Raymus Antilles, Punch it!

By Edsel62, in Star Wars: Armada Rules Questions

In our game today Most wanted was the objective. Tantive IV with Raymus aboard was the objective ship of the rebels. The T4 starts at speed 1 since they are in no hurry to get within gunnery range. On turn one they use a Maneuver dial to slow to speed zero while passing along a Maneuver token. On turn 2 they are still out of range of everything. On turn 3 a Gladiator is closing in. Raymus reveals a Maneuver Dial and gains a Maneuver Token and uses them both to accelerate to Speed 2 with an extra turn. They trade close range broadside shots with the Gladiator but manage to weather it surprisingly well. Next turn they repeat the Maneuver Dial and Token trick to accelerate to speed 4 and are never brought into effective combat range again.

The Rebels end up winning the game by destroying a VSD, the Imperial objective ship, though they lost their Assault Frigate Mk II to do it.

I believe that was all legal.

What is your question?

Just being sure we ran that correctly. I think we did. Raymus allows the ship to gain a token without spending the dial. Then the ship could spend both. That allowed it to go from 0 to 2 and then from 2 to 4. All the while out turning everything the Imps could try to chase it with.

As the poet MC Hammer exclaimed, that strategy is too legit to quit. And is totally legal as well.

Wow that is amazing!

Seems like you got a little bit lucky, both in that they went that far out of their way to get your objective ship and in surviving the broadside from the gladiator.

It seems to me that the rebel player will always choose their corvette as their objective ship. As such, it's only going to be worth 45-50 ish extra points. It being out of the fight, if they choose to do so, means I'm fighting against about 250 with my 300. As long as I'm frugal (starting some heavy engineering on the VSD at about turn 3), it seems that battle should play itself at that point.

Wow that is amazing!

MC Hammer wasn't that good...