Interesting Rules from the RRG

By RedSquadronK, in Star Wars: Armada

James Kniffen at least is listed as the designer of both projects on boardgamegeek. Probably after seeing how X-Wing unfolded, when he designed armada, he decided from the start to make it a tight rules set on the notion that it would have to survive competitive play.

Line of Sight: "The attacker's hull zones do not block his line of sight..." Not sure why this was included. Since the Targeting section on page 13, second column says "The defending hull zone must be inside the attacking hull zone’s firing arc..." So I am not sure why this is even in here. Can someone help me out with this?

Criticals: All dice in range are the Attack Pool. All dice in the Attack Pool are rolled together for the Attack. If the attack does at least one damage, and any die in the attack pool showed a critical, then the first damage card is dealt face up. So any color die in the pool can trigger a critical effect for the entire attack pool.

Edit: Maverick already covered this last point over on the Critical Hits thread.

Edited by Commander Kahlain

"If line of sight between two squadrons is obstructed,

those squadrons are not engaged even if at distance 1 of

each other, though they can still attack each other."

Very interesting...

This is interesting because if your opponent drives their ship over your squadrons that are locked in combat and you get to place them in base contact with the ship, if you placed one on each side then they would be "obstructed" giving your fighers a chance to either escape, or shoot the capital ship!

This wil lead to "bowling" squadrons around, yea.

"Squadrons do not obstruct attacks."

Edited by madtulip

Line of Sight: "The attacker's hull zones do not block his line of sight..." Not sure why this was included. Since the Targeting section on page 13, second column says "The defending hull zone must be inside the attacking hull zone’s firing arc..." So I am not sure why this is even in here. Can someone help me out with this?

Criticals: All dice in range are the Attack Pool. All dice in the Attack Pool are rolled together for the Attack. If the attack does at least one damage, and any die in the attack pool showed a critical, then the first damage card is dealt face up. So any color die in the pool can trigger a critical effect for the entire attack pool.

Edit: Maverick already covered this last point over on the Critical Hits thread.

Does that make sense? If not wait till you have the models on the table and play with the LOS and you will get it.

Edited by Beatty

Line of Sight: "The attacker's hull zones do not block his line of sight..." Not sure why this was included. Since the Targeting section on page 13, second column says "The defending hull zone must be inside the attacking hull zone’s firing arc..." So I am not sure why this is even in here. Can someone help me out with this?

Criticals: All dice in range are the Attack Pool. All dice in the Attack Pool are rolled together for the Attack. If the attack does at least one damage, and any die in the attack pool showed a critical, then the first damage card is dealt face up. So any color die in the pool can trigger a critical effect for the entire attack pool.

Edit: Maverick already covered this last point over on the Critical Hits thread.

To answer the Hull Zone vs LOS remember you draw LOS from the yellow dot to yellow dot, not closest point. This means a ship maybe in your firing arc but the LOS (yellow dot to yellow dot) may still cross a hull zone. This will happen more when targeting a large ship where the ship as a whole is huge but the dot is still in the center.

Does that make sense? If not wait till you have the models on the table and play with the LOS and you will get it.

The defending hull zone may be in your firing arc without the yellow dot of the defending hull zone beeing in your firing arc. Therefor you might have to draw line of sight to a point outside of your firing arc which will cross the lines defining your firing arc.

Edited by madtulip

The LOS, firing arc and yellow dot mechanic rules are not realy that intuitive in certain cases :) The following situation should be a valid attack from the ship on the right side as attacker targetting the one on the left side. Involved zones have a yellow dot each. notice where you have to measure what. (sorry for the blue line beeing so short).

eBBeKK3.jpg

Edited by madtulip

The LOS, firing arc and yellow dot mechanic rules are not realy that intuitive in certain cases :) The following situation should be a valid attack from the ship on the right side as attacker targetting the one on the left side. Involved zones have a yellow dot each. notice where you have to measure what. (sorry for the blue line beeing so short).

eBBeKK3.jpg

Good graphic! But I was really hoping this wasn't the case. Simply lining up the two yellow dots and making sure that line falls within the two arcs seemed like such an elegant system. If this is the case, now you have to check several measurements each with different rules. More rules to remenber, explain and more opertunity for disagreement...

That's a cool drawing. I agree the the ship on the right can attack the ship on the left's right-side hull. But according to the rules the ship on the left cannot attack the front hull of the ship on the right since the LOS check goes through another hull zone on the target. Doesn't line of sight mean if you see me I can see you?

The LOS, firing arc and yellow dot mechanic rules are not realy that intuitive in certain cases :) The following situation should be a valid attack from the ship on the right side as attacker targetting the one on the left side. Involved zones have a yellow dot each. notice where you have to measure what. (sorry for the blue line beeing so short).

eBBeKK3.jpg

Good graphic! But I was really hoping this wasn't the case. Simply lining up the two yellow dots and making sure that line falls within the two arcs seemed like such an elegant system. If this is the case, now you have to check several measurements each with different rules. More rules to remenber, explain and more opertunity for disagreement...

I personally have no problem with this set up, and i think that it does make sense for the large ships guns (most likly located around the center of the hull zone) to only be able to fire at the small ships left hull zone while the small ships forward guns can clip the front of the hull zone

@vaultdweller in response to the i see you, you can see me it is important to note that the targeting arc of a zone (the range that it may be fired at, from) is far greater in most cases then the actual firing arc usually somhing like 90 degrees vs 120 degrees

K4bvfxp.png

This together with object recognition for the bases. There are only 4 types in the end (S,M,L squared bases and 1" round bases). All objects stand on the same plane and have known sizes so they all can be used for calibration. You can even average your calibration for increased accuracy the more objects of known size there are. As the firing arcs and yellow dot positions are not the same for every say small squared base you would have to eigther also detect that (hull type) or provide that information. should be pretty easy to detect based on the firing arc line layout once you have the base outline which you need anyway. It could then auto calculate a firing solution (range, which arcs are hitable from which arcs) :) . would be a funny little project.

I think this app would also be very usefull for other miniature games.

In live stream you could also ommit the maneuver tool after measuring it and just have it beep less the closer you are to the required end position of the move.

i might hook up a webcam over my table and connect it to matlab instead of using a smartphone just for the convinience of the high level language. when i have time for something like that that is ...

Edited by madtulip

Publication1.jpg

I modded the visual aid to help with my point...

(like my guns :P )

I noticed something in the RRG concerning combining command tokens. It says in the RRG under " Commands " that "A ship can resolve the effect of a command by spending a command dial or command token with the matching icon at the appropriate time." and under repair "Resolve after revealing the ship’s command dial.". Then, under " Effect use and timing " it says that "An “after” effect occurs immediately after the specified event and cannot occur again for that instance of the event." and "If two or more of a player’s effects have the same timing, that player can resolve those effects in any order.".

I take this to mean that using a repair token at the same time as using a repair command dial means that you use 2 separate commands. Now, if you have the title card Redemption I interpret this as meaning you get a total of 2 extra points of repair in this case. Since repair token value is rounded up you can get a total of 7(4+3) repair in a single turn on a Nebulon B, 5(3+2) on a corvette, and 8(5+3) on a Assault Frigate. If this is how this card works, I see it being extremely useful together with Raymus Antilles or Garm Bel Iblis .

"An “after” effect occurs immediately after the specified event and cannot occur again for that instance of the event."

The result of this is probably that you can not use the 8(5+3) engineering points of an assault frigate under the effect of Redemption to regenerate 4 shields which would cost 8, but you have to spend the 5 before you get the 3. So you could generate 3 shields (4+2) and have to spend the remaining 1+1 engineering points elsewhere.

Edited by madtulip

You can only use a specific command once per round, no matter the source of that command. Spending a dial or spending a token are both ways to activate a command. You can spend a token and dial (of the same type) together, as one activate of that command, and resolve both effects. This could be +1 dice and a reroll when shooting, squadron + 1 squadrons activated, +/- 2 to your speed and +1 to one yaw, or Engineering + 1/2 (rounded up) engineering points to spend immediately. So under the effect of Redemption, an AF, for example, would get 7 engineering points (4 + 2 + 1).

You can only use a specific command once per round, no matter the source of that command. Spending a dial or spending a token are both ways to activate a command. You can spend a token and dial (of the same type) together, as one activate of that command, and resolve both effects. This could be +1 dice and a reroll when shooting, squadron + 1 squadrons activated, +/- 2 to your speed and +1 to one yaw, or Engineering + 1/2 (rounded up) engineering points to spend immediately. So under the effect of Redemption, an AF, for example, would get 7 engineering points (4 + 2 + 1).

Ah, missed that last part of the command chapter.

The LOS, firing arc and yellow dot mechanic rules are not realy that intuitive in certain cases :) The following situation should be a valid attack from the ship on the right side as attacker targetting the one on the left side. Involved zones have a yellow dot each. notice where you have to measure what. (sorry for the blue line beeing so short).

eBBeKK3.jpg

So if we think about it smaller ships that can sneak into a single arc of a larger ship will have the advantage of getting two possible attacks in while only taking one back in return. Of course one attack from a larger ship may end you but at least there is a small boon.

Unless I am missing something, under the "Complete Setup" rules in the L2P guide, it seems to suggest that there is only a single damage deck used between 2 players?

Unless I am missing something, under the "Complete Setup" rules in the L2P guide, it seems to suggest that there is only a single damage deck used between 2 players?

That's because it is the learning to play scenario using ONLY a SINGLE core set, so there is only 1 damage deck,

Tournaments will still require both players to bring there own most likely

Unless I am missing something, under the "Complete Setup" rules in the L2P guide, it seems to suggest that there is only a single damage deck used between 2 players?

That's because it is the learning to play scenario using ONLY a SINGLE core set, so there is only 1 damage deck,

Tournaments will still require both players to bring there own most likely

I'm not referring to the Learn To Play scenario, but the "Complete Setup Rules" listed on page 23-24. Step 7 of the setup refers to only a single damage deck. The setup diagram also shows only a single damage deck. The setup diagram also specifically states "This setup diagram assumes that each player has a core set..."

Unless I am missing something, under the "Complete Setup" rules in the L2P guide, it seems to suggest that there is only a single damage deck used between 2 players?

That's because it is the learning to play scenario using ONLY a SINGLE core set, so there is only 1 damage deck,

Tournaments will still require both players to bring there own most likely

I have no doubt tournament rules will require each player to BRING their own damage deck, however based on the rules it looks like both players will be pulling cards from the same deck.

Unless I am missing something, under the "Complete Setup" rules in the L2P guide, it seems to suggest that there is only a single damage deck used between 2 players?

That's because it is the learning to play scenario using ONLY a SINGLE core set, so there is only 1 damage deck,

Tournaments will still require both players to bring there own most likely

I have no doubt tournament rules will require each player to BRING their own damage deck, however based on the rules it looks like both players will be pulling cards from the same deck.

Based on point 7 in the Complete Setup (page 23) I'd also say that you are playing from a single Damage Deck:

Prepare Other Components: Shuffle the damage deck and place it next to the play area along with the command tokens, maneuver tool, range ruler, and the round token marked “1.”

Can 1 ship attack 'infinite'* squadrons per round with the 'target additional squadrons' step of the attack, or does that count as an attack against your limit of two per round?

*yes I realize not truly infinite, but as many as fit within range and arc...

Can 1 ship attack 'infinite'* squadrons per round with the 'target additional squadrons' step of the attack, or does that count as an attack against your limit of two per round?

*yes I realize not truly infinite, but as many as fit within range and arc...

Yes. A simpler way of putting it is, when you select a hull zone to fire from for your attack, you may target any ship or every squadron within range, LOS, and fire arc.

The LOS, firing arc and yellow dot mechanic rules are not realy that intuitive in certain cases :) The following situation should be a valid attack from the ship on the right side as attacker targetting the one on the left side. Involved zones have a yellow dot each. notice where you have to measure what. (sorry for the blue line beeing so short).

eBBeKK3.jpg

I'm not sure I understand the rules justification for this.

The basic learn to play rules skip Line of Sight for a streamlined introduction, but in the full version, Line of Sight has to be traced. I disagree with the interpretation that all three of these things are done separately. In fact, the LOS example on page 19 makes it pretty clear to me that when you are using LOS, all three things are tracked in one measure. Measuring from your targeting point to theirs determines if you have LOS, if they are in range and if they are in your firing arc. Otherwise the example shown with firing arcs and distances labelled would be wildly misleading. In your graphic example, the small ship pretty clearly doesn't have the large one in its firing arc. Is there a justification for this beyond the simplified example given in the Learn to Play scenario? The definition of "attack" on page 2 of the glossary also makes it pretty clear that you only measure once, to determine firing arc, range and LOS all at once.

Unless I am missing something, under the "Complete Setup" rules in the L2P guide, it seems to suggest that there is only a single damage deck used between 2 players?

That's because it is the learning to play scenario using ONLY a SINGLE core set, so there is only 1 damage deck,

Tournaments will still require both players to bring there own most likely

I have no doubt tournament rules will require each player to BRING their own damage deck, however based on the rules it looks like both players will be pulling cards from the same deck.

Ahhh I missed that..