Attack Flowchart

By Amanal, in Star Wars: Armada

I have prepared a flowchart that goes through the steps of making an attack. It is set for A4 so Imperial People (as in those using letter size paper) will need to adjust to fit if you plan to print.

At this point if there are any errors or areas that could be improved happy to get feedback.

http://www.ridersyd.com.au/scl/attack flowchart.pd f

11-6-15: Updated the Flowchart as per WhatsArmadaWithYou's suggestions.

11-6-15: (Later that day) Updated to highlight the 6 steps per the rules.

Edited by Amanal

Suggestion 1: The [defending hull zone] must be inside the attacking hull firing arc

Suggestion 2: The [defending hull zone] must [be within] range of the [attacking] hull zone.

Suggestion 3: The [defending hull zone] must at range 1 of the squadron

Suggestion 4: Gather attack dice to form the attack pool and roll those dice .

Suggestion 5: If defender is a ship, gather dice in battery armament [it is redundant to include branch for both squadrons and ships since they both use their battery armaments (just like you only have one branch for ant-squadron dice)].

Suggestion 6: After Gather dice for attack pool do you want to include a box asking to subtract 1 die if attack is obstructed?

Suggestion 7: Then add an awesome explosion box for ROLL THE DICE! BAM! POW!

Suggestion 8: Don't you modify dice and THEN assign Accuracy (you have them set up as either/or which does not imply order).

Suggestion 9: Is [there] a critical effect?

Suggestion 10: Resolve effect [unless effect is the default].

A few suggestions but overall very good idea to make a flowchart. See guys, its simple! :blink:

Thank you taking this on. This visually explains why my 5 year old son stares at me blankly while I try and explain how the game works lol. :mellow: Poor kid won't be able to understand for a few more years.

Many years ago at Uni we did Contract Law on Building Contracts and flowcharting the various clauses was a big help. So I tend to do this when faced with some complex verbage that just needs to be simplified down into tasks and such.

Thanks for the suggestions.

I'm pretty sure that you can use more than 1 type of defense token per attack. They just have to be different types

looks good to me outstanding work, my wife has never played armada yet so I am going to show that to her and see if she understands it when she starts to play. I will let you know if you pass the true test.

Edited by Cubanboy

edited: nevermind

Edited by Wildhorn

Suggestion 8: Don't you modify dice and THEN assign Accuracy (you have them set up as either/or which does not imply order).

I think you keep modifying dice or assigning accuracy for as long as you have accuracy, upgrade cards, command dials or tokens to keep going around in this loop.

Something I have learned doing this: Say I play Overload Pulse: Blue Critical: Exhaust all the defenders defense tokens.

I can play this as an attack effect that will modify dice, I do not need a critical to play this effect. My opponent then plays his defense tokens, which who knows perhaps I get lucky and reroll a dice and now get a critical effect. During the Resolve Damage Step, my Overload Pulse will become the critical effect I resolve. As I can only resolve 1 critical effect my opponent would then Exhaust his defense tokens. I would not get to deal the first damage card face up.

Prior to this I would have turned up my first damage card and exhausted my tokens.

Edited by Amanal