Worlds Team Tournament Rules

By DerErlkoenig, in Star Wars: Armada

Hey guys, we have an OP staffmember in our FB group who gave us some more details on the rules for the Team Tournament side event at Worlds. I think these expanded rules will pretty much clear up all the confusion, at least all the confusion I've heard of so far.

Here is a brief rundown for - Team Armada:

1) 300 points per player (600 total per team). Squadrons are capped at 100.

2) Players must share the same faction

3) No doubling up on Unique ships or upgrades on the same team

4) Fleet Commanders do not effect allied ships.

5) Players do not have to alternate activations (IE. Bill and Ian are on a team playing vs Jimmy and Matt. Ian activates his MC30C, Jimmy activates his Raider, Bill activates his CR90, Jimmy activates his Gladiator (even though Matt hasn't activated his VSD yet). During the squadron phase, Bill and Ian can each activate an X-Wing, or Bill can activate his HWK-290 and his X-Wing, etc etc.

He clarified that Dodanna works as written (so he affects every face up damage card taken by both opponents.)

I asked if allied units are "friendly" to each other for the purposes of Howlrunner, Jan, Comms Net, Projection Expert, etc. He clarified that they are not. Also, a ship with a squadron command is unable to activate his allies squadrons.

Hope everyone is able to swing their list choices to deal with the updated rules.

I'll ask about initiative, too.

Edit:

Update on initiative (I'll edit the OP, too.) The OP guy said that he predicts (so be prepared for this to be wrong, but I doubt it) that initiative will probably be determined by team bid, rather than single player with the largest bid, or something of that nature. (In this case, Tom and Brent each have 290 points, while Bill and Ted have 285, and 300 respectively, Team T&B have the higher bid overall, despite Bill having the highest single bid, so they would determine who is first player.)

Edited by DerErlkoenig

Number 3 is going to generate a lot of arguing, I predict.....

Hey guys, we have an OP staffmember in our FB group who gave us some more details on the rules for the Team Tournament side event at Worlds. I think these expanded rules will pretty much clear up all the confusion, at least all the confusion I've heard of so far.

Here is a brief rundown for - Team Armada:

1) 300 points per player (600 total per team). Squadrons are capped at 100.

2) Players must share the same faction

3) No doubling up on Unique ships or upgrades on the same team

4) Fleet Commanders do not effect allied ships.

5) Players do not have to alternate activations (IE. Bill and Ian are on a team playing vs Jimmy and Matt. Ian activates his MC30C, Jimmy activates his Raider, Bill activates his CR90, Jimmy activates his Gladiator (even though Matt hasn't activated his VSD yet). During the squadron phase, Bill and Ian can each activate an X-Wing, or Bill can activate his HWK-290 and his X-Wing, etc etc.

He clarified that Dodanna works as written (so he affects every face up damage card taken by both opponents.)

I asked if allied units are "friendly" to each other for the purposes of Howlrunner, Jan, Comms Net, Projection Expert, etc. He clarified that they are not. Also, a ship with a squadron command is unable to activate his allies squadrons.

Hope everyone is able to swing their list choices to deal with the updated rules.

I'll ask about initiative, too.

Saying allied units aren't friendly and commanders don't work on each other isn't really fair when you say Dodanna still works on your allies fleet. If I was going, I'd make sure I had Dodanna because that is an incredible boost to your team.

Saying allied units aren't friendly and commanders don't work on each other isn't really fair when you say Dodanna still works on your allies fleet. If I was going, I'd make sure I had Dodanna because that is an incredible boost to your team.

Just like its totally unfair in a normal game that the Asteroids work for Dodonna, too...

I mean, hell, he even has the Phoenix Cell stealing Y-Wings for him on Rebels...

Dude has everyone working for him these days...

Saying allied units aren't friendly and commanders don't work on each other isn't really fair when you say Dodanna still works on your allies fleet. If I was going, I'd make sure I had Dodanna because that is an incredible boost to your team.

Just like its totally unfair in a normal game that the Asteroids work for Dodonna, too...

I mean, hell, he even has the Phoenix Cell stealing Y-Wings for him on Rebels...

Dude has everyone working for him these days...

That is true about asteroids, but FFG had the opportunity to change his wording before Armada was released. And since this is at FFGs house for Worlds, it does give an advantage to the Rebel players who predominately run Dodanna, like me, and now my ally gets 2 commander effects.

Saying allied units aren't friendly and commanders don't work on each other isn't really fair when you say Dodanna still works on your allies fleet. If I was going, I'd make sure I had Dodanna because that is an incredible boost to your team.

Just like its totally unfair in a normal game that the Asteroids work for Dodonna, too...

I mean, hell, he even has the Phoenix Cell stealing Y-Wings for him on Rebels...

Dude has everyone working for him these days...

That is true about asteroids, but FFG had the opportunity to change his wording before Armada was released. And since this is at FFGs house for Worlds, it does give an advantage to the Rebel players who predominately run Dodanna, like me, and now my ally gets 2 commander effects.

Dodonna on one side, MM with APT Foresight/Landmoniton on the other?

Plan to not fly onto Asteroids.

Plan to mitigate as much damage as possible getting through your Shields.....

...

Look at that, not only have you countered Dodonna, but you've set yourself up to win against everyone... :D

(I know, that's hardly the point, and very trite of me, and even a little bit arseholistic... BUT. Its in Jest.)

...

I don't necessarily disagree with you, but with all that being said - I'm quite happy to take the larger picture - as it was explained to us...

You see, for the most part, this argument happened last year. It happened loudly. In the end, the rule was the rule, and the Rule doesn't reference Friendly, or Allied, or even or your Friendly Ships to do anything... The rule is when the Enemy Takes a Crit... They can do it to themselves, as much as you do it to them...

FFG, in their house, will respect the rules.

That is what came out of the "discussion" last time.

And honestly? At the TableTop.... Not a Big Deal. At all.

It certainly "breaks the game" less than other combinations, and I feel it was taken, by FFG, to be "even if it is wrong, its a little wrong to prevent so much larger wrongs, while respecting the original rule."

The other option was to make Dodonna work only against a designated enemy Fleet.... At which point, Teams stated openly that they would designate their friend as that, and then set up their fleet opposite Dodonna as much as possible, rendering him inert...

No good solution either way

So that's where I am with it.

More likely, we had the 'discussion', as more of a shouting match last year... It happened... FFG did what FFG was going to do... We moved on.

I'm reluctant to get any more involved in an other 'discussion' on the subject again, because really... The core of the issue hasn't changed. If anything, the potential for other breaking combinations (if you take it in that direction) is enhanced.

Konstantine also affects the entire enemy.... triple vic

Konstantine also affects the entire enemy.... triple vic

But only 1 player gets to do that.

@Dras: I see a clear fix being asteroids trigger Dodanna and the player who has him can trigger it as well. Simply errata for the tournament that Dodanna works that way. I wasn't aware of any previous ruling or disussion about last year simply because I wasn't involved in the community at the time. In the end, FFG can do whatever they want. This just stood out to me as being weird they would rule that way.

The Worlds player guide they just released states the tourney is 2 rnds swiss, each game 300 mins. 2 rnds swiss!! Go big or go h9me!!

Yes, Dodanna is a bit of a special circumstance. Our local head TO specifically asked about the Dodanna clarification, and clearly didn't like the answer. Oh well. It does make Dodanna, arguably, the best all rounder, but what do you do? *Shrug*

Update on initiative (I'll edit the OP, too.) The OP guy said that he predicts (so be prepared for this to be wrong, but I doubt it) that initiative will probably be determined by team bid, rather than single player with the largest bid, or something of that nature. (In this case, Tom and Brent each have 290 points, while Bill and Ted have 285, and 300 respectively, Team T&B have the higher bid overall, despite Bill having the highest single bid, so they would determine who is first player.)

Hey guys, we have an OP staffmember in our FB group who gave us some more details on the rules for the Team Tournament side event at Worlds. I think these expanded rules will pretty much clear up all the confusion, at least all the confusion I've heard of so far.

Here is a brief rundown for - Team Armada:

1) 300 points per player (600 total per team). Squadrons are capped at 100.

2) Players must share the same faction

3) No doubling up on Unique ships or upgrades on the same team

4) Fleet Commanders do not effect allied ships.

5) Players do not have to alternate activations (IE. Bill and Ian are on a team playing vs Jimmy and Matt. Ian activates his MC30C, Jimmy activates his Raider, Bill activates his CR90, Jimmy activates his Gladiator (even though Matt hasn't activated his VSD yet). During the squadron phase, Bill and Ian can each activate an X-Wing, or Bill can activate his HWK-290 and his X-Wing, etc etc.

He clarified that Dodanna works as written (so he affects every face up damage card taken by both opponents.)

I asked if allied units are "friendly" to each other for the purposes of Howlrunner, Jan, Comms Net, Projection Expert, etc. He clarified that they are not. Also, a ship with a squadron command is unable to activate his allies squadrons.

Hope everyone is able to swing their list choices to deal with the updated rules.

I'll ask about initiative, too.

Saying allied units aren't friendly and commanders don't work on each other isn't really fair when you say Dodanna still works on your allies fleet. If I was going, I'd make sure I had Dodanna because that is an incredible boost to your team.

This is a really important point. Dodanna is a must-take in a team tourney both due to his ability and because he's such a cheap commander and frees up points for other upgrades. Combine with an Ackbar conga line or even a TRC swarm to trigger crits every turn and Rebels will have a huge advantage in the damage game.

So if my Intel makes a squad heavy, its it heavy to my teammate as well??

I think a fair compromise would be to say that Dodonna doesn't work on your ally's attacks.

So if my Intel makes a squad heavy, its it heavy to my teammate as well??

Something that affects your enemy, affects your enemy.

So while your Howlrunner will not give your ally's Interceptor a bonus, any squadrons that Dengar makes heavy are heavy in general (so your ally could benefit indirectly from that.)

I think a fair compromise would be to say that Dodonna doesn't work on your ally's attacks.

This then could open a can of worm in other areas, because Dodanna is 100% agnostic in how the face-up damage is received. If a friendly ally forces an enemy ship to take an additional face-up by a means other than an attack (such as by blocking them onto a rock), some of the cards are still affected by Dodanna and some of the cards are not.

They went with a straight reading of the card. It happens to apply more powerfully than many other effects due to the special circumstances. I doubt that this ruling alone will be game breaking.

I do anticipate to see him on almost every rebel team. I also expect to see Motti, Ozzel, and Screed a lot. *Shrug*

Number 5 is wrong...

There's no way I'd be playing Rebels. :D

Number 5 is wrong...

There's no way I'd be playing Rebels. :D

Why? What does #5 have to do with side?

Number 5 is wrong...

There's no way I'd be playing Rebels. :D

Why? What does #5 have to do with side?

Meant more towards his example, than the actual rule. I'm just poking fun at him.

I think a fair compromise would be to say that Dodonna doesn't work on your ally's attacks.

This then could open a can of worm in other areas, because Dodanna is 100% agnostic in how the face-up damage is received. If a friendly ally forces an enemy ship to take an additional face-up by a means other than an attack (such as by blocking them onto a rock), some of the cards are still affected by Dodanna and some of the cards are not.

I fail to see how the specfic exception of "allied attacks that deal face-up damage don't get Dodonna" opens a can of worms, but it doesn't matter too much, sounds like thry did their ruling. Like XX9 and FCT, it seems it was based more in line with sticking to the language on a card than game balance, which mskes sense, even if it opens things up to situations like this.

Number 5 is wrong...

There's no way I'd be playing Rebels. :D

Why? What does #5 have to do with side?

Meant more towards his example, than the actual rule. I'm just poking fun at him.

Lol, I got it right away. Different Ian, though. ;)

I don't like that "friendly" unit's of your teamate aren't "friendly". Really cuts out a lot of teamwork, especially since its only at 300 points.

I don't like that "friendly" unit's of your teamate aren't "friendly". Really cuts out a lot of teamwork, especially since its only at 300 points.

I agree. I understood it in relation to commanders, since their effect is powerful, and universal, but not friendly altogether? Not what I was hoping for, but exactly what I expected.