Cheat Sheet for New Players and Clean Play

By shuffman, in Star Wars: Armada

Since starting this game I know I have made many mistakes just due to not constantly running through the correct order of things in my head. I have developed a cheatsheet to assist people with clean play, especially newer players.

Thanks for the Revisions suggestions everyone! I have added a detailed squadron activation guide.

SHIP ACTIVATION: Dial -> Repair/Squadrons -> Attack -> Move

1. Reveal Command Dial - State whether using command dial or taking token

a. Engineering - If Engineering, use repair at this time (If you intend to use an Engineering token this turn, you must also do it now)

b. Squadrons - If Squadron, activate squadrons at this time (If you intend to use a Squadron token this turn, you must also do it now)

c. Remember Veteran Captain - Do not pull a me and forget to use him until it is too late.

-Activate Squadrons (See below for more in depth guide) Activate Squadrons: activate a number of squadrons up to your ship's squadron value (+1 for a token), doing so one squadron at a time. Don't forget that each squadron can move and/or attack or attack/move when activated during the ship phase.

1. Remember – Squadrons measure LoS by tracing a line using the point of the squadron's base that is closest to the opposing squadron or hull zone.

2. Attack: Check your ship’s firing arcs for Attack

a. Declare which hull zone of your ship you are attacking from and which hull zone of the defending ship you are attacking.

-Check Firing Arc – Trace a line along the firing arcs on your hull zone and ensure the defending ship’s hull is within that firing arc.

-Check LoS (Line of Sight) – Trace a line from the yellow dot on your attacking hull zone to the defending hull zone.

1. If passes through another hull zone on the defending ship, you DO NOT have LoS and must choose another target.

2. If passes through another of your own hull zone, YOU DO have LoS (not obstructed).

3. If passes through another ship or obstacle – Obstructed (Deduct one dice from your pool).

-Roll Dice - Roll dice based on armaments (certain upgrades increase this)

1. Add dice based on upgrades or Concentrate Fire Command Dial (If you intend to use a Concentrate Fire token you must declare it when using the Concentrate Fire order).

2. Reroll dice based on upgrades or Concentrate Fire Rerolls

b. Rinse and Repeat from another hull zone (caveat: Gunnery Teams or Slaved Turrets).

3. Move:

a. Use the movement ruler in conjunction with movement on your move card

b. Movement Dial: Can increase or decrease speed by 1 and increase the “yaw” value by one click.

c. Movement Token: Can use a movement token at this time to increase or decrease speed by 1.

d. You can use the movement ruler to check movement up until you notch it into your ship’s base.

e. CRUCIAL FOR CLEAN PLAY – once you are ready to move

i. Notch the movement ruler into your ship’s base firmly

ii. Hold the movement ruler down with one hand

iii. Move your ship with the other hand and make sure it fits flush against the appropriate notch.

iv. HOLD THE RULER DOWN FIRMLY WHILE DOING THIS TO ENSURE YOU DO NOT FLEX THE RULER

v. Make sure to mark any ships or squads in your way for clean movement.

SQUADRON ACTIVATION - 2 ways to activate squads:

1. Ship Phase - activate squads during the Ship Phase by using a command dial and/or token.

a. Dial - If using a dial you can activate as many squadrons equal to: Ship's squadron value (i.e. a Assault Frigate can activate 3 and a cr90 can activate one with a command) + Upgrades (i.e expanded hangers) + Token (1 for a squadron token if you have it and want to use it.)

b. Token - remember you can use a squadron token even if you reveal something other than a squadron dial (i.e. movement etc.), but it's only 1 squad and you must announce that you are using it before attacking.

2. Squadron Phase - activate squads during the squadron phase (after all ships have activated).

a. Move or Attack - Each squad that has not already activated can move OR attack (not both).

b. Rotate 2 at a time - Player with highest initiative starts squad phase by activating 2 squads who move or attack then second player activates 2 and so on until all squads have been activated.

Ship Phase Activation - i.e. using a Squadron Command dial or Squadron Token

1. Announce - Announce each squad you are activating one at a time.

2. Engaged = Attack or do Nothing - If you are engaged with a nonheavy squad you can only choose to attack or do nothing (certain unique squads like Tycho and ig88 do not have these restrictions).

a. sometimes it's better to do nothing, like if the other squad has counter and you don't want to take damage.

3. If Engaged Squad is "Heavy" = Move AND/OR Attack - If you are engaged with a heavy squad (i.e they have "heavy" keyword or become heavy from a squad with intel being within distance 1 like jan and dengar) you can freely move AND then attack or vice versa.

4. Squad movement - you can move in any direction (360 degrees) but only in a straight line in one direction).

a. Obstacles - remember if you finish your move completely in an obstacle you are obscured (I.e they roll one less die against you) and you cannot engage another squad or be engaged by another squad).

5. Squad Attack - you can attack any ship or squad within distance 1 that you have line of sight to, with the following Limitations:

a. Engaged (not heavy) means only attack Squad) - If you are engaged by another squad and they aren't heavy you cannot attack a ship.

b. Engaged with "Escort" means only attack Escort - If you are engaged by multiple squads who aren't heavy you must attack any squad who is an escort.

i. Escort is KING - Remember even if all squads you are engaged with are heavy, if you choose to attack a squad instead of a ship you MUST attack any squads with the escort keyword.

c. Not engaged OR only engaged by "Heavy" can attack a Ship - If you aren't engaged or you are only engaged by squads who are heavy you can attack a ship within distance 1 (Rhymer increases this distance to medium range).

6. Attacking a Ship - To attack a ship you must make sure of the following:

a. Range = Distance 1 - ensure the hull you are attacking is distance 1 or less from any point on the base of your squad

b. Line of Sight - You must have line of sight to the hull - trace a line from the closest part of your base to the yellow dot on the hull.

c. If you have both = FIRE AWAY - Add any modifiers and apply any re-rolls.

7. Rinse and Repeat - Follow this order until you have activated all your squads.

Edited by shuffman

Can you make them onto Armada tip cards?

Pro-Tip:

When attempting Clean Play as a new player, don't arrive with a print out labelled 'CHEAT SHEET'.

(but more seriously, nice work Shuffman :D)

As requested, I added a few edits for you to consider.

Since starting this game I know I have made many mistakes just due to not constantly running through the correct order of things in my head. I have developed a cheatsheet to assist people with clean play, especially newer players. I put this together pretty fast, so please add any comments/edits you think should be made.

Cheat Sheet for Ship Activation

1. Reveal Command Dial - State whether using command dial or taking token

a. If Engineering, use repair at this time (If you intend to use an Engineering token this turn, you must also do it now)

b. If Squadron, activate squadrons at this time (If you intend to use a Squadron token this turn, you must also do it now)

-Activate Squadrons in order, based on your squadron value. Make sure each squadron Moves AND attacks OR Attacks AND Moves. Easy to forget this.

1. Remember – Squadrons measure LoS from any part of their base.

2. Attack: Check your ship’s firing arcs for Attack

a. Declare which hull zone of your ship you are attacking from and which hull zone of the defending ship you are attacking.

-Check Firing Arc – Trace a line along the firing arcs on your hull zone and ensure the defending ship’s hull is within that firing arc.

-Check LoS (Line of Sight) – Trace a line from the yellow dot on your attacking hull zone to the defending hull zone.

1. If passes through another hull zone on the defending ship, you DO NOT have LoS and must choose another target.

2. If passes through another of your own hull zone, YOU DO have LoS (not obstructed).

3. If passes through another ship or obstacle – Obstructed (Deduct one dice from your pool).

-Roll Dice - Roll dice based on armaments (certain upgrades increase this)

1. Add dice based on upgrades or Concentrate Fire Command Dial (If you intend to use a Concentrate Fire token you must declare it when using the Concentrate Fire order)

2. Reroll dice based on upgrades or Concentrate Fire Rerolls

b. Rinse and Repeat from another hull zone (caveat: Gunnery Teams or Slaved Turrets).

3. Move:

a. Use the movement ruler in conjunction with movement on your move card

b. Movement Dial: Can increase or decrease speed by 1 and increase the “yaw” value by one click.

c. Movement Token: Can use a movement token at this time to increase or decrease speed by 1.

d. You can use the movement ruler to check movement up until you notch it into your ship’s base.

e. CRUCIAL FOR CLEAN PLAY – once you are ready to move

i. Notch the movement ruler into your ship’s base firmly

ii. Hold the movement ruler down with one hand

iii. Move your ship with the other hand and make sure it fits flush against the appropriate notch.

iv. HOLD THE RULER DOWN FIRMLY WHILE DOING THIS TO ENSURE YOU DO NOT FLEX THE RULER

v. Make sure to mark any ships or squads in your way for clean movement.

Got any tips on the best way to measure distance/move squadrons?

May wish to note that squadron activation and repair timing is interchangeable.

Once in a while it's important.

bookmarked :-)

I've always checked squadron line of sight from the closest points on the base, not any point. Is that incorrect?

I've always checked squadron line of sight from the closest points on the base, not any point. Is that incorrect?

"When tracing line of sight to or from a squadron,trace the line using the point of the squadron’s base that is closest to the opposing squadron or hull zone."

Edited by CaribbeanNinja

I've always checked squadron line of sight from the closest points on the base, not any point. Is that incorrect?

that is correct. From the rrg:"To measure attack range to or from a squadron, measure to or from the closest point of the squadron’s base."

"When tracing line of sight to or from a squadron,trace the line using the point of the squadron’s base that is closest to the opposing squadron or hull zone."

Wow mind blown here. I have been playing this wrong from the start and so has our whole gaming store. Not to mention it has never been corrected by anyone in my vassal games. Cannot believe I missed this.

Got any tips on the best way to measure distance/move squadrons?

Declare intent: that can help prevent starwars manchild tantrums next turn, i.e. "I am positioning these fighters to have wedge only engaged with this guy here, which ought to be possible."

So squads have to attack closest hull zone??

I don't know if this helps, but for squadrons, the easiest way to measure from the closest part of the base is to draw a line through the center of the circle, or the post.

So squads have to attack closest hull zone??

No. This is a misconception that I see a lot, and honestly have no idea where it comes from. LoS/range is measured using the point on the squadron's base that is closest to the ship's hull. The closest hull zone doesn't enter into it.

So squads have to attack closest hull zone??

No. This is a misconception that I see a lot, and honestly have no idea where it comes from. LoS/range is measured using the point on the squadron's base that is closest to the ship's hull. The closest hull zone doesn't enter into it.

Aye Ardaedhel is spot on, I think people get confused with fighters as they forget they still need to be able to trace the line of sight to the marker on the hull zone they want to target just like ships do the only difference is you use the closest point of the fighter.. seen lots of people measure to the hull zone rather than the LoS marker.

So squads have to attack closest hull zone??

No. This is a misconception that I see a lot, and honestly have no idea where it comes from. LoS/range is measured using the point on the squadron's base that is closest to the ship's hull. The closest hull zone doesn't enter into it.

Aye Ardaedhel is spot on, I think people get confused with fighters as they forget they still need to be able to trace the line of sight to the marker on the hull zone they want to target just like ships do the only difference is you use the closest point of the fighter.. seen lots of people measure to the hull zone rather than the LoS marker.

Boba Fett can shoot either hull zone:

Y7fzGq1.jpg

So squads have to attack closest hull zone??

No. This is a misconception that I see a lot, and honestly have no idea where it comes from. LoS/range is measured using the point on the squadron's base that is closest to the ship's hull. The closest hull zone doesn't enter into it.

Aye Ardaedhel is spot on, I think people get confused with fighters as they forget they still need to be able to trace the line of sight to the marker on the hull zone they want to target just like ships do the only difference is you use the closest point of the fighter.. seen lots of people measure to the hull zone rather than the LoS marker.

Boba Fett can shoot either hull zone:

Y7fzGq1.jpg

This is correct. It is also good to note that you measure this from the closest point of the squadron. Though if you go from the peg, the rule of straight lines to destinations takes effect.

Now I'm thoroughly confused about the Squadron attack steps. Would someone be so kind to lay it out step by step?

Thanks!

I added the guide for squads above.

Edited by shuffman

Great job! I have a minor suggestion for an edit.

-Activate Squadrons in order, based on your squadron value. Make sure each squadron Moves AND attacks OR Attacks AND Moves. Easy to forget this.

Instead of this, may I recommend the following:

-Activate Squadrons: activate a number of squadrons up to your ship's squadron value (+1 for a token), doing so one squadron at a time. Don't forget that each squadron can move and/or attack or attack/move when activated during the ship phase.

Or something like that. The way it currently reads, I somehow was getting the impression that squadrons had to be activated in order from highest to lowest fleet cost. Of course I also haven't had my coffee yet hahaha so you might want to ignore this post all together.

Now I'm thoroughly confused about the Squadron attack steps. Would someone be so kind to lay it out step by step?

Thanks!

Here you go. I added this to my cheat sheet above.

SQUADRON ACTIVATION - 2 ways to activate squads:

1. Ship Phase - activate squads during the Ship Phase by using a command dial and/or token.

a. Dial - If using a dial you can activate as many squadrons equal to: Ship's squadron value (i.e. a Assault Frigate can activate 3 and a cr90 can activate one with a command) + Upgrades (i.e expanded hangers) + Token (1 for a squadron token if you have it and want to use it.)

b. Token - remember you can use a squadron token even if you reveal something other than a squadron dial (i.e. movement etc.), but it's only 1 squad and you must announce that you are using it before attacking.

2. Squadron Phase - activate squads during the squadron phase (after all ships have activated).

a. Move or Attack - Each squad that has not already activated can move OR attack (not both).

b. Rotate 2 at a time - Player with highest initiative starts squad phase by activating 2 squads who move or attack then second player activates 2 and so on until all squads have been activated.

Ship Phase Activation - i.e. using a Squadron Command dial or Squadron Token

1. Announce - Announce each squad you are activating one at a time.

2. Engaged = Attack or do Nothing - If you are engaged with a nonheavy squad you can only choose to attack or do nothing (certain unique squads like Tycho and ig88 do not have these restrictions).

a. sometimes it's better to do nothing, like if the other squad has counter and you don't want to take damage.

3. If Engaged Squad is "Heavy" = Move AND/OR Attack - If you are engaged with a heavy squad (i.e they have "heavy" keyword or become heavy from a squad with intel being within distance 1 like jan and dengar) you can freely move AND then attack or vice versa.

4. Squad movement - you can move in any direction (360 degrees) but only in a straight line in one direction).

a. Obstacles - remember if you finish your move completely in an obstacle you are obscured (I.e they roll one less die against you) and you cannot engage another squad or be engaged by another squad).

5. Squad Attack - you can attack any ship or squad within distance 1 that you have line of sight to, with the following Limitations:

a. Engaged (not heavy) means only attack Squad) - If you are engaged by another squad and they aren't heavy you cannot attack a ship.

b. Engaged with "Escort" means only attack Escort - If you are engaged by multiple squads who aren't heavy you must attack any squad who is an escort.

i. Escort is KING - Remember even if all squads you are engaged with are heavy, if you choose to attack a squad instead of a ship you MUST attack any squads with the escort keyword.

c. Not engaged OR only engaged by "Heavy" can attack a Ship - If you aren't engaged or you are only engaged by squads who are heavy you can attack a ship within distance 1 (Rhymer increases this distance to medium range).

6. Attacking a Ship - To attack a ship you must make sure of the following:

a. Range = Distance 1 - ensure the hull you are attacking is distance 1 or less from any point on the base of your squad

b. Line of Sight - You must have line of sight to the hull - trace a line from the closest part of your base to the yellow dot on the hull.

c. If you have both = FIRE AWAY - Add any modifiers and apply any re-rolls.

7. Rinse and Repeat - Follow this order until you have activated all your squads.