Has anyone created a checklist of what they do each ship activations? I do a lot of teaching games and it would be a good visual aid.
Beginners Checklist
I've found the following player aid on Board Game Geek to be very helpful. https://boardgamegeek.com/file/download/rbnryteoxf/Star_Wars_Armada_Play_Aid_-_v1_%28PJP%29.pdf
Star Wars Armada Rules & Phases
Command Phase:
- Players choose/plan command to the command dials of each ship. The first time you start, You must choose commands for all command dials. After the first round only one command is planned and put on the bottom of the command dials.
Following commands are available:
Navigate: Change speed and increase maneuverability
Squadron: Order nearby squadrons to move and attack early.
Repair: Recover shields and hull damage
Concentrate Fire: Increase the power of one attack
Ship Phase:
- Players take turns attacking with and moving each of their ship
Reveal command dial .
Player may now use the Squadron Command on dial and/or token by activating
Squadrons (equal to its squadron value) within close to medium range to move and or
attack in any order. Fighter squadrons will not move or attack at this point unless you have chosen the Squadron command.
Player may now use the Repair Command on dial and/or token by using engineering
points available to him/her to remove damage cards, recover shields, and move shields.
Attack
Player may now use the Concentrate Fire Command on the dial and/or token by
rolling another die of his choice (from the ship's hull zone). Concentrated fire is only limited
to one attack from one hull side against one ship or one squadron.
Each ship may perform up to two attacks. But each attack must come from a different hull zone though each attack can be on the same target if the ship is positioned where both hull zones could attack it.
If a ship target a squadron as one of the two attacks , he may attack all enemy squadrons inside the distance of it's Anti-Squadron Attack Dice. Each attack is resolved separately.
You don't discard missiles cards, you can use it every turn.
Defense tokens
- Ships not moving loose their ability to use defense tokens.
- If a reroll gives a accuracy you cant spend this to block defense tokens.
- You may only spend one defense token of each type pr attack.
- Accuracy don’t count against squadrons unless they have defense tokens.
Execute maneuver. ( Determine course with the maneuver tool and move ship )
Players may now use the Navigate Command on the dial and/or token to increase/decrease speed and/or adding one more click on the maneuvering tool.
Players move one ship each until all have attacked and moved. Fighter squadrons will not move at this point , and will move in next phase.
Overlapping: If ships end their movement overlapping another ship or obstacle following will happen:
Overlapping ships
Both ships receive a face up damage card. Their speed is reduced by 1 for this round. Next round the speed will go back to normal.
Overlapping an asteroid
Ships receive a face up damage card.
Overlapping debris
Causes ship to suffer 2 damage.
Squadrons are moved out of the way of capital ships. And do not suffer damage due to overlapping.
Squadron Phase
- Players take turns attacking with or moving their squadrons( 2 squadrons at the time ). They can only attack or move , not do both.
- Squadrons that have been moved with a squadron command , may not move or attack.
- Squadrons may move up to their speed on the range ruler. If they are engaged with another enemy ship they must first fight to win before they may move. They may first move after enemy squadron they are engaged with is destroyed.
- Squadrons within distance of one from each other are considered engaged.
- All squadrons have 360 degrees firing range on everything within range of one.
- Accuracy don’t count vs squadrons except that squadron have defense tokens.
- Squadrons may only attack at range 1.
Status Phase
- Players ready all of their defense tokens and flip over the initiative tokens.
Other Rules
- when a ship lands on a squad the opponent places them anywhere in base contact with the ship.
- when tacking critical damage from an attack only the first damage card is taken face up, regardless how many crit symbols where rolled. Also: if you use the crit effect of an upgrade-card like Overload Pulse or Assault Concussion Missiles no damage card is taken face up as it replaces the normal crit effect.
- Each hull zone has a dot in it. If you can trace a line from the dot on one ship's hull zone to another ship's hull zone without crossing one of the lines on either ship's base, you have line of sight from your hull zone to his hull zone.
Start setup
- Commander/Squadrons. Each player selects a Commander and may not spend more than 1/3 of their points on squadrons.
- Determine Initiative. Player who's fleet has lowest point cost becomes 1st player and gets
initiative token. If playing objective the one with the lowest purchase choose who have the initiative. If playing unlimited rounds initiative change every round. So both the Imperial and the Rebels will have the Initiative for one complete round.
- Choose Objectives. First player chooses draws 2 cards and chooses one 1 objective card. If playing unlimited rounds objective cards are not used.
- Place Obstacles. Starting with the second player, take turns placing 6 obstacles at a distance of 3 from the edges and 1 from each other.
- Deploy Ships. Starting with the first player, each player places a single ship and two squadrons. Ships must be placed 1-3 distance from play area edge.
When ships are placed, Determine starting speed. Squadrons are placed at 1-2 distance from friendly ships
Playing with objective cards
Each player picks three cards when building a fleet, one each Assault, Navigation, and Defense. The player with fewer fleet points spent gets to choose initiative, and whichever player gets initiative will be the first player. This provides an additional "game before the game" that is missing in the alternate deathmatch variant- will that 3 point officer upgrade be better than saving the 3 points and forcing your opponent to play your objectives? The first player picks from the second players three objective cards, and setup proceeds as indicated by the card or normally if no adjustments are needed.
Assault Objectives
Advanced Gunnery: A useful objective if you have fewer more powerful ships than the opponent. Each player gets to make one ship (the objective ship) have the ability that the second attack can fire from the same hull zone that the first did. The Second Player gets to target the same defenders hull zone with each attack. Probably mostly used with a VSD but could be used with a particular Assault Frigate list (Paragon title).
Most Wanted Sort of the opposite of Advanced Gunnery, best chosen by the player with more low cost ships. The Most Wanted allows the Second Player to designate one of her ships, and one opponent's ship to be "most wanted" that if killed give bonus points. Ships firing on an objective ship get an extra die. SO, as rebels make a CR-90 with engine tech your objective ship, and designate their annoying Gladiator as most wanted and watch it get vaporized for double points after they close to range with it.
Opening Salvo Every ship gets an extra 2 dice on their first shot. Useful for fleets with LOTS of ships (lots of extra dice) and for fleets where the 2 extra dice are important for a 1 turn kill even if the opponent has more ships. Damage can be repaired, so mostly ignore the bonus points.
Precision Strike Essentially bonus points for getting crits with ships and bombers, with a special rule to get more crits. Useful for fleets with lots of bombers and fleets that will make lots of attacks (vs a fleet focused on making a few really big attacks). Be careful selecting this as most rebel squadrons have bomber so you may end up benefiting your opponent more.
Defense Objectives
Contested Outpost Puts the outpost "obstacle" near the middle and gives bonus points for whoever has the most command points near it. Useful for fleets that want to draw the enemy towards them. Some automatically assume this is good for the Victory SDs, but it also pulls them forward and may expose more of their weak spots. Probably a good objective for a line of Neb-Bs as they want to move slowly at contact, but have the maneuverability to adjust to flanking.
Fire Lanes Another objective that bonuses certain parts of the board. This time three objective points. Oddly enough, this benefits a mobile fleet. As there are 3 points, a player could decide to attempt to control 2 objectives. However, this could split their forces allowing the other player to focus on just part of their own force. As objectives can be controlled by a single squadron, you can also march your forces from one objective to the next until you force an encounter. A complicated objective I would not recommend for beginners.
Fleet Ambush Divide and conquer. Forces the first player to split their fleet at the start, potentially leaving part exposed to an early attack by the second player. A good objective vs an enemy that is slow, and may not consolidate their forces in time. Choose this (as second player) if you have a fleet that can strike hard and fast (Gladiators).
Hyperspace Assault Sort of the reverse of Fleet Ambush. This time the second player gets a "second wave" that can jump in at a time of their liking. Essentially a method to try and flank your opponent. Good for any fleet with a dedicated flanker and a ship you want to herd the enemy into a certain arc of. Imagine 2 Victory SDs, use the objective tokens to "encourage" your opponent into the front arc of the Victory in waiting. If they don't cooperate, the second Victory jumps in to punish them.
Navigation Objectives
Dangerous Territory An objective that encourages players to interact more with obstacles by handing out points. The second player gets the advantage of not suffering damage from overlapping. This benefits players who want to "cat and mouse" with the enemy using obstacles to your advantage. This could include a wide array of fleet compositions, but generally will be advantageous for more numerous and mobile ships.
Intel Sweep An objective that encourages players to be first to particular locations of the battlefield. Interestingly, if its a fast vs slow fleet, victory can be potentially obtained without ever engaging. Versus more matched fleets, it probably comes down to the tie breaker objective. Obviously benefits a fast fleet, but remember, only one ship needs to be fast. The rest can converge on what will be the tie-breaker objective.
Minefields A way to constrain and funnel enemy ships. Good for fleets where you want to protect your flanks. Oddly enough, can also be good against those same fleets as you can encourage the slow turners to either take damage or move in such a way that exposes their flank. Can be chosen by a wide fleet variety.
Superior Positions The flankers card. Forces your opponent to deploy forces without knowing where you will be, then gives points for getting shots on the rear hull. Good for a fleet with at least some mobile flankers.
or go to boardgamegeek.com and download word file in this link.
Each hull zone has a dot in it. If you can trace a line from the dot on one ship's hull zone to another ship's hull zone without crossing one of the lines on either ship's base, you have line of sight from your hull zone to his hull zone.
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.....so long as the targeted hull zone is at least partially in the fire arc from the base
Also: Your write up of the objectives is superb. Thanks for that.
Edited by D503The goal of a check list is something easy enough to follow and explain for people. It would also let others take notes.
I happen to hate repeating myself 15 times so something like a flow chart might work. . . Hmmm
There was this Attack Flowchart found elsewhere in this community.
Edited by LyraeusThere was this Attack Flowchart found elsewhere in this community.