Boba Fett ability - damage allocation

By Mundo, in Star Wars: Armada

Hi all,

I am loving the spoiled rules for Boba Fett.

https://www.fantasyflightgames.com/en/news/2015/9/30/a-few-surprises/

https://images-cdn.fantasyflightgames.com/filer_public/8a/44/8a443dce-69d1-43db-a1f4-f29dd14c1804/swm14-bobafett.png

However, I have a question about his special ability. How do you think it works against ships? It just says one damage, so is that straight on the hull? No hull zone mentioned for shield allocation. If that is straight on the hull, that is HUGE.

Must mean on the shields, but how do you allocate? Or do y'all think it must hit the hull?

Rules Reference, p.4, "Damage":

When a ship suffers damage and a hull zone isn’t
specified, the ship’s owner chooses which hull zone
suffers all of that damage.

Same as, for example, a debris field obstacle.

Agreed - Ie, ships owner can assign it to the hull zone of their choice, which, if it has shields, will take the hit on that hull zones shields.

Agreed - Ie, ships owner can assign it to the hull zone of their choice, which, if it has shields, will take the hit on that hull zones shields.

glad you agree with the rules.... hahah just giving you a hard time!

Rules Reference, p.4, "Damage":

When a ship suffers damage and a hull zone isn’t

specified, the ship’s owner chooses which hull zone

suffers all of that damage.

Rules Reference, p.4, "Damage":

When a ship suffers damage and a hull zone isn’t

specified, the ship’s owner chooses which hull zone

suffers all of that damage.

Good old FFG - they thought of everything!

So less useful against ships if they have any shields left. Hmm, might still be worth it for the extra damage, but probably better deployed on fighter aces who won't be able to scatter or brace the damage.

He'll have the same problem as Vader. Hits like a truck, but can't stay on the battle field long enough to pay his points back. Although he might have an easier time due to not having escort, so you can actually shield him with an Advanced.

Edited by Bipolar Potter

Same as, for example, a debris field obstacle.

Rules Reference, p.4, "Damage":

When a ship suffers damage and a hull zone isn’t

specified, the ship’s owner chooses which hull zone

suffers all of that damage.

Good old FFG - they thought of everything!

So less useful against ships if they have any shields left. Hmm, might still be worth it for the extra damage, but probably better deployed on fighter aces who won't be able to scatter or brace the damage.

Things like this make me so glad I got out of Attack Wing. FFG writes big, scary-looking rule books (comparitivly) but they think really hard before they write them.

Rules Reference, p.4, "Damage":

When a ship suffers damage and a hull zone isn’t

specified, the ship’s owner chooses which hull zone

suffers all of that damage.

Good old FFG - they thought of everything!

So less useful against ships if they have any shields left. Hmm, might still be worth it for the extra damage, but probably better deployed on fighter aces who won't be able to scatter or brace the damage.

Things like this make me so glad I got out of Attack Wing. FFG writes big, scary-looking rule books (comparitivly) but they think really hard before they write them.

Well. . . to be fair. . . it is there Rules Reference guides that they are REALLY good at writing. . .

But you do the damage before or after to move?

The card says when you activate... What do you think?

When you activate = before you move. Activating is the very first thing you do.

When you activate = before you move. Activating is the very first thing you do.

I dunno... I always activate after I move.

*waves hand*

Also, these are not the droids you are looking for....

Okay! I dove into the Learning Guide and Rulebook for this...

Activation Stuff for SHIPS:

During this phase, players take turns activating their ships.

The phase starts with the player who has initiative.

He chooses one of his ships and activates it by performing the following steps in order:

1. Reveal Command Dial

2. Attack

3. Execute Maneuver

After the ship finishes its activation, the revealed dial is placed faceup on the ship's ship card;

a faceup command dial on a ship card indicates that the ship has activated this round.

Then the opposing player activates one of his own unactivated ships.

And int he RRG:

Ship Activation Ships are activated during the Ship Phase.

When a ship is activated, its owner proceeds through the following steps.

1. Reveal Command Dial: Reveal the ship’s top command dial. Then either place the dial next to the ship in the play area or spend the dial to place the corresponding command token next to the ship in the play area.

2. Attack: Perform up to two attacks with the ship from different hull zones.

3. Execute Maneuver: Move the ship at its current speed.

• After a ship activates, place its revealed command dial faceup on its ship card to track that it has activated.

• Each ship can activate only once per round.

Related Topics: Attack, Commands, Ship Movement

FOR SQUADRONS:

Learning Guide:

After all ships have been activated, players resolve the Squadron Phase. During this phase, players activate any squadrons that were not activated by a O command during the previous phase. Each squadron that activates during this phase may either move or attack, but not both. This phase starts with the player who has initiative. He chooses one of his unactivated squadrons and activates it. After that squadron finishes its activation, the player must activate a second unactivated squadron, if able. Then his opponent activates two of his own squadrons in the same way. This process continues until all squadrons are activated.


And RRG:

Squadron Activation Squadrons are activated during the Squadron Phase. Squadrons can also be activated during the Ship Phase when a ship resolves a "Squadron" command.

• When a squadron is activated during the Squadron Phase, it can move or attack, but not both.

• When a squadron is activated by a "Squadron" command, it can move and attack in any order.

• After a squadron activates, toggle its activation slider to track that it has activated.

• A squadron cannot activate if the color and icon of its activation slider do not match the initiative token.

Okay, that was some Copy-Pasting. What does all of that MEAN ?

Well, an Activation lasts through the entire Move and Shoot section. That means Boba Fett can choose anytime during his activation to do damage. Before Moving, After Moving, before Shooting, After Shooting, Before everything, after everything... As long as he does it during his activation , and he only does it once during his activation.

Flexibility in Action!

"When" happens immediately so I don't think you can just pick and choose.

• A “when” effect occurs at the moment that the specified event occurs and cannot occur again for that instance of the event.

• A “while” effect can be resolved during the specified event and cannot occur again during that instance of the event.

I don't have the RRG handy to double-check, but I'm fairly sure you can't really equate "When you activate" to "during your activation". I think you'd need a "While" clause for that.

EDIT: Ninja'd by Lyraeus... one more time :D

Edited by DiabloAzul

Aha! THank you Lyraeus - I got my When's and While's Mixed up :D

Then yes, you are correct there. WHEN happens immediately.

WHILE happens anytime :D

I shall edit my statement above.