Ship Speed & Acceleration

By Ghost Dancer, in Star Wars: Armada

With the Engine techs we will have to see if Armada uses the same wording as Imperial Assault for card usage (Im guessing it will), so if Exhaust this card means that you turn it sideways or something after use, then at the end of the round turn it back up for the next turn. Compaired to "Deplete" which in Imperial Assault means flip the card face-down for the remainder of the game.

Of interest on Engine techs though is the navagate icon at the beginning of the text.

engine-techs.png

I would read this as meaning that in order to use the card, you have to spend your navigate command (or possibly token?), so it wouldnt be able to do a navigate command, change speed and get an extra click, and then use the card to get a bonus move.

But then the text in the Star Destroyers preview does say: Engine Techs nearly double the efficiency of your navigation commands.

So that suggests that you maybe can use them as a bonus every time you reveal a navigate command? Or is it just implying that it gives you another way to use the command if you choose one?

Quite a different effect on gameplay depending on which way it pans out :)

So with this card if a Victory wanted to just keep trucking along at 2 then play this card and move a extra 1. So in one turn a Victory could move 3? That sounds pretty evil

So with this card if a Victory wanted to just keep trucking along at 2 then play this card and move a extra 1. So in one turn a Victory could move 3? That sounds pretty evil

I don't think the victory has the relevant upgrade slot. He's got the silhouette of a dude with a hat (officer?) and the engine tech silhouette has a different hat.

With the Engine techs we will have to see if Armada uses the same wording as Imperial Assault for card usage (Im guessing it will), so if Exhaust this card means that you turn it sideways or something after use, then at the end of the round turn it back up for the next turn. Compaired to "Deplete" which in Imperial Assault means flip the card face-down for the remainder of the game.

Of interest on Engine techs though is the navagate icon at the beginning of the text.

engine-techs.png

I would read this as meaning that in order to use the card, you have to spend your navigate command (or possibly token?), so it wouldnt be able to do a navigate command, change speed and get an extra click, and then use the card to get a bonus move.

But then the text in the Star Destroyers preview does say: Engine Techs nearly double the efficiency of your navigation commands.

So that suggests that you maybe can use them as a bonus every time you reveal a navigate command? Or is it just implying that it gives you another way to use the command if you choose one?

Quite a different effect on gameplay depending on which way it pans out :)

So with this card if a Victory wanted to just keep trucking along at 2 then play this card and move a extra 1. So in one turn a Victory could move 3? That sounds pretty evil

As long as it can equip the card, if it kept doing navigate commands, theoretically yes.

Edit, checked and it doesnt have the right slot, so no go on the Victory sorry :)

Edited by MaverickNZ

But the Gladiator does have the right slot for it as I just finished checking on Fabs Fleet Gen.

Gonna have to paint some red racing strips on the Gladiators :)

So with this card if a Victory wanted to just keep trucking along at 2 then play this card and move a extra 1. So in one turn a Victory could move 3? That sounds pretty evil

I don't think the victory has the relevant upgrade slot. He's got the silhouette of a dude with a hat (officer?) and the engine tech silhouette has a different hat.

It's okay the Gladiators can still take it

So with this card if a Victory wanted to just keep trucking along at 2 then play this card and move a extra 1. So in one turn a Victory could move 3? That sounds pretty evil

I don't think the victory has the relevant upgrade slot. He's got the silhouette of a dude with a hat (officer?) and the engine tech silhouette has a different hat.

It's okay the Gladiators can still take it

Well, given the card comes in the Gladiator expansion (from the Star Destroyers preview article), I would be pretty peeved if they couldn't :P

But the Gladiator does have the right slot for it as I just finished checking on Fabs Fleet Gen.

Gonna have to paint some red racing strips on the Gladiators :)

Red makes them go faster. Every Ork knows this.

So with this card if a Victory wanted to just keep trucking along at 2 then play this card and move a extra 1. So in one turn a Victory could move 3? That sounds pretty evil

I don't think the victory has the relevant upgrade slot. He's got the silhouette of a dude with a hat (officer?) and the engine tech silhouette has a different hat.

It's okay the Gladiators can still take it

Well, given the card comes in the Gladiator expansion (from the Star Destroyers preview article), I would be pretty peeved if they couldn't :P

And you get me again :P Man MaverickNZ I hope you play rebels cause sometime in the future we're gonna have to have a game and beers :P

But the Gladiator does have the right slot for it as I just finished checking on Fabs Fleet Gen.

Gonna have to paint some red racing strips on the Gladiators :)

Red makes them go faster. Every Ork knows this.

+1

I ran out of likes it seems lol

Really in doubt about how the (icon:) conditions work

Almost all gaming terminology designates it as a cost, but I can't cite anything concrete from Armada.

Going by the article, "doubling the efficiency" of the navigate command could just refer to it doubling your mobility by adding another potential ( II ) or 45 degree turn from the speed 1 maneuver whereas just spending the command would allow an additional ( I ) 23.5 rotation.

If that's the case, I wonder if they accept tokens as currency? If not, Engine Techs could consume the command and the Gladiator could spend a stored navigation token for some nice burst maneuverability, but things like the Corrupter title would be very awkward to utilize...

Edited by ficklegreendice

I'm really looking forward to finding out how those Command requiring abilities work. Do they consume the command? Do they work with Tokens? Are they simply a buff you can benefit from when you reveal that command?

When a card is exhausted is it unusable for the rest of the game, or just until next turn?

So many questions! I need the pdf of the rules :(

I could have sworn I saw something stating that you start the game at any speed up to your max speed value, but I can't find it. Does this sound familiar to anyone else, or am I just off my rocker?

I could have sworn I saw something stating that you start the game at any speed up to your max speed value, but I can't find it. Does this sound familiar to anyone else, or am I just off my rocker?

Id recommend going to YouTube and watching the demos that were done at GenCon. I'm pretty sure the team covenant and one of the others i watched had slightly different bits of rules stuff mentioned beyond the absolute basics.

Wow, lots of really interesting discussion going on.

Not sure about all ships starting at max speed. In some situations it could be good, but it could cause problems for faster ships, even more so if you have different speed ships and want to fly a formation as it could take several turns to slow down to your desired speed. I hope ships do start at speed 2 as mentioned earlier as I think it gives players better control at the start of the game (you can speed up or slow down accordingly).

Apart from navigation upgrades (those techs look like they could be invaluable), banking a nav token could be really important to give some flexibility at a crucial point in the game.

Some of the comments have also got me thinking that a fleet of mainly fast ships could be quite effective against bigger, slower ships. Whilst small ships can potentially be one-shotted, their speed and manouverability means they can more easily fly out of enemy ships arcs. This is another situation where having initiative could be crucial.

Similarly, fast fleets will likely favour navigation objectives (and maybe defence ones too?). Understanding the strengths and weaknesses of your opponents fleet will be crucial if you are picking the objective.

I could have sworn I saw something stating that you start the game at any speed up to your max speed value, but I can't find it. Does this sound familiar to anyone else, or am I just off my rocker?

I found what I was thinking of, although it wasn't quite what I remembered.

From the description page here: http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=270&esem=1

" After your ship fires, it must set its course and move. You establish your ship’s initial speed during setup , and you must continue to move at that speed until you reveal a navigate command. Your speed determines both how far you can move and how many times you can click the game's maneuver tool to adjust your course at each speed increment"

That's what gave me the impression that you get to choose your starting speed rather than it being a fixed value for all ships. I might have been reading too much into that, but it seems to indicate that it's not automatically the same for every ship..

No, i think you're right. It's likely people will get to start at any legal speed for their ships. Seems perfectly reasonable to me.

its probable the "Speed 2 start" was either a demo game simplification, or has been changed since.

would much prefer that we get to decide starting speed so we don't have to waste 2 rounds getting the likes of the CR90 into gear

would much prefer that we get to decide starting speed so we don't have to waste 2 rounds getting the likes of the CR90 into gear

Double edged sword. If we get to pick you know some ppl will pick zero and just sit on their side of the board. If we dont get to pick at least they will be forced to close some of the distance and hopefully leave a gap behind their ships. I'm ok with pick or not pick as long as designers balanced the game for that. End of the day I will be doing a lot of scenarios with house rules so speeds can be adjusted, but for tournaments I will just be happy with a well balanced game.

would much prefer that we get to decide starting speed so we don't have to waste 2 rounds getting the likes of the CR90 into gear

Double edged sword. If we get to pick you know some ppl will pick zero and just sit on their side of the board. If we dont get to pick at least they will be forced to close some of the distance and hopefully leave a gap behind their ships. I'm ok with pick or not pick as long as designers balanced the game for that. End of the day I will be doing a lot of scenarios with house rules so speeds can be adjusted, but for tournaments I will just be happy with a well balanced game.

That's why we have scenarios to force an engagement. If you just sit back, you'll lose.

would much prefer that we get to decide starting speed so we don't have to waste 2 rounds getting the likes of the CR90 into gear

Double edged sword. If we get to pick you know some ppl will pick zero and just sit on their side of the board. If we dont get to pick at least they will be forced to close some of the distance and hopefully leave a gap behind their ships. I'm ok with pick or not pick as long as designers balanced the game for that. End of the day I will be doing a lot of scenarios with house rules so speeds can be adjusted, but for tournaments I will just be happy with a well balanced game.

Is speed 0 even legal within what we know of the rules?

I had imagined we'd be picking from 1 through 4 at most

I guess you could fortress it up, but then you're taking damage from yourself

Edited by ficklegreendice

would much prefer that we get to decide starting speed so we don't have to waste 2 rounds getting the likes of the CR90 into gear

Double edged sword. If we get to pick you know some ppl will pick zero and just sit on their side of the board. If we dont get to pick at least they will be forced to close some of the distance and hopefully leave a gap behind their ships. I'm ok with pick or not pick as long as designers balanced the game for that. End of the day I will be doing a lot of scenarios with house rules so speeds can be adjusted, but for tournaments I will just be happy with a well balanced game.

Is speed 0 even legal within what we know of the rules?

I had imagined we'd be picking from 1 through 4 at most

I guess you could fortress it up, but then you're taking damage from yourself

Ships can only stop using a Navigate order iirc, but I cant remember exactly how that works.

would much prefer that we get to decide starting speed so we don't have to waste 2 rounds getting the likes of the CR90 into gear

Double edged sword. If we get to pick you know some ppl will pick zero and just sit on their side of the board. If we dont get to pick at least they will be forced to close some of the distance and hopefully leave a gap behind their ships. I'm ok with pick or not pick as long as designers balanced the game for that. End of the day I will be doing a lot of scenarios with house rules so speeds can be adjusted, but for tournaments I will just be happy with a well balanced game.

Is speed 0 even legal within what we know of the rules?

I had imagined we'd be picking from 1 through 4 at most

I guess you could fortress it up, but then you're taking damage from yourself

I seem to recall reading that speed zero was legal (I don't know why it wouldn't be, capital ships stopped all the time in the movies, especially at Endor where a few dozen SDs just sat still a bit of a ways away from the DS II.

But stopping (and especially opening the game at speed 0) is a poor choice in an objectives based game. If the scenario is take and hold certain areas then stopping might make sense, but still leaves you awfully vulnerable to being flanked.

I could have sworn I saw something stating that you start the game at any speed up to your max speed value, but I can't find it. Does this sound familiar to anyone else, or am I just off my rocker?

That's what gave me the impression that you get to choose your starting speed rather than it being a fixed value for all ships. I might have been reading too much into that, but it seems to indicate that it's not automatically the same for every ship..

Yeah, I would read it as that too - would make sense since we can pre-plan commands prior to engagement also, should be able to choose how fast our ship is moving when we engage.

would much prefer that we get to decide starting speed so we don't have to waste 2 rounds getting the likes of the CR90 into gear

Double edged sword. If we get to pick you know some ppl will pick zero and just sit on their side of the board. If we dont get to pick at least they will be forced to close some of the distance and hopefully leave a gap behind their ships. I'm ok with pick or not pick as long as designers balanced the game for that. End of the day I will be doing a lot of scenarios with house rules so speeds can be adjusted, but for tournaments I will just be happy with a well balanced game.

Is speed 0 even legal within what we know of the rules?

I had imagined we'd be picking from 1 through 4 at most

I guess you could fortress it up, but then you're taking damage from yourself

I seem to recall reading that speed zero was legal (I don't know why it wouldn't be, capital ships stopped all the time in the movies, especially at Endor where a few dozen SDs just sat still a bit of a ways away from the DS II.

But stopping (and especially opening the game at speed 0) is a poor choice in an objectives based game. If the scenario is take and hold certain areas then stopping might make sense, but still leaves you awfully vulnerable to being flanked.

Yep, it would leave you vulnerable, which is why it is a nice tradeoff, particularly for a ship like the Victory to do so. Yes you could control half the board through "parking up", but you need to try make sure noone sneaks behind you. (Cause if you can't move, then you can't rotate presumably) :)

Edited by MaverickNZ

would much prefer that we get to decide starting speed so we don't have to waste 2 rounds getting the likes of the CR90 into gear

Double edged sword. If we get to pick you know some ppl will pick zero and just sit on their side of the board. If we dont get to pick at least they will be forced to close some of the distance and hopefully leave a gap behind their ships. I'm ok with pick or not pick as long as designers balanced the game for that. End of the day I will be doing a lot of scenarios with house rules so speeds can be adjusted, but for tournaments I will just be happy with a well balanced game.

Is speed 0 even legal within what we know of the rules?

I had imagined we'd be picking from 1 through 4 at most

I guess you could fortress it up, but then you're taking damage from yourself

Yes, the "Command your fleet to victory" article says that the minimum speed is zero.

http://www.fantasyflightgames.com/edge_news.asp?eidn=5084