Disclaimer: I am firmly of the belief that competitively minded players should learn and follow the official rules exactly.
Some people agree, some don't: Armada rules are complicated. Every single game I've played so far (around 30 ish, since the release of the game, around 1 year or so) has required a long time out to look up MORE THAN ONE RULE.
My main gripe is that I think they are unnecessarily complicated. Adding consistency would benefit the ease of play of this game.
--
I would follow these concepts:
1. Consistency of application
2. Removal of most delays between spending and resolution
3. Attacker first, defender last
4. What groks for the most sense? Most easily understood and visually easy.
Ship parts changes:
No part of the plastic base is involved in attack measurement.
- everything measured cardboard to cardboard, from hullzone to hullzone.
- plastic shield teeth, shield dial do not count as part of the hull zone
- plastic does not obstruct LOS. (completely ignored in attack.)
- the entirety of the ship counts as the ship. Any part that overlaps something or is out of bounds is counted as such. Currently, if your shield dial is off the board, you remain on the board.
Squadrons:
1 card per squadron
damage tokens to place on card for damage. Too much moving of stuff.
In general, squadrons are completely complicated, with distance 1 not being a simple yes or no for engaged.
Heavy, Intel and Swarm should be less tricky, and simply deal with engaged status.
Intel: Enemy squadrons distance 1 of you do not prevent allied squadrons from moving or shooting ships due to engagement.
Escort: When declaring a non-counter squadron attack, enemy squadrons must target a squadron with Escort if one is in range.
Heavy: When enemy squadrons activate, they may move as if they weren't engaged WITH YOU.
Grit: Remains the same, but the Heavy interaction is now clear. If you are engaged with 2 squadrons, 1 with Heavy, 1 without, only the non-Heavy counts towards stopping you from moving.
Printing only escort-esque changing abilities on the squadron base: Thus: Heavy, Grit, Intel.
Measuring attack:
- if you cross either defender or attacker hull zone, you do not have LOS.
- if closest point of range crosses any lines, you do not have LOS.
Command dials:
- An exact time where each command can be used.
- Repair first, at reveal.
- Squadron next, at reveal after repair.
- Conc fire within the modify step of both attacks.
- Navigate at Determine Course.
- if at the end of the opportunity you haven't used the dial, you may store as a token: The plus side to this change is removing the time of decision before the use-time.
Goes with the concept: removing delays. You simply "reveal" the command dial at the start. Then at these stages in the activation, you decide your use of them, immediately.
Changes to attack steps:
- If I was to go all the way back, I'd remove the "add dice" possibility, and use "increase battery" definition for all additions of dice... but, that makes the game complicated with what we have now.
This would go in the gather attack pool step: Ackbar adds there, conc fire adds there.
I would not separate damage total from dice. Simply change and or use dice as physical representations of all results.
Attacker modifies all, then defender modifies all.
Defender uses all defense tokens in order: evade, brace, redirect/scatter, CONTAIN
Attacker chooses crit out of remaining crits. Resolve all crits here AFTER DAMAGE AND DEFENSE TOKENS.
This removes all of the exceptions of the "standard" crit.
You may choose 1 crit result each attack. If no special crits are chosen, it defaults to "<any color crit icon>:if the defender receives a damage card from this attack, the first is dealt face up."
No delays.
These give an exact timing for their effects:
Admonition would specify "after spending evades, in the Spend Defense Tokens step".
Intel Agent would say: "...at the end of that attack, if that token is spent, discard it."
Overload Pulse should come with reminder text, that the crit effect is the last step of dealing damage.
This also resolves rules-lawyering counter play that is unnecessary for threatening Overload Pulse and canceling instead of Dodonna's Pride.
Current steps:
1) Measure Arc, Attack range and LoS
2) Gather Attack Pool
a. increases in battery
b. if obstructed (los to los), remove 1 die
3) Roll Attack Pool
4) Modify Attack Pool - attacker rerolls, add, modify, change, spend
5) Spend Accuracies
a. (you may not spend accuracies after this step)
b. (yes you do remove the accuracy die when it is spent)
6) Defender spends Defense tokens
a. defender rerolls, evades spent and resolved here, then defender chooses to spend others
7) Attacker chooses critical effect
a. contain spent here, resolve special critical effects here
8) Total damage - brace resolves here
9) Deal damage - Redirect/scatter resolves here
a. Standard crit effect resolves here: First damage card is face up.
Edited by Blail Blerg