SQUADRON Phase newbie question

By Corwinus Invictus, in Star Wars: Armada Rules Questions

Hi all,

This is real noob question. During Squadron phase in order for squadrons to act do they have to be activated by a ship at up to half a distance.

Or do squadrons roam free in squadron phase and the distance rule applies only to the Squadron Command Dial option or token ?

As you can see really basic stuff but would appreciate an answer or pointer tot he rules or FAQ.

Thanks.

So this seems to be really complex question then no answers for a week :)

I know its basic but I was unable to find anywhere in the rules explanation for the squadron activation rules (do they need a ship at certain distance to activate them) ?

I presume no but want to confirm.

In the squadron phase a fighter can move or shoot (unless it has rogue when it can do both). When it chooses to move it can do at full speed, there is nothing making them do half speed. They can also move anywhere on the board and don't have to stay near ships.

If a ship does a squadron command it can get a number of fighters equal to the squadron value to move and shoot (or shoot and then move) in the ship phase at the beginning of that ship's activation. In order to do this a squadron must be in short or medium range of the ship (or long range if the ship has boosted comms). A fighter can move at full speed and can move out of short-med range of the ship but remember the ship will move later in its activation so you can catch your fighters up in order to squadron them again next turn if you wish.

During the squadrons phase ships cannot activate squadrons (you are not activating ships to do that). The squadron activates whatever they were (don't care about activation range), two per player until all the squadrons are activated. During this activation a squadrons can only move OR shoot.

From squadron activation p12 RRG

Squadron Activation
Squadrons are activated during the Squadron Phase.
Squadrons can also be activated during the Ship Phase
when a ship resolves a O command.
• When a squadron is activated during the Squadron
Phase, it can move or attack, but not both.
• When a squadron is activated by a O command, it can
move and attack in any order.
• After a squadron activates, toggle its activation slider to
track that it has activated.
• A squadron cannot activate if the color and icon of its
activation slider do not match the initiative token.

From squadron phase p12 RRG

Squadron Phase
During this phase, the first player activates two of his
squadrons. Then the second player activates two of his own
squadrons. Players continue taking turns in this manner
until all squadrons have been activated.
• A player does not choose the second squadron to
activate until after he finishes activating the first one.
• If a player only has one unactivated squadron remaining
when he must choose his first squadron to activate, he
only activates that squadron.
• If a player has no unactivated squadrons remaining, he
must pass his turn for the rest of the phase.
• A squadron can either move or attack when activated
during this phase; it cannot do both.

The range rule apply to ships.

From command p3 RUG

O Squadron: Resolve after revealing the ship’s
command dial.
◊ Dial: Activate a number of friendly squadrons up to
the ship’s squadron value that are at close–medium
range of the ship. Each squadron activated in this way
can attack and move in either order. The squadrons
are chosen and activated one at a time.
◊ Token: Activate one squadron as described above.

EDIT: ninjad

Edited by ovinomanc3r

When activated by a ship (dial or token) they need to be in range of the ship (close - medium before upgrades) to be selected for activating... and can then move and shoot in any order. Fully activate one sqn before moving on to the next one up to the sqn value of the ship if using a dial. (Page 12 of the learn to play booklet)

when activating in the sqn phase they can move or shoot with no distance limitations. (Page 10 learn to play booklet)

Edited by slasher956
Well that's what happens when you go to the rules
43 minutes ago, slasher956 said:

When activated by a ship (dial or token) they need to be in range of the ship (close - medium before upgrades) to be selected for activating... and can then move and shoot in any order. Fully activate one sqn before moving on to the next one up to the sqn value of the ship if using a dial. (Page 12 of the learn to play booklet)

when activating in the sqn phase they can move or shoot with no distance limitations. (Page 10 learn to play booklet)

Not a problem here but remember...

From the golden rule on RRG p1

This Rules Reference booklet is the definitive source of rules information for Star Wars: Armada. If something in this booklet contradicts the Learn to Play booklet, the Rules Reference booklet is correct.