Paragon

By wjgo, in Star Wars: Armada

What is the best way to deploy the Paragon?

As a compliment to another ship using the squadron commands that have free squadrons in range, or as a compliment to a red die rolling ship? To get the black die in any ship attack, that ship has to have already been attacked. I guess both could be used. But if one is low on squadrons who could quite possible get tied up in engagements, perhaps the Gallant Haven would be a better choice. I'm assuming this feature gives the Paragon a bit of deadliness at long range and should be maximized.

paragon.png

Edited by wjgo

Unless I'm wrong you can only use black dice at close range, and since this requires two attack arcs on the same target it's going to be quite situational for assaulting ships. In any case, I'd want to be using Paragon on probably a Mark II A model since you're inevitably going to be using either your front or rear arc and having that extra blue die is really nice. Additionally I'd be throwing on Sensor Team and maybe even a Turbolaser upgrade of some sort, just to really be extra punishing. It's an expensive strategy, but with that many dice and some luck it's possible to wipe out a ship in a single round (maybe not a Victory, but you'd at least hit it like a speeding truck).

Reading the card again, here is another question.

Does the "you" refer to the ship with the Paragon title, or you as the player (e.g if another one of my ships already attacked the target)?

Does the title apply to everything on the board, or just the ship with the Paragon title? (Askin because 5 point seems very steep for a title that may add one black die vs enhanced armaments 10 points for a red die on each flank)

And finally, is the black die only rolled at close range?

I've always viewed AAF Mk II as either a carrier (Gallant Haven + Expanded Hangars) or long range gunship (expanded armament).

In case of Paragon you have to get close to your prey. As Leo already stated you may need extra firepower of AAF MkII A. I would also add Expanded Armament.

If you ask me the "you" part refer to the player. I suggest to pair your Frigate with following Corvette:

CR90 Corvette B - 39 pts
- Overload pulse - 8 pts

Corvette attacks first, hopefully exhausting defence tokens of the Star Destroyer. Then cripple your opponent with 6 dice-strong roll.

I agree that the "you" refers to the player, not the ship.

My question would mirror Megamen's in regard to the black die. It states to add a black die to your attack pool, and in the spirit of "do what the card says to do," I read that as simply adding a black die to the attack regardless of where you are. Rhymer would set a precedent for using dice outside of their printed range, wouldn't he?

Wording also could have also changed since the card was spoiled and be slightly different at release.

I agree that the "you" refers to the player, not the ship.

My question would mirror Megamen's in regard to the black die. It states to add a black die to your attack pool, and in the spirit of "do what the card says to do," I read that as simply adding a black die to the attack regardless of where you are. Rhymer would set a precedent for using dice outside of their printed range, wouldn't he?

Wording also could have also changed since the card was spoiled and be slightly different at release.

Read as worded I do think he just adds a black die regardless of range. I don't have a rule book in front of me, but going of off the dominator title, which explicitly states a range limit to its bonus, there is no range limiter on paragon.

So if you could only use this at short range, I'd imagine they would continue using the precedent text, when attacking at ____ range. That's my two cents

nvm i read it wrong

Edited by executor
the defending hull zone must be at
attack range. The attacker uses the range side of the
range ruler to determine the range to the chosen
hull zone (see “Measuring Firing Arc and Range”
on page 14). Each range band on the ruler
depicts which colors of attack dice he can roll.
For example, at long range a ship can roll only its
red attack dice. If the attacking hull zone does not
have any red dice, then it cannot perform this attack.

There are three different colors of attack dice:
red, blue, and black. Each ship’s hull zone lists
different combinations of attack dice.
The colors of the attack dice serve two purposes:
1. When attacking a ship from a distance, some
dice colors cannot be rolled for that attack
(see “Targeting” above).
2. Each color has a different distribution of
icons.


I'm pretty sure that 'you' always refers to the model acting. Therefore the ship needs to have 2 arcs on the same target or be able to attack the same ship twice otherwise.

Also only at short range since it does not say different.

Not a great deal of use really.

I am fairly certain that "you" refers to the ship,

For example defense and assault liesin says when "you" reveal a command you may spend a token to change it and I can pretty much guarantee that a 3 point card doest affect the entire fleet

same wording on leia

So you have to attack twice with the same ship at the same ship

Useful with the expert gunnery objective (did I remember the right one?)

the defending hull zone must be atattack range. The attacker uses the range side of therange ruler to determine the range to the chosenhull zone (see “Measuring Firing Arc and Range”on page 14). Each range band on the rulerdepicts which colors of attack dice he can roll.For example, at long range a ship can roll only itsred attack dice. If the attacking hull zone does nothave any red dice, then it cannot perform this attack.

There are three different colors of attack dice:red, blue, and black. Each ship’s hull zone listsdifferent combinations of attack dice.The colors of the attack dice serve two purposes:1. When attacking a ship from a distance, somedice colors cannot be rolled for that attack(see “Targeting” above).2. Each color has a different distribution oficons.

You add black attack dice, but you cannot roll it.

In the entry for adding die to the pool, it just states take the colored die specified or chosen and roll i . There's no range check on it

Edited by Truegreek

I would aLeo argue that the range is determined in order to determine your attack pool so long range you add red dice and thenand then modifiers happen, (such as dominator and paragon)

As mentioned above dominator explicitly restricts the range back to medium but paragon doesn't and since at this step you have already added the range dice you could add the black dice at long range

Again because it is added to your attack pool(which is independent of range, range is used to find what dice enter you attack pool that turn)

Blue 7, clone trooper, you were right: "you" refers to the acting model. It's definetly not worth 5 points.

Blue 7, clone trooper, you were right: "you" refers to the acting model. It's definetly not worth 5 points.

Yup. Chilling in the rules reference. Ugh. Lost a lot of my fire for Paragon as well.

Thank you for clarifying "you" as limited to the activated unit. (I think that is the right term)

Blue 7, clone trooper, you were right: "you" refers to the acting model. It's definetly not worth 5 points.

I'm not sure how a free black die on an attack is all that bad... Its not going to be terribly hard to trigger and I'm sure if the choice is between this or one of the command swappers I'd take this.

Plus there is that one objective that lets you shoot out of the same arc twice that would make it AMAZING

For 5 points:

You get 1 black die that requires you to line up a double arc shot on a target, potentially at short range. For Advanced Gunnery to provide a benefit, you need I be the second player to double arc the same target. The AF2 dice pool is heavily weighted to long range attacks. The victory AND gladiator SDs are heavily weighted to short range attacks. It is still unclear if the black die is usable at long range, however double arc shots are much easier to line up at short range.

For 10 points:

You gain one red die on both flanks, which coincidently are your largest dice pool arcs (making your strongest attack stronger). There is no special requirement to add the red die, and it is usable at all ranges. If yu are usin the Advanced Gunnery objective you get to add a red die to both attacks from the same arc.

In the words of Admiral Ackbar "At that range we won't last long against those Star Destroyers".

In the words of Admiral Ackbar "At that range we won't last long against those Star Destroyers".


For 5 points:

You get 1 black die that requires you to line up a double arc shot on a target, potentially at short range. For Advanced Gunnery to provide a benefit, you need I be the second player to double arc the same target. The AF2 dice pool is heavily weighted to long range attacks. The victory AND gladiator SDs are heavily weighted to short range attacks. It is still unclear if the black die is usable at long range, however double arc shots are much easier to line up at short range.

For 10 points:

You gain one red die on both flanks, which coincidently are your largest dice pool arcs (making your strongest attack stronger). There is no special requirement to add the red die, and it is usable at all ranges. If yu are usin the Advanced Gunnery objective you get to add a red die to both attacks from the same arc.

In the words of Admiral Ackbar "At that range we won't last long against those Star Destroyers".

Its pretty obvious what I think it does, but one last thing that I think points to its not range restricted, is the opening salvo objective. In that, the second player is allowed to add any die of their choice to the attack pool. Now objectives do ignore or change the rules, but in the entries for adding die to the pool, there is no check for range. That's only in the initial pool of dice, which you would roll . then trigger paragon, and following the rule entry for adding a die to the attack pool, you immediately roll a black die.

An interesting side point, is that you can trigger paragon, then spend a command dial to roll 2 black die.

Since I can't find anything in the rules that states you cannot roll a black die out of short range, I'm inclined to think it works at all ranges.

And as far as worth goes, this can be added as well as enhanced armaments, which for 15 points makes for star destroyer levels of broadsides, and can match their front arcs with a command dial

to clarify, everyone is getting confused with the difference between your attack pool (the dice you use in an attack) and your battery armament (the attack value of the ship)

Battery armament is range restricted but your attack pool has no such restrictions so paragon works at all ranges

For example Expanded launcher adds to the battery armament not the attack pool, so the dice from that are only useful at close range

I'm pretty sure that 'you' always refers to the model acting. Therefore the ship needs to have 2 arcs on the same target or be able to attack the same ship twice otherwise.

Also only at short range since it does not say different.

Not a great deal of use really.

generally i would agree with you, but the confusion lies in the text with the wording "round" meaning that as long as it's not the first friendly ship to attack a particular target this round you should get the black die added to your attack pool. potentially for both attacks (if you have the arcs)

it's the wording that leads this open to interpretation. and i think we may need an official ruling on this

Since I can't find anything in the rules that states you cannot roll a black die out of short range, I'm inclined to think it works at all ranges.

The range ruler disagrees with you. See "Targeting" page 12

I'm pretty sure that 'you' always refers to the model acting. Therefore the ship needs to have 2 arcs on the same target or be able to attack the same ship twice otherwise.

Also only at short range since it does not say different.

Not a great deal of use really.

generally i would agree with you, but the confusion lies in the text with the wording "round" meaning that as long as it's not the first friendly ship to attack a particular target this round you should get the black die added to your attack pool. potentially for both attacks (if you have the arcs)

it's the wording that leads this open to interpretation. and i think we may need an official ruling on this

Under upgrade cards in rules reference, it does state "On upgrade card effects, the term 'you' refers to the ship that the upgrade is equipped to." I was wrong about this one myself.

Edit: When I think about it more than I was earlier, if it was intended to be any ship in your fleet, they probably would have taken the route that they did with General Dodonna and use the "friendly ship" wording.

Edited by Dusksong

And the Black Die added by Paragon is not range restricted. From the Rules reference guide:

Roll Attack Dice: Gather attack dice to form the attack pool and roll those dice. Gather only the dice that are appropriate for the range of the attack as indicated by the icons on the range ruler.

◊ If the defender is a ship, gather the attack dice indicated in the attacking hull zone’s or squadron’s battery armament.

◊ If the defender is a squadron, gather the attack dice indicated in the attacker’s anti-squadron armament.

◊ If the attacker cannot gather any dice appropriate for the range of the attack, the attack is canceled.

So, a long range, you would gather all the red dice from your battery armament. This is your attack pool. Then add a black die to the attack pool. Since this die is added AFTER using the range ruler, it is range independent.

Therefore, anything added to the attack pool is range independent.

Edit to add attack pool definition:

Attack Pool:

During an attack, the attack pool is comprised of all dice being used for that attack. This includes the dice gathered prior to rolling as well as the dice after they are rolled.

Edited by megamen