Jamming Barrier + VCX-100

By Artifixprime, in Star Wars: Armada Rules Questions

This was sort of covered in another thread, but not specifically.

Jamming barrier allows you to define a line 1-5 long (using 2 objective tokens) as the barrier after fleets are deployed.

The VCX-100 allows you to move objective tokens about through the use of "Strategic"

So, can the VCX-100 stretch out the jamming barrier beyond distance 1-5?

To me it looks like it can as the 1-5 distance seems to relate the initial placement only

Card Text:

Setup: Place obstacles as normal, excluding the station and replacing the 2 debris fields with the 2 dust fields.
After deploying fleets, the second player places 2 objective tokens in the setup area at distance 1-5 of each other.
Special Rule: While attacking, if line of sight is traced across the line between the two objective tokens, the attacker must choose and remove half of the dice from the attack pool rounded down, before rolling.

I'd say so.

Yes. The 1-5 applies during setup.

After that it's just the line between the two that matter. So you could theoretically cut the whole table in half.

Or take a VCX-100 at each end and a Flight commander. Shoot your ship then move the barrier back over you for protection.

Running broadside ships close and along the line of the barrier can use it at will to protect against or reveal targets.

Or take a VCX-100 at each end and a Flight commander. Shoot your ship then move the barrier back over you for protection.

Running broadside ships close and along the line of the barrier can use it at will to protect against or reveal targets.

Tricksy - I like it :)

That's exactly what Strategic is for IMO. Changing the rules in the middle of the game :)

Or take a VCX-100 at each end and a Flight commander. Shoot your ship then move the barrier back over you for protection.

Running broadside ships close and along the line of the barrier can use it at will to protect against or reveal targets.

Tricksy - I like it :)

It is probably a little tricky to use as a general strategy but one game in three it will amaze your opponent.

Shall we call it the Clothesline of Death (Dan Dan Deeer!)

Tried it once or twice... it's possible, but gimmicky and not likely to return your investment as you need to position precisely, defend your strategic squadrons, and basically have built a decent amount of your list around making this work.

Not that it is horrible, just not worth building a game plan around

More fun that jamming barrier works vs squadrons, so move the line to neuter a squadron battle hard, gets even worse if you have a jamming field flotilla nearby....

Tried it once or twice... it's possible, but gimmicky and not likely to return your investment as you need to position precisely, defend your strategic squadrons, and basically have built a decent amount of your list around making this work.

Not that it is horrible, just not worth building a game plan around

EDIT: In fact, the hardest thing for me is how shoot without the barrier limitation, move, then move the barrier. It seems impossible unless we are talking about shooting with a low battery ship whose penalty would be lower than the big ships one.

It could be a good tactic with the devastator fleet I am trying to build as the devastator dice are added after the barrier. This could be funny :)

Edited by ovinomanc3r

I haven't used it in game but I setup and practiced maneuvers with this strategy a while ago, an mc80 performing squad commands at speed two can shift the line just enough, fire, then shift over the line. As mentioned however protecting the strategic units is a pain I'd imagine. Better suited to Capture the VIP and others like it.

Hate to resurrect, but I am having a few thought in light of the new HH's.

Imagine you are running Adar on a flotilla. Since the VCX has Relay and strategic, you can cover an attack vector for the HH's and utilize the end of the barrier as a doorway with the double activation. Your opponent then gains the onus of deciding activations VERY carefully.

I think Squall may have an option with this. You can use the bonus move to open and shut the curtain very fast, beyond distance 5.

So basically, you'd have squall go up your "opening" side, pushing a Lambda to keep the line ahead of you and between you and your target. When it's time to open the door, use Squall to move a strategic squad, which will get you about distance 3. Then activate that squad with the ship and push the line either behind or to the side of your attack ship. If you maximize your position, you can move the token just under distance 5+1, enough to let your ship attack on the next activation.