changes speed but not maneuverability, Squadron only activates a single Squadron regardless of your stats etc.)
"...you can spend a command token for its benefits at the same time that you resolve the same type of command from your dial. For example, you could reveal the concentrate fire command to enhance your attack, adding an extra attack die to your attack pool. You could then also spend a concentrate fire command token to reroll a blank die during the same attack."
There is no limit to the number of command tokens you can spend per round (just be remember you only get one token per round and forfeit the full benefit of that round's command)
So while a high command can be a liability, it can also turn the ship into a bristling porcupine of rationed mini-commands just waiting for the right turn to burst.
Squadron: Used for the Squadron command, which activates friendly Squadrons (within a certain range of your ship) before their phase and allows them to both move and attack (which they cannot do normally).
The activation of these squadrons occurs immediately, so your ship's activation becomes 1.) Reveal Command 2.) Activate squadrons 3.) Squadrons Move 4.) Squadrons attack, if able 5.) Ship attacks 6.) ship moves.
The number of this stat determines the maximum number of squadrons you can activate when you reveal the command. The higher the value, the crazier things get ![]()
The Squadron token only activates a single squad (regardless of stat)
Engineering: Used for the repair action. When the command is revealed you get X engineering tokens. You can spend these tokens to:
Move one shield from one arc to another (costs 1 token)
Recover one shield in one arc (costs 2 tokens)
Discard any damage card on your ship (costs 3 tokens)
The Repair token only grants half your Engineering stat in tokens (rounded up)
"...you can’t save any unspent engineering points after resolving a repair command."
Speed Chart:
(for more detail, visit http://www.fantasyflightgames.com/edge_news.asp?eidn=4979)
The most important and easily the most complicated "stat" on the card, the speed chart is actually a graph and acts Armada's analog to the X-wing dial.
Because Armada is going to focus heavily on ship arcs for the purposes of damage and firepower (especially the Victory), knowing how to change the facing of these ships is going to be integral.
The maneuver tool has to be completely straight every time you set it and can be rotated a maximum of two clicks (which, when eyeballed, seems to be a 45 degree turn at that section)
2 clicks on one section = 45 degrees turn (Corvette pulls this off naturally)
2 clicks on two sections = 90 degree turn (Victory can't do this even when navigating)
2 clicks on three sections = 135 degree turn
2 clicks on all four sections = 180 degree U-turn (not even the corvette can pull this off)
The Navigate command or token is the only way (apart from upgrades) to change your ship's speed by 1.
The Navigate command itself allows you to rotate the maneuver tool one additional time at one joint (so a rotation of - become I, I to II, and II to II because it's the maximum)
Putting it All Together
Each of Armada's 6 rounds proceed as follows:
1.) The Command Phase
Each player sets the command stack for every one of their capital ships in secret (like setting dials)
The player can stack any of the four command types in any order they want. The player can stack multiples of the same type of command.
Before this phase can end, every command stack of every ship must always have X commands stacked, where X is the ship's Command stat. (special abilities/upgrades/damage might override this)
2.) The Ship Phase
Players take turns activating one ship at a time, starting with the player who has initiative.
a. When a ship is activated, the first thing it does is reveal the highest command on the command stack. The player may choose to resolve the command and gain its full benefit, or to "store" it as a command token with reduced benefit for later use.
According to the wording on the Squadron command ("you can immediately activate a number of squadrons equal to your ships' Squadron value"), you would activate your selected squadrons at this point before proceeding with the capital ship's attacks and movement.
b.The second thing a ship does is make attacks.
The activated ship can make two attacks from two different Hull Zones ("arcs"), but you apparently can target the same ship/squadron if you have it in both your arcs.
How these attacks are resolved are very concisely explained here: http://www.fantasyflightgames.com/ffg_content/star-wars-armada/support/SWM01_diagram_attackexample.pdf
c. Lastly, the ship preforms a maneuver.
Normally, the ship is locked at a certain speed (marked on a dial on the ship's base) and you must move to that value on the navigation tool.
The player controlling the activated ship sets down navigation tool straight, and can then make adjustments to how the ship moves (if any). The ship's Speed Chart illustrates how each ship can adjust its maneuver.
The boxes in the columns show the number of steps ("clicks") you can adjust the movement tool at each marked speed value on the tool, starting from speed 1 at the bottom and going up to speed 4. The number of adjustments you can make goes from a minimum of none ( - ), to one ( I ), to a maximum of two ( II ), or 0 to 45 degrees). If an adjustment is possible at a speed value, it can be made in either direction at the player's discretion.
(yes, you can apparently zig-zag your ship if you wish)
Ships also turn differently at different speeds, so refer to the bottom row of numbers (1 through 4) to determine which column you can use to affect your movement.
Normally, the only way to change your speed is through the Navigation command or token. Both allow you to adjust your speed by 1. The Navigation command also allows you to adjust the navigation tool 1 additional time at a section of your choice, turning one ( - ) into ( I ), or ( I ) into ( II ), or ( II ) into ( II ).
Fairly positive the sections of the navigation tools weren't built to bend past ( II ), so please don't try doing ( III ) because it'll probably break ![]()
3.) The Squadron Phase
We'll get to this soon, I promise!
4.) The Status Phase
"In the Status Phase, players ready their exhausted defense cards and flip the initiative token.
Then the player with initiative increases the round count, or if you’ve just completed the sixth round, the game ends.
Victory is awarded to the player who has scored more total points, counting both those awarded for eliminating enemy ships and squadrons as well as those awarded for completing objectives worth victory points." http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=270&esem=1
Edited by ficklegreendice