Question about Engine Techs

By Zephyre, in Star Wars: Armada

So I've been looking at Engine Techs

First to see if possible to use it to make a speed 1 maneuver to edge into a range bracket Fire then make the ships maneuver as per normal

(can't by the way unfortunately as the card reads After you execute a maneuver :()

Then I was thinking about the Nav Icon on the card and began to wonder do you need to use ether a dial or token to be able to use this card :o

(really hope not)

So I've been looking at Engine Techs

First to see if possible to use it to make a speed 1 maneuver to edge into a range bracket Fire then make the ships maneuver as per normal

(can't by the way unfortunately as the card reads After you execute a maneuver :()

Then I was thinking about the Nav Icon on the card and began to wonder do you need to use ether a dial or token to be able to use this card :o

(really hope not)

1. Only the Demolisher title can move, then fire, all other ships must fire, then move.

2. Indeed. To use engine techs you must either use a nav dial or nav token (they have their normal effect + allow you to trigger techs).

Thanks. Was trying to figure that latter part out.

Engine Techs seem like a really, really good option for the Nebulon, the more I think about it. It's already pretty manoeuvrable, but you're essentially getting an extra two points of yaw, not one, out of a navigate command.

Well that's a question I would pose: can the Nav command increase the yaw of an Engine Tech move? Or does it have to be spent on the initial maneuver? :)

:( pity that you need the token or dial especially since it's an 8pt upgrade

Oh well

Well that's a question I would pose: can the Nav command increase the yaw of an Engine Tech move? Or does it have to be spent on the initial maneuver? :)

Engine Techs has the Nav icon Header, others will correct me if I'm wrong, but it means you can use the effect on the card as well as the effect of the dial or token. So, you could reveal the Nav dial and use it to increase or decrease speed and add an additional yawn while plotting a maneuver, and then make another Speed 1 maneuver afterwards.

That's my understanding. You can do it with a token or a dial, but it has to be one or the other.

It's like Engineering Team; you get 1 extra engineering point whenever you use a dial or token, but you don't get 2 if you do both, nor do you get 1 'free' point per turn without doing anything.

It is **** impressive with the right ship. The MC80 is terrifying with these things; it's normally moving at speed 2, with two points of yaw, for gentle 45' turns. Pop a Nav dial, and you can tighten the second turn, then make what's effectively a speed 3 move with a fourth point of yaw - turning the move into a hard 90' turn at faster than the cruiser's normal maximum speed. Watching Home One boost past a star destroyer's front arc and suddenly J-turn to clear its broadsides at point blank range into the stern is a disconcerting sight.

Edited by Magnus Grendel

Well that's a question I would pose: can the Nav command increase the yaw of an Engine Tech move? Or does it have to be spent on the initial maneuver? :)

You can only do a command once per turn, and you need to make the command to use the Engine Techs. So by the time you are goimg to make the second maneuver, you no longer can use the command.

Well that's a question I would pose: can the Nav command increase the yaw of an Engine Tech move? Or does it have to be spent on the initial maneuver? :)

You can only do a command once per turn, and you need to make the command to use the Engine Techs. So by the time you are goimg to make the second maneuver, you no longer can use the command.

How about: use a banked Nav token to trigger Engine Techs, and then use the Nav dial for extra yaw on the additional speed 1 maneuver?

Well that's a question I would pose: can the Nav command increase the yaw of an Engine Tech move? Or does it have to be spent on the initial maneuver? :)

You can only do a command once per turn, and you need to make the command to use the Engine Techs. So by the time you are goimg to make the second maneuver, you no longer can use the command.

How about: use a banked Nav token to trigger Engine Techs, and then use the Nav dial for extra yaw on the additional speed 1 maneuver?

That is what BiggsIRL was explaining. This is not allowed. You are only allowed to do a specific command once per activation (but you are allowed to combine tokes and dials to have a greater effect). This means that you either use both dial and token, only dial, or only token, when you are allowed to do execute the navigate command (ie. during the "original" maneuver). No matter if you have dials or tokens "left" after your that, you can not execute another Navigate command this activation.

Edited by Viper Jr.

Well that's a question I would pose: can the Nav command increase the yaw of an Engine Tech move? Or does it have to be spent on the initial maneuver? :)

You can only do a command once per turn, and you need to make the command to use the Engine Techs. So by the time you are goimg to make the second maneuver, you no longer can use the command.

How about: use a banked Nav token to trigger Engine Techs, and then use the Nav dial for extra yaw on the additional speed 1 maneuver?

doesnt work, cause then you have performed 2 nav commands, one for the token to trigure the engine techs(even if you didnt adjust speed) then another to adjust yaw(which is not allowed).

you cant use the engine techs till after the nav command so no way to alter the yaw on the engine techs

Engine Techs forces a ship through a second Determine Course step and Move Ship step. Sadly, the dial has to be fully resolved during the first maneuver so not during the Engine Techs maneuver

Edited by Lyraeus

Engine Techs forces a ship through a second Determine Course step and Move Ship step. Sadly, the dial has to be fully resolved during the first maneuver so not during the Engine Techs maneuver

Best description I've read. Yes. This.

But. You can navigate, ram, fire if your demolisher, engine techs, and ram again. Nice little bleh thing to do. If you're mean like me.

Engine Techs forces a ship through a second Determine Course step and Move Ship step. Sadly, the dial has to be fully resolved during the first maneuver so not during the Engine Techs maneuver

You can navigate, ram, fire if your demolisher, engine techs, and ram again. Nice little bleh thing to do. If you're mean like me.

Even better, do it on top of a station, so you get to repair your own overlapp-damage...

Best description I've read. Yes. This.

But. You can navigate, ram, fire if your demolisher, engine techs, and ram again. Nice little bleh thing to do. If you're mean like me.

I killed an AF in a single activation with the double ram from my Demolisher. This isn't extraordinary, but it was in Wave 1, so it was a crushing blow.

Demolisher is even more dangerous now. Ordnance experts have made expanded launchers a dangerously viable alternative.

Ordnance experts are a must so you can use Ozzel instead of screed with demolisher and engine techs.

start your turn at speed one with a manouver dial and move a total of speed 4. When done right it is crazy-good even against the feared Ackbar lists as you can creep-creep-creep and when they will be in red range next turn BOOM you are in black range.