Riekaan Aces

By Lancezh, in Star Wars: Armada Rules Questions

How do you guys play this ? If i go by the wording of Riekaan it means that unless you have intel (or a commander that lets you move engaged or Tycho) a single ace squad can tie down an indefinite amount of Squadrons because it retains it's ability of engaging others until the end of the status phase.

So hypothetically if i have a couple aces for each turn and the enemy has a huge blob of Squadrons i could rinse and repeat that and there's nothing he could do ? Is that interpretation correct ? Was there any official clarification on it ? It seems a bit silly but the wording also seems clear.

Works exactly like that.

If a player wants to feed you a named squadron every turn to tie you up, tell them thank you as they have probably wasted alot of points feeding you named squadrons just to tie up a few of yours. If your squadrons are that grouped up that feeding you aces is a viable play that's an issue with your squadron spacing.

Edited by ScottieATF

Works exactly like that.

If a player wants to feed you a named squadron every turn to tie you up, tell them thank you as they have probably wasted alot of points feeding you named squadrons just to tie up a few of yours. If your squadrons are that grouped up that feeding you aces is a viable play that's an issue with your squadron spacing.

Feeding ? I give you 16 points gladly to invalidate your 100+ points for one complete round. It just doesnt feel right to be able to tie an infinite group down with no chance of them getting out - it also means that they cannot shoot at ships, even with rhymer for instance, this is huge.

If you put a squad in there with Counter it even delivers damage back before it goes up in flames, to me it doesnt feel like this was intended. Like the most wanted objective that got errata'ed in the end as well.

Edited by Lancezh

If a single squadron can tie up 100+ points of yours, your positioning is to blame. Spread out, bring intel, adapt to what your opponent is doing.

There is absolutely no chance that this is an oversight as it is pretty much the most basic interaction created by the ability. There is no way they can write Unique Squadrons into that ability and not immediately recognize that not removing the Squadron until the Status Phase will result in not being able to shed engagement.

If a single squadron can tie up 100+ points of yours, your positioning is to blame. Spread out, bring intel, adapt to what your opponent is doing.

There is absolutely no chance that this is an oversight as it is pretty much the most basic interaction created by the ability. There is no way they can write Unique Squadrons into that ability and not immediately recognize that not removing the Squadron until the Status Phase will result in not being able to shed engagement.

We'll see i guess, i'm not convinced by that argumentation.

If nothing short of FFG is telling you explicitly that the rules do work exactly how they are written is going to settle the matter for you, then just ask FFG. We can't do anything for you but confirm what you already know to be true, but don't want to accept.

So ask FFG, I'll bet you $200, they come back and tell you what you already know. After they do that I hope you realize you can't second guess everything just because you don't like it.

Out of curiosity, OP, what do you think was the reason that Aces are explicitly included in Rieekan's ability?

Also note that a "dead" but hanging out Ace with Escort can protect your other squadrons for the turn, because enemy squadrons would be forced to target the Escort while he's still in play.

Unless you don't like that rule, too, then you can just add it to your email.

Works exactly like that.

If a player wants to feed you a named squadron every turn to tie you up, tell them thank you as they have probably wasted alot of points feeding you named squadrons just to tie up a few of yours. If your squadrons are that grouped up that feeding you aces is a viable play that's an issue with your squadron spacing.

Feeding ? I give you 16 points gladly to invalidate your 100+ points for one complete round. It just doesnt feel right to be able to tie an infinite group down

Yes, feeding. You're talking about tying your whole fighter contingent down for the entire game--that's going to require no less than four, probably five aces. If you go with the cheapest Rebel aces (except Dutch, who is heavy), you're looking at 94 points in squadrons to lock up your squadrons. In an optimal situation in which you, for some inexplicable reason, kept all of your squadrons clumped up when facing a Rieekan Aces list, allowing one single squadron to engage your entire force at once. And you didn't bring Intel. He also spent 30 points on top of that for Rieekan himself who, don't forget, does nothing else for him but keep stuff alive a little longer.

So now he's spent 124 points, 94 of which is almost certainly lost, to neutralize--not kill--your poorly-constructed and poorly-flown 134 points of squadrons. I don't know how that could possibly be overpowered or unintended.

How do you guys play this ? If i go by the wording of Riekaan it means that unless you have intel (or a commander that lets you move engaged or Tycho) a single ace squad can tie down an indefinite amount of Squadrons because it retains it's ability of engaging others until the end of the status phase.

So hypothetically if i have a couple aces for each turn and the enemy has a huge blob of Squadrons i could rinse and repeat that and there's nothing he could do ? Is that interpretation correct ? Was there any official clarification on it ? It seems a bit silly but the wording also seems clear.

That is the correct interpretation.

So maybe work on some strategies to limit it's effectiveness. Intel and Grit. Positioning.

hmm. this would be a useful trick... except it requires Rieekan. Who works when you die. And I don't like dying.

hmm. this would be a useful trick... except it requires Rieekan. Who works when you die. And I don't like dying.

If you can play games with Rieekan where his ability is never used, then you are a good enough player to never need him. ;)

hmm. this would be a useful trick... except it requires Rieekan. Who works when you die. And I don't like dying.

If you can play games with Rieekan where his ability is never used, then you are a good enough player to never need him. ;)

He doesn't need him. He play with him just to tease people ;)

hmm. this would be a useful trick... except it requires Rieekan. Who works when you die. And I don't like dying.

If you can play games with Rieekan where his ability is never used, then you are a good enough player to never need him. ;)

He doesn't need him. He play with him just to tease people ;)

It's true that if you take Rieekan, and never use him, you are clearly good enough not to need any commander.

So let the mind games ensue.... ;)

Works exactly like that.

If a player wants to feed you a named squadron every turn to tie you up, tell them thank you as they have probably wasted alot of points feeding you named squadrons just to tie up a few of yours. If your squadrons are that grouped up that feeding you aces is a viable play that's an issue with your squadron spacing.

Feeding ? I give you 16 points gladly to invalidate your 100+ points for one complete round. It just doesnt feel right to be able to tie an infinite group down

Yes, feeding. You're talking about tying your whole fighter contingent down for the entire game--that's going to require no less than four, probably five aces. If you go with the cheapest Rebel aces (except Dutch, who is heavy), you're looking at 94 points in squadrons to lock up your squadrons. In an optimal situation in which you, for some inexplicable reason, kept all of your squadrons clumped up when facing a Rieekan Aces list, allowing one single squadron to engage your entire force at once. And you didn't bring Intel. He also spent 30 points on top of that for Rieekan himself who, don't forget, does nothing else for him but keep stuff alive a little longer.

So now he's spent 124 points, 94 of which is almost certainly lost, to neutralize--not kill--your poorly-constructed and poorly-flown 134 points of squadrons. I don't know how that could possibly be overpowered or unintended.

Yeah, I'm not sold on the "feeding" strategy, either. I prefer a ground-and-pound approach.

Which is why if I'm taking Aces with Rieekan, I want Luke and Wedge as a Zombie escort bubble for a round (or two) around my other squads.

" So you've taken out my targeting computer? And my starboard engine? And my astromech? And firing control? Eh, mere flesh wounds! I have not yet begun to fight! Eat hot lead, bucketheads! "

Sure, they'll die. But if they absorb fire from another TIE or three after they die, and get to shoot 10 dice of their own (or 20 if God forbid Yavaris is involved), that seems worth it, if for no other reason than to see the color slowly rising in your opponent's cheeks.

Edited by Rythbryt