I might be missing something but is there a rule about moving of the edge of the battlefield? Like in X-Wing you lose your ship from the fleeing the battlefield rule. Is there a rule in Armada like this? How do you handle this? Thanks.
Question about moving off the battlefield.
99% sure if your ship/squadron ends its move with any part of its base outside the play area it is destroyed. Not sure where this is in the rules of the top of my head though.
We had a lengthy debate about this the other day but couldn't find anything in the rules. We played X-Wing rules - any part out an the ship is counted as destroyed. I'd assume this is the actual rule, but it would be nice to have a cite.
Rules Reference, page 5, "Destroyed Ships And Squadrons":
"...a ship or squadron is destroyed if a portion of its base is outside the play area."
"When determining if a squadron or ship is outside the play area, ignore the squadron’s activation slider and the ship’s shield dials and the plastic portions of the base that frame the shield dials."
Ship is destroyed- I came across it in the RRG last night, but can't find it now!
Page 9 of the rules reference guide, under "Play Area"
If any portion of a ship’s or squadron’s base is outside the play area, that ship or squadron is destroyed. For this purpose, ignore activation sliders, shield dials, and the plastic portions of a ship’s base that frame shield dials
Thanks guys for the quick answer. You're the best!
It's a harsh rule, but I loved the look on my opponent's face when he realized his VSD couldn't turn to stay on the board without swinging its butt over the edge.
It's a harsh rule, but I loved the look on my opponent's face when he realized his VSD couldn't turn to stay on the board without swinging its butt over the edge.
Same exact thing happened to me as the Imperial. The left rear base support ended up 1/32" off the playmat. The darn thing doesn't turn!
Nav team and free Nav tokens are amazing for this reason.
Nav team and free Nav tokens are amazing for this reason.
Yeah, I wish I had these on my Neb moving at Speed 3. Revealed command dial was not Navigate so it flew right off the map. At the very least, banking a Nav token when near the edges can be a life saver. Defense Liason is also handy for this reason.
Edited by Ghost DancerFollow up question, which the rule doesn't seem to cover - what if you end on the board, but in following the maneuver tool, part of the base goes off? I'd assume it only matters where the ship ends but the rule doesn't say.
Final position is all that matters.
Final position is all that matters.
Where does it state that
I understand there is a ruling about picking up ou ship and placing it in the new position on the track. I know there is a 2d v/s 3d representation about ignoring ships and asteroids along your path
{pg 20 "Ships and squadrons can move THROUGH obstacles without issue; only the final position of the ship or squadron matters"
The point is this:
1) This is NOT x-wing
2) pg10 example shows the path of the ship along the dial with red dots and arrows
3) pg 18 example shows red dost and arrows and the new position of the ship adjusted for overlaping along the path of the ruler
4) the ONLY place final position matter is mentioned is when you fly through obstacles on pg 2 0
5) pg9 rules reference guide Play Area "If any portion of a ship's squadron base is outside the play area that ship is destroyed" it clearly does NOT state starting or ending position
6) pg 17 rulebook Overlaping the player who did not move places Squadrons touching the ships base (important in a minute)
The rules do not indicate that you "TELEPORT" to your new position
ONLY!!! The rules for obstacles state that your ignore them whilst moving through them and your final position matters
The Rules give visual examples of moving along the dial
The rules do not state that you cannot place scattered squadrons outside the play area it just states that they MUST touch the ships base (I would say that you can be a snary commander and have them touching the base yet still out of play and hence destroyed)
The rules state that if your base is outside the play area you are destroyed
With organized play coming up I feel that this is a HUGE strategic matter and needs to be addressed by FFG
I am leaning toward: You do not "teleport", and if you, in the course of your ships movement, fly out of the play are in some sneaky way to magically appear back on the board you are destroyed.
yup
keep some navigation command tokens handy if you're going full-tilt with your rebels
learned this the hard way
Instead of posting in an oddly aggressive manner how about you just send the question to FFG? The game is released they will answer rules questions now.
Under "Ship Movement" in the RRG, step 2.
Move Ship: Place the maneuver tool on the play area and insert the guides of the first segment into the notches on one side of the front of the ship’s base. Then slide the ship away from the guides on the first segment and place the ship by sliding its notches over the guides on the joint that corresponds to the ship’s speed.
Since we're never checking the intermediate locations, I don't think it matters what those are in regards to the edge of the battlefield/mat/board.
Under "Ship Movement" in the RRG, step 2.
Move Ship: Place the maneuver tool on the play area and insert the guides of the first segment into the notches on one side of the front of the ship’s base. Then slide the ship away from the guides on the first segment and place the ship by sliding its notches over the guides on the joint that corresponds to the ship’s speed.
Since we're never checking the intermediate locations, I don't think it matters what those are in regards to the edge of the battlefield/mat/board.
it matters bigtime
as I am playing the highly maneuverable rebels I can get chased seemingly off the table edge and then do a hard turn that would take me out of the play area and back on in the same move a great "escape" tactic against the slow moving poorly turning Imperials which may drag him off the table edge the next turn leaving me to run round behind him 2 turns later if by some miracle he avoids running off the edge himself.
Thanks guys for the quick answer. You're the best!
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I like your signature line toolbox
In the Rules Reference it's clear that you "teleport".
Page 11, Ship Movement
Move Ship: Place the maneuver tool on the play area and insert the guides of the first segment into the notches on one side of the front of the ship’s base. Then slide the ship away from the guides on the first segment and place the ship by sliding its notches over the guides on the joint that corresponds to the ship’s speed.
The rules do not have you follow the maneuver tool. You slide out, you slide back in.
Look at Page 9 of Rules Reference under Play Area.
as it is not clear it would be interesting to see what FFG says
You "teleport". There's no question about it. You don't hit obstacles overlapped by the movement template. You don't hit ships unless your final position would overlap them. The "off the table" rules don't mention the maneuver template in any shape, form, or fashion. If you can pull that move off, more power to you, it's legal and safe.
Thanks guys for the quick answer. You're the best!
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I like your signature line toolbox
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Thanks.
You "teleport". There's no question about it.
I'd agree with this. Although the rules may seem confused, the game mechanic means that the ship base will only be in a position able to be checked at the start and end of movement.
Tactically, I note that this means that you have a greater chance of surviving an 'edge of the galaxy' encounter if you are a small fast ship going hell for leather... Could be useful to know the distance and angle a Spd 4 Corvette has to be to at to survive that kind of piloting... I will be testing for sure.