Anti-squadron attacks.

By KovuTalli, in Star Wars: Armada

Following the logic that each attack against each squadron is a separate attack within a single attack action? That said, where does it say the concentrate fire command only applies to a single attack and not just the attacks made that turn? I ask because I have been looking through the rules reference, and I can't find anything limiting the order to one attack. Only the token is limited by what I can see.

The Rules Ref (p4) says "reroll ONE attack die in the attack pool" (my emphasis). Once you've used it for a reroll you discard the token, so you can't use it again.

Edited by Ghost Dancer

Page 12 Learning to play under command concentrate fire:

After a ship rolls dice during an attack, it may spend the command dial to roll one additional die. That die must be of a color that is already rolled.

You cannot "Spend" the command dial more than once, therefore it only affects 1 attack.

Edited by TrentL

Thanks guys. I knew I was missing an obvious word in there somewhere. I did forget that command dials are 'spent' to achieve their intended result. This is why I don't argue with my wife anymore.

Thanks guys. I knew I was missing an obvious word in there somewhere. I did forget that command dials are 'spent' to achieve their intended result. This is why I don't argue with my wife anymore.

You sir are very wise indeed.

Black Dice are great against squadrons. I have come to understand two different types of dice-adding properties. When a card says to add dice to the ships armament or battery, you can't add that to Anti-Squadron weapons. But when a card says to add a die to an attack, you CAN add those to anti-squadron (all other things being equal, anyway). Nebulon B Fighter Escort is so good and I "think" has an a card that allows it to increase it's left/right weaponry by one dice, to include anti-squadron (I really need the card in front of me... sorry if this is just normal battery addition).

Even if that particular card doesn't fall under that rule, the general separation applies, and rolling extra dice against squadrons is super nice. Remember that squadron armaments are still considered "batteries", though that presently has no rules interactions.

Also, per the rules reference, a die CAN be rerolled multiple times. This totally blows my mind as a table top gamer, but I am okay with it!

Edited by PlayerNine

I don't think anti-squad are considered batteries - battery armament is your ship-to-ship weapons.

Enhanced Armament adds 2 red dice to side arcs, but for battery armament only, it does not add to anti-squadron dice. Still a great card though.

Edited by Ghost Dancer

Ya, it makes my Victory-I very happy.

The possible card released for Vader in his TIE has an anti-squadron of 3 blue and 1 black, so I expect other ships to follow with black dice for AS armament. I can't imagine black dice being nice for the recipient...

Actually, against fighters, black dice are less useful than blue dice, since you don't count the critical icons as damage.

And if my sources are correct for the Vader spoiler, his pilot ability is that, when attacking, his crits count as hits. So black dice just got a LOT more potent for him.

Exactly - his crits add one to the damage. And that's good, because what sort of messed up, crazy, galactic balls-up would this game be if Black dice didn't work for a Dark Lord of the Sith?

I suspect Vader will do for fighters what Luke does for Ships...

The possible card released for Vader in his TIE has an anti-squadron of 3 blue and 1 black, so I expect other ships to follow with black dice for AS armament. I can't imagine black dice being nice for the recipient...

Actually, against fighters, black dice are less useful than blue dice, since you don't count the critical icons as damage.

Oh, but Vader does get to count crits as damage.

But imagine Vader with Howlrunner and Soontir Fel for wing-man...(shudder)... :o

Vader forces the x-wings to attack him and does his already appreciable harm, Fel plugs them for a point when they fire back at Vader (since Vader's Escort forces their hand), and Fel plugs them with five blue dice plus a reroll (thanks to Howlrunner and Swarm), and Howlrunner chucks in another 3 blue plus a reroll.

Eek.

Yousa thinking yousa people ganna die?

(oh crap, I quoted Jar Jar)

Edited by Deathseed

(oh crap, I quoted Jar Jar)

We can let you off... THIS ONCE. You were clearly very excited, and it must have just gotten too much for you... ; )

The possible card released for Vader in his TIE has an anti-squadron of 3 blue and 1 black, so I expect other ships to follow with black dice for AS armament. I can't imagine black dice being nice for the recipient...

That would be terrible. He couldn't shoot the ass-end of a Xwing flying straight and level right in front of him. And neither could his squadron friends. Then gets pwned by a drug running ship.

Edited by wjgo

The possible card released for Vader in his TIE has an anti-squadron of 3 blue and 1 black, so I expect other ships to follow with black dice for AS armament. I can't imagine black dice being nice for the recipient...

Actually, against fighters, black dice are less useful than blue dice, since you don't count the critical icons as damage.

Oh, but Vader does get to count crits as damage.

But imagine Vader with Howlrunner and Soontir Fel for wing-man...(shudder)... :o

Vader forces the x-wings to attack him and does his already appreciable harm, Fel plugs them for a point when they fire back at Vader (since Vader's Escort forces their hand), and Fel plugs them with five blue dice plus a reroll (thanks to Howlrunner and Swarm), and Howlrunner chucks in another 3 blue plus a reroll.

Eek.

Yousa thinking yousa people ganna die?

(oh crap, I quoted Jar Jar)

Heh heh heh.

Don't forget Mithel 'Mauler'. He gets to damage people just by hanging around and moving back and forth:

mauler-mithel.png

What a trouble-maker! My kind of trouble-maker. :lol:

Edit: Holy heck! I was just thinking about this a little more! (Overcome with my own excitement, couldn't spell properly the first time!)

"After you move, each squadron engaged with you suffers 1 damage".

Say, Mithel is at Range 2 (hence out of the engagement range) of a furball with Vader and friends that have TIE'ed up some Rebel snubfighters.

The Imperial player has a Squadron Command Dial + Squadron Command Token and decides to use it on Mithel to move him into engagement range, then back out, then back in??? Would that mean Mithel inflicts 2 damage points to each Rebel squadron???

...wait, if he moves into engagement range, he's stuck it seems.

...heck, this might work VS Rebel ships with 'Heavy' though!

I'm looking at you Y-Wing Squadrons!!!! :lol: :lol: :lol:

Or am I merely being delusional?

Edited by Alpha Xg1

Don't forget Mithel 'Mauler'. He gets to damage people just by hanging around and moving back and forth:

mauler-mithel.png

What a trouble-maker! My kind of trouble-maker. :lol:

There is a squadron that is begging to be sent against un-escorted "Heavy" fighters... with Squadron orders.

Edited by BiggsIRL

The possible card released for Vader in his TIE has an anti-squadron of 3 blue and 1 black, so I expect other ships to follow with black dice for AS armament. I can't imagine black dice being nice for the recipient...

Actually, against fighters, black dice are less useful than blue dice, since you don't count the critical icons as damage.

Oh, but Vader does get to count crits as damage.

But imagine Vader with Howlrunner and Soontir Fel for wing-man...(shudder)... :o

Vader forces the x-wings to attack him and does his already appreciable harm, Fel plugs them for a point when they fire back at Vader (since Vader's Escort forces their hand), and Fel plugs them with five blue dice plus a reroll (thanks to Howlrunner and Swarm), and Howlrunner chucks in another 3 blue plus a reroll.

Eek.

Yousa thinking yousa people ganna die?

(oh crap, I quoted Jar Jar)

Heh heh heh.

Don't forget Mithel 'Mauler'. He gets to damage people just by hanging around and moving back and forth:

mauler-mithel.png

What a trouble-maker! My kind of trouble-maker. :lol:

Edit: Holy heck! I was just thinking about this a little more! (Overcome with my own excitement, couldn't spell properly the first time!)

"After you move, each squadron engaged with you suffers 1 damage".

Say, Mithel is at Range 2 (hence out of the engagement range) of a furball with Vader and friends that have TIE'ed up some Rebel snubfighters.

The Imperial player has a Squadron Command Dial + Squadron Command Token and decides to use it on Mithel to move him into engagement range, then back out, then back in??? Would that mean Mithel inflicts 2 damage points to each Rebel squadron???

...wait, if he moves into engagement range, he's stuck it seems.

...heck, this might work VS Rebel ships with 'Heavy' though!

I'm looking at you Y-Wing Squadrons!!!! :lol: :lol: :lol:

Or am I merely being delusional?

Well once he is engaged with a squadron, he won't be moving away. Engaged squadrons cannot move.

Also, each squadron can only activate once per round. Once you move Mithel with the Squadron command, his slider moves to the other color and he is done until the next round.

Edited by rowdyoctopus

The possible card released for Vader in his TIE has an anti-squadron of 3 blue and 1 black, so I expect other ships to follow with black dice for AS armament. I can't imagine black dice being nice for the recipient...

Actually, against fighters, black dice are less useful than blue dice, since you don't count the critical icons as damage.

The only crit results on black dice are on sides with hit results though (hit + crit), so even ignoring the crit (and second hit "count" it would cause) they still hit 75% odd of the time I think it was. We worked out the stats due to the A-Wing having a black die against capital ships

Are you sure about that? I thought black dice had more blanks than that. I'll see if I can find the thread where someone posted all the dice facings.

And my prior post wasn't about Vader specifically, but black dice in general.

EDIT: Found the thread about dice, and I was indeed working off inocorrect information. Black dice are much better than I thought.

Edited by Vlad3theImpaler

The possible card released for Vader in his TIE has an anti-squadron of 3 blue and 1 black, so I expect other ships to follow with black dice for AS armament. I can't imagine black dice being nice for the recipient...

Actually, against fighters, black dice are less useful than blue dice, since you don't count the critical icons as damage.

The only crit results on black dice are on sides with hit results though (hit + crit), so even ignoring the crit (and second hit "count" it would cause) they still hit 75% odd of the time I think it was. We worked out the stats due to the A-Wing having a black die against capital ships

Are you sure about that? I thought black dice had more blanks than that. I'll see if I can find the thread where someone posted all the dice facings.

And my prior post wasn't about Vader specifically, but black dice in general.

EDIT: Found the thread about dice, and I was indeed working off incorrect information. Black dice are much better than I thought.

Black dice are positively terrifying. Thus the tradeoff for their very short range. It's why nobody wants to get close to the Victory I.