Squadron meeting enemy squadron during movement

By NebulonB, in Star Wars: Armada Rules Questions

Hi,

my first rule question here, on something I am pretty sure about anyway, but not certain.

If a squadron moves and its path would lead across an enemy squadron, can my squadron finish its full movement, or does it count as engaged if it halfway meets the enemy, and therefore cant proceed to the desired destination?

With the properties of "space" I guess only final position counts, but not totally sure.

Thx for any clarification!

Check out the Rules Reference Guide (RRG) under the section for "squadron movement"

Bullet point 2 reads

A squadron can move through ships, squadrons, and obstacles without issue. Only its starting and final positions matter

Engagement isn't checked until your squadron finishes movement, not at any intermediate points along the ruler.

Pick up the squadron, set it down at the end of its movement, check engagement if needed.

Good rule of thumb, the only thing that matters in movement is where you started and where you ended.

Check out the Rules Reference Guide (RRG) under the section for "squadron movement"

Bullet point 2 reads

A squadron can move through ships, squadrons, and obstacles without issue. Only its starting and final positions matter

Engagement isn't checked until your squadron finishes movement, not at any intermediate points along the ruler.

Pick up the squadron, set it down at the end of its movement, check engagement if needed.

ah yes, thx, normally I check the rules first, but during the game was in a hurry and did not check again before posting.

as an afterthought: wouldnt it be interesting if a squadron with a higher movement rate than the moving squadron could intercept the mover, say if flight path is within distance 1 of the interceptor or within the difference of movement rate interceptor - mover?

Good luck measuring whether or not an imaginary flight path intersects an imaginary circle :D

While a neat idea (perhaps for a Patrol/Intercept keyword or some such), I don't think it's practical to implement this on a tabletop. Could work just fine in Vassal or another computer-based environment though.

Thx for your input, DiabloAzul. First of all, I agree with you, its unlikely to ever come, and probably too complicated.

As for the technicality: Even if the flight path is imaginary in Armada, the shortest route from A to B is the shortest route. Would the squadron not fly like this, the movement rate (in distance, as we have it), would be useless. Intercept would trigger if your squadron wants to reach a specific target, say a spot next to an enemy ship. It has only range x, it cant go there in the widest circle imaginable, so it has to come close to a potential interceptor. Otherwise, if it wanted to evade it, it would take say two turns and would have to move "around" the intercept. Of course, the interceptor could also shift position to react to the bombers move, presuming that it wants to protect a certain ship or area.

Think its doable, but with space, you are right, not clear cut. And too much measuring involved.

I remember that the Imperium Romanum boardgame has naval interception like this, but thats on the high seas, not in space :)

The actual path of any ship or squadron is not factored for any rule. I imagine this is just for simplicity since it can be quite clunky sometimes to move accurately along the ship's maneuver tool more than anything else, since you would think either it all matters or none of it does because yaknow...space is 3D n all lol.