Fire control teams - mini screed?

By Dr alex, in Star Wars: Armada Rules Questions

Can I use fire control teams to trigger a critical effect when I have no critical hits on my dice? The wording of the card is:

During the resolve damage step, you may exhaust this card to resolve one additional critical effect. You cannot resolve the same critical effect twice.

If I roll no crits, one additional crit effect is one crit effect. Can I do this and never use screed again?

You may need a second crit on a die to resolve this second crit effect? I'm not posative though.

Or, the critical effect you are resolving is "If there is a crit on a die, do X" and since there is none, you resolve it as not doing anything.

Edited by homedrone

Do you check for the presence of a CRIT die in order to resolve a Critical Effect?

Critical Effects A critical effect, denoted by the “CRIT:” header, can resolve if there is at least one "CRIT" icon in the attack pool.

You can resolve one additional critical effect, but a critical effect cannot be resolved if there is not at least one "CRIT" in the attack pool.

This is another time we have a card that is basically going : "If you do this, sure. The wording technically allows it, but it opens up CANS OF WORMS RULESWISE, and you should not do it."

Even though there is "FAQ Precedence" if you dive into the rules - and the precedence is Ozzel.

But even that being said - Considering the cost of the card - a mere 2 points, versus the Cost of Screed.... Yeahno. I have a hard time arguing intent for that.

I don't believe its the case at all.

Especially the Coloured Upgrade Card - they require something to resolve. If its not showing, you can't resolve it.

In short:

You could argue it that way.

... But you'd be that guy .

...Don't be that guy ...

Edited by Drasnighta

Interesting interpretation. I think the word "additional" may be crucial, meaning you have to have one crit effect to start with to add another to.

I don't think you need to roll 2 crits on dice to resolve the additional effect unless you need ones of different colours.

Interesting interpretation. I think the word "additional" may be crucial, meaning you have to have one crit effect to start with to add another to.

I don't think you need to roll 2 crits on dice to resolve the additional effect unless you need ones of different colours.

On these points (in reverse order)

You only need 1 Crit showing, unless, as you said, you need them of differen colours - the rules are set as such "at least 1 crit, and that crit is not spent"...

On the first point though

We have Ozzel as a counterpoint with "Additional"... he allows you to do an "Additional" Speed change, and if your initial speed change is 0 clicks because you used Nav Team, he still allows you an additional 1, for a total of 1....

It is also why Madine does not stack with Nav Teams, beacuse he is not providing an additional click. Just the ability...

So there is FAQ rules precedence.

I just don't expect it to be intended and set about it.

It's an interpretation which just hit me this evening while listing, it does feel a bit that guyey, but the wording and ozzel do seem to allow for that reading, it also is in a very competitive slot so the opportunity cost of doing it is high even if the points cost isn't high. It's also something you are only really going to want to do if you have already shelled out for a crit effect upgrade at generally between 5 and 7 points, and can now be hard countered by damage control officer. So is it actually that awful a thing to do?

It certainly is a way of making fire control teams worth using.

It's an interpretation which just hit me this evening while listing, it does feel a bit that guyey, but the wording and ozzel do seem to allow for that reading, it also is in a very competitive slot so the opportunity cost of doing it is high even if the points cost isn't high. It's also something you are only really going to want to do if you have already shelled out for a crit effect upgrade at generally between 5 and 7 points, and can now be hard countered by damage control officer. So is it actually that awful a thing to do?

It certainly is a way of making fire control teams worth using.

Thing is, at 2 Points, its already worth using... When you consider critical effects that are not APT/ACM.

People are just blinkered by Gunnery Teams in taht slot.

Ion Cannon batteries has been my secret of choice - punching through with XI7s and still dealing the face up at the end.

Edited by Drasnighta

The competition to my mind is actually with ordinance experts given the type of ships most likely to want to use it (imperially anyway) are gladiators and raiders (and mc30's for rebels). It also doesn't render screed useless, it actually opens up the possibility of super screeding with double arcs

Edited by Dr alex

So, you don't need two different crit faces to activate fire control teams! Wow, I might just use that card now. I had always assumed you needed two dice showing crits.