CC: (For squadrons) There is no escaping it. It is your destiny!

By Herowannabe, in Star Wars: Armada

So we just started our Corellian Conflict yesterday and while reading brought the rules we noticed something: when the rules talk about escaping to hyperspace it specifically mentions ships. There's no mention of squadrons escaping.

I thought I remembered that ships (and squadrons, presumably) that fly off the map are counted as destroyed but not scarred, but I couldn't find any mention of that anywhere either, so I think I was mistaken there.

Is there really no way for squadrons to escape? That seems like a huge oversite...

(And if this has been discussed before, please direct me to the appropriate thread. I couldn't find that either).

ya, squadrons are hooped.

They should make a list of fighters that have hyperdrives and let them escape.

Squadrons will be fine. They aren't destroyed if you are tabled (via destruction or hyperspace escape).

They only count as destroyed for the purposes of calculating victory for that game.

Edited by Democratus

The game should end when all of the ships hyperspace out, though, right?

If one player has no ships remaining on the table, then the game ends as per the core rules. :)

Squadrons effectively hyperspace out at the end of the round in which your last ship jumps out.

The game ends at the end of the round in which all of one player's ships are destroyed.

Ships that hyperspace out are treated as destroyed.

There is no mention of squadrons being destroyed when all of their ships are destroyed.

So any squadrons that are left survive, though they are counted toward the opponent's points for the game.

Edited by Ardaedhel

To take a note from the movies and other official media, essentially all Rebel and merc/scum/rogue squadrons have hyperdrives, as do some of the Imperial; it seems that only really regular Tie Fighters may be stranded, and that based largely on inference from Episode IV. I would assume (within the fantasy context of the medium) that Bombers, Tie/Ints also in the same boat, as the Empire seemed to design most of their line squadrons around carrier/base ops, always assuming high ground with their naval forces, and reduced costs by not bothering with a hyperdrive on line models. Tie Adv if modelled after Vader's prototype can be assumed to have independent hyperdrive.

Regardless, in a game context I think they just assumed that everyone finds a way to bail. Maybe they have short range one-shot jump drives that can blip them out to rallying/loading point. Lots of practical, sensible details around millitary hardware and operations like that have never really been explored in the official materials available...

Yeah i hyperspaced my interdictor out turn 5 against Biggs as the squadron battle was definitely in his favour. Ended the game early cutting my losses.

ya, squadrons are hooped.

They should make a list of fighters that have hyperdrives and let them escape.

Might be a cool house rule if nothing else.

On the question of which fighters have hyperdrives... Yes, FFG could make a special exception for certain squadrons on a defined list, but that's just not practical. Do TIE fighters deserve a discount if they're uniquely vulnerable in this way? Are TIE interceptors the models before hyperdrives were added, or after? Can Rebel players pay extra for Z95t squadrons that have hyperdrives?

Getting around the stranded fighters problem... You can always do what I did, and not retreat your whole force. I had an Arquitens left in the game until the very end, safe from getting sniped out at the last second, and its survival kept my scarred Decimators alive.

That said, I'm actually coming around to fighters left at the end of a CC battle being spared...

[Rules Reference Guide] Winning and Losing: "If all ships in a fleet are destroyed, ignoring squadrons, the game immediately ends. The player with one or more ships remaining in the play area is the winner."

No mention of destroying squadrons, scoring them as destroyed, or anything like that.

[Tournament Regulations] Calculating a Player's Score: "If a player destroys all of his or her opponent’s ships, the opponent’s fleet is worth 400 fleet points for the purposes of calculating score, even if the total ship, squadron, and upgrade cards are worth fewer fleet points."

Still no mention of actually destroying fighters, or even of taking the defeated fighters into account. Just give the winner 400 points and call it a day. In fact, I'm trying to figure out where this collective wisdom of "any fighters left are destroyed when the player gets tabled" comes from, and I think it's just an oversimplification of the above rules. So, fighters wouldn't be destroyed after all.

And not for nothing, but we should remember that nothing in the Tournament Regulations applies to the Corellian Conflict. Treat the document as if it didn't exist.

Edited by pasewi

I get that fighters survive when the game ends, that's not my question. What happens if, say, Han Solo is scarred and is getting beat up and you really want to get him out of there so that he survives. Not having any way for him to escape seems... lame.

EDIT: if I were to house rule it, I would say that when a squadron (with a hyperdrive, sorry TIEs) activates, if it is not engaged or overlapping an obstacle, it can jump to hyperspace instead of moving or attacking. At the end of the round, any squadrons with a hyperspace token are removed from the map.

Edited by Herowannabe

In a game, you shouldn't make it impossible for your opponent to kill a hero squadron. That's not fair to them.

If you want a scarred Han Solo to survive a battle. Keep him out of the fight. And if he can't escape the enemy - then let them have that moment. They obviously worked for it.

In a game, you shouldn't make it impossible for your opponent to kill a hero squadron. That's not fair to them.

If you want a scarred Han Solo to survive a battle. Keep him out of the fight. And if he can't escape the enemy - then let them have that moment. They obviously worked for it.

You could say the same thing about a ship though. What makes squadrons any different?

But still, that's why I proposed the house rule the way I did. It gives the opponent the chance to lock down your squadron and prevent it from escaping. I would limit squadrons to the normal turn 4 or 5 only escape limits, too.

Squadrons are different in that not all squadrons have hyperdrives. How would these be escaping?

Do you further make a house rule that only squadrons with hyperdrives can escape on turn 4-5?

If it's a Z-95 how do you determine if it is the model before or after hyperdrives were installed? What about other fighters that sometimes did and sometimes did not have them?

Edited by Democratus

You could say the same thing about a ship though. What makes squadrons any different?

For a ship to escape, you need to plan ahead and give them a Nav order. So there's a built in limit in play. Squadrons don't have commands, so you either allow them to escape whenever they want, or they can't escape.

Might I remind you that Han couldn't hyperspace out when surrounded by the TIE fighters in Ep4. So, at a minimum, engaged squadrons shouldn't be able to hyperspace away. (I'd say that they couldn't even if they could otherwise move.)

You could say the same thing about a ship though. What makes squadrons any different?

For a ship to escape, you need to plan ahead and give them a Nav order. So there's a built in limit in play.

A Nav order is not needed. You just declare your retreat and discard the dial - no matter what order is showing.