Strategic Ability

By Caldias, in Star Wars: Armada

So, I am really hoping the intent here is that objective tokens on ships or debris can't be affected, otherwise Strategic completely neuters several objectives (Opening Salvo, Blockade Run, Dangerous Territory). Opening Salvo in particular seems really bad, as I can potentially steal an enemy's objective token from his or her ship and put it on my own, not to mention the objective token would shift around on the base of the ship so determining range 1 of the token itself leads to shenanigans on both sides. I really hope we get some FAQs sooner than later.

Objective tokens on ships are different from objective tokens on the table. You can have range to a ship but the objective token on it isn't actually "real" (where is its placement? how can you know?) and on the table like it is for Dangerous Territory.

You could for sure move around those Dangerous Territory tokens, though. Or Minefield mines. Or Fire Lanes targets. Etc. That's part of what Strategic does. It's a neat ability on an otherwise-mediocre squadron and if you're going to be messing with objective tokens near the enemy, then your Strategic squadron is very much risking putting its neck in a noose to do it.

I think Strategic answers the question of why anyone would place their tokens near the fight as first player with targetting beacons objective. They wouldnt, but strategic squads dont care.

Strategic: When you end your movement at distance 1 of 1 or more objective tokens, you may move 1 of those tokens so that it is at distance 1 of you.

Objectives,

targeting beacons,

fire lanes/hyperspace/jamming barrier/planetary ion cannons,

Intel sweep, minefields, salvage run, sensor net

There is real opportunity to build a list with strong objective play here.

Easy to see that objective points can be really farmed with yellow and blue objectives. Fire lanes with intel sweep or salvage run.

Control the battlefield with jamming barrier and minefields.

Increase your damage with targeting beacons and planetary ion cannons.

SO MANY OPTIONS

And for first player, always nice to have a minesweeper!

Objective tokens on ships are different from objective tokens on the table. You can have range to a ship but the objective token on it isn't actually "real" (where is its placement? how can you know?) and on the table like it is for Dangerous Territory.

You could for sure move around those Dangerous Territory tokens, though. Or Minefield mines. Or Fire Lanes targets. Etc. That's part of what Strategic does. It's a neat ability on an otherwise-mediocre squadron and if you're going to be messing with objective tokens near the enemy, then your Strategic squadron is very much risking putting its neck in a noose to do it.

I mean, that makes sense to me, but as written in the rules I don't see anything stopping someone from stealing an objective token from a ship. And nothing in the rules tells us to treat objective tokens on ships differently from the ones on the table.

Sigh

Go to the rules forum.

https://community.fantasyflightgames.com/topic/237103-dangerous-territory-and-strategic/

RRG, PAGE 8, "Objectives"

• When a ship is chosen as an objective ship, indicate this by placing an objective token next to its ship card.

Now can we chat about the opportunities of strategic please!

But what if your ship card is close enough to the playmat that a Strategic squadron is within 1 of the token on the ship card? Can you move the token on the ship card? When? How far? Does the token still need to remain on the ship card? How much of it?

... ;)

Objective tokens go next to the ship card outside the play area. Rules reference pg 8. "When a ship is chosen as an objective ship, indicate this by placing an objective token next to its ship card"

Sigh

Go to the rules forum.

https://community.fantasyflightgames.com/topic/237103-dangerous-territory-and-strategic/

RRG, PAGE 8, "Objectives"

• When a ship is chosen as an objective ship, indicate this by placing an objective token next to its ship card.

Now can we chat about the opportunities of strategic please!

That would resolve my question If that said "When you assign a ship an objective token, indicate this by placing an objective token next to its ship card." but it doesn't. Ships in blockade run and opening salvo aren't Objective ships. But that is reassuring in telling me that is the intent of the developers, which is good.

Strategic is awesome! Took long enough for someone to get the discussion going, don't people like it or are not excited about it?! :P

Strategic Measured

Due to "At Distance" rules all we need is the most marginal edge of a Objective Token to touch the 1 Measurement Tool line. This allows the token to move almost 3 Distance due to the overhang and the Squadron Base itself. This is quite a generous distance. And you can see I didn't even try to squeeze out the maximum distance I could place it at.

First Token Position

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Second Position

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First vs Final Position

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Red/Assault Objectives: Not a great deal of choice (yet).

Targeting Beacons: Move an Intel/Strategic Bomber ball around to assist carrier/support fire.

Yellow/Defense Objectives: Strategic starts to get pretty nuts when you consider the distance you can move tokens.

Firelanes: You could easily pull back the tokens one the first move because the First Player cannot move them far enough away to stop your Strategic ship getting in range. Even if they split the tokens appart from a full stack you could retrive most of them with either a second Strategic squadron or on turn two. You could even push them under enemy vessels to claim it by seemingly dubious means.

Hyperspace Assault: You can now conceivably deploy a Hyperspace token near your board with the intention to shepard it around to make precise Hyperspace jump that would make Thrawn himself proud. The flavor in me screams Interdictor/Tua/Targeting Scramblers for great justice!

Jamming Barrier: Seems tricky to use than previously mentioned objectives but your line could be moved around to provide a very disruptive or defensive barrier.

Planetary Ion Cannon: Move the Ion Cannon around and shoot the things. Strategic/PIC seem made with each other in mind.

Blue/Navigation Objectives: More awesome tricks and making old objectives that needed help far more interesting. Boom

Intel Sweep: Boom! Remember those times you had to change your nav and you wiffed the Intel Sweep collection with your ship? Not anymore. The major weakness of Intel Sweep is gone with Strategic. You no longer need to signal your entire Navigation course when you can bring the Intel to you.

Minefields: Would you like a mine tower or mine sweeper?

Sensor Net: Another designed with Strategic in mind Objective. It could be very punishing if you don't take a Strategic squad and pick this. As second you completely undermine the First players ability to move the token with your Strategic whilst you suck theirs away futher and futher away via the Objective.

Salvage Run: Move the Salvage with Strategic, get the scrap, profit? My least favorite of the Strategic choices thus far because it requires you to fly in a certian way which has it's pros and cons.

Which Strategic Squadron is "Better":

swm23-vcx-100-freighter.png vs swm24-lambda-class-shuttle.png

VCX-100 Freighter:

Pro:

Anti Squadron Battery is superior

+2 Hull

Con:

-1 Relay

Overall: Less Relay makes it less appealing as toolbox.

Lambda Class Shuttle:

Con:

-2 Hull

Slighy inferior anti squad (no acc outside of Flight Controllers)

Pro:

Relay 2 makes it very useful when paired with Goz activations

Overall: Better toolbox but less resiliant

Imperial vs Rebel Strategies/Builds:

There is quite a lot that could be said and most of it would be speculation so I'll make a few general comments.

Rebels: They have quite a few options to improve their Strategic squadron. Namely All Fighters Follow Me! and Adar Talon. Adars ability could let you move one token Roughly distance 6 you could also move two seperate tokens in the same turn via one Squadron. This seems efficent.

Imperial: Nothing besides Chiraneau interacts with the Lambda, not Vector or Corruptor but the former helps move contested tokens. However Imp stratergies/tactics, especially defensive/second player Objective punishment seem much stonger when built around Strategic. Blue Objectives were always the dearth of many second player Imperial stratergies. This could definitely shift now.

Conclusion: Strategic is cool. How powerful is it...well I don't know. Lets find out! I'm currently thinking two Strategic Squadrons seems a good starting place for the build. Make sure you have strength as first player in case they see your grand Strategic plans and make you First player.

Edited by Trizzo2

The real question: does FCT count as a move for these purposes. It works for the station, so I would think yes. Which is awesome

Yes, strategic is amazing. I'm thinking this is the only really practically way to play Sensor Net. It will also be SUPER devastating when used defensively against Hyperspace Assault.

I'm super duper excited to be running Strategic with the new objectives. I think with Intel it might still be overpowered, but being able to move Targeting Beacons and Ion Cannon shots is going to be a fundamental part of my new anti-squadron builds.

I rule the skys, and hit your ships extra hard. Oh, and Sato throws blacks that get 2 rerolls of OE and TB.

I feel this games difficulty went from medium to brutal overnight. The advantage of 1st player is all but gone.

Strategic fire lanes.

Speed 0 entrapment MC30s with tokens sitting perfectly in broadsides.

Come at me bro.

I feel this games difficulty went from medium to brutal overnight.

You nailed it!

Imperial: Nothing besides Chiraneau interacts with the Lambda, not Vector or Corruptor but the former helps move contested tokens. However Imp stratergies/tactics, especially defensive/second player Objective punishment seem much stonger when built around Strategic. Blue Objectives were always the dearth of many second player Imperial stratergies. This could definitely shift now.

Could you help me out here please - why is Corruptor not working when the command is worked out through Relay? Corruptor is not range-dependant and only requires you to resolve a squadron command. Relay clearly states that the command is worked out by the ship itself, so why would a bomber squadron that is bossed around by Corruptor via Relay not benefit from +1 speed? Same question for vector..

Imperial: Nothing besides Chiraneau interacts with the Lambda, not Vector or Corruptor but the former helps move contested tokens. However Imp stratergies/tactics, especially defensive/second player Objective punishment seem much stonger when built around Strategic. Blue Objectives were always the dearth of many second player Imperial stratergies. This could definitely shift now.

Could you help me out here please - why is Corruptor not working when the command is worked out through Relay? Corruptor is not range-dependant and only requires you to resolve a squadron command. Relay clearly states that the command is worked out by the ship itself, so why would a bomber squadron that is bossed around by Corruptor via Relay not benefit from +1 speed? Same question for vector..

He is referring to the Lambda not getting the speed boost from either title. You get the speed bonus so long as it meets the qualifying factors and can be used through Relay.

Effecting the Lambda Shuttle itself. It's heavy and not a bomber. It can of course pass any command/extra ability through itself. Should have made that cleaer, my bad. You can pass any command as it is through Relay.

Edited by Trizzo2

After reading this thread I'm really excited to try using it actually

What I love about strategic is that it turns a static element of the game a very dynamic one. Imagine that you're playing Hyperspace Assault and you have your MC30 sitting in hyperspace. All the Imps are avoiding the tokens, then comes the VCX and tows one of the tokens right behind the ISD... I'm gonna loooove these guys.