New Objectives!

By Card Knight, in Star Wars: Armada

Check the FAQ on that Jrock

Please check the FAQ. It was changed to ships only.

It was the first errata for Armada.

It was the first errata for Armada.

LOL can you imagine the crapstorm that would occur if they undid that now? Firesprays would be as powerful as CR-90s. Rhymerballs would lay waste to everything in a 7 inch radius.

It was the first errata for Armada.

LOL can you imagine the crapstorm that would occur if they undid that now? Firesprays would be as powerful as CR-90s. Rhymerballs would lay waste to everything in a 7 inch radius.

Decimators throwing 4 blues, yavaris helps Bs put 12 dice at a single target.

Played the Ion Cannon for the first time today. I gave him a choice of Advanced Gunnery, Ion Cannon, and Solar Corona. The Cannon didn't get a shot off, but it forced an Ackbar gunline into a very bad deployment. I won 400-35.

Edited by Truthiness

God what a list of ******* objectives. Its a new golden age.

EDIT: nevermind, I see my mistake.. the tokens must be one away from all other TOKENS.. not obstacles..

I'm having trouble understanding the setup of salvage run.

What it sounds like to me, is the 2nd player puts the station in the middle,
Then they go back and forth placing the 7 other obstacles all within 5 of the station ( no range limit between them)
Then the second player places 4 tokens dist 1 away from all other obstacles, but have to be within dist 1 of the station.

It sounds to me that it will be easy to have a setup that doesn't allow the placement of any of the tokens..if they have to be 1 away from everything other than the station.

What am I missing?

Edited by homedrone

God what a list of ******* objectives. Its a new golden age.

I'm seriously considering moderate bids for SECOND player now. The mix of the old and the new let you tailor the objectives extremely well for your lists.

Another thought is since three of the new objectives utilize the dust field, you HAVE to make sure you bring all your obstacles to a tournament, because the other person might not have conflict.

I think they might do something similar to X-wing objectives by making players bring their own obstacles. So they create an obstacle pool.

Another thought is since three of the new objectives utilize the dust field, you HAVE to make sure you bring all your obstacles to a tournament, because the other person might not have conflict.

I think they might do something similar to X-wing objectives by making players bring their own obstacles. So they create an obstacle pool.

I hope not. Certain people really want some of those obstacles to be available for placement, on both sides.

If it were up to me, all obstacles would remain mandatory. In fact, I think Dust Fields should be automatically mandatory in all mission types. They would vastly change up the importance of various obstacles.

At the moment, the rules are clear.

Even if you have multiple Core sets, you cannot bring "6 Obstacles" of any type - you must bring the standard 6 Obstacles.

So far, it appears taht the new objectives only add the other Obstacles when specifically stated.

Ergo, you only need to bring them with you to a tournament, if you are intending to have Objectives that allow them.

Its entirely possible for someone to take 3 of the 12 Core set objectives, get 2nd player all day, and never see a Dust Cloud or a Second Station, because they had no need to bring them with them.

That's totally cool with me.

Corellian Conflict is an awesome option to have.

But it is not a mandatory purchase.

The only mandatory purchase you have is the Core Set.

Played the Ion Cannon for the first time today. I gave him a choice of Advanced Gunnery, Ion Cannon, and Solar Corona. The Cannon didn't get a shot off, but it forced an Ackbar gunline into a very bad deployment. I won 400-35.

Also, you had Angry Bees!

How are people interpreting how sensor net works?

Specifically what happens after you collect a token?

My ship collects a token, I get 15 points then a token gets moved by me because my ship collected a token?

Does it have to be the token I picked up that gets moved? Or can it be any token?

How are people interpreting how sensor net works?

Specifically what happens after you collect a token?

My ship collects a token, I get 15 points then a token gets moved by me because my ship collected a token?

Does it have to be the token I picked up that gets moved? Or can it be any token?

Read the card.

IF your ship is a distance 1 of an objective token, then you gain a victory token.

Then you opponent gets to move said objective token.

How far depends on whether he's 1st or 2nd player.

If he's 2nd player, he can move it further.

Herein is the main 2nd player advantage - he's got greater control over where tokens end up.

Played the Ion Cannon for the first time today. I gave him a choice of Advanced Gunnery, Ion Cannon, and Solar Corona. The Cannon didn't get a shot off, but it forced an Ackbar gunline into a very bad deployment. I won 400-35.

Also, you had Angry Bees!

Of course I did. I thought that went without saying around here

How are people interpreting how sensor net works?

Specifically what happens after you collect a token?

My ship collects a token, I get 15 points then a token gets moved by me because my ship collected a token?

Does it have to be the token I picked up that gets moved? Or can it be any token?

Think of it this way:

The Sensor Beacons you are scanning are Ticklish...

So you scan it, you get the points for it... But it Squirms away giggling - and to represent the fact its *away* from you, your opponent is doing the moving....

So you have to chase it down, or try to intercept it, if you want to scan it again.

How are people interpreting how sensor net works?

Specifically what happens after you collect a token?

My ship collects a token, I get 15 points then a token gets moved by me because my ship collected a token?

Does it have to be the token I picked up that gets moved? Or can it be any token?

Read the card.

IF your ship is a distance 1 of an objective token, then you gain a victory token.

Then you opponent gets to move said objective token.

How far depends on whether he's 1st or 2nd player.

If he's 2nd player, he can move it further.

Herein is the main 2nd player advantage - he's got greater control over where tokens end up.

Oh I've read it, and it's not as clear as that in my mind.

The bit where you get the points is clear. It gets confusing in the last paragraph: "Then, it's owner chooses one of those objective tokens. The opposing player must move that token....

Then it get clear again where it tells you how far you can move the token.

By my reading of that the owner of the ship (person who gets the points) can pick any objective token, not necessarily the one that you just collected. If it was just the one you collected what's the choice?

How are people interpreting how sensor net works?

Specifically what happens after you collect a token?

My ship collects a token, I get 15 points then a token gets moved by me because my ship collected a token?

Does it have to be the token I picked up that gets moved? Or can it be any token?

Read the card.

IF your ship is a distance 1 of an objective token, then you gain a victory token.

Then you opponent gets to move said objective token.

How far depends on whether he's 1st or 2nd player.

If he's 2nd player, he can move it further.

Herein is the main 2nd player advantage - he's got greater control over where tokens end up.

Oh I've read it, and it's not as clear as that in my mind.

The bit where you get the points is clear. It gets confusing in the last paragraph: "Then, it's owner chooses one of those objective tokens. The opposing player must move that token....

Then it get clear again where it tells you how far you can move the token.

By my reading of that the owner of the ship (person who gets the points) can pick any objective token, not necessarily the one that you just collected. If it was just the one you collected what's the choice?

O)H, that bit.

Remember, you CAN land within distance of MULTIPLE TOKENS....

You choose which one of those MULTIPLE to scan...

And then you choose one of those Multiple for your Enemy to MOVE...

They do not have to necessarily be all the same token........ Its for that corner case when you land within distance of multiple tokens - because you can't score them all, you ahve to pick one to score... And then one to Move... They could be the same... But you could score of the one on your portside, and then tell your opponent to move the one on your starboard side that you could have scanned, but didn't... because you have other ships about ready to hit the Portside one next turn...

Edited by Drasnighta

How are people interpreting how sensor net works?

Specifically what happens after you collect a token?

My ship collects a token, I get 15 points then a token gets moved by me because my ship collected a token?

Does it have to be the token I picked up that gets moved? Or can it be any token?

Read the card.

IF your ship is a distance 1 of an objective token, then you gain a victory token.

Then you opponent gets to move said objective token.

How far depends on whether he's 1st or 2nd player.

If he's 2nd player, he can move it further.

Herein is the main 2nd player advantage - he's got greater control over where tokens end up.

Oh I've read it, and it's not as clear as that in my mind.

The bit where you get the points is clear. It gets confusing in the last paragraph: "Then, it's owner chooses one of those objective tokens. The opposing player must move that token....

Then it get clear again where it tells you how far you can move the token.

By my reading of that the owner of the ship (person who gets the points) can pick any objective token, not necessarily the one that you just collected. If it was just the one you collected what's the choice?

Don't know if this is the source of the confusion or not, but the first time I read this objective, I missed that it uses Objective and Victory tokens. So you never actually "collect" one of the Objective tokens, it remains on the board to be moved.

Otherwise, it's as stated above: accurate language to cover what happens if you're in range of multiple tokens.

Multiple tokens was the bit I was confused about. Makes sense.

So Fighter Ambush was had last night, and TL;DR at least with my opponent's deployment, the fears that it isn't always actually second-player favored are completely correct against certain builds, especially high-speed blitzing builds that race past the fighters and chew through ships instead, or ones with lethal alpha strike capabilities. (Mine, the Imperial, had both.)

Fleets: Imperial

Interdictor Suppression, Interdictor, G-8, Targeting Scrambler, General Tagge

Gladiator-1, Demolisher, Ordnance Experts, Assault Proton Torpedoes, Engine Techs

Gladiator-1, Ordnance Experts, Assault Proton Torpedoes

Gozanti Cruisers, Expanded Hangar Bay

IG-88

Darth Vader

Punishing One

Sontir Fel

TIE Advanced

Rebel

Assault Frigate 2 B, General Dodonna, Flight Commander, EHB

Nebulon-B Escort Frigate, Flight Coordination Team, Turbolaser Reroute Circuits x2

GR-75 Medium Transports, Bright Hope, Bomber Command Center

Wedge Antilles

Dutch Vander

Tycho Celchu

HWK290 x2

B-wings x4

The relevant parts of the battle are thus: His deployment left his Nebulons behind the B-wings and their HWK290 which were 2/3 way across playing field towards me hugging asteroids in front and (my) right of the Gladiator pair. The rest of his fighters hugged a second asteroid to (my) left of the Gladiators, between them and the rest of my forces. The Assault Frigate and Bright Hope faced off against Interdictor​ and the Gozanti in its shadow with my fighter ball hugging them, the space station roughly equal distance between our big ships. Opening round, my fighters locked down his space superiority wing, destroying Wedge without return fire, while the Gladiators blazed past the B-wings at full power. There were a handful of ineffectual B-wing strikes at Demolisher, but the ship brushed them off and sped into the Nebulons. In the end, Demolisher was traded for both Nebulons and Bright Hope, as well as the entire space superiority wing (including both HWKs) and maybe a B-wing, my count is a bit hazy. He surrendered at the end of turn 4, as Interdictor pivoted on the station to chase the AF2 breaking for the surviving B-wings, as the fighters continued to kill their way across the field and the Gladiator rejoined the chase.

His biggest issue was that deployment left the two Nebulons facing two aggressive Gladiators that raced past the B-wing trap, and without the shepherd of the Assault Frigate. However, I'm 75% confident that had he deployed "properly", the combined firepower of the Gladiators could have destroyed the Assault Frigate without costing me both Gladiators, leaving one to help Interdictor clean house. As an Imperial player, barring the new unspoiled squadron pack, I'm never using Fighter Ambush without a careful gimmick in mind, as it does expose your fighters to lethal counterfire. Rebel squadron players can probably pull it off, using their tough units to absorb the alpha damage, but it will need a careful build, planned obstacle deployment, and a small amount of luck. Fast ships to close and regain squadron command are also a large plus. If I skipped anything important, I'll do my best to fill in gaps.

Edited by GiledPallaeon

Thanks for the hands on experience. Those are my fears of using Fighter Ambush rolled up in the perfect example.

Assuming that the (likely Rebel) fleet is built to maximize the value from deploying fighters further up (Flight Commanders and/or Boosted Comms on all the carriers) and the squadrons aren't deployed suicidally close to the enemy, it seems like the results would have been better is my takeaway. Even if you can deploy squadrons really close to the enemy, it's often unwise to do so if it means it's the enemy ships+squadrons versus just your squadrons that can't be meaningfully commanded.

I feel like Fighter Ambush would favor an all Rogue squad screen that is faster than your opponent's squads. Like Ghost+2xAwing+YT2400s. Deploy outside of the 1st player's strike range. They can't alpha at you. At end of turn, move the rogues in and try to get some unanswered shots at the activated squadrons.

One turn of unanswered squad strikes coukd flip a game. Though I could be full of it as I haven't proxied the new objectives yet.