Camping the station. Or how I learned to turn the station into a weapons platform.

By Deathseed, in Star Wars: Armada Rules Questions

Just bouncing this one out there as my roommate thought it very cheesy, but we saw no contradiction in the rules.

Case in point. I moved Rhymer and his murder squad all into position overlapping the station and left them there, essentially turning it into a midfield regenerating turret. The squadrons were repairing each turn and regained a not insignificant number of hull points.

My roommate questioned this as the RR page 8 says:

When a ship or squadron overlaps an obstacle after
executing a maneuver
, it resolves an effect that depends on
the type of obstacle it overlapped:

etc.

He took this to mean they had to move around to benefit from the station.

However page 12 states:

When a squadron moves, it can choose to remain in its
current position and is still considered to have moved.

We finally took this to mean they can do what I did and stay put, and regenerate each turn they are over the station.

Any naysayers?

They would have to be given a Squadron command.

So they can move (not go anywhere) and regain damage, and then shoot.

If you leave them until the Squadron phase you can only move or shoot.

Also, the station (being an obstacle) is an obstruction, so any attacks made by the squadrons will be obstructed and lose one dice - since they only roll a single dice then they cannot attack whilst on the station. A few people seem to forget that because its "beneficial" to them in terms of healing that it's still an obstacle.

Edited by MaverickNZ

They would have to be given a Squadron command.

So they can move (not go anywhere) and regain damage, and then shoot.

If you leave them until the Squadron phase you can only move or shoot.

That we considered, but I was squadron commanding them left, right, and center so it wasn't an issue.

Though it gets a bit iffy if in the squadron phase you chose only to shoot, and not move. It brings up the question of if this still gets invoked:

When a squadron moves, it can choose to remain in its

current position and is still considered to have moved.

Though I suppose it must be noted that the underlined portion seems to be the key determination and that if done in the squadron phase you are choosing to shoot rather than move.

Also, the station (being an obstacle) is an obstruction, so any attacks made by the squadrons will be obstructed and lose one dice - since they only roll a single dice then they cannot attack whilst on the station. A few people seem to forget that because its "beneficial" to them in terms of healing that it's still an obstacle.

Yeah, but what if the target doesn't have any portion of the station token between them and the offending squadron. For instance, the closest edge of the firing squadron's base is not overlapping the token and the target doesn't have any part of the token between them?

For instance some of my squadrons were only partially on the station obstacle and were firing from their non-overlapping edges (as things played out).

i.e. LOS is never actually drawn through or over the obstacle.

I wonder how obstruction could be validly claimed then. And I've not found anything in the rules to say it would. I could see how some would say that if you're on the token at all the shot is obstructed, but I can't find any rules to support that claim. And this doesn't count because nothing was base to base and LOS was never drawn over the obstacle:

If line of sight is drawn over an obstacle, the attack is

obstructed even if the bases of the attacker and defender

are touching.

Edited by Deathseed

If they were only "half" on the obstacle then yes, they would have a clear shot if no part was between the squadron and the target, however that would make a much more limited firing arc then what I assumed from your original post that the bombers were just plonked in the middle of the station firing 360 degrees around them, and brings up the question if it's really worth the hassle then.

And yes, they would have to be able to move to then stay still and be counted as moving.

So choosing to shoot in the squadron phase instead, or being engaged by a squadron (on the side they are hanging off the station, as obstacles break engagement too) would prevent them from moving, and therefore healing.

Edited by MaverickNZ

It's really very simple, like I said if it's the squadron phase and you choose to shoot you have not moved, ergo cannot regain hull points.

Also if they were engaged with enemy squadrons they can't move and therefore can't trigger the effects of the station.

It's really very simple, like I said if it's the squadron phase and you choose to shoot you have not moved, ergo cannot regain hull points.

That part is clear indeed.

While I don't like Stations in general, they aren't that cheesy. If you are engaged with other squads you can't regenerate and on a 6x3 mat you are just removing yourself from the fight due to short firing range as your opponent ignores you.

It's not hard to just push a player off the station with a comparable size group of squads. It is no more defensable than an empty patch of space.

While I don't like Stations in general, they aren't that cheesy. If you are engaged with other squads you can't regenerate and on a 6x3 mat you are just removing yourself from the fight due to short firing range as your opponent ignores you.

It's not hard to just push a player off the station with a comparable size group of squads. It is no more defensable than an empty patch of space.

I'd just like to point out that squadrons on a base (or any obstacle for that matter) do not cause Engagement with other squadrons. So if someone jumps on the base and is within attack range — and that attack is obstructed because of the obstacle — you are free to stay there in the fight or fly off somewhere else.

While I don't like Stations in general, they aren't that cheesy. If you are engaged with other squads you can't regenerate and on a 6x3 mat you are just removing yourself from the fight due to short firing range as your opponent ignores you.

It's not hard to just push a player off the station with a comparable size group of squads. It is no more defensable than an empty patch of space.

I'd just like to point out that squadrons on a base (or any obstacle for that matter) do not cause Engagement with other squadrons. So if someone jumps on the base and is within attack range — and that attack is obstructed because of the obstacle — you are free to stay there in the fight or fly off somewhere else.

Yeah, but he is talking about having the bombers only half on the station, so the side that isnt could be engaged as there is no obstacle between them to obstruct.

What Mav said is accurate. It's not if their base is on an obstacle but if the LOS is obstructed that causes a squadron to be or not to be engaged. Unless I just totally missed something in the rules on it.

While I don't like Stations in general, they aren't that cheesy. If you are engaged with other squads you can't regenerate and on a 6x3 mat you are just removing yourself from the fight due to short firing range as your opponent ignores you.

It's not hard to just push a player off the station with a comparable size group of squads. It is no more defensible than an empty patch of space.

Yeah, my roommate and I are considering leaving it out of some games because it's a bit cheesy in our opinion. However, that may change with this clearer understanding of how it interacts with squadrons.

As for your point in red, he wasn't fielding any squadrons of his own ;), so that wasn't a danger. But yeah, per this rule, I see your point:

An engaged squadron cannot move.

Though that can situationally be negated by this rule:

If line of sight between two squadrons is obstructed,

those squadrons are not engaged even if at distance 1 of

each other, though they can still attack each other.

Though as DWRR pointed out, if you choose to shoot in the squadron phase, you can't move and thus cannot regen. But if you choose to move in the squadron phase rather than shoot (or move and shoot with a squadron command), you can invoke this rule:

When a squadron moves, it can choose to remain in its

current position and is still considered to have moved.

Also, as per the blue part, yeah that can be an issue, but that's why I had moved Rhymer and his buddies into position there. The station was in the center of our engagement area, and I had basically turned a good bit of the middle into a close-medium range black dice turret (all bombers and X1s).

Yes, I am a little ashamed of resurrecting the plague of X-wing in Armada...effin' turrets...I ever mention XWM made me hate the Millennium Falcon?

Anyway, thanks guys, this helps me keep the subtleties of this kinda situation straight. It's hardly come up in our games so I had some gray areas in my head about it. Understanding it much clearer now. As it turns out, we had more or less done things right in our game, but something felt "off", and I wasn't able to sufficiently articulate the rules in a way that cleared up our misgivings. Now I can. Special mention to DWRR and MaverickNZ for having their heads on straighter than I.

Edited by Deathseed

On a similar issue, my opponent yesterday was using Mauler Mithel who causes damage to any enemy engaged at the end of his move.

He wanted to claim that if he activated this squadron once it was already engaged, he could still count as having made a move, just one of zero distance, and so still cause the automatic damage on engaged opponents.

He was wrong, wasn't he? The engage squadron doesn't count as moving if it is activated while engaged, does it?

Correct, if engaged he can't move, he can't even move zero.

Now, Mauler with Admiral Chiraneau... That works.

On a similar issue, my opponent yesterday was using Mauler Mithel who causes damage to any enemy engaged at the end of his move.

He wanted to claim that if he activated this squadron once it was already engaged, he could still count as having made a move, just one of zero distance, and so still cause the automatic damage on engaged opponents.

He was wrong, wasn't he? The engage squadron doesn't count as moving if it is activated while engaged, does it?

You are correct - engaged squadrons cannot move, therefore Mauler cannot trigger. Unless working with another rule that specifically allows him to move whilst engaged (like Chiraneau, as DWRR pointed out).

Chiraneau also does something curious for Rhymer Murder Squads...since you cannot attack a ship whilst engaged, Chiraneau allows them to disengage and maintain shots on the target ship.

If your opponent wasn't fielding any squadrons I could see why he was having problems with the rhymer death ball.

I don't think the station is to blame here...