Anti-Squadrons attacks blue and black dice - range??

By Blail Blerg, in Star Wars: Armada Rules Questions

If a sq is at med range, can you still use your black dice from anti-sq guns to attack it?

Nope. Ship based anti squadron attacks follow normal range rules for the given dice.

Yeah, what he said :P Range as per the dice colours allow.

ARe we super sure on this? Or all dice colors in the pool at close med range???

Rules Reference doc, p.2, Attack:

2. Roll Attack Dice: Gather attack dice to form the attack

pool and roll those dice. Gather only the dice that are

appropriate for the range of the attack as indicated by

the icons on the range ruler.

◊ If the defender is a ship, gather the attack dice

indicated in the attacking hull zone’s or squadron’s

battery armament.

◊ If the defender is a squadron, gather the attack dice

indicated in the attacker’s anti-squadron armament.

In other words: you roll the attacker's anti-squadron dice, but only those that are appropriate for the measured attack range.

It's in the rulebook. How much more sure do you need to be?

Black dice = black range

Blue dice = blue range

Pretty simple.

ARe we super sure on this? Or all dice colors in the pool at close med range???

Just out of curiosity, but why would you think that they are?

So if you had red dice anti-squadron it go for the full distance of the range ruler.

ARe we super sure on this? Or all dice colors in the pool at close med range???

Just out of curiosity, but why would you think that they are?

I'v eread the rule book again, I agree currently it looks like you're right. Just... for some reason I was hoping it would be a dice pool all at that range. Its fine. I'm just mistaken.

So if you had red dice anti-squadron it go for the full distance of the range ruler.

I feel like this would be freaking awesome. Now I really want this on a ship so I can Turbolaser Reroute Circuits it...

So if you had red dice anti-squadron it go for the full distance of the range ruler.

I feel like this would be freaking awesome. Now I really want this on a ship so I can Turbolaser Reroute Circuits it...

dreadnaught-imperial-card.jpg?w=173&h=30 Too bad it doesn't have an Evade :P

Which is why you won't see any red anti-SF dice.

Which is why you won't see any red anti-SF dice.

That and the hit+hit are probably the reasons that you'll likely never see one, lol.

I don't think the double hit is an issue. The average damage output is still exactly the same: 0.5 per squadron in arc. It's just more swingy, but that doesn't really break anything (at least not without TRCs, but if you're spending your Evade to shoot at a squadron...).

The range is a far more fundamental problem. I'm still waiting for playtest data on the AA dreadnaught refit.

I don't think the double hit is an issue. The average damage output is still exactly the same: 0.5 per squadron in arc. It's just more swingy, but that doesn't really break anything (at least not without TRCs, but if you're spending your Evade to shoot at a squadron...).

The range is a far more fundamental problem. I'm still waiting for playtest data on the AA dreadnaught refit.

Just give it a blue AS dice. Is there anything to support that the DN had super-long-ranged AS capabilities? Not to my knowledge.

Some variants were refit with an anti-starfighter concussion missile launcher. Whether that's longer-ranged than the usual point-defense laser guns depends on the source. But it's rare enough (only a couple more ships feature this) that I thought it was at least worth a try. If playtest proves it too powerful, it will be scaled back to blue-black.

Seems like Armada is swinging missiles and torpedoes as generally close-ranged weapons.

I think it would be far better (and more likely) to have a card similar to point defense refit, that you may replace your anti-squadron armament with a single red dice. That way it isnt bonusing any paticular ship class that will get spammed, and it limits the ability to take certain other upgrades - maybe the turbolaser slot?