2nd game of Armada

By Gottmituns205, in Star Wars: Armada

aaaaaaaand so far me and my friend keep learning alot:

Small map = ships going off the side if you're not careful

Ramming is an effective tactic, as in hitting ship reducing speed by 1 until you either hit 0? or pass through? each drop in speed = 1 damage card for both ships?

Tie Interceptors...more so swarm tactic is very effective at killing X-wings.

How do fighters work exactly? Do they need to be in range of the carrier in order to work? As if my X-1 was at long range of his carrier (Victory 2) can he still move/shoot?

Do Accuracy dice only work against ship tokens or can they be used against squadron upgrades? What happens if I roll all accuracy and no actual hits?

We did the learning scenario but built a 300 point list per side:

Rebel:

Nebulon Support

Nebulon Escort

CR90a

4 x-wing

Imperial:

Victory 2

Gladiator 2

2 x Tie

1 x Interceptor

2 x Advanced

We've come to realize the Nebulon is a total artillery ship...long range keeps it alive...but a broad side from the Gladiator was enough to bring it down...granted upgrade cards could have made the difference. The CR90 is very weak if it gets focused...and swarming it with ties with a combo from the Victory made sure it died fast....it seemed to be the biggest threat to the tie swarm.

As we progress, we've been escalating we may do a few more games to get general rules before we use upgrade cards. I'm buying us a rebel fighter pack with a MK 2 frigate to give them some ship to ship heat. Yet I'm realizing more ties = good

Oh and ugh...the empire won by 1 ship...

tiex1.jpg

This got ugly before the Gladiator ran outta road beers and took off from the corner:

12631562_1101488466527910_10282329301070

Sooo trying to parse some of your questions.

1) How do fighters work exactly? Do they need to be in range of the carrier in order to work?

If you activate a squadron through a command dial of one of your ships, then yes it needs to be within medium range for that squadron to either move and then shoot or shoot and then move. (There is a card to upgrade the range... and you only get to activate the # of squadrons as indicated on your ships card)

If you activate a squadron druing the squadron's phase it only gets to move or shoot, not both UNLESS it says it can on the card.

2) Do Accuracy dice only work against ship tokens or can they be used against squadron upgrades?

Accuracy works against anything as long as it's in range and there is something to target. So you can take out a scatter or a brace on a hero like say howlrunner.

3) What happens if I roll all accuracy and no actual hits?

That's a wiff ... nothing happens.

Hope you had fun!

Sooo trying to parse some of your questions.

1) How do fighters work exactly? Do they need to be in range of the carrier in order to work?

If you activate a squadron through a command dial of one of your ships, then yes it needs to be within medium range for that squadron to either move and then shoot or shoot and then move. (There is a card to upgrade the range... and you only get to activate the # of squadrons as indicated on your ships card)

If you activate a squadron druing the squadron's phase it only gets to move or shoot, not both UNLESS it says it can on the card.

2) Do Accuracy dice only work against ship tokens or can they be used against squadron upgrades?

Accuracy works against anything as long as it's in range and there is something to target. So you can take out a scatter or a brace on a hero like say howlrunner.

3) What happens if I roll all accuracy and no actual hits?

That's a wiff ... nothing happens.

Hope you had fun!

Cool, so we've been playing it correctly.

Could you perhaps explain how ramming works a bit clearer than the book?

Sooo trying to parse some of your questions.

1) How do fighters work exactly? Do they need to be in range of the carrier in order to work?

If you activate a squadron through a command dial of one of your ships, then yes it needs to be within medium range for that squadron to either move and then shoot or shoot and then move. (There is a card to upgrade the range... and you only get to activate the # of squadrons as indicated on your ships card)

If you activate a squadron druing the squadron's phase it only gets to move or shoot, not both UNLESS it says it can on the card.

2) Do Accuracy dice only work against ship tokens or can they be used against squadron upgrades?

Accuracy works against anything as long as it's in range and there is something to target. So you can take out a scatter or a brace on a hero like say howlrunner.

3) What happens if I roll all accuracy and no actual hits?

That's a wiff ... nothing happens.

Hope you had fun!

Cool, so we've been playing it correctly.

Could you perhaps explain how ramming works a bit clearer than the book?

Even if you reduce to 0 or by more then 1 speed you receive 1 card , also the ship is still treated as having the speed on the speed dial for all other purposes (I.e. even if a speed 2 ship cannot move due to a ram, it is still speed 2)

Edited by clontroper5

Sooo trying to parse some of your questions.

1) How do fighters work exactly? Do they need to be in range of the carrier in order to work?

If you activate a squadron through a command dial of one of your ships, then yes it needs to be within medium range for that squadron to either move and then shoot or shoot and then move. (There is a card to upgrade the range... and you only get to activate the # of squadrons as indicated on your ships card)

If you activate a squadron druing the squadron's phase it only gets to move or shoot, not both UNLESS it says it can on the card.

2) Do Accuracy dice only work against ship tokens or can they be used against squadron upgrades?

Accuracy works against anything as long as it's in range and there is something to target. So you can take out a scatter or a brace on a hero like say howlrunner.

3) What happens if I roll all accuracy and no actual hits?

That's a wiff ... nothing happens.

Hope you had fun!

Cool, so we've been playing it correctly.

Could you perhaps explain how ramming works a bit clearer than the book?

when you overlap an enemy ship at the end of a move a ram occurs(obviously) at this point you reduce your speed until you are no longer overlapping, I.e. at speed 2 you overlap, so instead you place your Ship at the speed 1 joint (this does not actually change your speed dial) after which both ships receive 1 damage card (regardless of speed it is always 1)

Even if you reduce to 0 or by more then 1 speed you receive 1 card , also the ship is still treated as having the speed on the speed dial for all other purposes (I.e. even if a speed 2 ship cannot move due to a ram, it is still speed 2)

Okay so we played that wrong, when he hit me we treated it as 2 to 1 then to 0 and the ship waiting a round or two before it could use a command dial to speed back up.

We also treated every movement the bases touched as another damage point, so his nebulon took three movements to get past me so he landed 3 damage on me.

If I read your post correct, it is 1 damage period. Essentially I stop at the point on the speed joint before the models touch, and we take ramming damage. When he moves in his turn we're both treated as going the speed we previously were.

Basically, you bump, you stop, you take a card, and he moves in his turn.

Sooo trying to parse some of your questions.

1) How do fighters work exactly? Do they need to be in range of the carrier in order to work?If you activate a squadron through a command dial of one of your ships, then yes it needs to be within medium range for that squadron to either move and then shoot or shoot and then move. (There is a card to upgrade the range... and you only get to activate the # of squadrons as indicated on your ships card)If you activate a squadron druing the squadron's phase it only gets to move or shoot, not both UNLESS it says it can on the card. 2) Do Accuracy dice only work against ship tokens or can they be used against squadron upgrades? Accuracy works against anything as long as it's in range and there is something to target. So you can take out a scatter or a brace on a hero like say howlrunner.3) What happens if I roll all accuracy and no actual hits?That's a wiff ... nothing happens.Hope you had fun!

Cool, so we've been playing it correctly.

Could you perhaps explain how ramming works a bit clearer than the book?

when you overlap an enemy ship at the end of a move a ram occurs(obviously) at this point you reduce your speed until you are no longer overlapping, I.e. at speed 2 you overlap, so instead you place your Ship at the speed 1 joint (this does not actually change your speed dial) after which both ships receive 1 damage card (regardless of speed it is always 1)

Even if you reduce to 0 or by more then 1 speed you receive 1 card , also the ship is still treated as having the speed on the speed dial for all other purposes (I.e. even if a speed 2 ship cannot move due to a ram, it is still speed 2)

Okay so we played that wrong, when he hit me we treated it as 2 to 1 then to 0 and the ship waiting a round or two before it could use a command dial to speed back up.

We also treated every movement the bases touched as another damage point, so his nebulon took three movements to get past me so he landed 3 damage on me.

If I read your post correct, it is 1 damage period. Essentially I stop at the point on the speed joint before the models touch, and we take ramming damage. When he moves in his turn we're both treated as going the speed we previously were.

Basically, you bump, you stop, you take a card, and he moves in his turn.

Just to be clear it is also possible to move through a ship complete (if going fast enough) after which you would NOT take ram damage

One thing to note, you do temporarily decrease and then increase your speed. There is a critical damage card that deals damage every time your speed changes. So that card does fire off if you overlap.

One thing to note, you do temporarily decrease and then increase your speed. There is a critical damage card that deals damage every time your speed changes. So that card does fire off if you overlap.

Might be a good question for dras thougg

The Card in question is:

Thruster Fissure - Ship - when you change your speed by one or more, suffer one damage

We're currently wrapped up in an argument re: Engine Techs that refers to "Current Speed".

This one will be a follow-on effect.

The Rulebook does make a mention that Speed is Constant unless you change it with a Navigate order.

This is modified by the fact that there are Critical Damage and Upgrade Cards that can change your speed (which are also allowed under the "Upgrade Cards can Change Core Rules as they fit" Golden Rule.

So, if you believe that your Current Speed is the Speed that is on your Dial (which is defined in one part of the Rulebook), then this Card does NOTfire under Overlaps.

If you believe that Current Speed is relative to the Speed of the Maneouver, which is not spelled as as such, but used with much looser terminology, then yes, it would. But it would also fire when you try to do an Engine Techs when your Speed is anything other than 1 to start with... And you could then argue it would fire again at the start of the next turn, as you speed back up to whatever speed is on your speed dial.

In fact, it would fire twice on an overlap. Once as you speed down, once as you speed back up.

I personally feel it is somewhat ridiculous to expect that to happen.. But, as I qualified at the start, this is currently subject to a Rules Debate in which we have asked FFG for Clarification, but accept that it may be a month or two (at least) before that happens based on current timing estimates....

The Card in question is:Thruster Fissure - Ship - when you change your speed by one or more, suffer one damage

We're currently wrapped up in an argument re: Engine Techs that refers to "Current Speed".

This one will be a follow-on effect.

The Rulebook does make a mention that Speed is Constant unless you change it with a Navigate order.

This is modified by the fact that there are Critical Damage and Upgrade Cards that can change your speed (which are also allowed under the "Upgrade Cards can Change Core Rules as they fit" Golden Rule.

So, if you believe that your Current Speed is the Speed that is on your Dial (which is defined in one part of the Rulebook), then this Card does NOTfire under Overlaps.

If you believe that Current Speed is relative to the Speed of the Maneouver, which is not spelled as as such, but used with much looser terminology, then yes, it would. But it would also fire when you try to do an Engine Techs when your Speed is anything other than 1 to start with... And you could then argue it would fire again at the start of the next turn, as you speed back up to whatever speed is on your speed dial.

In fact, it would fire twice on an overlap. Once as you speed down, once as you speed back up.

I personally feel it is somewhat ridiculous to expect that to happen.. But, as I qualified at the start, this is currently subject to a Rules Debate in which we have asked FFG for Clarification, but accept that it may be a month or two (at least) before that happens based on current timing estimates....

:)

You just off hand mention him and Poof, his there like a statefarm Agent:p

Edited by clontroper5