Leading Shots when a VicI fires at Squadrons?

By KrisWall, in Star Wars: Armada Rules Questions

Hello all. Still wrapping my head around certain things. Let's say I have a VicI with Leading Shots. The VicI has blue/black as anti squadron dice. If I roll poorly (crit/accuracy on the blue, miss/crit on the black), can I spend the blue die to reroll the black die? Let's say there are 5 squadrons in my arc when I fire? Can I effectively use Leading Shots a potential of 5 times?

"While attacking, you may spend 1 blue die to reroll any number of dice in your attack pool."

I meant Imp-I.

Every individual attack against squadrons is considered a separate attack for the purposes of Upgrade cards.

So, for example:

You decide to fire anti-squadron out of your Side arc. There are 4 Squadrons there, all at close range... We'll say, 1 of each basic Rebel Squadron... and Jan at Medium Range.

You pick one, the A Wing, and roll.

You roll your Blue + Black.

You roll a Crit on the Blue, and a Blank on the Black... So you decide to use Leading Shots, delete the Blue, reroll the Black. You get a hit, awesome.

Then, you go to resolve the attack on the B-Wing.

You roll your Blue+Black, because for all intents and purposes , this is a new attack.

You get an Acc and a Hit. So you probably decide to keep it. Awesome.

Then, you go to resolve the attack on the X- Wing.....

You roll your Blue+Black, and do stuff...

(and so on, and so forth for those at close range)

Then you get to Jan... Who is at Medium Range...

You Roll your Blue, and you're probably stuck with what you have - because you can't really do anything with it, with leading shots...

... But then you remember you have a Concentrate Fire dial!

So, having Rolled your Blue, and got an Acc.... And you really want to try to damage her... You resolve your Concentrate Fire dial and throw another Blue.... It also gets an Acc...

Swearing bitterly, you decide to delete one of the ACCs to leading Shots the other blue, trying to get that 1-in-2 Hit results, since you just 1-in-4'd twice in a row.

It applies to each individual attack individually, as you desire it.

Edited by Drasnighta

Sweet! I'm building a triple ISD list with no squadrons. Leading Shots and Quad Laser Turrets should hopefully take out any squadron that gets come after me over a couple of turns.

7 minutes ago, KrisWall said:

Sweet! I'm building a triple ISD list with no squadrons. Leading Shots and Quad Laser Turrets should hopefully take out any squadron that gets come after me over a couple of turns.

If you want to go for squadrons think about Dual Turbolaser Turrets. They can be used against squadrons. Sadly only once, because you have to exhaust them. But it is still 1 more die against a squadron.

1 minute ago, Tokra said:

If you want to go for squadrons think about Dual Turbolaser Turrets. They can be used against squadrons. Sadly only once, because you have to exhaust them. But it is still 1 more die against a squadron.

I'm thinking that Quad Laser Turrets would be 1 more die against pretty much every squadron that shoots me... not just against one that I shoot. Wouldn't that pretty much always be the better choice if the goal is to deal with all squadrons and no just 1?

2 minutes ago, KrisWall said:

I'm thinking that Quad Laser Turrets would be 1 more die against pretty much every squadron that shoots me... not just against one that I shoot. Wouldn't that pretty much always be the better choice if the goal is to deal with all squadrons and no just 1?

There are to many "Quad" cards.... I thought you mean Quad Batterie turrets ^_^ .

Yes, the Quad Laser Turrets for the counter are nice as well. especially after Rhymer is not this "must have" anymore and the squadrons will go into counter range when they attack ships now.

Yeah, I'm thinking the Counter 1 gives me a 50/50 chance of dealing a damage. Blue/Black will do 2 damage 37.5% of the time, 1 damage 50% of the time and 0 damage 12.5% of the time. Add in Leading Shots and I'm at 2/1/0 ~ 37.5%/59.375%/3.125%.

You know... doing the math, Leading Shots doesn't seem like it adds much to the anti-squadron shots. Maybe those points are better spent elsewhere.

It's more of a bonus effect rather than the primary reason to take them.

Still, it's a nice bonus to get 3 chances to deal a damage to each enemy squadron.

14 minutes ago, KrisWall said:

Yeah, I'm thinking the Counter 1 gives me a 50/50 chance of dealing a damage. Blue/Black will do 2 damage 37.5% of the time, 1 damage 50% of the time and 0 damage 12.5% of the time. Add in Leading Shots and I'm at 2/1/0 ~ 37.5%/59.375%/3.125%.

You know... doing the math, Leading Shots doesn't seem like it adds much to the anti-squadron shots. Maybe those points are better spent elsewhere.

I'm not too good at calculating probabilities so I may be saying something wrong, but if you use leading shots to spend a blue die to reroll a black, you'll be rolling a die who has 6 out of 8 chances of hitting. Wouldn't that be 75% only for the reroll?

Just now, Lemmiwinks86 said:

I'm not too good at calculating probabilities so I may be saying something wrong, but if you use leading shots to spend a blue die to reroll a black, you'll be rolling a die who has 6 out of 8 chances of hitting. Wouldn't that be 75% only for the reroll?

Right. There are 64 possible outcomes when you roll a blue and a black together. 24 of those outcomes give you 2 damage. 32 of those outcomes give you 1 damage. The last 8 outcomes give you zero damage. You'll only use the reroll on those last 8 outcomes. So, for those 8, you toss the blue and reroll the black, giving you 1 damage 6 times and 0 damage twice. You end up with...

  • 2 damage - 24 out of 64 combinations, or 37.5% of the time
  • 1 damage - 38 (the 32 + your 6 after rerolls) out of 64 combinations, or 59.375% of the time
  • 0 damage - 2 out of the 64 combinations, or 3.125% of the time.

Put another way, you have a 96.875% chance of dealing 1 or more damage. Without Leading Shots, you have an 87.5% chance of dealing 1 or more damage... which is still pretty good.

Thanks for the explanation, I looked at that the wrong way, now I get where was my mistake :)

And of course, all of that is basically secondary to what is generally considered the primary use of leading shots:

Fixing the Red/Black portions of the ISD-Is front Arc.

Because your choices are either Gunnery Teams or Ordnance Experts...

Ordnance Experts fixes the Blacks, but not the Reds... With no loss of Firepower.

Gunnery Team will let you splat a Ship and all of the Squadrons when they're doing their damndest to crowd in one arc to limit the amount of shots you have.

1 hour ago, KrisWall said:

Hello all. Still wrapping my head around certain things. Let's say I have a VicI with Leading Shots. The VicI has blue/black as anti squadron dice. If I roll poorly (crit/accuracy on the blue, miss/crit on the black), can I spend the blue die to reroll the black die? Let's say there are 5 squadrons in my arc when I fire? Can I effectively use Leading Shots a potential of 5 times?

"While attacking, you may spend 1 blue die to reroll any number of dice in your attack pool."

I'll be the fifth to say it: VSD-1s can't take leading shots.

The good news is that you can edit your first post, and when you do it will let you change the thread title too.

1 hour ago, thecactusman17 said:

I'll be the fifth to say it: VSD-1s can't take leading shots.

The good news is that you can edit your first post, and when you do it will let you change the thread title too.

As noted in the second post, I meant to write ISD-I. :)

50 minutes ago, KrisWall said:

As noted in the second post, I meant to write ISD-I. :)

As noted in my post, you should edit your post and headline to refer to the correct ship. :)