New Objectives!

By Card Knight, in Star Wars: Armada

If you're playing Rieekian and have to choose between Precision Strike, Superior Positions, and Fighter Ambush you could really let your opponent harvest a pile of tokens off of you.

Except: didn't the clarification on Jamming Field wording make it clear that card effects are optional unless stated, so Rieekan is an optional effect that you could choose not to use, to avoid the detrimental effect of being farmed?

I think part of the issue with that is, when does Rieekan activate?

If you're playing Rieekian and have to choose between Precision Strike, Superior Positions, and Fighter Ambush you could really let your opponent harvest a pile of tokens off of you.

Except: didn't the clarification on Jamming Field wording make it clear that card effects are optional unless stated, so Rieekan is an optional effect that you could choose not to use, to avoid the detrimental effect of being farmed?

I think part of the issue with that is, when does Rieekan activate?

I'm happy to be corrected by anyone actually reading the timing, but surely his effect happens at the point that a ship *would* be destroyed. That is when his ability triggers to make the ship a zombie until the end of the turn.

At that point you could look at the situation and say "Nah, this one explodes." To save it from being farmed for points.

All upgrades are optional to resolve, unless otherwise specified.

Re. the Jamming Field debacle.

It therefore follows that using Rieekan's ability on any given ship/squid is optional.

I just noticed that noticed that the fighter ambush objective specifies tokens are gained when damage cards are dealt. Based on the RRG, you stop taking damage cards once you have hit your hull value. There is significantly less potential to rack up a large amount of tokens on a Rieeken fleet using this objective over precision strike and superior positions.

I just noticed that noticed that the fighter ambush objective specifies tokens are gained when damage cards are dealt. Based on the RRG, you stop taking damage cards once you have hit your hull value. There is significantly less potential to rack up a large amount of tokens on a Rieeken fleet using this objective over precision strike and superior positions.

And where does it state this?

Am I the only one confused by the phrasing on the dust field objectives?

"Place obstacles, adding the two dust fields, as normal."

What the heck does that even mean? Do you place the normal 6 obstacles + the two dust fields for 8 obstacles total? Or only 6 obstacles total, but two of them have to be dust fields? Or two of them can be dust fields? Or do you deploy the regular 6 obstacles, then deploy the 2 dust fields after the others have been deployed?

Seriously, unless there is some clarifying text in the CC rules then these objectives are even more vague than that one thing.

Edited by Herowannabe

Am I the only one confused by the phrasing on the dust field objectives?

"Place obstacles, adding the two dust fields, as normal."

Yes.

Because you follow the normal procedure - which means you start with the BASE LIST OF OBSTACLES (3 Asteroids, 2 Debris, 1 Station). To that Pile, you add 2 Dust Field Obstacles.

Alternate and place as normal... IE, one player doesn't necessarily add them just because they're his objectives of anything...

You just add the two dust fields to the normal obstacles - the normal obstacles, are as stated, 3 Asteroids, 2 Debris Field, 1 Station....

I just noticed that noticed that the fighter ambush objective specifies tokens are gained when damage cards are dealt. Based on the RRG, you stop taking damage cards once you have hit your hull value. There is significantly less potential to rack up a large amount of tokens on a Rieeken fleet using this objective over precision strike and superior positions.

And where does it state this?

Of course, it doesn't.

Normally, you remove the ship the moment it has damage cards equal to or exceeding its hull.

Which is fine according to the RRG

BUt then Rieekan has a word to say about that - and that ship stays there... The trigger for its removal has been hit, but its not actually removed... Which means it is free to gain additional damage cards... They just don't destroy the ship any more, but they may rack up points...

The Rules Do Not Say That You Stop Taking Damage Cards When You Are Destroyed.

The Rules Simply Assume You Are No Longer There To Take Cards.

I just noticed that noticed that the fighter ambush objective specifies tokens are gained when damage cards are dealt. Based on the RRG, you stop taking damage cards once you have hit your hull value. There is significantly less potential to rack up a large amount of tokens on a Rieeken fleet using this objective over precision strike and superior positions.

And where does it state this?

Of course, it doesn't.

Normally, you remove the ship the moment it has damage cards equal to or exceeding its hull.

Which is fine according to the RRG

BUt then Rieekan has a word to say about that - and that ship stays there... The trigger for its removal has been hit, but its not actually removed... Which means it is free to gain additional damage cards... They just don't destroy the ship any more, but they may rack up points...

The Rules Do Not Say That You Stop Taking Damage Cards When You Are Destroyed.

The Rules Simply Assume You Are No opLonger There To Take Cards.

What's more, Rieekans FAQ entry states that the ships and squadrons can continue to take damage, additional damage cards and damage from ruthless strategists for example.

Too bad the Ion Cannon can't force your opponent to spend exhausted defense tokens.

The effect takes place at the end of the command phase, so there wouldn't be any defense tokens activated yet anyhow.

I just noticed that noticed that the fighter ambush objective specifies tokens are gained when damage cards are dealt. Based on the RRG, you stop taking damage cards once you have hit your hull value. There is significantly less potential to rack up a large amount of tokens on a Rieeken fleet using this objective over precision strike and superior positions.

And where does it state this?

Of course, it doesn't.

Normally, you remove the ship the moment it has damage cards equal to or exceeding its hull.

Which is fine according to the RRG

BUt then Rieekan has a word to say about that - and that ship stays there... The trigger for its removal has been hit, but its not actually removed... Which means it is free to gain additional damage cards... They just don't destroy the ship any more, but they may rack up points...

The Rules Do Not Say That You Stop Taking Damage Cards When You Are Destroyed.

The Rules Simply Assume You Are No opLonger There To Take Cards.

What's more, Rieekans FAQ entry states that the ships and squadrons can continue to take damage, additional damage cards and damage from ruthless strategists for example.

Never thought about it the additional damage cards. You can remove crits from the deck by doing that.

So, I wrote up a blog article with my thoughts on each of the new objectives. Can't wait to try out Sensor Net, that one just looks like fun.

Read more HERE.

Excellent write-up. There's a lot to think about.

Also, no big deal, but you labeled Targeting Beams as Precision Strike. ;)

Oops. I copied an old post to reuse the formatting. Missed that one.

And at the end of the day, every list that has a flotilla will still have Most Wanted as its red objective

And at the end of the day, every list that has a flotilla will still have Most Wanted as its red objective

Not necessarily.

I think JJ mentioned it in his interview and I've been thinking about it too, but when you run a 2 ship 2-3 flotilla list with a fighter wing you really don't get a lot of bonus damage out of most wanted.

It gives you some good point lead, but the new red objectives might too.

Most Wanted is also about the points trade up, though. Most Wanted is extremely low risk for second player with a huge upside, squadron heavy or not. That said, I'm eyeing Station Assault intently. I think if you plan it right, you can force your opponent to choose between shooting ships, or going for the objective. It's much riskier than Most Wanted, but potentially quite good with the right fleet.

Edited by Truthiness

Loving the new stuff!

Once released we'll have so much fun...

There may be some clarification in the CC rules booklet, but I also noticed that the unarmed stationcard is formatted the same as a Squadron card. What does this mean for the type of attack you use against it? I think the obvious answer is that it's treated as a ship and can suffer crits, but it's still coming to us as a Squadron card.

There may be some clarification in the CC rules booklet, but I also noticed that the unarmed stationcard is formatted the same as a Squadron card. What does this mean for the type of attack you use against it? I think the obvious answer is that it's treated as a ship and can suffer crits, but it's still coming to us as a Squadron card.

It will suffer damage from crit icons, but cannot suffer any crit effect, which is thepoint you are trying to make.

I'm reevaluating Corona again. Wondering about how nuch it helps all non-ECM fleets. I would consider it with some Jerjerrod VSDs or ISD1s. Just enough maneuvering so your opponent has to turn towards you and the Corona.

Edited by Church14

I think Fighter Ambush might end up on the bottom of the pile next to Fleet Ambush. It puts you at a deployment disadvantage as Second Player right off the bat. Then, if you want to take advantage of the special deployment, you risk being out of command range. Sure, you could bring Rogues, but then you risk taking an alpha strike from commanded squadrons. The objective points themselves equally favor first and second player, so if we both have a lot of squadrons, I am probably going to take this objective. At a minimum I will enjoy a deployment advantage. Best case scenario, I'm alpha striking your unsupported squadrons and then going to town on your ships to rack up the victory tokens.

As a squadron player, this objective is the best of the new ones to come out. Since I use a lot of squadrons (mostly bombers) I typically like going second so I can use my objectives to play the game on my terms. The problem while there are great blue and red objectives (Superior Positions/Precision Strike respectively), there hasn't been a yellow objective that can help a squadron player out. Now that there is, it'll force the first player into picking a squadron based objective which suites a squadron player perfectly.

And at the end of the day, every list that has a flotilla will still have Most Wanted as its red objective

Not necessarily.

I think JJ mentioned it in his interview and I've been thinking about it too, but when you run a 2 ship 2-3 flotilla list with a fighter wing you really don't get a lot of bonus damage out of most wanted.

It gives you some good point lead, but the new red objectives might too.

I exaggerate somewhat, but it will always be an extremely safe pick even if you don't get the most value out of the extra die effect. Unless something changes we can probably expect to continue seeing it a lot. Personally I wouldn't mind if it got straight up errated so flotillas couldn't be the most wanted ship.

I jizzed at the dust fields

gink....yuk.......if I have to play you at nationals I'm using disposable gloves during set up.

Since the campaign is designed to be one campaign kit for a group, supplying both teams with their respective squad cards and such, it gave me a thought. Will the campaign box contain 2 copies of each objective card (one for each team) or will it be like the core set and only be one set of these objectives? Thoughts?

One Set.

The box is still going to be "owned" by someone.

Things will be all shared during a campaign playthrough - because campaigns are all about caring and sharing...

..

But to translate this to Tournament Play for Tournament Legality - That will be "One Copy, One Set, One Player."

Yeah that is kind of what I was thinking. Bummer though as it would be nice to not have to buy two kits for two players when the only thing that would have to be duplicated to make one kit work is the objectives.

Remember, that's just for Tournament Play.

In which everything is "buy your own".

Sounds like you check for "Proof of Purchase" squares before every tournament.

No, just an accepted acknowledgement that you can't exactly have 2 people turn up to a Tournament and have them expect to be able to share a Core Set between them, like they do at their local game days... Its perfectly acceptable, and downright encouraged there...

But Tournaments have Rules and Regulations.

I've only ever been an advocate for Law and Order in regards to Rules and Regulations :D

...

I mean, I'll admit. I'm disappointed at how many people still don't understand Most Wanted, even though they're at Regionals, where they're expect to have at least a passing familiarity with the rules and FAQs...

... for anything less than that, sure.

But its part of the Regulations....

Now you make me wonder if I understand most wanted.....

Yes I'm now feeling completely paranoid about this now......

Since the campaign is designed to be one campaign kit for a group, supplying both teams with their respective squad cards and such, it gave me a thought. Will the campaign box contain 2 copies of each objective card (one for each team) or will it be like the core set and only be one set of these objectives? Thoughts?

One Set.

The box is still going to be "owned" by someone.

Things will be all shared during a campaign playthrough - because campaigns are all about caring and sharing...

..

But to translate this to Tournament Play for Tournament Legality - That will be "One Copy, One Set, One Player."

Yeah that is kind of what I was thinking. Bummer though as it would be nice to not have to buy two kits for two players when the only thing that would have to be duplicated to make one kit work is the objectives.

Remember, that's just for Tournament Play.

In which everything is "buy your own".

Sounds like you check for "Proof of Purchase" squares before every tournament.

No, just an accepted acknowledgement that you can't exactly have 2 people turn up to a Tournament and have them expect to be able to share a Core Set between them, like they do at their local game days... Its perfectly acceptable, and downright encouraged there...

But Tournaments have Rules and Regulations.

I've only ever been an advocate for Law and Order in regards to Rules and Regulations :D

...

I mean, I'll admit. I'm disappointed at how many people still don't understand Most Wanted, even though they're at Regionals, where they're expect to have at least a passing familiarity with the rules and FAQs...

... for anything less than that, sure.

But its part of the Regulations....

Now you make me wonder if I understand most wanted.....

Yes I'm now feeling completely paranoid about this now......

Oh my... just re-read this.

"While attacking an objective ship, the attacker may add one die of any colour that is already in its attack pool to its attack pool."

This doesn't specify ship attacking an objective ship which means that squadrons can add a die too when attacking an objective ship!

Please dont.

People will listen to that nonsense