Jamming field

By Jukey, in Star Wars: Armada Rules Questions

Just curious if I'm reading this right, both the friendly squadron and enemy squadron lose dice in their attacks?

Just curious if I'm reading this right, both the friendly squadron and enemy squadron lose dice in their attacks?

Correct

Yeah. It's actually specifically called out in the preview article that it does so.

Oops I shouldn't speed read these articles

No worries, I did the same. :)

To be fair though, they haven't had the best track record of their articles correctly highlighting rules/abilities...

But I think they did pretty well with this one =)

Do Jamming Fields prevent squadrons from being engaged?

RRG, p. 6 Engagement

If line of sight between two squadrons is obstructed, those squadrons are not engaged even if at distance 1 of each other, though they can still attack each other.

Jamming field says "treated as if obstructed."

I'm in two minds on this one...

Do Jamming Fields prevent squadrons from being engaged?

RRG, p. 6 Engagement

If line of sight between two squadrons is obstructed, those squadrons are not engaged even if at distance 1 of each other, though they can still attack each other.

Jamming field says "treated as if obstructed."

I'm in two minds on this one...

Yes, Jamming field says treat attacks as if obstructed. This is also a topic of discussion in my contested outpost thread because Contest Outpost says the same thing. I mailed FFG to get intent on that. I'm sure I'll hear back in a timely manner /s

Treat attacks as obstructed. I.e. minus one die. If engagement was broken, it would be some kind of weird super-Intel, wouldn't it? Just thinking out loud here.

Treat attacks as obstructed. I.e. minus one die. If engagement was broken, it would be some kind of weird super-Intel, wouldn't it? Just thinking out loud here.

For 2 Points.

In a wider field than Intel.

Bear in mind that the attacker OR the defender have to be in range of this. So if you're using this to safeguard your TIE bombers, they cannot attack an enemy squadron, even if said squadron is beyond Jamming Field range.

Say it with me folks, Flight Controllers

Say it with me folks, Flight Controllers

Would it work? Is there a die left to add a blue to? What's the timing of FC?

Say it with me folks, Flight Controllers

Would it work? Is there a die left to add a blue to? What's the timing of FC?

You know. . . my favorite word is used in Flight Controller's. Increased.

"The anti-squadron armament of each squadron that you activate is increased by 1 blue die until the end of its activation."

Soooo, it is not an Add effect so it happens BEFORE you would even check for obstructions!

Say it with me folks, Flight Controllers

Would it work? Is there a die left to add a blue to? What's the timing of FC?

You know. . . my favorite word is used in Flight Controller's. Increased.

"The anti-squadron armament of each squadron that you activate is increased by 1 blue die until the end of its activation."

Soooo, it is not an Add effect so it happens BEFORE you would even check for obstructions!

Correct. You increase the Armament, just the same as our other favourite Cards: Enhanced Armament, Rapid Reload and Expanded Launchers.

Say it with me folks, Flight Controllers

Would it work? Is there a die left to add a blue to? What's the timing of FC?

You know. . . my favorite word is used in Flight Controller's. Increased.

"The anti-squadron armament of each squadron that you activate is increased by 1 blue die until the end of its activation."

Soooo, it is not an Add effect so it happens BEFORE you would even check for obstructions!

Correct. You increase the Armament, just the same as our other favorite Cards: Enhanced Armament, Rapid Reload and Expanded Launchers.

So my rule process is still alive!

By virtue of the fact that each of us focus on different words to be the definer, and still come to the same conclusion. Yes.

By virtue of the fact that each of us focus on different words to be the definer, and still come to the same conclusion. Yes.

Tis true. Thankfully, that discussion is done with.

I'm waiting for a card that Adds to Battery Armament just to trip you up.

And I'm patient.

So I'll keep waiting :D

I'm waiting for a card that Adds to Battery Armament just to trip you up.

And I'm patient.

So I'll keep waiting :D

I am all about that Increase

Can you turn your Jamming Field off?

More broadly - do you have to apply upgrade cards you own? Or do can you choose to not apply your upgrade card "while attacking"?

And then apply it when your opponent attacks?

Effect Use and Timing, RRG, Page 5:


• Resolving an upgrade card effect is optional unless otherwise specified. All other card effects are mandatory unless otherwise specified.

Man that wording is almost circular!

But this is an "upgrade card effect", and it doesnt have any "mandatory" criteria..... So you can turn choose not to play it when your squadrons are shooting?

The "All other card effects are mandatory" mostly goes to state that Critical Damage cards are always on.

"While a squadron at distance 1-2 is attacking or defending against a squadron, the attack is treated as obstructed."

Now, there is no elective, usually delineated by the word " ... may..."...

But I would stand by that, there also is no "must", ergo, it would fall under the standard above - as an Upgrade card effect, you can choose not to resolve it...

So long, of course, as its Your Upgrade Card.

You can't go turning your enemy's upgrade card off :)

Edited by Drasnighta