Sqn Movement and sloppy play

By Mogrok, in Star Wars: Armada Rules Questions

Has their been any clarification about how sqns are currently being moved in the game? Wasn't really an issue in previous waves as sqns weren't such a big deal.

Example. Player A wants to move his sqn up to be engaged with a squadron. He pre-measures from the enemy sqn...figures out his spot he wants to reach...then measures from his own squadron and can get there no problem..moves to where he wants to be within his engagement range...and then when he remeasures to see if it is engaged he was a little short. Then adjusts until he is. Or pulls back until he is just barely engaged to maximize his position.

Its that last part that I am seeing all the time. the adjusting after the fact. Whether it is to be within range of a ship for activation the next turn...within one for howl runner or whatever. The way the rules are written it seems like the movement should be more like chess...measure all you want before hand. Then using the distance stick move your sqn along it up to its max distance. Place the squadron...then you are stuck with what you did for good or bad.

I've notice a lot of sloppy play, and readjusting afterwards sometimes even previously moved sqns in order to maximize whatever effect they were going for. This tends to slow the game down a lot in heavy sqn builds. And personally sucks a lot of the fun out of the game. Considering this is the intent for the big ships and RAW for squadron movement doesn't mention anything about adjusting, I'm curious what peoples thoughts are or if there has been an email clarification out there.

Separate note: I have seen some players using washers to mark where they started from...(just need one for every squadron and one extra to place under the moved squadron and pick up the old one) I really like this for the exactness and for when you have to pick up a sqn to mark damage.

So there is no official ruling on this I am aware of. There have been emails and comments from FFG designers that this type of stuff is "against the spirit of the game" so take that how you will.

I think the intent from the RRG and based on what FFG has said is squads do not get to be shuffled around after they move.

You don't get to move 3 squads and jostle the placement of all 3 at the end of the squad command.

You don't get to move all squads and then shoot, you finish the activation for each one.

If your opponent is moving squads on accident by hitting them or overlapping, they should not be adjusting to get within range 1 of something. That is plain cheating.

Sometimes a player will forget a trigger or to activate a squadron. It's happened to me. I had Yavaris+FC+FCT and after I moved, I only scooted 1 squad forward and activated it, when I meant to scoot 2 forward and then activate. It's up to you if you will let your opponent "go back" and fix their mistake. I am pretty good with this and will let a player fix this error, but I will also mirror my opponent so they must also suffer from their mistakes.

What I do to avoid this stuff is move/shoot and measure after the end of the activation to confirm with my opponent what is within range of the squad so there is no confusion later on. My Tie is not engaged with your X-Wing, so it is not engaged unless the X-Wing legally moves within range 1 to engage, no exceptions.

Typically, I am relaxed in casual play because it is literally our sparring games to get to know our fleets. In my group, we almost always allow small adjustments if we know we are in range of something, because we want to know if our investment is worth it. For example, if I should run 6 Tie/B with Rhymer and all which can reach Rhymer to be able to take a close range shot at a ship. I'm perfectly fine if my opponent "meant" to place the bomber in range 1 of Rhymer, and barely missed it, but had plenty of room to get within that range 1. Just place it and let's play. I want to help my opponent figure out the best way to optimize their fleets.

On the other hand, I am going to be pretty strict in tournament play. There is no shuffling of squads. You place and its final. We will play with the same rules, no exceptions.

And none of that marking with a finger and using the ruler garbage.

It's been back and forth a bit re. pre-measuring and no. tools in general, the use of tokens to mark stuff and declaration of intent etc.

FFG e-mails have been contradictory at time.

IIRC correctly the latest ruling was that prepositioning was a no-go. Measure all you want (but no slow play plz), but once that squad goes down it stays. Even if you suddenly discovered you placed it short/long, or that your next B-wing can't fit into attack range at speed 2. That's just too bad.

One caveat though: sometimes squads get bumped, even with careful movement and a good mat. Especially when moving sliders and/or taking damage. So if a squad was in range of something before it was bumped, it should **** well be positioned to be in range when it's put down again.

While on the topic of moving squads: speed is WITHIN that distance band. Not 1/2 inch into the next band. Not 1/4 of an inch. Not even 1/8. Don't push it. And yeah, I'm looking at you rebel bombers in particular, esp. the FCT-pushers.

Does using washers to mark positions while measuring with the range ruler violate the "one tool only' rule?

Yes

Does using washers to mark positions while measuring with the range ruler violate the "one tool only' rule?

They weren't using the washers to pre measure....just placing one down then moving their sqn on top of it. then picking up the old one...that way when they pick one up to move a ship....or apply some damage they have a spot to exactly put it back down.

We've tried everything and now (locally) we just announce our intentions and allow post-move adjustments to keep the game moving along. Otherwise, measuring and moving 20+ squads takes forever and kills gameflow and sucks all of the fun out of the game for us. We tried the exact way the rules state, measure reasonably quick and move and leave it, and someone (usually me) ends up knocking over 10 minis with one clumsy swipe and all accuracy goes to hyperspace and restoring the exact positions is nearly impossible.

I really need to make the Armada equivalent of heX-Wing. I would enjoy it much more and I know our games would take 1/2 to 1/3rd the time and we'd never have any issues with knocking stuff over or measuring range, pre-measuring distances, making adjustments, bleh! Grid.me.com!!! :lol:

You don't find all the post move stuff takes a lot of the guess work out of the game...? I find the reshuffling...when you don't know if people are going to be passing their allowed range...and moving sqns cause they didn't place the previous ones exactly right is what slows down the game. One can premeasure the crap out of anything and slow down the game. If that is the case I will call a person on that.

You don't find all the post move stuff takes a lot of the guess work out of the game...? I find the reshuffling...when you don't know if people are going to be passing their allowed range...and moving sqns cause they didn't place the previous ones exactly right is what slows down the game. One can premeasure the crap out of anything and slow down the game. If that is the case I will call a person on that.

I'd say yes and no. We play pretty much the way Thraug plays here and it works well. It's the announcement of the intention that is key. Premeasure, announce your intention and once you've picked up your piece (not put it down) there is no going back. It usually only goes for one or two of the squadrons per side. They also can't be moving outside of their movement envelope regardless. If my opponent is getting a bit too liberal, I'll call them on it and we adjust to an agreed upon position. But it's only one sqdn at a time, there's no adjusting a squadron that isn't currently activated just because you realize it's better to have them 1mm to the left or right.

Intentions seem to be the way to go. While I'm OK with pickup put down that's it, I feel like then I have to do a lot more measuring so i get it right... with the intention methods I just say, howl is going to move here to be in range of Jan and not of wedge or yvaris blues ... do you agree she has the range? And then done, and I can make the little adjustment and we can get on with what really matters, having fun chucking handfuls of dices at each other...

Yeah, so long as maximum range isn't the issue, I don't have a problem with a minor adjustment during that squadron's movement to fit with a stated goal.

If it's your third squadron, and you realized you didn't properly place your first squadron, TS. Been there, it sucks, that's what I get for not planning properly.

I don't care for the idea that it would come down to who can better visualize exactly distance 1.

If maximum range is a potential issue, I think making a declaration of intent is important, then I make sure to hold the range ruler extra precisely, and measure distance extra carefully. Usually my opponent will lean in close to have an extra good look - which they should, that's what I do. Then once the squadron is placed there's no rejiggering, of course, and then the intervening distance is measured.

Yes, no rejiggering of the kajiggers once your booger pickers have moved on to the next whosamajiggit.

I see way too much moving squadrons further than they should go.

Being completely inside of the max distance a squadron can move is a simple contest. But I find again and again my opponent takes liberties and then I seem like an ass for pointing it out ten times in a match.

I see way too much moving squadrons further than they should go.

Being completely inside of the max distance a squadron can move is a simple contest. But I find again and again my opponent takes liberties and then I seem like an ass for pointing it out ten times in a match.

Yeah, this is a tough one, because sloppy measuring is hard to prove with squadrons after they've already done it, but can really make a big difference, especially with the smaller movement increments (B-wings, FCT, etc). I find myself just letting my opponent have the benefit of the doubt most of the time unless it's really blatant, in the interest of keeping a friendly atmosphere at the table. But it does get frustrating sometimes.

This wasn't such a big issue when there wasn't that many combos...but now there are so many between intel, howl, fct, boosted comms, and new ones on the way that making sure things are at the "right distance" is going to become even more important. I am just seeing lots of tweaking after the fact...it is annoying.

I do agree if something is a no problem I can reach it, if you just simply state your intent prior to placing I have never had a problem with a little adjusting...it is the I placed...now I wiggle around...move it back...replace...wiggle some more...I usually end up saying "what are you trying to accomplish" cause now we have no idea where you started from. That or I didn't leave enough room for mauler mithel to jump in at the last second...so I will just adjust all these guys and force him in.

That or I didn't leave enough room for mauler mithel to jump in at the last second...so I will just adjust all these guys and force him in.

Yeah, that's not OK. Like I said, I've been caught in that trap myself, but once you've rolled dice for a squadron, and rejiggering is done for sure. Much less later on, during another squads activation.

If we become more strict on once it's placed, it's placed.. you're going to get longer turns with squads as people spend more time pre checking and trying to remember exact points on the board where they intended to go so they don't make a mistake.

We really need a token that is used to mark where the squad is going to go without moving it from it's original position (like the washer mentioned above). Once the new location is selected and not further than the unit could go, the actual model is placed at the tokens location.

I'm betting that would make them more accurate in not moving farther than they are supposed to AND speed up squadron movement as there would be less hesitation about actually putting the model down.

I personally don't think a marker like that would take anything away from the challenge of the game. It would just be more organized and accurate.

Edited by homedrone

If we become more strict on once it's placed, it's placed.. you're going to get longer turns with squads as people spend more time pre checking and trying to remember exact points on the board where they intended to go so they don't make a mistake.

We really need a token that is used to mark where the squad is going to go without moving it from it's original position (like the washer mentioned above). Once the new location is selected and not further than the unit could go, the actual model is placed at the tokens location.

I'm betting that would make them more accurate in not moving farther than they are supposed to AND speed up squadron movement as there would be less hesitation about actually putting the model down.

I personally don't think a marker like that would take anything away from the challenge of the game. It would just be more organized and accurate.

I disagree. Longer turns happen because of a few reasons:

1. Engagement is about to begin, and you NEED to get things lined up and do the correct order to win. This will always happen and there is no way around it.

2. Players freeze because they realize they have been caught in a trap they did not see coming.

3. Players are not confident with their movements because they do not know if there is a better move available.

4. Players will shuffle other squadrons around to make the "perfect" formation and then measure to make sure X and Y are within/out of engagement.

2 and 3 come down to experience playing squads. Once you understand how your list is going to fly and what needs to be where, it is really easy to play them.

4 is simply breaking the rules, and because of that they have developed a bad habit that will extend the game.

Forcing a player to accept a movement they just made means they can focus on the next activation. You would be surprised how often you do not need the "perfect" position to get in the corrcect place, and how often you don't need to check for range multiple times. Measuring 6 times won't change the fact that you are not at range 1. If your opponent is taking over 5 minutes to activate a squad, call them out for slow play, especially if they keep measuring things and not activating.

I played 2 games Thursday night. I arrived at the store at 5 and left by 8:30. 2 complete games were finished in under 3 and a half hours. This includes setting up all the components and taking them down. I had 9 squads and my opponent had 7 ships. We weren't speed playing or rushing. We simply know what our fleet has to do to win. The game time is 135 minutes to play. If you are going to time, figure out what is taking so long.

If we become more strict on once it's placed, it's placed.. you're going to get longer turns with squads as people spend more time pre checking and trying to remember exact points on the board where they intended to go so they don't make a mistake.

We really need a token that is used to mark where the squad is going to go without moving it from it's original position (like the washer mentioned above). Once the new location is selected and not further than the unit could go, the actual model is placed at the tokens location.

I'm betting that would make them more accurate in not moving farther than they are supposed to AND speed up squadron movement as there would be less hesitation about actually putting the model down.

I personally don't think a marker like that would take anything away from the challenge of the game. It would just be more organized and accurate.

I disagree. Longer turns happen because of a few reasons:

1. Engagement is about to begin, and you NEED to get things lined up and do the correct order to win. This will always happen and there is no way around it.

2. Players freeze because they realize they have been caught in a trap they did not see coming.

3. Players are not confident with their movements because they do not know if there is a better move available.

4. Players will shuffle other squadrons around to make the "perfect" formation and then measure to make sure X and Y are within/out of engagement.

2 and 3 come down to experience playing squads. Once you understand how your list is going to fly and what needs to be where, it is really easy to play them.

4 is simply breaking the rules, and because of that they have developed a bad habit that will extend the game.

Forcing a player to accept a movement they just made means they can focus on the next activation. You would be surprised how often you do not need the "perfect" position to get in the corrcect place, and how often you don't need to check for range multiple times. Measuring 6 times won't change the fact that you are not at range 1. If your opponent is taking over 5 minutes to activate a squad, call them out for slow play, especially if they keep measuring things and not activating.

I played 2 games Thursday night. I arrived at the store at 5 and left by 8:30. 2 complete games were finished in under 3 and a half hours. This includes setting up all the components and taking them down. I had 9 squads and my opponent had 7 ships. We weren't speed playing or rushing. We simply know what our fleet has to do to win. The game time is 135 minutes to play. If you are going to time, figure out what is taking so long.

I think we do agree. #3 is what I'm talking about. And even more advanced players do this. But we would do it less if we could be more sure about what we were placing down.

What problems do you think a token would bring with it?

A token like using a washer or quarter to remember position?

I'm ok with that. You can't measure from it because it is smaller than the base of the fighter so the measurement will be short.