Rear Arc Attacks

By runelord, in Star Wars: Armada Rules Questions

Issue after 1st game, During play the rebel player (initiative) manouvered 2 smaller ships into the rear arc of an imperial destroyer then the following occured.

Rebel ship fires at long range then moves closer for the kill only to be blasted at short range as destroyer moves off so next round rebel fires at medium range and closes to be blasted again.

Alternatively rebel fires at long then moves away but this just means that the destroyer can put more distance between them.

So my issue is that even with initiative and successfully outmanouvered opponents ship the attacker is on a hiding to nothing when attacking the rear arc (weak spot) of a larger ship.

Did we miss something or is this just a weak point in the turn system.

This is not a dogfighting game. You need to plan ahead. This just demonstrates that the rear arc is not as weak as you thought. Especially if you are going to just take the easy route and follow it. The VSD is slow and predictable. You know his position, take advantage of it. Come up his flank and take the hit as he is forced to move for your shot to his rear.

Did you expect a VSD to be easy?

Sometimes, going first isn't exactly a good thing! :D

You didn't miss anything at all, that's how it works unfortunately.

Victory star destroyers only have 2 red dice on the rear, which means the strength of the attack (from an attacking perspective) won't change regardless of short, medium or long range, so hope you haven't got something mixed up there?

The only thing I think you could be referring to is the use of evade tokens which lose effectiveness at medium and close range.

But yes, that is part of the challenge of the game.

Thanks for the replies, it was our first game however it just felt counter intuitive as to have all ships Fire then all move or vice versa would have been better. Still as Maverick points out only 2 red dice at all ranges from the rear arc still makes it worth while to seek to close from the aft arc.

Issue after 1st game, During play the rebel player (initiative) manouvered 2 smaller ships into the rear arc of an imperial destroyer then the following occured.

Rebel ship fires at long range then moves closer for the kill only to be blasted at short range as destroyer moves off so next round rebel fires at medium range and closes to be blasted again.

Just out of interest, why was the rebel closing to short range? No rebel ships have black (short range) shots (in wave 1).

Bill it was our first game so thanks for pointing this out it all helps an old wargamer to get his head around game situations v game mechanics, and preconceived notions of what you think should happen. Ie close to finish off a wounded target after getting into position in their weak spot. Against why close at all if your guns do the same damage at long or short range.

You didn't miss anything at all, that's how it works unfortunately.

Why unforunately?

Mass, Inertia and Momentum seem reasonable to have. You have to apply force to speed up, slow down and change direction. The simulation seems reasonable...

Bill it was our first game so thanks for pointing this out it all helps an old wargamer to get his head around game situations v game mechanics, and preconceived notions of what you think should happen. Ie close to finish off a wounded target after getting into position in their weak spot. Against why close at all if your guns do the same damage at long or short range.

The game has a bit of a learning curve for top tactics, and that curve is especially painful on the Rebel side. So far, as a Rebel player, I am almost always wanting to fight at long or medium range. If the fighter/bombers want to get in close, that's one thing, but we want to be the proverbial Ali-like guys "floating like butterflies" outside the heavy punching range of the Imperial batteries.

Also, I'm all about the objectives. I'm not trading blows with the Imperials unless I absolutely have to. I'm in, I do the job, I get the heck out of there.