Its says a scared squadron suffer 1 dmg when its deployed.
Can it land on the station and recover that 1 point of dmg?
Its says a scared squadron suffer 1 dmg when its deployed.
Can it land on the station and recover that 1 point of dmg?
Yup. So grav shift that station and fct....
No. You can't repair the missing hull of a scarred squadron.
3 minutes ago, Triangular said:No. You can't repair the missing hull of a scarred squadron.
Why not?
2 minutes ago, Triangular said:No. You can't repair the missing hull of a scarred squadron.
Why Not?
It is Damage you have Taken during the Battle (The Damage is applied after you are deployed).
There's no reason you can't repair that Hull Damage.
I mean, its not like you're not scarred if you do. You're still totally scarred, and destroyed if you're destroyed...
There is nothing saying you cannot. Therefore, you can repair on the station back up to your max hp.
I have to agree rules as written support it can repair. But why would a space station over a imperial base repair rebel x wing in a fight? The. Turn around and repair a tie fighter.
28 minutes ago, mobow213 said:I have to agree rules as written support it can repair. But why would a space station over a imperial base repair rebel x wing in a fight? The. Turn around and repair a tie fighter.
Not possible. If the battle is fought at an imperial base the rules state the defender chooses one of the three base defense objectives none of those allow for the opposing player to repair at the station.
1 hour ago, NeonKnight said:Not possible. If the battle is fought at an imperial base the rules state the defender chooses one of the three base defense objectives none of those allow for the opposing player to repair at the station.
Only armed station say the 1st player can not resolve station effects
2 hours ago, mobow213 said:Only armed station say the 1st player can not resolve station effects
Station Assault (Assault Objective): First Player's Ships and Squadron cannot resolve Station's effect to repair.
Contested Outpost (Defense Objection): Neither player can resolve the station's effect.
Base Defense (Green CC): First player cannot resolve station effect.
Independent Station (Green CC): Neither player can resolve station effect.
Show of Force (Green CC, Empire Only): First Player (or Empire) cannot resolve station Effect.
16 hours ago, Triangular said:No. You can't repair the missing hull of a scarred squadron.
No. The damage occurs after your squad has deployed. Your total hull value is not decreased. You take one damage.
Which means your total hull value is not changed, so you can repair it back by running over the station.
On a related note, Tagge can restore a missing defense token for the same reason.
1 hour ago, thecactusman17 said:No. The damage occurs after your squad has deployed. Your total hull value is not decreased. You take one damage.
Which means your total hull value is not changed, so you can repair it back by running over the station.
On a related note, Tagge can restore a missing defense token for the same reason.
Sorry, but their are many "rules" in CC, that are written down without thinking about all the possibilities, that Armada has or gives. For me it's quite clear, that FFG never thought about the possibily to repair the scarred squadrons or Tagge giving back the discarded defense token. So they said nothing about it.
Technically you reduce your hull value after deploying. But that doesn't mean, that it's damage taken in this battle. At least I wouldn't think so. The damage has been taken in the last battle and could not be repaired. Tagge is very special. Only 1 player of only 1 faction can possibly benefit from him. But to put a squadron on a station is a quite easy manoever. So they need to invest half the fleet points to repair 1 damage between two battles? But in battle you could just land on a station? Why didn't they do that half an hour before the battle? Are their not enoug stations out there? That feels wrong. I can't find any logic in it.
The technical reason, why I think you could not repair your lost hull-point is: in CC there are two new states for ships and squadrons: veteran and scarred. The effect of veteran is permanent (get a reroll). And the effect of scarred should be permanent as well, ignoring Tagge and the repair effect of the station.
As the CC rules are written down and before we get an faq you can perfetly argue for the opposite. For a regular Armada game, I'm fine with it. Rule is rule. But CC is more about being in the Star Wars Univers, playing an epic conflict like in the movies. And like in the movies the most distubing thing, for me, is illogic. As long, as it is a campaign I play with friends, we will have to dicuss the problem and decide for ourselves.
It's a fallacy to assume that FFG did not consider the interaction between scarred squadrons (or ships for that matter) and some very core other components (the station, Tagge, Walex Blissex etc).
Station heals scarred squadrons. Simple as that. There is NOTHING to indicate otherwise.
Doesn't remove scarring through, so if that squad gets blown up, it's gone.
9 minutes ago, Green Knight said:It's a fallacy to assume that FFG did not consider the interaction between scarred squadrons (or ships for that matter) and some very core other components (the station, Tagge, Walex Blissex etc).
Station heals scarred squadrons. Simple as that. There is NOTHING to indicate otherwise.
Doesn't remove scarring through, so if that squad gets blown up, it's gone.
You have to be a strong believer to defend the CC "rulebook". Do you find in it any hints what to do with squadrons after a battle, when all ships are destroyed or went to hyperspace? There are plenty of things they didn't consider.
But I don't mind if you repair your scarred squadrons. As many posts said about CC: Everybody is welcome to play it, as you like it.
33 minutes ago, Triangular said:You have to be a strong believer to defend the CC "rulebook". Do you find in it any hints what to do with squadrons after a battle, when all ships are destroyed or went to hyperspace? There are plenty of things they didn't consider.
But I don't mind if you repair your scarred squadrons. As many posts said about CC: Everybody is welcome to play it, as you like it.
I just know that the rulebook says scarred squads take 1 dmg after setup.
I don't have to believe anything.
Yes, there are things not covered, there always is. But this sin't one of them.
2 hours ago, Triangular said:Sorry, but their are many "rules" in CC, that are written down without thinking about all the possibilities, that Armada has or gives. For me it's quite clear, that FFG never thought about the possibily to repair the scarred squadrons or Tagge giving back the discarded defense token. So they said nothing about it.
Technically you reduce your hull value after deploying. But that doesn't mean, that it's damage taken in this battle. At least I wouldn't think so. The damage has been taken in the last battle and could not be repaired. Tagge is very special. Only 1 player of only 1 faction can possibly benefit from him. But to put a squadron on a station is a quite easy manoever. So they need to invest half the fleet points to repair 1 damage between two battles? But in battle you could just land on a station? Why didn't they do that half an hour before the battle? Are their not enoug stations out there? That feels wrong. I can't find any logic in it.
The technical reason, why I think you could not repair your lost hull-point is: in CC there are two new states for ships and squadrons: veteran and scarred. The effect of veteran is permanent (get a reroll). And the effect of scarred should be permanent as well, ignoring Tagge and the repair effect of the station.
As the CC rules are written down and before we get an faq you can perfetly argue for the opposite. For a regular Armada game, I'm fine with it. Rule is rule. But CC is more about being in the Star Wars Univers, playing an epic conflict like in the movies. And like in the movies the most distubing thing, for me, is illogic. As long, as it is a campaign I play with friends, we will have to dicuss the problem and decide for ourselves.
Really, lets think on this for a moment. In the grand scheme of things, is it really that big a deal that scarred squadrons can repair 1 hull point? If you are the defender (and hence Player 2) and your opponent has scarred Squadrons, and you don't want then to repair, then place the Station first and place it far away from your opponents side of the board. THAT part of the game has not changed:
5. Place Obstacles: Starting with the second player, the players take turns choosing and placing six obstacles into the play area. Obstacles must be placed within the setup area, beyond distance 3 of the edges of the play area, and beyond distance 1 of each other.
If you are First player, well, suck it up buttercup. If your opponent places the station first to repair his scarred squadrons realize that is 1 round they are effectively out of position as they need to go to the station to repair.
Also, veteran (for squadrons) is limited to uniques only. So you can have a veteran Luke, or a veteran Gamma Squadron, but you cannot have a veteran Generic Tie Squadron #4.
And a player who chooses NOT to unscar a Unique squadron is doing himself and his team a HUGE disservice.
Edited by NeonKnight6 hours ago, NeonKnight said:Station Assault (Assault Objective): First Player's Ships and Squadron cannot resolve Station's effect to repair.
Contested Outpost (Defense Objection): Neither player can resolve the station's effect.
Base Defense (Green CC): First player cannot resolve station effect.
Independent Station (Green CC): Neither player can resolve station effect.
Show of Force (Green CC, Empire Only): First Player (or Empire) cannot resolve station Effect.
Was looking at base defense cards only
3 hours ago, Green Knight said:It's a fallacy to assume that FFG did not consider the interaction between scarred squadrons (or ships for that matter) and some very core other components (the station, Tagge, Walex Blissex etc).
Station heals scarred squadrons. Simple as that. There is NOTHING to indicate otherwise.
Doesn't remove scarring through, so if that squad gets blown up, it's gone.
I would agree with you if FFG did not have a HORRIBLE track record of not proofing their own rules/cards across the whole product line. As an X-Wing and LCG player there have been so many times that product has had an errata/faq/email fix at release. FFG are great game designers, but they don't have enough "rule lawyers" on staff. I really am looking forward to a FAQ. If the book says the ship suffers one damage at placement the station could repair, but if they meant to mean the ship to reduce it's hull by one (which makes more since to me) then it could not repair. The nice thing about CC is it is casual and groups can house rule a lot of the rules.
So the Argument is: Everyone writes rules better than FFG...
... WHy are you playing to any of their rules, then?
10 minutes ago, Drasnighta said:So the Argument is: Everyone writes rules better than FFG...
... WHy are you playing to any of their rules, then?
Not even close to what I wrote, I better get an FAQ out to clarify. Several of the rules in CC are not 100% clear, look at the threads here and several that are debating them and look at the amount of groups on here that have house ruled CC. FFG is not the greatest at making the intention of their rules clear as written on released products without a FAQ. In CC the only thing our group has house ruled is the buying of bases; the argument was made that the Empire/Rebellion is funding bases not an individual Admiral so the cost comes out before points are divided. There are others that the GM stated his understanding (mostly based on discussions from this board) and allowed the group to agree on.
No need to FAQ yourself, because I did take the Slipply Slope Strawman and Rode it to the Bottom.......
But in this case, we're not even arguing a borderline rule. This is not something that can be argued "Two ways".
Its in Black and Smudge.
After Deployment, you do one point of damage to the Squadron. Boom.
The Rule is clear.
I then go further to argue that not only is it clearly stated, but it is additionally stated that way because of the ease of record keeping. This way you don't need "Scarred' Squadron Cards that represent the reduced health. Scarred Squadron Toppers that represent the reduced health overall. They fit the mechanic to both the game rules and the method of play.
This isn't Rapid Launch Bay, where words are inserted that change meanings to lines in the English language.
It does a Damage.
Damage can be Repaired.
Ships Discard a Token after deployment.
That Token can be Regained through Tagge turns 3 or 5, or through Walex Blissex with a Discard.
It doesn't stop them being scarred. They're still scarred, they're still sporting the scarred token, and they'll be destroyed permanently if they are killed again in the game.
But as you said, they have a horrible track record. So let's ignore the rule until shown something else.
Edited by Drasnighta
I am not arguing as written, I am arguing FFG's history of them writing something wrong on a card/book from what their intention is. YES FFG has a bad record of releasing things with the intent not as written and requiring a FAQ/Errata to correct it, multiple times at RELEASE. I can not comment on Armada as a newer player, but in Xwing, and LCGs this has happened multiple times, even to the point that people make jokes about preview articles. None of this is my opinion it is fact. I did not say ignore the rule, I even said follow as written, but this thread started because people had questions. Are you allowing 12 Rebel presences in your campaign start? Or allow 6 or 12 rebel outposts total? As written in Black and Smudge outposts equal to twice the players, or do they ,mean twice the rebel players? This is an example of their writing vs intentions.
7 minutes ago, Cusm said:I am not arguing as written, I am arguing FFG's history of them writing something wrong on a card/book from what their intention is. YES FFG has a bad record of releasing things with the intent not as written and requiring a FAQ/Errata to correct it, multiple times at RELEASE. I can not comment on Armada as a newer player, but in Xwing, and LCGs this has happened multiple times, even to the point that people make jokes about preview articles. None of this is my opinion it is fact. I did not say ignore the rule, I even said follow as written, but this thread started because people had questions. Are you allowing 12 Rebel presences in your campaign start? Or allow 6 or 12 rebel outposts total? As written in Black and Smudge outposts equal to twice the players, or do they ,mean twice the rebel players? This is an example of their writing vs intentions.
That is also an example of "Two meanings" as I mentioned - because it is used priority in the text in both directions, for both Sides, at one point or another.
Doing a Damage is always, in every rule set.... Doing a Damage.
3 hours ago, Drasnighta said:That Token can be Regained through Tagge turns 3 or 5, or through Walex Blissex with a Discard.
Just to make sure I understood: if say a rebel player discards Walex to regain a defense token on a scarred ship, and that ship is destroyed, Walex is also lost forever, yes?
Yep.
Heck of a Gamble to take. But its possible to take it.
Because when a Scarred Ship is Destroyed - all upgrades are destroyed with it, including Uniques...
EVEN if you just purchased Walex for that purpose.