Ramming question

By Hamanu1, in Star Wars: Armada Rules Questions

If I ram an MC80 (or any other ship) with a Gladiator moving at speed 3 do I keep the ship pinned next turn or do I "pass through it" if movement 3 allows it?

Say I wanted to ram it from the front and position myself diagonally so I can shoot at i from my front and side arc, would I be able to remain in that position or would I need to decrease my speed as well to ensure that my subsequent movement would still end up within the MC30's base zone?

If you don't want to move you need to drop your speed - or find a way to bend the man tool to ensure you overlap. This is because ships don't move along the tool, but are picked up and moved to their final position.

If I ram an MC80 (or any other ship) with a Gladiator moving at speed 3 do I keep the ship pinned next turn or do I "pass through it" if movement 3 allows it?

Say I wanted to ram it from the front and position myself diagonally so I can shoot at i from my front and side arc, would I be able to remain in that position or would I need to decrease my speed as well to ensure that my subsequent movement would still end up within the MC30's base zone?

A key difference between Xwing and Armada is that the movement tool effectively disappears between start and ending points. Your ship will be automatically placed in the last open position it could occupy (even if this would normally be forbidden by the movement rules).

If you want to force a team, you'll need to ensure you actually end on the target AND that no other ships would be hit first. You hit the first ship, starting with the closest to your starting position. This means that you will hit your own ship if it's closer to the lady available knuckle than the opponent so be careful.

If you want to force a ram, you'll need to ensure you actually end on the target AND that no other ships would be hit first. You hit the first ship, starting with the closest to your starting position.

Gotta be careful about explaining it this way. While this is generally true of which ship you end up hitting, it is not actually the way of determining which ship you hit, and there are scenarios in which it is not true (see below). This rule, more than any other, is the one I've had to explain to numerous opponents, even those who know the game well, so it's a good idea to be very clear when you're explaining it.

First of all, the way the rule is written:

If a ship executes a maneuver and its final position would overlap another ship, it cannot finish its maneuver normally. Instead, temporarily reduce its speed by one (without changing the speed dial) and move the ship at the new speed. This process continues until the ship can finish its maneuver, even if that maneuver is to remain in place at speed “0.” Then deal one facedown damage card to the ship that moved and the closest ship that it overlapped.

What does this mean? Let's use an example:

VxU8JrT.jpg

The CR90 is moving at speed 2. He really wants to ram the ISD, but not the MC30. He places the template like so, and tries to land at the third (speed 2) notch. He overlaps the ISD and the MC30. So he backs off to the second notch, where he overlaps only the MC30. So he backs off to the first notch, where he started.

On his projected course, the CR90 overlapped both ships. This means that both are "candidates" for having been rammed. How do we know which one it was?

the closest ship that it overlapped

So we measure to every ship that it overlapped.

0QJ1nyY.jpg

As you can see, the distance to the MC30 is larger than the distance to the ISD at the CR90's ending position. So, even though the MC30 was the first ship that the CR90 would have overlapped along the plotted course, the facedown card actually goes to the ISD.

I find it's easiest to think of it as a list of overlap candidates that is populated as you go through trying to accomplish your maneuver. At each notch of the prospective maneuver, you check every ship for overlap. Any ship that would be overlapped at that position goes on the "overlap candidates" list if it's not already on there. Then, once you have determined your ship's final position, you go through each ship on the overlap candidates list and check the distance to each one. The closest distance is the one that takes the hit.

Edit: sorry the pictures are awful quality and huge. GIMP and I don't get along too well. :/

Edited by Ardaedhel

...I love your arrows man! :D

Thanks a lot. That clears up a lot of things, even ones I had no idea might come up.

I'll have to tag this post as my buddy might accuse me of making stuff up. :D

Ardaedhel> That is an awesome illustration and explanation. I will definitely need to capture a copy of that and add to my "to clear up confusion" list for me and my friends to refer to. Thanks!

I've had 2 people get in a collision situation with two larger ships at slower speeds and there was no way they were going to not over lap on subsequent turns with out using navigate dial + token and so we just treated it as they were "tied up" and each turn those two ships would receive 2 damage cards (1 for each ships movement attempt) until one was destroyed. Did we do that right ?

Ardaedhel> That is an awesome illustration and explanation. I will definitely need to capture a copy of that and add to my "to clear up confusion" list for me and my friends to refer to. Thanks!

I've had 2 people get in a collision situation with two larger ships at slower speeds and there was no way they were going to not over lap on subsequent turns with out using navigate dial + token and so we just treated it as they were "tied up" and each turn those two ships would receive 2 damage cards (1 for each ships movement attempt) until one was destroyed. Did we do that right ?

Sounds like it!

It's not quite clear whether you did this or not, but be sure the two cards are dealt during each ship's respective Execute Maneuver step after they have overlapped. The timing on this could be important for a variety of reasons: if one is about to be destroyed, for example, or if one has a repair command queued up, or if one actually has the nav token + command they would need to escape, etc.