Armada at a Glance (a comprehensive? summary of ships)

By ficklegreendice, in Star Wars: Armada

Now, now boys. Haha.

Anyway, that's what I thought. And you can only save a single of each token.

Now, now boys. Haha.

Anyway, that's what I thought. And you can only save a single of each token.

You got it. You can store one of each token, and a maximum of X tokens where X is your Command value.

Not entirely sure what the token represents in terms of what's going on with the ship. Maybe it's just the captain just holding up his hand and going "Steady...wait for it...wait for it...", and the larger ships have several petty officers to delegate this task to.

Edited by ficklegreendice

Just for reference, I believe the half damage one is referred to as 'Brace'.

Also, there is a fourth defence token, so far only seen on a squadron, not a ship, which is 'Scatter' - see the Fighters preview.

green-defensetokenA.png

Howlrunner has one - you can spend it to completely ignore a single attack.

Just for reference, I believe the half damage one is referred to as 'Brace'.

Also, there is a fourth defence token, so far only seen on a squadron, not a ship, which is 'Scatter' - see the Fighters preview.

green-defensetokenA.png

Howlrunner has one - you can spend it to completely ignore a single attack.

This one seems very powerful, so will prob be quite rare (and maybe squadrons/named pilots only?)

Just for reference, I believe the half damage one is referred to as 'Brace'.

Also, there is a fourth defence token, so far only seen on a squadron, not a ship, which is 'Scatter' - see the Fighters preview.

green-defensetokenA.png

Howlrunner has one - you can spend it to completely ignore a single attack.

This one seems very powerful, so will prob be quite rare (and maybe squadrons/named pilots only?)

The generic squadrons don't seem to have any tokens

Howl and Luke have two, Half-Damage & Brace and Half-Damage X 2 respectively.

Given that Howl costs 2 tie squadrons and Luke almost half a corvette, I can see why they'd have tokens and I wouldn't be surprised to see more on other named squadrons

Edited by ficklegreendice

Just for reference, I believe the half damage one is referred to as 'Brace'.

Also, there is a fourth defence token, so far only seen on a squadron, not a ship, which is 'Scatter' - see the Fighters preview.

green-defensetokenA.png

Howlrunner has one - you can spend it to completely ignore a single attack.

This one seems very powerful, so will prob be quite rare (and maybe squadrons/named pilots only?)

Tokens on squadrons are for named pilots only.

Given that Howl costs 2 tie squadrons and Luke almost half a corvette, I can see why they'd have tokens and I wouldn't be surprised to see more on other named squadrons

Giving named squadrons defensive tokens seems like a very elegant way of maintaining their relative durability at higher point costs compared to just giving them more hp.

Double brace seems to be standard for all the named squadrons except for the most agile (and lowest hp), with ties, squints, and A's having one scatter and one brace.

Given that Howl costs 2 tie squadrons and Luke almost half a corvette, I can see why they'd have tokens and I wouldn't be surprised to see more on other named squadrons

Giving named squadrons defensive tokens seems like a very elegant way of maintaining their relative durability at higher point costs compared to just giving them more hp.

Double brace seems to be standard for all the named squadrons except for the most agile (and lowest hp), with ties, squints, and A's having one scatter and one brace.

I'd agree its very elegant, especially with the use of blue die to help balance the normal ships. (An xwing rolling 4 dice against howlrunner, rolls 2 accuracy and 2 hits, means that the tokens can still be denied. So most every squadron can at least have a chance of denying the scatter token and dealing damage)

I'd agree its very elegant, especially with the use of blue die to help balance the normal ships. (An xwing rolling 4 dice against howlrunner, rolls 2 accuracy and 2 hits, means that the tokens can still be denied. So most every squadron can at least have a chance of denying the scatter token and dealing damage)

Do multiple accuracy results cancel out multiple defenses, or can you only cancel out one defense per attack?

I'd agree its very elegant, especially with the use of blue die to help balance the normal ships. (An xwing rolling 4 dice against howlrunner, rolls 2 accuracy and 2 hits, means that the tokens can still be denied. So most every squadron can at least have a chance of denying the scatter token and dealing damage)

Do multiple accuracy results cancel out multiple defenses, or can you only cancel out one defense per attack?

Judging from the article you can block multiple tokens (potentially even all of them). That is the primary benefit of Blue Dice, the 25% chance of cancelling one (or more) token.

OK so defense tokens are potentially great but you can never rely on them 100%. I like that this is one more thing to set the damage dice apart too, esp for the blue ones as they have a smaller range increment compared to black and red.

OK so defense tokens are potentially great but you can never rely on them 100%. I like that this is one more thing to set the damage dice apart too, esp for the blue ones as they have a smaller range increment compared to black and red.

You can certainly rely on them a lot more, relative to green dice :P

OK so defense tokens are potentially great but you can never rely on them 100%. I like that this is one more thing to set the damage dice apart too, esp for the blue ones as they have a smaller range increment compared to black and red.

I was under the impression that the range bands are the same length for capital ships. The asymetrical range band was the flip side for squadrons, does anyone have a picture of the range ruler?

Yeah, I'm 99% sure that's for the squadrons not the caps shooting. Could be wrong but I thought in the demo videos they were using the whole ruler for capitol ship shooting.

The ruler that we will be using has 2 sides. One if for capital ship shooting ranges (the 3 segment one) and on the flip side is the fighter movement and shooting ranges (5 segment one). Fighters can only fire on other fighters and capital ship from their 1 range band (look at the dice indicators on the ruler), with the possible exception to Major Rhymer with his special rule.

Judging from what I've seen on demos and pics it looks like Range 1 and 2 is the same as Close range on the opposite side. Range 3 is equal to Medium Range, and Range 4 and 5 are equal to Long Range.

Yea, the other side is for capital ships.

http://www.fantasyflightgames.com/edge_news.asp?eidn=4979

The middle band does seem shorter than the other two.

The flip side has 5 parts, with the 1st one longer than the other 4 (twice as long IIRC). This is what the squadrons use to move as well as shoot. Its worth noting that if section 1 is twice as long as the others, a squadron that moves 2 can move up to half the distance as a squadron that has a movement of 5.

EDIT

Look at the picture further down in that article. It shows 2 range bands, of equal length, as well as having the die symbols at the end of the range band rather than in the middle like in the first image. The range ruler has 3 equal parts. That first image is incorrect.

Edited by rowdyoctopus

Yeah, but that is assuming that the ranges have not changed since Gencon as part of balancing (maybe they found blue dice were being too effective? or that they wanted to change the movement amounts) Guess we wont know for sure until the game arrives. I hope you are right and that its a bad picture, as it makes more sense the other way, but I wouldnt rule it out.

Yeah, but that is assuming that the ranges have not changed since Gencon as part of balancing (maybe they found blue dice were being too effective? or that they wanted to change the movement amounts) Guess we wont know for sure until the game arrives. I hope you are right and that its a bad picture, as it makes more sense the other way, but I wouldnt rule it out.

Want to muddy the waters some more? Check this preview:

http://www.fantasyflightgames.com/edge_news.asp?eidn=5116

The close up of the solo ruler shows the wonky one with die symbols in the center of each section, and medium range shorter than short or long. However further down in the actual example of combat, they are using the ruler they had at GenCon with 3 equal sections and the die symbols printed at the end of each section.

From the excerpt of the rule book showing an example attack, notice that range 2 is significantly shorter than range 1 or 3.

range2.png

But I guess we wont know for sure till we open our boxes :)

Forgot I posted here about the ranges! There do seem to be some inconsistencies with the pics of the ruler, but the newer articles seem to mainly show the one with the blue increment shorter than the others. There is just one photo where they are the same (possibly an old one that they have not updated). Ultimately though, Maverick is correct, we won't know for sure until we open those big boxes of wonder ;)

Keep up the great work. it's making more sense everytime you up date it ;)

I hope it makes the correct kind of sense

I don't want to learn a game that doesn't even exist :P

Side note: blew the tournament, feeling like a disappointment to the empire :(

Soontir w/ 2 Bounties is a killer list and in every game I had it won, only to throw it away on really stupid mistakes (flew a firespray off the board, blocked soontir with my own hunter)...

"I don't want to learn a game that doesn't even exist :P"

Much to my embarassment, I Lol'ed at this at work today. ^_^

Are you still updating this fickle?