CC If ship leaves the map.

By Nolo1685, in Star Wars: Armada

During a match in the Corellian Conflict, if a ship flies off the play area, would it be scarred the next fight?

Yep.

If a ship ends its movement outside the play area, it is destroyed. Just like any game of Armada.

If a ship is destroyed in the Corellian Conflict, it is scarred. Nowhere does it say how the ship must be destroyed, so you just follow the rules step by step.

It would be the same as hyper spacing out.

Just now, ouzel said:

It would be the same as hyper spacing out.

Except Hyper-Spacing out has a specific exception that means you are not scarred for doing so.

Flying off the Table does not .

Agree - is scarred.

I get the argument that it shouldn't be, but it would detract from the game if it was that easy to escape.

Kind of funny, after all you could say a ship that has fled the battlefield but has not hyperspace jumped out of the system (case and point, the Millennium Falcon in the Empire Strikes Back). But then again you could make the argument that the Falcon did not jump because it was scarred. I think for simplicity sake they just included the edge of the board the same as if it were in standard and added in the hyperescape rules (no moving or shooting, survive a round and don't be near a Interdictor) as the disengaging rules instead of changing or modifying the standard armada rules that were already in place.

That being said it does expose how much of an afterthought Hyperspace travel in the core game. There really is no hyperspace rules or mechanics other than the one blue objective. It might as well not exist. Now CC does add it in and it does make sense that hyperspace travel only necessary on a strategic level and not a tactical level where Armada resides. But I couldn't help but notice all the holes and missed opportunities. We could have had TIE Advance, B-wing and A-wing squadrons that could have had a hyperdrive trait where they could deploy without having to be in a specified range for a ship. A trait that could have been added to future ships. There could also have been droid upgrades for certain squadrons (X-wing, Y-wing Jumpmaster) that could give it hyperdrive trait or act as a repair advantage for anther ship. Then when it is all said and done Squadrons with hyperdrive could disengage to avoid scarring while other squadrons would have to dock.

But what was done is done. I guess they could add it in on the next campaign expansion.

40 minutes ago, Marinealver said:

Kind of funny, after all you could say a ship that has fled the battlefield but has not hyperspace jumped out of the system (case and point, the Millennium Falcon in the Empire Strikes Back). But then again you could make the argument that the Falcon did not jump because it was scarred. I think for simplicity sake they just included the edge of the board the same as if it were in standard and added in the hyperescape rules (no moving or shooting, survive a round and don't be near a Interdictor) as the disengaging rules instead of changing or modifying the standard armada rules that were already in place.

That being said it does expose how much of an afterthought Hyperspace travel in the core game. There really is no hyperspace rules or mechanics other than the one blue objective. It might as well not exist. Now CC does add it in and it does make sense that hyperspace travel only necessary on a strategic level and not a tactical level where Armada resides. But I couldn't help but notice all the holes and missed opportunities. We could have had TIE Advance, B-wing and A-wing squadrons that could have had a hyperdrive trait where they could deploy without having to be in a specified range for a ship. A trait that could have been added to future ships. There could also have been droid upgrades for certain squadrons (X-wing, Y-wing Jumpmaster) that could give it hyperdrive trait or act as a repair advantage for anther ship. Then when it is all said and done Squadrons with hyperdrive could disengage to avoid scarring while other squadrons would have to dock.

But what was done is done. I guess they could add it in on the next campaign expansion.

The FFG model of printing hundreds of upgrade cards has its flaws, but it also allows for expanding on an idea in exactly the way you propose. Support Teams upgrade: "Navicomputer Node. When you deploy this ship, choose a number of undeployed squadrons equal to your squadron value and deploy them anywhere in the play area, beyond distance 5 of your opponent's edge." Is it a patch for hyperdrive-capable fighters, a crew of assault carriers that shuttle them to the front lines, or a server linking star maps with onboard astromechs? Yes, yes, and yes.

Dumb question: If going off the table counts as being destroyed then how the heck do you hyperspace out?

2 minutes ago, Forresto said:

Dumb question: If going off the table counts as being destroyed then how the heck do you hyperspace out?

Rulebook specifically says that it is an exception. It also has a cost, your command that round.

Edited by Darthain
14 minutes ago, Forresto said:

Dumb question: If going off the table counts as being destroyed then how the heck do you hyperspace out?

The Specific way of doing so in the Corellian Conflict:

Turn 4 (or 5)

WHen you activate your ship, Discard your command dial without revealing it. If you survive until the Start of the Status Phase, you are Removed from the Board. You count as destroyed for the purposes of scoring the match, but you are specifically not counted as Destroyed for the purpose of Scarring/Elimination.

And you can't do so if you';re at Distance 5 of an Enemy Ship that has at least one Experimental Retrofit Slot. (Currently, that's an Interdictor, but the wording is totally future-proofed for another ship - even a possible Rebel variant).

Edited by Drasnighta

If oyu could fly off the table and hyperspace out you could avoid the Interdictor trick which would make the whole special rule of the Dictor moot.

And, if you could fly off the table and hyperspace out, you could just deploy pointing your ships of f the table and hyperspace out in turn 1.

On 2/3/2017 at 7:57 PM, Forresto said:

Dumb question: If going off the table counts as being destroyed then how the heck do you hyperspace out?

As I mentioned before, instead of changing the rules they just add another rule. The Hyperescape is when you discard your dial don't move or shoot and if you are not destroyed (or near an Interdictor for the Rebels) the next turn on your activation you leave the board. For victory points a disengaged ship counts as destroyed but in the campaign a disengaged ship is not scarred/destroyed.

Edited by Marinealver
18 minutes ago, Marinealver said:

As I mentioned before, instead of changing the rules they just add another rule. The Hyperescape is when you discard your dial don't move or shoot and if you are not destroyed the next turn on your activation you leave the board. For victory points a disengaged ship counts as destroyed but in the campaign a disengaged ship is not scarred/destroyed.

You're allowed to Move, Shoot, Spend Tokens, and basically do anything other than Reveal a Dial, as you just discarded it.

Till the faq comes out, I would say your group need to make that a decision on how you guys want to handle it.

5 hours ago, mobow213 said:

Till the faq comes out, I would say your group need to make that a decision on how you guys want to handle it.

The CC rules specifically states what happens. It doesn't change anything as far as the Tactical battle. All it does is add in elements in the tactical battle hence the hyperspace out.

Now if there is anything that needs to be FAQd it is that Map-Book disagreement in the CC Expansion. That is some poor proofreading on the QA part. (makes me wonder why they didn't include a correction sticker. Value < $30 :angry: )

Edited by Marinealver

Our group has devised the following house rule to replace the existing rules for flying off the map:

Any ship that performs a movement that would put all or part of the shi p off the edge of the play area is forced to perform an "Emergency Maneuver." Due to the stress of the maneuver, the ship is forced to reduce speed to zero and sustain face-down damage to its hull equal to the speed at which it was traveling. Instead of moving off the play area, the ship moves as far as possible toward the edge of the play area and then is turned 180 degrees so that it is facing in the opposite direction of travel, as if the ship had performed a K-Turn (as described in the Star Wars: X-Wing Miniatures Game). The ship is delayed for one full round while performing this maneuver. Meaning, upon its next activation, instead of executing the full effect of its next command dial, the ship is instead forced to take a command token matching the command dial. The ship remains in its last valid position within the play area -- and thus remains vulnerable to attack while performing the maneuver. The ship still retains its attack ability but only gets one attack during its next activation and cannot otherwise move or change speed while delayed.

We didn't think it was very fun or realistic that ships got destroyed for leaving the edge of the play area, so we put the above rule in place to keep ships in play with a penalty. With this rule, ships are not scarred in the campaign because they are never destroyed (unless the maneuver itself causes it to be destroyed). We've enjoyed the rule, so thought I would share it for others to use and consider.