Some Clarifications, please?

By GhostofNobodyInParticular, in Star Wars: Armada Rules Questions

Hello all. I have started this topic in the hopes of getting clarification on some points I am not too sure of. Some I know have been asked before, some were up until recently being discussed, and some I don't think have been mentioned 'cause they should have been obvious. Nevertheless, I wanted to re-ask them here, as either the previous answer confused me, many people posted opposing views, or the thread got too long to follow. As such, please allow for some slack in answering my questions:

1) Mauler's ability: I had always read this to be 'If you are engaged, and then move, the squadrons you were engaged with suffer 1 damage.'. Having seen Steven's CCC play-through though, should I actually be reading it as 'If after you move you are engaged with one or more squads, each squad you are engaged with suffers one damage.'?

2) This leads me to double-check: you CANNOT move when engaged with a non-heavy squad unless there's a friendly intel squad at distance 1 of the enemy, right? For some reason I think I remember somebody saying something to that effect, and it has been nagging at me. . .

3) How does obstruction affect squads, exactly? If two squads are on the same obstacle, and are not friendly, do they HAVE to attack each other, can they NOT attack each other, or can they CHOOSE to attack, but refrain from doing so? Do counter and escort work here? What if one is on and one off an obstacle, or they trace LOS through one (but both are off)? Same for squads v. ships: can a squad attack a ship through an obstacle? Must they remove dice like ships do?

4) If a ship rams and ends up on a station, it can remove the card it just got as an effect from the ram, right?

5) Have you guys decided whether you can snipe even if engaged by a non-escort? Also, does 'at' mean that it must be between the lines separating 1 from 2 and 2 from 3, but not toughing the line splitting 1 and 2 (as if you were just out of distance one)?

6) Does Blount's effect for re-rolling dice occur in the same re-roll as swarm, or does it count as a separate effect?

7) Ships can't redirect Luke's bomber hits, right?

8) Can you re-roll counter dice with swarm? Howlrunner also affects Counter, right?

9) Range is measured cardboard to cardboard, so if the range ruler is suspended on the plastic bit of both ship bases, they are considered out of range, right?

10) If you have a damage control officer and you spend a contain token, do you have to announce which critical effect you are cancelling, or does it automatically prevent the attacker from resolving all of them? For example, say an MC30 with APT attacks a shieldless ISDI and the defender spends the contain token. Does he have to pick whether to cancel the standard face-up damage card OR the APT, or does one contain count for all, just like one critical icon can be used for multiple critical effects (with Fire-Control Team)?

Thank you all in advance for any response you may give. Also, please keep in mind that I know some of these (like snipe) probably are awaiting FAQs, but please give me the answers that the majority of you accept, so that we can all have some common ground until the official answers are released.

1) Everyone you move to, and become engaged with, takes 1 pt of Damage... Think of it as him crashing in.


2) Correct. Intel gives everyone in range of the Intel "Heavy". There are other ways you can move (Admiral Chiraneau, for example), but they are spelled out distinctly.

3) If the Squadrons are obstructed from each other, they are not engaged. Mauler will not trigger, for example... They may shoot at each other, if they are within distance 1... But they are not required to, as they are not engaged, and if they are the only ones about, they may move off freely.

EDIT TO ADD (Thanks GK): If they do attack, then its -1 die, as per standard with obstructions.

4) Correct. It must be done in that order, too... Ram - Take Damage from Ram - Land on Station, Heal damage.

5) Not really.

6) It is a Separate effect. Roll your Dice. See Result Decide to reroll with Swarm. See Result. Reroll with Blount. (Or vice versa)

7) No, they are applied directly to the hull, as if it had no shields.

8) Yes. Counter is an Attack, thus everything that effects "Attacks" will take place on a Counter.

9) Correct. Hull Zones are only the Cardboard, and unless you are touching cardboard on both ends, on one 'edge' of the ruler, you are out of range.

10) Without DCO, you only cancel the Default, with a Contain... . With a DCO, You cancel all possible critical effects... The jury will be out on how Fire Control Team reacts with this. I am of the mind to say "you cannot resolve any, not even additional ones", due to the DCO card saying "ANY" Critical Effects. One Contain, Multiple Critical Effects Stopped.

Edited by Drasnighta

You can only contain once per attack, so with fire-control team one crit could get through.

Squads remove 1 die from obstruction, same as ships.

You can only contain once per attack, so with fire-control team one crit could get through.

With DCO though:

Damage-control-officer.png

*ANY* Critical Effects.

Edited by Drasnighta

You can only contain once per attack, so with fire-control team one crit could get through.

With DCO though:

Damage-control-officer.png

*ANY* Critical Effects.

Hmmm...ANY as in "any number" or ANY as in "even non-standard" crits...or BOTH?

So basically both? Good catch.