Stupid New Player Questions

By Desslok, in Star Wars: Armada

Lets say that my Corvette is moving along at a 2 speed and I have it do a repair command for that turn - does it still move forward anyway? The Navigate maneuver lets you change speed and adjust your heading, but if I do something else, does the ship just roll forward straight the two spaces or does it just idle in place for that turn?

(Further questions pending, as soon as I get off page 8)

Edited by Desslok

1) You move at your Speed every turn... You still get to Turn. The Navigate command is to change speed or turn more than usual. :)


So if you're rolling along at speed 2, and you have a command other than navigate, after you shoot, you have to get the tool out, and perform a legal speed 2 maneuver. There is no stopping unless you force yourself to stop.

Edited by Drasnighta

You can change heading without a navigate command.

The navigate command allows +/- 1 speed and +1 click of yaw on one knuckle.

Your speed stays constant until you use a command to change it.

You can adjust your heading when you are moving. Just follow the amount of clicks you get.

The ships always move what ever there speed is and get to maneuver the amount of clicks on there chart each turn. The navigate command just lets you go up or down in speed and add an extra click and the navigate token just up or down speed.

1) You move at your Speed every turn... You still get to Turn. The Navigate command is to change speed or turn more than usual. :)

This is correct.

Yes it still moves.

And can be directed.

Okay, one more quickie- does the other player ever get initiative? Lets assume we're playing the Tutorial Mission from the rule book. The rebel starts out with initiative and flips the big hexagonal token at the end of the first turn from Blue to orange. Does that mean that the Imperial gets it next turn, or is it still the rebel going first in round two with just the orange side showing?

No. The changing of Initiative is for the learning mission, as there are No Objectives.

The Objectives, part of the full game, give an advantage to Player two.


HOWEVER

Optionally, you can play the game WITHOUT objectives and play until Sudden Death (no Term Limit), and THEN, Initiative will flip from side to side.

Okay, cool. I think this takes care of all my glitches in the matrix, save for one last one for the night before dinner:

So, you've selected the Squadron maneuver and sent two of your four X-Wings bravely into battle. When the squadron phase rolls around, those fighters don't get to go again, do they? Or can only squadrons 3 and 4 fly and attack?

They do not. The reason is, when you give them a Squadron order, they activate, and you move their Activation Slider.

At the Squadron Phase then, their activation slider will not match the Initiative Token, and thus, Cannot Activate.

Go Dras! Prompt and knowledgeable as always. :)

Okay, cool. I think this takes care of all my glitches in the matrix, save for one last one for the night before dinner:

So, you've selected the Squadron maneuver and sent two of your four X-Wings bravely into battle. When the squadron phase rolls around, those fighters don't get to go again, do they? Or can only squadrons 3 and 4 fly and attack?

Might be nitpicking here, but squadrons 3 & 4 can only move XOR attack, not both. You only get to move/attack with a squadron command or Rogue.

Okay, one more quickie- does the other player ever get initiative? Lets assume we're playing the Tutorial Mission from the rule book. The rebel starts out with initiative and flips the big hexagonal token at the end of the first turn from Blue to orange. Does that mean that the Imperial gets it next turn, or is it still the rebel going first in round two with just the orange side showing?

The only time initiative flips is in games where players pass on objectives and play to the death. There is no round limit either. Expect games to be long as flankers try to circle back around from their mid-game passes.

Okay, cool. I think this takes care of all my glitches in the matrix, save for one last one for the night before dinner:

So, you've selected the Squadron maneuver and sent two of your four X-Wings bravely into battle. When the squadron phase rolls around, those fighters don't get to go again, do they? Or can only squadrons 3 and 4 fly and attack?

This is correct. When fighters are activated with a capital ship they Move and Attack. This is in addition to attacking stuff before the squadron phase, potentially killing fighters not activated by any capital ship, before they attack.

After all capital ships have activated, fighters go 2 at a time (starting with initiative player) to move OR attack. Only squadrons with the "Rogue" keyword (found in the Wave 2 fighter pack) can do both.

They do not. The reason is, when you give them a Squadron order, they activate, and you move their Activation Slider.

At the Squadron Phase then, their activation slider will not match the Initiative Token, and thus, Cannot Activate.

That's kind of what I figured, that being able to move/shoot/whatever twice in a turn would make Squadron Maneuvers crazy powerful. But I thought I'd check anyway/

Might be nitpicking here, but squadrons 3 & 4 can only move XOR attack, not both. You only get to move/attack with a squadron command or Rogue.

Ah, important detail. So noted!

Edited by Desslok

They do not. The reason is, when you give them a Squadron order, they activate, and you move their Activation Slider.

At the Squadron Phase then, their activation slider will not match the Initiative Token, and thus, Cannot Activate.

That's kind of what I figured, that being able to move/shoot/whatever twice in a turn would make Squadron Maneuvers crazy powerful. But I thought I'd check anyway/

What makes Squadron Commands good is that you get to move and attack instead of just one or the other, and more importantly you get to do so before squadrons would normally go.

As an aside, good on you for not being afraid to ask lots of questions! I used to teach and saw many students shoot themselves in the foot because they were too afraid to ask questions.

How does that go? There are no stupid questions - or something like that. Mind you, the person who said that never met me. :)

Anyway - so played through my first beginner game, and I think the only thing outstanding I had a question about was: if you have enough points in repair, via the Repair on the command dial and a Repair token - can you do two actions? Lets say you managed to have the 6 points from a VSDII - could you repair the shields twice?

Yes, you are free to spend all of your repair points. Move, or regen multiple shields, or repair multiple hull - or any combination that you have the points for.

As Der says you're not limited to any of the actions, as long as you have points for them. Spending an Engineering token at the same time will also increase your engineering value by half (rounding down), and you can pool that in with your Engineering total with no splitting.

Also since it might come up: when moving shields, they do not have to be between adjacent arcs. If you have an MC80 pummeled on the left side, four points can move your unharmed 4-shield arc from the right into place on the left.

Spending an Engineering token at the same time will also increase your engineering value by half (rounding down), and you can pool that in with your Engineering total with no splitting.

Rounding up. ;)

Also since it might come up: when moving shields, they do not have to be between adjacent arcs. If you have an MC80 pummeled on the left side, four points can move your unharmed 4-shield arc from the right into place on the left.

Also good to mention, just in case.