IFF XIX: Steaming Fresh Flotillas

By WWPDSteven, in Star Wars: Armada

does anyone have a clip(video or just the time in the movie) of the actual Han Solo reference they are using?

Sadly no but Marc Thompson is the narrator of the audio books in question. "Yyyeah... rrright."

Also grats to Steve on faster ever flip flop record with a blazing fast before-the-ep-is-published time. I'm going to have to step up my ff game.

I just hadn't considered feeding them tokens is all, man! I still think the "Have 4 or 5 driving behind your ISD" is a terrible idea, but having one in your fleet COULD be pretty dope.

Flip Floppery is half the fun man! Remember when Han Solo was just collecting dust? Now he's in most of my Rebel fleets. Good stuff.

I'm not tyring to greeblehaul you or anything here. It was my understanding that flip floppery on IFF was awarded with fleshy badges and medals.

I keep waiting for my chance to flip on the MC80, but my hatred remains strong. Maybe savory flotillas will make me love them?

Yeah, the MC80 is still on my proverbial fence.

I'm glad Lobrad survived his greeble-hauling and is back in action. I'm also glad he included so much of our listening to "Bustin" at the end of the episode- I laughed with glee when I got to that part.

If you guys haven't yet seen this:

What the hell did I just watch!?!?!

I found it interesting to learn that so many people had differing opinions on the CF rule. Admittedly, I have a rather small play group and have yet to have a chance to get to a larger tourney, so I haven't been quite as exposed to very many other thought processes about this. But to me, if you use the dial and roll an additional die (ie. resolve the dial), you have, well, used and resolved a Concentrate Fire command. Turning around and THEN using the token would be a 2nd use of the same command, which is pretty explicitly shown to be not allowed. The command was used and resolved.

The dial and the token are used during the 'Modify Dice' phase. Its one phase. Most of us already knew you could not use a CF Dial out of one arc and then use a CF Token out another in the same turn. The attack is a long drawn out action, but the use of the Dial and Token only take place in part of it. Maybe if their example wasn't about the use of Navigation...which, like Repair, is one single action devoid of random results like Attacking or Squadron commands.

Curious now though, was the use of Evade so obvious to you before the clarification in the FAQ? If conducted with RAW the reroll wouldn't occur until after the attacker chooses which Critical Effect to use...which makes a HUGE difference.

So tell me, did you play that your opponents had to declare all Defense Tokens before the EVADE reroll?

This ruling affects my squadron game most. The difference between saving an un-needed SqdToken for a follow on turn and now having to guess is kind of a big deal to me.

I'm very sad.../sniff...my rulebook is now a mixture of bath water, bubbles, tears and the smashed hopes of galactic dominance.

What the hell did I just watch!?!?!

I ain't 'fraid a'no bed!

I play the CF token as a declared action with the dial. I think that habit comes from an early tournament experience.

I sure hope it does not get FAQ'd to keep that order. I'd prefer the evade mentality.

What the hell did I just watch!?!?!

Warm up / stretching music for every tournament.

What the hell did I just watch!?!?!

Warm up / stretching music for every tournament.

I prefer "I'm Han Solo" Star Wars Kinect and "Bushes of Love" 1hr remix version for the long trips.

But ya, pre-tourney Star Warthenics everytime.

I found it interesting to learn that so many people had differing opinions on the CF rule. Admittedly, I have a rather small play group and have yet to have a chance to get to a larger tourney, so I haven't been quite as exposed to very many other thought processes about this. But to me, if you use the dial and roll an additional die (ie. resolve the dial), you have, well, used and resolved a Concentrate Fire command. Turning around and THEN using the token would be a 2nd use of the same command, which is pretty explicitly shown to be not allowed. The command was used and resolved.

The dial and the token are used during the 'Modify Dice' phase. Its one phase. Most of us already knew you could not use a CF Dial out of one arc and then use a CF Token out another in the same turn. The attack is a long drawn out action, but the use of the Dial and Token only take place in part of it. Maybe if their example wasn't about the use of Navigation...which, like Repair, is one single action devoid of random results like Attacking or Squadron commands.

Curious now though, was the use of Evade so obvious to you before the clarification in the FAQ? If conducted with RAW the reroll wouldn't occur until after the attacker chooses which Critical Effect to use...which makes a HUGE difference.

So tell me, did you play that your opponents had to declare all Defense Tokens before the EVADE reroll?

This ruling affects my squadron game most. The difference between saving an un-needed SqdToken for a follow on turn and now having to guess is kind of a big deal to me.

I'm very sad.../sniff...my rulebook is now a mixture of bath water, bubbles, tears and the smashed hopes of galactic dominance.

The rules don't state you can only use a specific command during 1 phase, it says 1 TIME per turn. Using it twice in the same phase is still using it twice. I get where you are coming from, but when you take a step back and look at the logical progression, using it once and deciding at the same time is the only way it fits the rules as written, IMHO.

Evade I think is less obvious, however I disagree with your assertion that RAW means the reroll would happen after the Attacker Declares Crit Effect. The fact that 'some' defense tokens happen after the declare crit effect step is a function of the description of that specific token, not the progression of combat (ie. there is no "Resolve Defense Tokens" step some time after the "Spend Defense Tokens" step). The redirect and brace tokens specifically state "when the defender suffers damage..." and "When damage is totaled during the Resolve Damage step..." respectively. This pushes their 'effect' to that point in the progression, but the resolution of the token happened when you used it. Evade doesn't have that clause, so it goes off immediately. RAW supports the FAQ ruling here as well.

As such, no there was no reason to make anyone declare all tokens before rerolling.

I do agree that it probably has it's biggest impact on the squadron game. As I believe it was Steven who said in the Podcast that it's not that often that you need to wait for the roll of the extra die to determine if you also want the reroll. Unfortunately, I believe that RAW DOES support that the token and dial need to be used together as 1 decision.

Sorry, don't mean to rain on the parade. :(

Edited by Xindell

What the hell did I just watch!?!?!

That's Steven performing with his old band.

Also, on the topic of flip flops:

  • So the repair token Flotilla: how often does a ship live for a single turn after getting the crap pounded out of it to where you are desperately repairing? Often enough, actually. But how often does it survive 2-3 turns of that? Very rarely. This is why I expect that you are either going to want 0, 1 (to maybe shave off terrible crits and provide a slight bit more durability) or a crapton of repair (so you can get back to full or as close as possible) if you go with the repair strategy. I think a "middle" number is going to be the really bad amount, and the question with a large number is can you make that ship lethal enough that it's worth just spamming repairs onto it? Maybe we finally have something to do with Devastator? More testing required.
  • On the MC-80: it's just not good, from what I have seen. I very rarely lose when I am facing them, to say the least. The ship just doesn't bring enough bang for the buck from what I see, though I think part of that might be that people tend to load them up with upgrades. I actually think the ideal one might just have 1-2 upgrades on it, with one of those almost certainly being engine techs, in some specific kinds of lists. So, if Drunk Tarkin is going to flip-flop, it's not because the ship is generally good but rather, like the Neb B with Yavaris, there may be a specific build or two that makes it very good.
  • We should see if we can get FFG to start a kickstarter to build the Intensify Forward Firepower memorial fence at their HQ in MN. Big enough for at least four people to sit on, and with a bathtub beside it.

I do like the idea of Tarkin ISD and a pair of Gozantis being able to take 4 Damage Cards off an ISD (With the appropriate orders), as well as still have those Gozantis throw Squadron Commands...

I do enjoy using a Billy Dee Williams "Hello...what do we have here?" as often as possible.

@Xindell: There will be NO raining on parades!

I see what you're throwing down here about Defense Tokens, and I get it. I was looking at it from a 'Certain point of veiw'. The tokens are spent AND their effects are 'activated' but their effect, while in play, isn't used until the appropriate moment (sort of in line with how the Default Crit Effect works).

And because I was ruffling through my soggy RRG to make counterpoints on your response above (I'm not now because frankly typing blows GreebalHaulers) I uncovered (reassessed?) these little gems:

Redirect: The defender chooses one of its hull zones
adjacent to the defending hull zone. When the defender
suffers damage from this attack, it may suffer any
amount of damage on the chosen zone’s shields (up to
the shields remaining on that zone) before it must suffer
the remaining damage on the defending hull zone.
The above suggests you must nominate a Hull Zone as you spend it...before the Attacker determines what Critical Effect to employ. This lil tidbit makes a certain critical effect even MORE dangerous (Projector Misaligned). I know I have been playing this VERY loose.
Scatter: The defender cancels all attack dice.
This Defense Token's effect happens at the same speed as EVADE...meaning if no Accuracy is used against it there will be no chance to choose a Critical Effect ie no time for Assault Proton Torpedos, Assault Concussion Missiles or even Dodonna's Pride!
/ChristopherWalkenWah-oW!
Edited by Versch

@Xindell: There will be NO raining on parades!

I see what you're throwing down here about Defense Tokens, and I get it. I was looking at it from a 'Certain point of veiw'. The tokens are spent AND their effects are 'activated' but their effect, while in play, isn't used until the appropriate moment (sort of in line with how the Default Crit Effect works).

And because I was ruffling through my soggy RRG to make counterpoints on your response above (I'm not now because frankly typing blows GreebalHaulers) I uncovered (reassessed?) these little gems:

Redirect: The defender chooses one of its hull zones
adjacent to the defending hull zone. When the defender
suffers damage from this attack, it may suffer any
amount of damage on the chosen zone’s shields (up to
the shields remaining on that zone) before it must suffer
the remaining damage on the defending hull zone.
The above suggests you must nominate a Hull Zone as you spend it...before the Attacker determines what Critical Effect to employ. This lil tidbit makes a certain critical effect even MORE dangerous (Projector Misaligned). I know I have been playing this VERY loose.
Scatter: The defender cancels all attack dice.
This Defense Token's effect happens at the same speed as EVADE...meaning if no Accuracy is used against it there will be no chance to choose a Critical Effect ie no time for Assault Proton Torpedos, Assault Concussion Missiles or even Dodonna's Pride!
/ChristopherWalkenWah-oW!

Your point on the Redirect is spot on. This is a nuance that I missed for a long time too, even after I thought I had the timing thing down. As for the Scatter, great catch! We've not yet had a Cap Ship with Scatter, so this hadn't occurred to me. But with delicious Flotillas on the way, this can absolutely come into play.

I promise, I'm not a rules lawyer. I just play one on the internet!

Little late to this party, but did it seem like Easy kinda came out of his shell that episode? You usually don't hear too much from him.

Probably the best podcast of all.

Wow thanks, KRS1!

Dunno about everyone else, but I just flipped the page on the calendar and it's officially regionals season. Whoa boy. What will I wear?

@Xindell: There will be NO raining on parades!

I see what you're throwing down here about Defense Tokens, and I get it. I was looking at it from a 'Certain point of veiw'. The tokens are spent AND their effects are 'activated' but their effect, while in play, isn't used until the appropriate moment (sort of in line with how the Default Crit Effect works).

And because I was ruffling through my soggy RRG to make counterpoints on your response above (I'm not now because frankly typing blows GreebalHaulers) I uncovered (reassessed?) these little gems:

Redirect: The defender chooses one of its hull zones
adjacent to the defending hull zone. When the defender
suffers damage from this attack, it may suffer any
amount of damage on the chosen zone’s shields (up to
the shields remaining on that zone) before it must suffer
the remaining damage on the defending hull zone.
The above suggests you must nominate a Hull Zone as you spend it...before the Attacker determines what Critical Effect to employ. This lil tidbit makes a certain critical effect even MORE dangerous (Projector Misaligned). I know I have been playing this VERY loose.
Scatter: The defender cancels all attack dice.
This Defense Token's effect happens at the same speed as EVADE...meaning if no Accuracy is used against it there will be no chance to choose a Critical Effect ie no time for Assault Proton Torpedos, Assault Concussion Missiles or even Dodonna's Pride!
/ChristopherWalkenWah-oW!

Didn't the Redirect question come up in an FFG email. . . I am pretty sure some one asked that. . . Gods that was a long time ago. . .

I actually hope that flotillas aren't part of activation order...ie they get their own slot like squadrons...right after ships but before squadrons... That way we aren't going to see 2 ISDs and 8 flotillas spams..I already run a spam list and if it gets ridiculous with even more activations a lot of what people are already complaining about will get even worse.

Wow thanks, KRS1!

Dunno about everyone else, but I just flipped the page on the calendar and it's officially regionals season. Whoa boy. What will I wear?

We all know the answer to this: a mullet.

I actually hope that flotillas aren't part of activation order...ie they get their own slot like squadrons...right after ships but before squadrons... That way we aren't going to see 2 ISDs and 8 flotillas spams..I already run a spam list and if it gets ridiculous with even more activations a lot of what people are already complaining about will get even worse.

Sorry Dude. We already had that Spoiled... The only rule for Ships they modify is the Ramming.

So they're totally a ship for all other purposes, including activation order.

I think you're really wishing uphill for anything else...

They're also going to be eminently disposable though, so although you may have an extensive activation order to start, it won't last...

Edited by Drasnighta

Little late to this party, but did it seem like Easy kinda came out of his shell that episode? You usually don't hear too much from him.

Probably the best podcast of all.

Thanks Kage! New toys get me the most excited and talking!