Attack Steps

By Zyge, in Star Wars: Armada Rules Questions

Hi all, the local group and I think we have been doing it wrong (for 18 months now!) Is the flow chart below right?

1. Declare Target

2. Roll Attack Dice

3. Resolve card critical effect

4a. Modify dice (reroll, add, change, spend, cancel)

4b. Spend accuracy icons

5. Spend defence tokens

6. Resolve damage

7. Declare additional squadron attack

This was taken from "Rules Reference" page 4 (Critical Effects) and page 2 (Attack) and combing the two sections.

If this is right, we have been doing it wrong. Here is an example of what we have been doing using the ACM/Ordnance Experts/ Screed combo.

Roll dice

Reroll dice (Ordnance Experts)

Modify dice (Screed)

Activate ACM

Resolve Damage

What we should be doing is:

Roll dice

Activate ACM (if able)

Reroll dice (Ordnance Experts)

Modify dice (Screed)

Resolve Damage

Modify Dice

Attack

To perform an attack with a squadron or ship, resolve the following steps:

1. Declare Target: The attacker declares the defender and the attacking hull zone, if any. If the defender is a ship, the attacker declares the defending hull zone. Measure line of sight to the defender to ensure the attack is possible and to determine if it is obstructed. ◊ If the attacker is a ship, the defending squadron or hull zone must be inside the attacking hull zone’s firing arc and at attack range of the attacking hull zone. ◊ If the attacker is a squadron, the defending squadron or hull zone must be at distance 1.

2. Roll Attack Dice: Gather attack dice to form the attack pool and roll those dice. Gather only the dice that are appropriate for the range of the attack as indicated by the icons on the range ruler.

◊ If the defender is a ship, gather the attack dice indicated in the attacking hull zone’s or squadron’s battery armament.

◊ If the defender is a squadron, gather the attack dice indicated in the attacker’s anti-squadron armament.

◊ If the attacker cannot gather any dice appropriate for the range of the attack, the attack is canceled.

3. Resolve Attack Effects: The attacker can resolve attack effects as described below:

◊ Modify Dice: The attacker can resolve any of its effects that modify its dice. This includes card effects and the P command.

◊ Spend Accuracy (G) Icons: The attacker can spend one or more of its G icons to choose the same number of the defender’s defense tokens. The chosen tokens cannot be spent during this attack.

4. Spend Defense Tokens : The defender can spend one or more of its defense tokens.

5. Resolve Damage: The attacker can resolve one of its critical effects.

Then the attacker determines the total damage amount.

Then the defending squadron or hull zone suffers that total damage, one point at a time.

◊ If the attacker or defender is a squadron, the damage is the sum of all F icons.

◊ If the attacker and defender are ships, the damage is the sum of all F and E icons.

◊ Each ship has the following standard critical effect: “E: If the defender is dealt at least one damage card by this attack, deal the first damage card faceup.”

6. Declare Additional Squadron Target: If the attacker is a ship and the defender was a squadron, the attacker can declare another enemy squadron as a defender and repeat steps 2 through 6. The new defender must be inside the firing arc and at attack range of the same attacking hull zone. Each enemy squadron can be targeted only once per attack.

IF YOU ARE DOING THIS:

Roll dice

Reroll dice (Ordnance Experts)

Modify dice (Screed)

Activate ACM

Resolve Damage

THEN YOU ARE CORRECT....

Always Gather and Roll for the Range of the Attack. Reduce one before rolling if its obstructed. If you don't roll any dice, attack is cancelled...

Modifications are all done together, in the order you choose... Rerolling, adding for confire, adding for anything else, SPENDING (removing) ACC results to target Defense Tokens... All done there...

THEN the enemy can mess about with your dice with their Defense Tokens... Making you reroll or discard due to Evade/Scatter, etc... Note taht if you reroll to an ACC now, that ACC remains an ACC, and cannot target a defense token, because we've already gotten past the Window to Spend them...

MUST DECLARE ALL TOKENS YOU'RE GOING TO USE NOW.... That means Brace, Redirect, etc, etc, etc, even though the go off later... This can make a difference if a ship has multiple critical effects to choose from... Electing to Redirect may mean they activate ACMs, but choosing not to redirect might get you Ion Cannon Batteried, for example....

Activate the Crit, and resolve it immediately... This means ACMs do damage to adjacent Zones, APTs do a face up card, etc, etc, BEFORE YOU EVEN LOOK at how many points of Damage you've Done...

THEN tally up the Damage... Count them, get a Number... brace halves that NUMBER it does not halve the Dice...

Then, One point at a time, smack them up... If they used redirect, they get to send them, one at a time, to an adjacent zone...

Edited by Drasnighta

Hi all, the local group and I think we have been doing it wrong (for 18 months now!) Is the flow chart below right?

1. Declare Target

2. Roll Attack Dice

3. Resolve card critical effect

4a. Modify dice (reroll, add, change, spend, cancel)

4b. Spend accuracy icons

5. Spend defence tokens

6. Resolve damage

7. Declare additional squadron attack

This was taken from "Rules Reference" page 4 (Critical Effects) and page 2 (Attack) and combing the two sections.

If this is right, we have been doing it wrong. Here is an example of what we have been doing using the ACM/Ordnance Experts/ Screed combo.

Roll dice

Reroll dice (Ordnance Experts)

Modify dice (Screed)

Activate ACM

Resolve Damage

What we should be doing is:

Roll dice

Activate ACM (if able)

Reroll dice (Ordnance Experts)

Modify dice (Screed)

Resolve Damage

Modify Dice

This is indeed the correct order (although you could, technically, do Screed before OE, since both are part of the same attack step):

Roll dice
Reroll dice (Ordnance Experts)
Modify dice (Screed)
Activate ACM
Resolve Damage
So you're basically quoting the rules wrong. Just keep doing your thing :)

It is one reason I like people doing modifications like add abilities after a roll. It makes the game play as intended with players able to make mistakes or take things out of order. Seems cruel or mean but that is the way the game was designed

I saved this from an earlier thread on this subject, I don't know who originally posted it. It's the best I've seen to clarify attack rules and have a hard copy of it in my game bag. If recent additions have changed anything on this please let me know.



1. Declare Target

2. Roll Attack Dice (in this order):

1. Attacker gathers certain dice to create his dice pool:

• The battery armament dice printed on your ship card.

• Dice granted by any upgrade cards that specifically increase your battery armaments.

• Upgrade cards that add dice to your attack without specifically saying they change your

battery armament are not rolled here, but rolled during the modify dice step later on.

2. Roll Attack Dice

3. Resolve Attack Effects (in this order):

1. Modify Dice:

• Dice can be Added, Re-Rolled, Changed, and Spent in any order.

• Any upgrade cards that Add dice to an attack do so during this step

• Dice Added during this step are not restricted by range unless specified by the effect.

• Spent dice are removed from your dice pool.

• Dice can be Re-Rolled multiple times by different effects.

2. Spend Accuracy Icons

4. Spend Defense Tokens

1. The Evade token takes effect here.

2. Brace and Contain must be declared at this point, even though their effects do not resolve until later

in the sequence.

3. Redirect must be declared during this step and you must choose which hull zone potential damage

will be redirected too. The rest of the effect resolves later in the attack sequence like Brace and

Contain.

4. Only 1 of each type of token may be spent during each attack.

5. Each defense token can only be spent once during an attack.

6. Spent tokens are flipped to their exhausted side, or discarded if already exhausted.

7. Any effect that exhausts an already exhausted defense token will have no effect on that token.

5. Resolve Damage (in this order):

1. You may resolve a critical effect if at least 1 critical hit symbol is showing in your dice pool.

• Resolve the effect in full before continuing.

• Critical effects do not combine with your attack damage unless specified.

• Because critical effects resolve at this point any damage caused by a critical effect cannot be

moved or changed by a defense token effect unless directly specified by an effect.

• Some critical effects might have delayed resolution, like the default critical effect, but they

must all be declared at this stage, no matter when they will take effect.

• No matter how many critical hit symbols you have in your dice pool you can only resolve one

critical effect per attack.

2. Work out the total damage of the attack

• Add up the # of hit and critical symbols in your dice pool. That is your damage.

• A point of damage from a hit icon and a point of damage from a critical hit icon are the same

thing at this point. Which dice the damage points came from no longer matters as any critical

effect has already been resolved.

• Brace token takes effect here, but only if spent in step 4.

3. Apply the total damage one point at a time.

• Redirect token takes effect here but only if spent in step 4.

• Remove shields first then start dealing damage cards.

• If the attack generated a critical effect and the attacker resolved the standard critical effect

available to all ships (flipping the first damage card dealt) during step A then it takes effect

here.

• Remember you are just dealing with damage points now, you no longer care about the

symbols in your dice pool.

• Declare Additional Squadron Target

Except this portion:

1. Modify Dice:
• Dice can be Added, Re-Rolled, Changed, and Spent in any order.
• Any upgrade cards that Add dice to an attack do so during this step
• Dice Added during this step are not restricted by range unless specified by the effect.
• Spent dice are removed from your dice pool.
• Dice can be Re-Rolled multiple times by different effects.
2. Spend Accuracy Icons

is Wrong.

These two steps are simultanious with each other. Not a 1-2 step.

Except this portion:

1. Modify Dice:
• Dice can be Added, Re-Rolled, Changed, and Spent in any order.
• Any upgrade cards that Add dice to an attack do so during this step
• Dice Added during this step are not restricted by range unless specified by the effect.
• Spent dice are removed from your dice pool.
• Dice can be Re-Rolled multiple times by different effects.
2. Spend Accuracy Icons

is Wrong.

These two steps are simultanious with each other. Not a 1-2 s

Never mind, I read wrong.

Edited by Vogons

I cleaned it up a bit...if there are any other changes that people notice we should try and keep it an up to date copy.

ARMADA ATK SEQ V 1.0.rtf

When I was at uni we were taught to take complex procedures and break them down into a flow chart of steps, thus I put this together.

Removed due to correction and possible caching issues.

Edited by Amanal

Its Good until You are a Ship, and the Enemy is a Ship, and it uses a Scatter, and you're then pushed to declare an additional Squadron Target :D

Yep, I see it now and have corrected it.

Thanks.

Linked Here

No Worries!

I like following Flowcharts.

Its like, tactile rules.

Makes me warm and fuzzy inside.

Like Coffee.

or Beer.

Or Scotch.

But mostly Scotch.