so when moving my squadrons into position, do i get to do my full movement, or do i need to stop at range 1 of enemy fighters? if i need to stop, that will make a big differance to the game play.
Being Engaged
Typically FFG ignores 'movement'. That is there games tend to be
1) Check Initial status
2) Move
3) Check ending Status
so there isn't usually a point where you check the interim status.
In X-Wing, for example, a large based ship could easily have passed over an Asteroid during its movement if it moved fairly close to it. However, so long as the template itself (much, much narrower than the base) did not overlap the obstacle then all is ignored.
I'm about 95% sure that Aramada will check if your fighters are engaged pre-move and post-move, but during the movement phase you can go anywhere within range, and it is only after you finish that you check to see if you are engaged.
FFG has always had the wise policy of going for simplicity over realism. In 40k it can be very tedious to move sometimes, as you have to move in increments and measure various things every step of the way (am I within 1" of an enemy, am I within 2" of a friendly model from this squad, am I inside Dangerous Terrain...). While that type of movement might be more realistic it is also overly tedious (imo).
It could go either way, but I would be terribly surprised if FFG made you measure a R1 bubble of every enemy ship you move near.
thanks for your thoughts man.... i'm hoping thats the case
Oddly disappointed this wasn't a meditation on the state of agreed-but-yet-to-be matrimony, the liminal space prior to marriage, and how it has impacted Kimbo81 offered to the community as a sign of camaraderie.
Shucks.
I think from a strategic perspective that measuring pre- and post-movement only increases the possibilities for out maneuvering your opponent. Hopefully, (and in all likelihood the most probable outcome is) this is what FFG uses.
I think from a strategic perspective that measuring pre- and post-movement only increases the possibilities for out maneuvering your opponent. Hopefully, (and in all likelihood the most probable outcome is) this is what FFG uses.
Indeed, otherwise you could just make a line and guaranteed halt your enemy. This way you have to very carefully position your own squads to be able to intercept the enemies likely end points.
so when moving my squadrons into position, do i get to do my full movement, or do i need to stop at range 1 of enemy fighters? if i need to stop, that will make a big differance to the game play.
We don't know yet, and different articles from FFG have different woring that suggests both possibilities..
Interesting. So I went back and looked at what was said about the rules for the Squadron Phase. An Interesting Wording stated that fighters that have not activated earlier may now activate the remaining ships. They can move or attack but can not do both. So a ship does not get an extra attack or move from what I've read.
So you can fly past your opponent but what does that matter if he is just to turn around and engage you anyways before you get to attack a Capital.
Of course the rule may have changed since then but that would be weird.
Edited by BeattyInteresting. So I went back and looked at what was said about the rules for the Squadron Phase. An Interesting Wording stated that fighters that have not activated earlier may now activate the remaining ships. They can move or attack but can not do both. So a ship does not get an extra attack or move from what I've read.
So you can fly past your opponent but what does that matter if he is just to turn around and engage you anyways before you get to attack a Capital.
Of course the rule may have changed since then but that would be weird.
Yep, that tends to support the idea that you can move past opposing fighters, because on their next turn they could just engage you, tying you up anyway, so essentially it has a similar outcome to a blocking line without the hassle of measurement all the time. What it does open up though is opportunities for some very fast ships, passing very slow ships, that cannot then catch up if they can get far enough away on the other side.
On the same note it would then be practically impossible for a B-Wing to "hop" over an opposing fighter because for it to not be engaged to move it must be more than range 1, and it can only move range 2, so would have to land within range 1 of the opponent at the end of its move.
I agree with what has already been said. In addition to being simpler and (arguably) more strategic, it also accounts for the fact that this is a 2D game representing 3D space (i.e. anything in the interim movement is where your ship is flying over/under the other ship or squadron).
Interesting. So I went back and looked at what was said about the rules for the Squadron Phase. An Interesting Wording stated that fighters that have not activated earlier may now activate the remaining ships. They can move or attack but can not do both. So a ship does not get an extra attack or move from what I've read.
So you can fly past your opponent but what does that matter if he is just to turn around and engage you anyways before you get to attack a Capital.
Of course the rule may have changed since then but that would be weird.
Having played the actual physical game and read the rules I do not recall it sayin that it is "one or the other" when activating the remaining squadrons. But it is true that no squadron may attack twice ( under normal circumstances)
Having played the actual physical game
You're just showing off now
(jk)
I think the squadron phase is really neat, in that, if yu want to take a sht at a capital ship, you need to guess where they will be AFTER their next move. This creates all sorts of fun tactics, as you may want to box in the opposing ship (eg you can either go left into my tie bombers, or go right and stay in my forward firing arc)
This game is going to be so much better than the WOTC ones I used to play, where the winner was determined as soon as you revealed your squads...
So you can fly past your opponent but what does that matter if he is just to turn around and engage you anyways before you get to attack a Capital.
1- You were able to engage the opposing player's bombers (and if activated by Squadron command, attack them) without being forced to attack Escorts.
2- The opposing player needs to move his escorts to defend his bombers. This could result in different benefits:
* If they weren't near a ship, the escorts have to burn their activation to move and engage your squadrons attacking the bombers.
* If they were near a ship that had a Squadron command readied for next turn, they now must use their Squadron command to move and attack with their escorts, rather than moving and attacking with his bombers, possibly saving your ships a great deal of damage.
In either case, it's a disruption to your opponent's actions, and action economy will add up in this game.
Edited by Brian_BlackInteresting. So I went back and looked at what was said about the rules for the Squadron Phase. An Interesting Wording stated that fighters that have not activated earlier may now activate the remaining ships. They can move or attack but can not do both. So a ship does not get an extra attack or move from what I've read.
So you can fly past your opponent but what does that matter if he is just to turn around and engage you anyways before you get to attack a Capital.
Of course the rule may have changed since then but that would be weird.
Having played the actual physical game and read the rules I do not recall it sayin that it is "one or the other" when activating the remaining squadrons. But it is true that no squadron may attack twice ( under normal circumstances)
So you maybe very well right but I will wait to see the rule book in hand just in case they changed the rules at some point between GenCon and now.
Some critical differences:So you can fly past your opponent but what does that matter if he is just to turn around and engage you anyways before you get to attack a Capital.
1- You were able to engage the opposing player's bombers (and if activated by Squadron command, attack them) without being forced to attack Escorts.
2- The opposing player needs to move his escorts to defend his bombers. This could result in different benefits:
* If they weren't near a ship, the escorts have to burn their activation to move and engage your squadrons attacking the bombers.
* If they were near a ship that had a Squadron command readied for next turn, they now must use their Squadron command to move and attack with their escorts, rather than moving and attacking with his bombers, possibly saving your ships a great deal of damage.
In either case, it's a disruption to your opponent's actions, and action economy will add up in this game.
Also we may have to keep in mind that the rules might have changed since GenCon and the posting of the squadron rules.
A squadron command allows you to activate during that capital ships phase, a number of squadrons equal to its squadron value. These squadrons may move and shoot. Because they activate in the capital ships phase they do not get a second activation later (unless from another special ability).
After all the capital ships have activated there is the squadron phase, where any fighters that have not been activated may activate 2 at a time, and perform either a move or an attack.
The Squadron command allows you to activate a squadron during the ship phase: https://www.fantasyflightgames.com/en/news/2014/9/26/command-your-fleet-to-victory/
The general rule is that squadrons are activated once per turn:
https://www.fantasyflightgames.com/en/news/2014/12/5/fighters-coming-in/
The Squadron command allows you to activate a squadron during the ship phase: https://www.fantasyflightgames.com/en/news/2014/9/26/command-your-fleet-to-victory/
The general rule is that squadrons are activated once per turn:
https://www.fantasyflightgames.com/en/news/2014/12/5/fighters-coming-in/
So either rules have changed or the Command Phase allows both actions to be performed. In which case that is a strong argument to bring Command Ships that support Fighters well.
The rules have not changed AFAIK. One of the articles (the command one I think, and probably the fighter one too) explained that using the Squadron command allows you to activate squads equal to Squadron rating, allowing you to move and attack with each of them (using a token allows you to move and attack with 1 only).
So yes, a fighter support ship will likely make a big difference for moving into that initial engagement and attacking.
Edited by Ghost DancerThanks Ghost Dancer, I missed that section on commands. So it looks like if you want to go heavy on Fighters you're going to want to make sure your Capitals are good support pieces. This will make for an interesting twist too since if you want the fighters to get their biggest bang you will want to get your Capitals in close for support.
That means having Capitals hanging back and letting their fighters pull the work will only get the fighters blown out of the sky faster if your opponent moves his fighters with his Capitals.
I can almost see the Formations I am going to want to run in game.
On the same note it would then be practically impossible for a B-Wing to "hop" over an opposing fighter because for it to not be engaged to move it must be more than range 1, and it can only move range 2, so would have to land within range 1 of the opponent at the end of its move.
Yeah. I think it would be suicidal to run your bombers without any sort of escort in place -for the Rebels, this is where the A-Wings will shine. Sure they're meant to galivanter off and pin people down, but they'd be more effective (I'm hazarding) if they were guarding some bomber squadrons where their 'Escort' and 'Counter' will be doubly effective.
A-Wings don't have Escort, only Counter 2
A-Wings don't have Escort, only Counter 2
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X-Wings have Escort then?
See...now I am profoundly embarassed.