Engagement Tracking.

By Malev Da Shinobi, in Star Wars: Armada

Hey everyone,

just played my first 300pt match last night, and had a lot of fun. Really like the way the game plays. Here is an small album if interested: http://imgur.com/a/HiTWb

While playing, I grabbed one of the supplied objective tokens not being used and placed it between the ships that were engaged and quite liked the visual indicator.

Wanted to simply share this little idea:

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In the pictures you can see the objective token being placed to indicate which squads are engaged.

I was also thinking that a Target Lock token from X wing inbetween the 2 affected squads would also give a quick visual indicator.

Much peace,

Malev

Good idea, would save alot of time from measuring. Measure once, agree with both players and mark it.

Good idea, would save alot of time from measuring. Measure once, agree with both players and mark it.

Oddly enough, I didn't even think about the actual rules help this would bring..

Once both players are in agreement, when the token is placed down... that would really help ensure that squads stay correctly engaged without worry over incremental measurements. Nice!

Malev

Good idea.

I still hate the engagement mechanics of this game. It really makes no sense that 1 Tie Fighter squadron can tie up 3-4 X-wing squadrons. It really think it should be a 1 for 1 engagement mechanic (or at the most 2 squadrons). So say an Imperial player moves his a Tie Squad into a group of Rebels, he only gets to pick 1 squadron to be engaged with. I think it makes more sense from a fluff stand point.

Edited by Jo Jo

But think of how untenable that game play is, especially when you expand out to a larger game. You have to, amongst a number of individual, possibly identical, squadrons mark out who is engaging who.

You'd spend more time trying to mark that then you would actual game play.

Just think of how many different markings you'd need in a scrum of 8 or so squadrons.

You'd spend more time trying to mark that then you would actual game play.

Say what now?

If you have the token already prepared for this instance, and are already seeing that an opponent is going to move a squadron into engagement range(and arrive at the conclusion 'they're engaged now'), the amount of 'time' trying to mark an engaged squadron comes down to less than a second.

And removing the token takes an equal amount of time when a squadron is removed, if removed together.

The only thing I can see getting tricky, is not having enough of these tokens in particular to track all across the board.

Which is why I was suggesting the Target Lock from X wing. I have near 100 of those things I feel like.

Malev

Good idea.

I still hate the engagement mechanics of this game. It really makes no sense that 1 Tie Fighter squadron can tie up 3-4 X-wing squadrons. It really think it should be a 1 for 1 engagement mechanic (or at the most 2 squadrons). So say an Imperial player moves his a Tie Squad into a group of Rebels, he only gets to pick 1 squadron to be engaged with. I think it makes more sense from a fluff stand point.

Think about it. if I have 4 X-Wing Squadrons, and you fly a single TIE squadron to "Engage" my X-Wing squadrons - you aren't REALLY engaging all 4 of them, because the first two will destroy the TIE fighter squadron (Or possibly even the first one). The next two will move towards their objective as if the TIEs never flew in.

So what you were hoping for, is true. From a certain point of view.

Malev, I was replying to Jo Jo's idea of having to mark individual squadrons and thier specific engagement.

Though I generally speaking don't advocate extra tokens on a game board as it can cause clutter and having to each into a scrum to mark or un mark something is more chance to disrupt the board.

I still hate the engagement mechanics of this game. It really makes no sense that 1 Tie Fighter squadron can tie up 3-4 X-wing squadrons. It really think it should be a 1 for 1 engagement mechanic (or at the most 2 squadrons). So say an Imperial player moves his a Tie Squad into a group of Rebels, he only gets to pick 1 squadron to be engaged with. I think it makes more sense from a fluff stand point.

I cannot disagree with the statement more.

I like it for the fact to need to make sure you have a fighter screen for your ships to protect them from bombers. and the bombers need escorts. Right now it doesn't seem to make sense. But later on it will. I have been doing some thought experiments and figured out how to properly deploy the Tie Figthers so they can swarm AND protect the VSD from X-wing attacks. Also, to use the Neb-B to protect the X-wings from TIE fighters.

A single Squadron can tie up a lot of other squadrons, but it is not going to last long. It might prevent a Squadron COmmand from allowing the X-wings to make a bombing run, but that is about it. During Squadron phase that TIE fighter isn't going to last long, nor is it going to be able to swarm

Yeah but in a six round game, it doesn't really matter if the Tie squadron lasts or not, only if he impeded the progress of his opponent's squadron for one round.

Yes thus providing the game with interesting tactical nuance.

Yeah but in a six round game, it doesn't really matter if the Tie squadron lasts or not, only if he impeded the progress of his opponent's squadron for one round.

Which is their lot in life.

Yeah... It would be a pain to mark if engagement was 1 for 1. I just don't like the engagement mechanic as it currently is. Its my only game play gripe.

meh, it's a tactical decision. if you really don't like that one can tie up 4 opposing. stop flying your squadrons in a large cluster and spread those mofo's out! that way that single tie squadron can't lock down your entire fleet of X-wings.. that was just bad play on your part and you deserve to be punished

First of all, I don't agree offhand with the 1 to 1 engage.

However, if some other game did it that way, it's easy enough to do what other miniatures games do and require engaged squadrons to be base to base, and unengaged squadrons be at least 1" apart. Maybe an extra rule about engagement distance dragging two squadrons together into base to base.

The thing with a lone squadron engaging multiple squads is that, it won't last. On a good roll, an X-Wing can one shot a TIE Squadron, and two TIE squadrons have a good shot at killing an X-Wing Squadron.

And what's more, if you use a Squadron Command, the activated squadrons can kill the squadron they're engaged with and still move away after doing so.