CR90 Swarm Tactics

By dramagod2, in Star Wars: Armada

Well, CR90's would die, they need a token and a dial unless you are running Redemption. Which might worm it's say into the swarm.

He say "treated as if not destroyed. . . " if you don't have max damage by the status phase your ship lives. Until they FAQ it though at Mon Mothma points he should be doing things that way.

You didnt quote it in full. It says ""When a friendly ship or friendly unique squadron is destroyed, it remains in the play area and is treated as if it was not destroyed until the end of the Status Phase."

That implies that it is still treated as destroyed after that point, but isnt very clear. I just checked out the destruction rules too, not much help there.

I could see it going either way tbh. It will certainly have an enormous impact on how good Rieekan is.

Well, CR90's would die, they need a token and a dial unless you are running Redemption. Which might worm it's say into the swarm.

He say "treated as if not destroyed. . . " if you don't have max damage by the status phase your ship lives. Until they FAQ it though at Mon Mothma points he should be doing things that way.

You didnt quote it in full. It says ""When a friendly ship or friendly unique squadron is destroyed, it remains in the play area and is treated as if it was not destroyed until the end of the Status Phase."

That implies that it is still treated as destroyed after that point, but isnt very clear. I just checked out the destruction rules too, not much help there.

I could see it going either way tbh. It will certainly have an enormous impact on how good Rieekan is.

This is one where, if the card is not printed clearly, I suspect we will see an FAQ assuming we have the game steps of:

Ship takes lethal damage > ship is able to activate with a repair token > status phase

Obviously if a ship can't activate after receiving fatal damage there is no real question, but the real issue is basically what happens if a ship "dies" before it activates, but then repairs the lethal damage. The RAW don't answer this clearly, in my view. I don't have a strong view in either direction, TBH, as I think it's just genuinely unsaid as yet. So I accept I don't know and won't until an FAQ, and thus, I am reserving my judgment on Riekaan and how/if to use him.

Interesting question on the repair aspect. I think it still counts as destroyed based on the wording, but that needs clarifying.

In fact it almost HAS to, because otherwise nothing could ever die with him as commander unless it had already activated. Just plot an Engineering order every turn, and laugh as your enemies kill you again and a gain, only to rise from the grave each time.

Mwahaha, zombies!

Well you take damage beyond your hull rating, so it depends on how much repair you could actually do.

On page 5 of rrg, it says a ship is destroyed if it has damage cards equaling or exceeding its hull value.

Key point there is exceeding which means it can keep taking damage.

If you don't treat the ship as destroyed until the status phase, then it can do all things a ship can normally do, including repair. If at the status phase when you check the ship, it must have damage cards that equal or exceed that hull rating. I don't see anything else on that card that contradicts the definition of a destroyed ship.

This commander just changes the timing the ship is destroyed (immediately vs status phase) but I don't see anything that changes how to determine what constitutes a destroyed ship (cards equalling or surpassing hull value).

Like all abilities, this can be very useful but it's also situational. On a ship already activated it's not that great. On a ship that can still activate but doesn't have a repair command coming up, it's ok as you can still shoot/activate squadrons, as a ship that could possible be repaired and stay another round in the game great!

Step one: park an almost dead corvette in front of an activated star destroyer. (Either in front or rammed into it)

Step two: have star destroyer activate before corvette, it might waste one of it's two shots on it, and it will ram it when it moves. (Aha, another card straight to the hull!)

Step three: activate corvette that has like, 7-8 damage cards on it. Lol. Then shoot at the star destroyer for more damage.

Step four: move, and ram into the star destroyer again, OR, ram another nearby ship. (If you manager to ram the front arcof a ship that has yet to move... TThat's just priceless :D )

Step five: ????

Step six: no profit, cause the general has been banned at your FLGS. (Sad trombone)

One more thing about Riekan.

I view him as a variation of Motti. Whereas motti is an automatic extra hull points, Riekan is extra potential hull points.

"What you talkin' 'bout Reiryc?"

Let's say you are facing an opponent with Riekan. You attack and 'destroy' a space whale. As it happens, with your attack, you have done the exact amount of hull damage needed to destroy the space whale. However, you don't know if your opponent has dialed up an engineering command but you do see an engineering token on that space whale.

If your opponent did dial up an engineering command, used along side the token, the space whale can remove 2 damage cards (6 engineering points). Thus equaling in that instance 2 extra hull points. You as the opposing player, need to make sure you do 2 more damage to that space whale (with either that same ship, another ship, and/or squadrons) prior to the status phase to ensure it's destruction. So in my mind, it's like having extra hull points, but only the potential of extra hull points because your opponent doesn't know what command is coming up and a wise opponent will have to take this into account prior to the status phase.

Edited by Reiryc

As multiple posters have highlighted your interpretation of how Reikan will work in regards to repairing damage from a ship that has been "destroyed" but not destroyed, may very well not be correct.

So everything you've said may be inaccurate depending on the actual wording on the card or a ruling from FFG.

All you need to do is get a card or two of overkill to negate it. Some tie fighters could take care of that. Besides, even if it does live another round, it most likely has 1 hull and little/no shields or defense tokens, and a small ship could take care of it.

Rieekan's wording is to tell you "hey this thing that normally happens is ignored till ____. So I read it as" a ship that would be destroyed is not considered destroyed until the status phase"

For 30 points that is a very good effect. He is not worth 30 points if the ships are still destroyed, that just means you spent 30 points on potential ramming power.

Now also consider that he changes up how you want to activate (and makes defense liasons 10 times better than they already are) ships. No longer do you activate the ship that looks to die in the next salvo because Rieekan does not care (he also allows his flagship to persist as well).

With how FFG has been building this game and using cards to subtly shift how the game is played I think he allows ships to necron (hmmmm wonder if GW will be mad at that statement)

Besides, even if it does live another round, it most likely has 1 hull and little/no shields or defense tokens, and a small ship could take care of it.

Besides, even if it does live another round, it most likely has 1 hull and little/no shields or defense tokens, and a small ship could take care of it.

Turn 6 style list where the whole goal is to get a late kill and sneak the win will hate this guy

This actually makes me like him more all buy itself.

A curse on those lists, and all that play them.

Turn 6 style list where the whole goal is to get a late kill and sneak the win will hate this guy

Shoot the ships that have been activated, where possible.

Exactly but in a list like that, they would have focused fired that ship to drop the shields down so you can reasonably assume what they are hitting. Now Imperials get the easy end of this since they are all about that burst damage. Rebels take more time and thus at not for the impatient types