Not sure if I'm remembering it right or just imagining things.
Can a ship with no red dice still add ackbars Reds to use at long range? As in blue dice corvettes? Or would it only get to shoot with the extra dice at blue dice range?
Not sure if I'm remembering it right or just imagining things.
Can a ship with no red dice still add ackbars Reds to use at long range? As in blue dice corvettes? Or would it only get to shoot with the extra dice at blue dice range?
No.
The reason is the order of attack.
As part of the steps of attacking, first you must gather your Pool. This involves gathering and rolling the initial dice in your pool.
If you are at Red Range, and you go to gather your pool, you will find that you have no dice available at range. When you have no dice available, immediately, your attack ends. You have no opportunity to add Ackbar's Dice to your Pool, as your pool never really forms.
This also applies to a single red die attack (such as a Neb-B side arc) which is obstructed at Long Range. You go to gather your dice, find you have 0 dice in your pool, and then, your attack ends before its really started.
Only things which increase your battery armament will allow you to add outside of your range bracket. Of all of the upgrade cards, there are only three of them that increase your Battery armament, and two of those are only for Black Dice anyway (Rapid Reload and Expanded Launchers)...
If, for example you had an MC30 Torpedo Frigate, and took Enhanced Armament, then now, your side arcs Permanently have 1 red die in them each, and assuming your attack at long range was not obstructed, then you would have 1 red die gathered in order to add 2 Ackbar dice to it.
Interesting. One more argument for slaved turrets on a corvette then I guess, they would give you 2 basic dice? So solves the obstructed bit?
Interesting. One more argument for slaved turrets on a corvette then I guess, they would give you 2 basic dice? So solves the obstructed bit?
Slaved turrets only adds the die to your pool not the battery. Turbolaser Reroute Circuits are much more effective on your CR90s.
Interesting. One more argument for slaved turrets on a corvette then I guess, they would give you 2 basic dice? So solves the obstructed bit?
Yeah, for the same reason that Ackbar won't give you long range, neither will Slaved Turrets.
Plus Slaved Turrets on a Corvette might not be the best idea because they are so maneuverable that they can double arc with reasonable ease.
TRC was the bane of my opponent last match. Well, that and I had Ackbar and EA on most of the other ships...
Interesting. One more argument for slaved turrets on a corvette then I guess, they would give you 2 basic dice? So solves the obstructed bit?
Enhanced armament. Only its 4 points more. However it also leaves you the option to fire a second arc if needed,
Interesting. One more argument for slaved turrets on a corvette then I guess, they would give you 2 basic dice? So solves the obstructed bit?
Jaina light and TLR. The title card means it ignores obstruction shoots and tlr mean you get atleast two hit
Enhanced armament. Only its 4 points more. However it also leaves you the option to fire a second arc if needed,Interesting. One more argument for slaved turrets on a corvette then I guess, they would give you 2 basic dice? So solves the obstructed bit?
It's tricky though 10 point upgrade on a 44 point ship, will have to give it a run sometime though, never really thought about the obstructed bit before, that could be really annoying.
This involves gathering and rolling the initial dice in your poo.
I... I'm not sure we're playing the same game.
This involves gathering and rolling the initial dice in your poo.
I... I'm not sure we're playing the same game.
Armada: The Post Apocalypse.