First game a few questions

By sardaukarr, in Star Wars: Armada

Hi tried my first game last night just have a few questions..

My xwings seemed to rip straight through the TIES is this normal?

Also when I roll a crit from a squadron attack on another squadron is that just counted as a hit or does it count as a miss?

Sorry if these questions are a bit stupid J

Thanks

Sard

It is normal. TIEs are less resillient. They counter that by being more numerous.

Crits doesn't add damage when rolled by a squadrons unless an effect state otherwise.

ah ok thanks for your reply maybe they died so quick because i was counting the crits as hits :)

We made that same mistake our first couple games too. Also note that crits don't do damage when using a ship to attack a squadron. Think of crits as ONLY a ship vs ship thing, unless some card or effect (such as "bomber") tells you otherwise.

aha thanks ship to squadron seemed rather weal but then we were doing one attack = one squadron

:rolleyes:

In our games its been the other way around. Use Howelrunner and activate your Ties with your VSD command. They will get to move and shoot, and roll 4 blues with a reroll. as a rebel player I hate Howelrunner and Swarm. She is going to be ridiculous with Tie Interceptors.

In our games its been the other way around. Use Howelrunner and activate your Ties with your VSD command. They will get to move and shoot, and roll 4 blues with a reroll. as a rebel player I hate Howelrunner and Swarm. She is going to be ridiculous with Tie Interceptors.

Don't forget that you must move and shoot each TIE separately not move them all and shoot. This means some won't gain from swarm and Howlrunner.

In our games its been the other way around. Use Howelrunner and activate your Ties with your VSD command. They will get to move and shoot, and roll 4 blues with a reroll. as a rebel player I hate Howelrunner and Swarm. She is going to be ridiculous with Tie Interceptors.

Don't forget that you must move and shoot each TIE separately not move them all and shoot. This means some won't gain from swarm and Howlrunner.

That's the dilemma. Move Howlrunner first, so each additional TIE gains her boost, but you have to engage with her or they don't get the Swarm bonus. Then, you have to make sure you kill the Rebel or Howlrunner is in reach of an X-wing (until Wave 1 drops) that has the potential to one shot her (well, not really, but she can be left to one hit point).

In our games its been the other way around. Use Howelrunner and activate your Ties with your VSD command. They will get to move and shoot, and roll 4 blues with a reroll. as a rebel player I hate Howelrunner and Swarm. She is going to be ridiculous with Tie Interceptors.

Don't forget that you must move and shoot each TIE separately not move them all and shoot. This means some won't gain from swarm and Howlrunner.

That's the dilemma. Move Howlrunner first, so each additional TIE gains her boost, but you have to engage with her or they don't get the Swarm bonus. Then, you have to make sure you kill the Rebel or Howlrunner is in reach of an X-wing (until Wave 1 drops) that has the potential to one shot her (well, not really, but she can be left to one hit point).

Well ... it's "simple":

Move Howlrunner first position her so that she engages exactly one X-Wing.

Attack the X-Wing.

Move the first regular Tie and position it in range 1 of Howlrunner engaging "her" X-Wing and another.

Attack "her" X-Wing (assume it dies, otherwise repeat with the next Tie Fighter)

Move the second regular Tie and position it in Range 1 of Howlrunner, engage "The first Tie's" X-wing and another...

Repeat until you run out of ties or X-Wings.

Move the last Tie so that it engages all remaining X-Wings,so they won't come at Howlrunner.

Of course this assume some rather ideal positioning, but getting as close to this order as possible should maximize your chances while minimizing risk of concentrated return fire.

Also, no X-Wing can currently one-shot a full health Howlrunner.

If they roll 4 Hits, she scatters and survives

If they roll 3 Hits and Accuracy, she Braces and survives

If they roll 2 Hits and 2 Accuracies, she just survives.

No, should be the other way around if you are a good commander due to Ties having a longer move and performing a the squadron Command at the right time.

No, should be the other way around if you are a good commander due to Ties having a longer move and performing a the squadron Command at the right time.

In my experience so far, the longer move of the Ties is a trap. It constantly tempts you to fling them way out there where enemy capital ship fire will destroy them and where they are out of reach for their very essential squadron commands.

At least I am definitely too dumb to use their longer move effectively without falling into this trap again and again.

Why would you need to engage with Howlrunner?

You could have her a bit back and any ties at distance one from her would get the bonus right?

Why would you need to engage with Howlrunner?

You could have her a bit back and any ties at distance one from her would get the bonus right?

I think the idea is to try to maximize both the Swarm ability and Howlrunner. By getting her in first, the next TIE benefits from both, rather than just rolling 3 dice without re-rolls. Hopefully by doing it as chrisdk suggests, you get the bonuses and then by the end Howlrunner is outside of engagement range of any X-Wings, but still providing the boost to her fellow TIEs