Bunch of questions after 1st Armada game

By Thrawn86, in Star Wars: Armada Rules Questions

I just bought Armada and have a bunch of rules questions after playing my first game.

1. Does nav team (and/or nav command token) allow you to increase your yaw beyond what it is on the card? For example, can the nav team and/or nav command token allow a VSD to have a yaw of 2 for a round?

2. How does overload pulse work? Is the blue crit effect in lieu of a critical damage, or in addition to dishing out a critical hit?

3. Can I use the range ruler to measure distance from an enemy ship before executing my maneuver. It's nice for corvettes to stay at range 3...

4. How does squadron line of sight work? If a squadron is touching the right hull of an opponent, can it shoot any hull it wants?

5. How do ships determine range for attacking squadrons? Is it the blue range ruler, or the distance of 1?

6. If a ship uses its attack against squadrons (instead of attacking a ship), can it use its second attack to attack those squadrons again?

7. How does Tarkin's ability work?

Thanks for your time and help! Now off to order some more dice and ships off of amazon :D

I just bought Armada and have a bunch of rules questions after playing my first game.

1. Does nav team (and/or nav command token) allow you to increase your yaw beyond what it is on the card? For example, can the nav team and/or nav command token allow a VSD to have a yaw of 2 for a round?

2. How does overload pulse work? Is the blue crit effect in lieu of a critical damage, or in addition to dishing out a critical hit?

3. Can I use the range ruler to measure distance from an enemy ship before executing my maneuver. It's nice for corvettes to stay at range 3...

4. How does squadron line of sight work? If a squadron is touching the right hull of an opponent, can it shoot any hull it wants?

5. How do ships determine range for attacking squadrons? Is it the blue range ruler, or the distance of 1?

6. If a ship uses its attack against squadrons (instead of attacking a ship), can it use its second attack to attack those squadrons again?

7. How does Tarkin's ability work?

Thanks for your time and help! Now off to order some more dice and ships off of amazon :D

1. That is point of it.. You can change a - To a I, and a I to a II... But it can't go beyond II... To clarify, if you have A Navigate Dial, you can normall change speed by 1, and get an Extra Click.... If you have a Navigate Token, all you can do with it is Change speed.... nav Teams allows you to treat a token as "Get an Extra Click instead..."

So if you have both a Navigate Dial and Nav Teams, and want to maximise Yaw as much as possible... You can Increase Speed by 1 (going from say, 1 to 2), and then add 2 Clicks of Yaw... One for the Navigate Dial, and one for the Navigate Token under Nav Team... This can make a VSD, instead of going -, I - can now go I, II or II,I

2. You only get one Critical Effect per attack.. That can be "overload Pulse, flip all of the defense tokens to exhausted" OR, the default critical of "The first card is dealt face up."... Note: The Contain token (on certain ships) only stops the Default, not others like Overload Pulse and such.

3. You can use the Range and Distance Ruler at any time, for any measurement, so long as you are not holding up play or slwoing down your opponent while doing so.... However, you can only fiddle around and play with the Maneuver tool while actually maneuvering.

4. Line of Sight works the same way - You go from "Dot" to "Dot"... The only stipulation that, as there is not a physical yellow dot on the Squadron Base, you use the part of the base CLOSEST to the Enemy.... So if you're touching a zone, you can usually only attack that zone.

5. Distance of 1. Distance is the Numbered Side, not the Range of Words side, basically.... That is why the Cardboard Ruler featuers a little kind of attack motif for that side... Rhymer is the exception there, he lets you shoot ships with the Close-Medium (Blue dice) range instead.

6. You have 2 Attacks, but each attack has to be a Different Hull Zone... So if your first "Salvo' Shoots at all of the Squadrons out of your Front Arc - You can't shoot out of the Front Arc again... If you have a Squadron that is straddling both the Front and Side arcs, and you decide to shoot squadrons out of the Front and out of the Side, then you can feasably shoot them twice.... Gunnery Teams allows you to shoot out of the Same Arc Twice... But it can't be at the same Targets... So it would have to be "Shoot at Squadrons First Shot, Shoot at Enemy Ship Second Shot."

7; At the Start of the Ship Phase... IE, when the first player is about ready to flip over commands..... The Tarkin Player picks one Command (Confire / Squadron / Repair / Navigate) - and places one Token for that command on EACH OF HIS SHIPS... Every One of them.

Then, if a ship is exceeding its number of allowed tokens - discard one of your choice.

Edited by Drasnighta

Thanks Drasnighta!

To clarify #3. Can I pull out the range ruler to measure distance, put it away, and then fiddle around with the maneuver template? Would it be an "illegal" move to leave the range ruler on the mat while I maneuver?

Another question, is intentionally ramming another ship ok? I can foresee ramming being a viable strategy sometimes. My first game I had a VSD in position to ram a frigate, so I went for it.

Edited by Thrawn86

Thanks Drasnighta!

To clarify #3. Can I pull out the range ruler to measure distance, put it away, and then fiddle around with the maneuver template? Would it be an "illegal" move to leave the range ruler on the mat while I maneuver?

Another question, is intentionally ramming another ship ok? I can foresee ramming being a viable strategy sometimes. My first game I had a VSD in position to ram a frigate, so I went for it.

There is a one tool rule in tournament play... One at a time. Not so bad in casual, but strict for tourney play.

And yes. But they can bite you as much as the other guy :)

I just bought Armada and have a bunch of rules questions after playing my first game.

1. Does nav team (and/or nav command token) allow you to increase your yaw beyond what it is on the card? For example, can the nav team and/or nav command token allow a VSD to have a yaw of 2 for a round?

2. How does overload pulse work? Is the blue crit effect in lieu of a critical damage, or in addition to dishing out a critical hit?

3. Can I use the range ruler to measure distance from an enemy ship before executing my maneuver. It's nice for corvettes to stay at range 3...

4. How does squadron line of sight work? If a squadron is touching the right hull of an opponent, can it shoot any hull it wants?

5. How do ships determine range for attacking squadrons? Is it the blue range ruler, or the distance of 1?

6. If a ship uses its attack against squadrons (instead of attacking a ship), can it use its second attack to attack those squadrons again?

7. How does Tarkin's ability work?

Thanks for your time and help! Now off to order some more dice and ships off of amazon :D

1. That is point of it.. You can change a - To a I, and a I to a II... But it can't go beyond II... To clarify, if you have A Navigate Dial, you can normall change speed by 1, and get an Extra Click.... If you have a Navigate Token, all you can do with it is Change speed.... nav Teams allows you to treat a token as "Get an Extra Click instead..."

So if you have both a Navigate Dial and Nav Teams, and want to maximise Yaw as much as possible... You can Increase Speed by 1 (going from say, 1 to 2), and then add 2 Clicks of Yaw... One for the Navigate Dial, and one for the Navigate Token under Nav Team... This can make a VSD, instead of going -, I - can now go I, II or II,I

2. You only get one Critical Effect per attack.. That can be "overload Pulse, flip all of the defense tokens to exhausted" OR, the default critical of "The first card is dealt face up."... Note: The Contain token (on certain ships) only stops the Default, not others like Overload Pulse and such.

3. You can use the Range and Distance Ruler at any time, for any measurement, so long as you are not holding up play or slwoing down your opponent while doing so.... However, you can only fiddle around and play with the Maneuver tool while actually maneuvering.

4. Line of Sight works the same way - You go from "Dot" to "Dot"... The only stipulation that, as there is not a physical yellow dot on the Squadron Base, you use the part of the base CLOSEST to the Enemy.... So if you're touching a zone, you can usually only attack that zone.

5. Distance of 1. Distance is the Numbered Side, not the Range of Words side, basically.... That is why the Cardboard Ruler featuers a little kind of attack motif for that side... Rhymer is the exception there, he lets you shoot ships with the Close-Medium (Blue dice) range instead.

6. You have 2 Attacks, but each attack has to be a Different Hull Zone... So if your first "Salvo' Shoots at all of the Squadrons out of your Front Arc - You can't shoot out of the Front Arc again... If you have a Squadron that is straddling both the Front and Side arcs, and you decide to shoot squadrons out of the Front and out of the Side, then you can feasably shoot them twice.... Gunnery Teams allows you to shoot out of the Same Arc Twice... But it can't be at the same Targets... So it would have to be "Shoot at Squadrons First Shot, Shoot at Enemy Ship Second Shot."

7; At the Start of the Ship Phase... IE, when the first player is about ready to flip over commands..... The Tarkin Player picks one Command (Confire / Squadron / Repair / Navigate) - and places one Token for that command on EACH OF HIS SHIPS... Every One of them.

Then, if a ship is exceeding its number of allowed tokens - discard one of your choice.

About 5. I think you read the question backwards Dras. He asked how to measure range when a ship attacks a squadron and that would be blue range if you're using blue dice, black range when using black dice.

That is correct. I did get that one backwards...

Squadrons when they attack, only use Distance 1...

Ships attacking Squadrons, still use the Range of the Dice, as per normal... Blue at Blue range, Black at Black Range, etc...

That is correct. I did get that one backwards...

Squadrons when they attack, only use Distance 1...

Ships attacking Squadrons, still use the Range of the Dice, as per normal... Blue at Blue range, Black at Black Range, etc...

Oh, well that's helpful. I was getting mad that I couldn't target squadrons that were just outside distance 1. So ships still use the range ruler, not the distance side, even when attacking squadrons.

Are there any ships/non-squadrons that can roll more than one die against squadrons. I think in lore there was a Lancer class frigate that was loaded with quad canons. Anything like that in Armada?

That is correct. I did get that one backwards...

Squadrons when they attack, only use Distance 1...

Ships attacking Squadrons, still use the Range of the Dice, as per normal... Blue at Blue range, Black at Black Range, etc...

Oh, well that's helpful. I was getting mad that I couldn't target squadrons that were just outside distance 1. So ships still use the range ruler, not the distance side, even when attacking squadrons.

Are there any ships/non-squadrons that can roll more than one die against squadrons. I think in lore there was a Lancer class frigate that was loaded with quad canons. Anything like that in Armada?

Yep. Plenty.

In fact, weven with the Starter Box, you should be able to see that the Nebulon-B Escort (But not the Support) Frigate has 2 Blue Die to use against Squadrons.

That is correct. I did get that one backwards...

Squadrons when they attack, only use Distance 1...

Ships attacking Squadrons, still use the Range of the Dice, as per normal... Blue at Blue range, Black at Black Range, etc...

Oh, well that's helpful. I was getting mad that I couldn't target squadrons that were just outside distance 1. So ships still use the range ruler, not the distance side, even when attacking squadrons.

Are there any ships/non-squadrons that can roll more than one die against squadrons. I think in lore there was a Lancer class frigate that was loaded with quad canons. Anything like that in Armada?

MC80 (both Home-One and Liberty)

Assault Frigate I believe

Raider I

Nebulon B Escort Frigate

ISD

VSD? Unsure.

Just to name a few

That is correct. I did get that one backwards...

Squadrons when they attack, only use Distance 1...

Ships attacking Squadrons, still use the Range of the Dice, as per normal... Blue at Blue range, Black at Black Range, etc...

Oh, well that's helpful. I was getting mad that I couldn't target squadrons that were just outside distance 1. So ships still use the range ruler, not the distance side, even when attacking squadrons.

Are there any ships/non-squadrons that can roll more than one die against squadrons. I think in lore there was a Lancer class frigate that was loaded with quad canons. Anything like that in Armada?

Yep. Plenty.

In fact, weven with the Starter Box, you should be able to see that the Nebulon-B Escort (But not the Support) Frigate has 2 Blue Die to use against Squadrons.

Oops, I haven't looked at the other ship cards yet...

EDIT: From core set, VSD 1&2 only get 1 die, and Neb-B-Frigate Escort gets 2nd blue die.

Edited by Thrawn86

Good questions! Good answers!

On VSD's and Nav Teams, the answer given by Dras is theoretically correct, the only hindrance is VSD's can't take them (nav teams, I mean). This has been a thorn in their side for quite some time. But now? Moff Jerjerrod looms!

Edited by Flengin

Good questions! Good answers!

On VSD's and Nav Teams, the answer given by Dras is theoretically correct, the only hindrance is VSD's can't take them (nav teams, I mean). This has been a thorn in their side for quite some time. But now? Moff Jerjerrod looms!

Who's Moff Jerjerrod, what does he do, and how do I get him?

I just ordered an MC-30. This thing looks like a beast! Has anyone done an all MC-30 build at a tournament and done well? Also, are tournaments 300 or 400 points?

Good questions! Good answers!

On VSD's and Nav Teams, the answer given by Dras is theoretically correct, the only hindrance is VSD's can't take them (nav teams, I mean). This has been a thorn in their side for quite some time. But now? Moff Jerjerrod looms!

Who's Moff Jerjerrod, what does he do, and how do I get him?

I just ordered an MC-30. This thing looks like a beast! Has anyone done an all MC-30 build at a tournament and done well? Also, are tournaments 300 or 400 points?

Admonition

Jerjerrod is a new imperial admiral who comes in the Arquitens cruiser expansion, set to release this Thursday the 22d.

Swx22-moff-jerjerrod.png

Edited by Ardaedhel

Moff Jerjerod is the commander in the soon to be released Imperial light cruiser pack.

He lets a ship get extra points of yaw on its first turn opportunity for the cost of taking a point of damage. He makes VSDs positively agile.

Oh wow, that's big. I've only played a couple minor skirmishes so far, but getting two clicks on the first yaw value sure would help keep the big Imps from getting off the board.

Edited by Thrawn86

A note here: a common mistake many of us make the first time with Jerjerrod is to assume that the damage is taken as a damage card. It's actually taken as a single damage to any hull zone of your choosing. If this hull zone has shields, it's taken to those. Only if it doesn't have shields in that hull zone does this damage result in a damage card.

Of course the really big use for Jerjerrod is keeping that forward firepower pointed towards something useful. This is much more effective and easier to do if the VSD is part of larger fleet.

A note here: a common mistake many of us make the first time with Jerjerrod is to assume that the damage is taken as a damage card. It's actually taken as a single damage to any hull zone of your choosing. If this hull zone has shields, it's taken to those. Only if it doesn't have shields in that hull zone does this damage result in a damage card.

Of course the really big use for Jerjerrod is keeping that forward firepower pointed towards something useful. This is much more effective and easier to do if the VSD is part of larger fleet.

Oh, on first read-through I thought it was a damage card. I like taking shield off a whole lot more :D

Another question, I was looking through a list of available upgrade cards, and one of them said something like "crit - deal a face damage card". Does "deal damage" mean that the card is dealt immediately and doesn't have a chance to be defended? If I worded this bad, I'll try to go find the upgrade card. I think it was a weapons upgrade.

Edited by Thrawn86

A note here: a common mistake many of us make the first time with Jerjerrod is to assume that the damage is taken as a damage card. It's actually taken as a single damage to any hull zone of your choosing. If this hull zone has shields, it's taken to those. Only if it doesn't have shields in that hull zone does this damage result in a damage card.

Of course the really big use for Jerjerrod is keeping that forward firepower pointed towards something useful. This is much more effective and easier to do if the VSD is part of larger fleet.

Oh, on first read-through I thought it was a damage card. I like taking shield off a whole lot more :D

Another question, I was looking through a list of available upgrade cards, and one of them said something like "crit - deal a face damage card". Does "deal damage" mean that the card is dealt immediately and doesn't have a chance to be defended? If I worded this bad, I'll try to go find the upgrade card. I think it was a weapons upgrade.

Swm12_assault-proton-torpedoes.png

Yes, it deals one face up damage card immediately, entirely separate from normal damage resolution. The only ways to defend against it currently are by removing the die that procced it with scatter/evade/Admonition.

A note here: a common mistake many of us make the first time with Jerjerrod is to assume that the damage is taken as a damage card. It's actually taken as a single damage to any hull zone of your choosing. If this hull zone has shields, it's taken to those. Only if it doesn't have shields in that hull zone does this damage result in a damage card.

Of course the really big use for Jerjerrod is keeping that forward firepower pointed towards something useful. This is much more effective and easier to do if the VSD is part of larger fleet.

Oh, on first read-through I thought it was a damage card. I like taking shield off a whole lot more :D

Another question, I was looking through a list of available upgrade cards, and one of them said something like "crit - deal a face damage card". Does "deal damage" mean that the card is dealt immediately and doesn't have a chance to be defended? If I worded this bad, I'll try to go find the upgrade card. I think it was a weapons upgrade.

Swm12_assault-proton-torpedoes.png

Yes, it deals one face up damage card immediately, entirely separate from normal damage resolution. The only ways to defend against it currently are by removing the die that procced it with scatter/evade/Admonition.

That's the one! I just ordered a Gladiator; I'm guessing it can put this upgrade to good use.

With this particular upgrade, what is the order for damage resolution? Is the crit immediately dealt if it isn't canceled by evade/scatter/admonition; then the remaining points of damage are resolved normally?

Edited by Thrawn86

A note here: a common mistake many of us make the first time with Jerjerrod is to assume that the damage is taken as a damage card. It's actually taken as a single damage to any hull zone of your choosing. If this hull zone has shields, it's taken to those. Only if it doesn't have shields in that hull zone does this damage result in a damage card.

Of course the really big use for Jerjerrod is keeping that forward firepower pointed towards something useful. This is much more effective and easier to do if the VSD is part of larger fleet.

Oh, on first read-through I thought it was a damage card. I like taking shield off a whole lot more :D

Another question, I was looking through a list of available upgrade cards, and one of them said something like "crit - deal a face damage card". Does "deal damage" mean that the card is dealt immediately and doesn't have a chance to be defended? If I worded this bad, I'll try to go find the upgrade card. I think it was a weapons upgrade.

Swm12_assault-proton-torpedoes.png

Yes, it deals one face up damage card immediately, entirely separate from normal damage resolution. The only ways to defend against it currently are by removing the die that procced it with scatter/evade/Admonition.

That's the one! I just ordered a Gladiator; I'm guessing it can put this upgrade to good use.

With this particular upgrade, what is the order for damage resolution? Is the crit immediately dealt if it isn't canceled by evade/scatter/admonition; then the remaining points of damage are resolved normally?

Sort of. The crit effect doesn't count as part of the damage dealt by an attack. Basically the order of resolution for this particular card goes something like:

Roll

Do any dice modification

Black crit showing

Opponent spends defense tokens

Evade/scatter resolves if they have them

Admonition resolves if they have it

If black crit is still showing...

Attacker declares he's using the APT crit effect (as opposed to the default, or any other)

APT crit effect resolves

Deal face up damage card

Count number of hit and crit icons showing (including the one that procced APT) to determine total damage

Brace resolves to halve damage as applicable

Redirect resolves to shuffle damage as appropriate

Damage is dealt to the target hull zone one point at a time. Because you used the APT crit effect instead of the default, none of this damage is dealt face up even if you deal damage cards.

This is off the top of my head, but should be pretty thorough. If you look through the rules sub forum, there a very thorough step-by-step breakdown of how an attack looks floating around out there.

The bottom line is, APT increases your damage dealt by one, guarantees a face up, and the crit takes effect before the target gets to defend with redirect and brace, meaning sometimes you can flip some pretty devastating crits early on.

Also keep in mind that APT only comes in the MC30 pack, so if you don't have that yet, you'll need to look into that before you can run your GSD with APTs. But the GSD does come with Assault Concussion Missiles, which are comparably powerful.

The MC30 was the first expansion I ordered. It looks like a beast. I also ordered the GSD, AFMII, another corvette, Rebel fighters, and R&V. I plan on getting an ISDII and Imp Fighters soon.

Has anyone uploaded copies of Armada upgrade cards to the internet so that they can be printed off; or would that go against FFG licensing? I'm not playing at tournaments, so I wouldn't mind proxying cards.

The MC30 was the first expansion I ordered. It looks like a beast. I also ordered the GSD, AFMII, another corvette, Rebel fighters, and R&V. I plan on getting an ISDII and Imp Fighters soon.

Has anyone uploaded copies of Armada upgrade cards to the internet so that they can be printed off; or would that go against FFG licensing? I'm not playing at tournaments, so I wouldn't mind proxying cards.

Well, they are available on the wiki. I would encourage you to support the company and your FLGS by buying from them as possible, but of course that's your decision. We periodically get dumpster fire threads on whether or not proxying is okay, so I don't want to start that here.

The only issue you'll run into with full proxy play is the cardboard ship tokens, which aren't readily available online.

The MC30 was the first expansion I ordered. It looks like a beast. I also ordered the GSD, AFMII, another corvette, Rebel fighters, and R&V. I plan on getting an ISDII and Imp Fighters soon.

Has anyone uploaded copies of Armada upgrade cards to the internet so that they can be printed off; or would that go against FFG licensing? I'm not playing at tournaments, so I wouldn't mind proxying cards.

I haven't heard of anyone complaining about proxying cards for use at home. Definitely can't do that at a tournament, since the players, and more likely the TO, will not allow it.

I think KDY has proxy templates you can find. I did it yesterday and copy/paste it to word, but not sure on the website.

The MC30 was the first expansion I ordered. It looks like a beast. I also ordered the GSD, AFMII, another corvette, Rebel fighters, and R&V. I plan on getting an ISDII and Imp Fighters soon.

Has anyone uploaded copies of Armada upgrade cards to the internet so that they can be printed off; or would that go against FFG licensing? I'm not playing at tournaments, so I wouldn't mind proxying cards.

I haven't heard of anyone complaining about proxying cards for use at home. Definitely can't do that at a tournament, since the players, and more likely the TO, will not allow it.

I think KDY has proxy templates you can find. I did it yesterday and copy/paste it to word, but not sure on the website.

What's KDY? Any other helpful websites I should know about?