New FAQ is up

By Vykk Draygo, in Star Wars: Armada

I want to win a tournament spamming cluster bombs. I think the resulting forum discussion would be hilarious.

Throwing a few threads together, your ultimate goal must be:

Triple MC80s with Cluster Bombs on each.

And X-Wings for any squadrons you take.

Its going to turn the meta on its head!

I expect FFG to change the FAQ for Advanced Gunnery again.

There's a bit of a problem with the current wording:

  • "If the second player’s objective ship is equipped with Gunnery Team or Slaved Turrets, that ship cannot target the same ship or squadron more than once during its activation."

If the FIRST player's objective ship is equipped with Gunnery Team, this FAQ doesn't prevent it from targeting the same ship more than once during its activation. It looks like just for a moment they made the same mistake many players do and forgot the First player's ship can fire at the same enemy ship twice from one hull zone, provided it targets a different hull zone on that ship.

  • The first player’s objective ship may perform each of its attacks from the same hull zone. It cannot target the same hull zone or squadron more than once each round with that hull zone.

Geez,

It seems they really screwed the pooch with this document.

I'm guessing they were really rushed to unveil the new OP policy, and so they didn't have time to proofread things or fully make an Armada document that is an Armada document suited for Armada's rules.

Now, either we're stuck with this Frankenstein document until it's scheduled for revision again in a few months, or they're going to notice that this is making them look like a Mickey Mouse operation (and not in the good Disney way) that doesn't have its (Donald) Ducks in a row.

I expect FFG to change the FAQ for Advanced Gunnery again.

There's a bit of a problem with the current wording:

  • "If the second player’s objective ship is equipped with Gunnery Team or Slaved Turrets, that ship cannot target the same ship or squadron more than once during its activation."

If the FIRST player's objective ship is equipped with Gunnery Team, this FAQ doesn't prevent it from targeting the same ship more than once during its activation. It looks like just for a moment they made the same mistake many players do and forgot the First player's ship can fire at the same enemy ship twice from one hull zone, provided it targets a different hull zone on that ship.

  • The first player’s objective ship may perform each of its attacks from the same hull zone. It cannot target the same hull zone or squadron more than once each round with that hull zone.

No, its Gunnery Team that prevents the Gunnery Team Equipped Ship from Targeting the Same Ship Twice. Advanced Gunnery tries to allow it, but its overriden by the Gunnery Team's cannot.

This is - effectively - a Reinforcement of the Upgrade Card Golden Rule.

If an Upgrade Card (Gunnery Team) says Cannot, it is Absolute.

That's all it is.

Edited by Drasnighta

Let me go a little flippant here for a moment.

Let us assume that the Specific Interaction between Gunnery Team and Advanced Gunnery is Reversed...

Then that precedent overrides Slaved Turrets... Because Advanced Gunnery says So...

But we argue that away...

Then I get hit by this Critical hit:

Coolant discharge - Ship - only one attack you perform each round can target a ship

Hey, it doesn't matter. Advanced Gunnery says I can target the same Ship twice. Its all cool.

Seeing this as a reinforcement of "Cannot" being absolute is... Probably for the best.

(Yes, I am very aware this is a very loose devil's advocate post, and I hate myself more than you hate me over it...)

The Gunnery Team change is specificlly ******* over ISDs...for no reason whatsoever.

Lots of salty Imperial captains in this thread.

If you're a rebel, this ruling is easy now. Bring an MC80.

Or three.

Profit.

Lots of salty Imperial captains in this thread.

If you're a rebel,[...]

Seize him!

You Rebel scum.

I expect FFG to change the FAQ for Advanced Gunnery again.

There's a bit of a problem with the current wording:

  • "If the second player’s objective ship is equipped with Gunnery Team or Slaved Turrets, that ship cannot target the same ship or squadron more than once during its activation."

If the FIRST player's objective ship is equipped with Gunnery Team, this FAQ doesn't prevent it from targeting the same ship more than once during its activation. It looks like just for a moment they made the same mistake many players do and forgot the First player's ship can fire at the same enemy ship twice from one hull zone, provided it targets a different hull zone on that ship.

  • The first player’s objective ship may perform each of its attacks from the same hull zone. It cannot target the same hull zone or squadron more than once each round with that hull zone.

No, its Gunnery Team that prevents the Gunnery Team Equipped Ship from Targeting the Same Ship Twice. Advanced Gunnery tries to allow it, but its overriden by the Gunnery Team's cannot.

I agree with you regarding the intent of the rule: Gunnery Team should prevent the Gunnery Team Equipped Ship from Targeting the Same Ship Twice.

However, since the purpose of FAQs is to answer questions rather than generate new ones ('So this new FAQ only affects the 2nd player?') this is the wording you are looking for:

"If a player’s objective ship is equipped with Gunnery Team or Slaved Turrets, that ship cannot target the same ship or squadron more than once during its activation."

Not salty. Because who takes Advanced Gunnery when Mc80s are abound? Most Wanted is where it's at. It's just a dumb rule because ISDs are not proving to be the menace everyone, myself included, thought they would be.

I expect FFG to change the FAQ for Advanced Gunnery again.

There's a bit of a problem with the current wording:

  • "If the second player’s objective ship is equipped with Gunnery Team or Slaved Turrets, that ship cannot target the same ship or squadron more than once during its activation."

If the FIRST player's objective ship is equipped with Gunnery Team, this FAQ doesn't prevent it from targeting the same ship more than once during its activation. It looks like just for a moment they made the same mistake many players do and forgot the First player's ship can fire at the same enemy ship twice from one hull zone, provided it targets a different hull zone on that ship.

  • The first player’s objective ship may perform each of its attacks from the same hull zone. It cannot target the same hull zone or squadron more than once each round with that hull zone.

No, its Gunnery Team that prevents the Gunnery Team Equipped Ship from Targeting the Same Ship Twice. Advanced Gunnery tries to allow it, but its overriden by the Gunnery Team's cannot.

I agree with you regarding the intent of the rule: Gunnery Team should prevent the Gunnery Team Equipped Ship from Targeting the Same Ship Twice.

However, since the purpose of FAQs is to answer questions rather than generate new ones ('So this new FAQ only affects the 2nd player?') this is the wording you are looking for:

"If a player’s objective ship is equipped with Gunnery Team or Slaved Turrets, that ship cannot target the same ship or squadron more than once during its activation."

I think this is the rub.

What this ruling is doing, by nerfing specifically the SECOND player, is making the objective more enticing to the first player. This ruling narrows the gap in advantage between first and second player, whilst allowing the second player more options by freeing up the weapons team slot that used to have gunnery teams as an auto include

This will allow fleets to be built around this objective better. as you know that you wont put gunnery team on your proposed objective ship.as

1. It reduces the hinderance on MC80s and Neb Bs (salvation with TRC anyone) not having a weapons team slot, and makes them more appealing

2. The first player still gets the full benifit, so is more likely to pick this objective, affecting point 1.

3. It will reduce the auto inlcude nature of Gunnery teams

4. It increases the appeal of the other weapons team choices

Did anyone else notice that the tournament document completely changed how obstacles were placed? Now the person with initiative places the first one. Not the second player... Interesting change.

Did anyone else notice that the tournament document completely changed how obstacles were placed? Now the person with initiative places the first one. Not the second player... Interesting change.

I'm sure that's another copy&paste from X-Wing that will be overturned, once they fix this document.

Honestly, I hope people stop taking that document as anything authoritative. It's a joke. Folks should just talk about the FAQ in this thread.

Did anyone else notice that the tournament document completely changed how obstacles were placed? Now the person with initiative places the first one. Not the second player... Interesting change.

I'm sure that's another copy&paste from X-Wing that will be overturned, once they fix this document.

Honestly, I hope people stop taking that document as anything authoritative. It's a joke. Folks should just talk about the FAQ in this thread.

It has, in fact, already been fixed for a few hours in the 102 version of the Document.

Did anyone else notice that the tournament document completely changed how obstacles were placed? Now the person with initiative places the first one. Not the second player... Interesting change.

I'm sure that's another copy&paste from X-Wing that will be overturned, once they fix this document.

Honestly, I hope people stop taking that document as anything authoritative. It's a joke. Folks should just talk about the FAQ in this thread.

It has, in fact, already been fixed for a few hours in the 102 version of the Document.

Ah. I can't get 1.2 or anything. Using the phone.

And yeah. Didn't see the other thread. Lol not going to really take these as fact untill apr 2nd. Just in case they change a lot. Won't affect my next store champs this sat. Hehe

Did anyone else notice that the tournament document completely changed how obstacles were placed? Now the person with initiative places the first one. Not the second player... Interesting change.

I'm sure that's another copy&paste from X-Wing that will be overturned, once they fix this document.

Honestly, I hope people stop taking that document as anything authoritative. It's a joke. Folks should just talk about the FAQ in this thread.

It has, in fact, already been fixed for a few hours in the 102 version of the Document.

A few things have been fixed. Others have not.

I'm still wondering how I'm supposed to put my ISD on taller pegs, why I can't put my squadrons outside of the deployment zone (but within the setup area) during setup, and what the point of letting the TO know which obstacles and damage deck I intend to use.

Did anybody catch any other silliness?

Did anyone else notice that the tournament document completely changed how obstacles were placed? Now the person with initiative places the first one. Not the second player... Interesting change.

I'm sure that's another copy&paste from X-Wing that will be overturned, once they fix this document.

Honestly, I hope people stop taking that document as anything authoritative. It's a joke. Folks should just talk about the FAQ in this thread.

It has, in fact, already been fixed for a few hours in the 102 version of the Document.

A few things have been fixed. Others have not.

I'm still wondering how I'm supposed to put my ISD on taller pegs, why I can't put my squadrons outside of the deployment zone (but within the setup area) during setup, and what the point of letting the TO know which obstacles and damage deck I intend to use.

Did anybody catch any other silliness?

Squadrons have to be in the "deployment area" which is the same area defined for obstacles. It just means you can't go to the sides. The "deployment zone" is specifically just for ships.

[...], why I can't put my squadrons outside of the deployment zone (but within the setup area) during setup, [...]

Squadrons have to be in the "deployment area" which is the same area defined for obstacles. It just means you can't go to the sides. The "deployment zone" is specifically just for ships.

I think what you're calling 'deployment area' is supposed to be called 'setup area'.

IIRC there are three designated spaces:

1. Play area - whole thing 3x6

2. Setup area - middle 3x4 of the former

3. Deployment zone - 3xrange3 along each player edge.

Do I have that right? (I'd affirm it myself, but my Adobe Reader is 'not responding' at the moment.)

Intel Officer
A ship with this card equipped can choose 1
of its own defense tokens when resolving this
card.

What the heck is this trying to say, and what is the purpose of picking one of your own tokens? I am just not understanding.

Vader dominator

But when you make an attack, how are you spending the defense token on your own ship? You are not taking any damage in order to need to use it.

Did anyone else notice that the tournament document completely changed how obstacles were placed? Now the person with initiative places the first one. Not the second player... Interesting change.

This was quietly and quickly changed in v102...

But when you make an attack, how are you spending the defense token on your own ship? You are not taking any damage in order to need to use it.

If you have Vader as a Commander, you can spend defense tokens in order to re-roll attack dice. So if you have Vader as Commander, and Intel Officer on a ship, tou could attack an enemy, target (with Intel Officer) one of your own defense tokens, then spend that token with Vader to get re-rolls. That token would then be discarded.

Now, why would anyone want to do that? Well, since the ISD-titel Devatator adds one additional blue die per discarded defense die when attacking from your front hull zone.

So, it matters when you have:

Commanding Vader

Intel Officer

Devastator

Edited by Viper Jr.

[...], why I can't put my squadrons outside of the deployment zone (but within the setup area) during setup, [...]

Squadrons have to be in the "deployment area" which is the same area defined for obstacles. It just means you can't go to the sides. The "deployment zone" is specifically just for ships.

I think what you're calling 'deployment area' is supposed to be called 'setup area'.

IIRC there are three designated spaces:

1. Play area - whole thing 3x6

2. Setup area - middle 3x4 of the former

3. Deployment zone - 3xrange3 along each player edge.

Do I have that right? (I'd affirm it myself, but my Adobe Reader is 'not responding' at the moment.)

Yes, you're right.

Actually thinking about this,

Rhymer has 5 hull, Cluster bombs do 4 blue damage (hit plus crit), so may actually be the perfect weapon for wounding Rhymer badly, bringing attacking bombers into close range of the MC80 double AS weapons and their quad laser turrets......

Three MC80's in a row spamming projection experts, with the flanking MC80's carrying cluster bombs to royal screw with your rhymer ball.....