Questions!

By Theadjectivenoun, in Star Wars: Armada Rules Questions

In the rules it states " After a ship resolves a REPAIR command, it loses any remaining engineering points. Engineering points do not persist from round to round."

So once you spend your engineering points. Then next round you don't get them back. They are a one time use per game?

The range/distance ruler.

If a Capital Ship is at range 1 of another capital ship. That Capital ship rolls it's dice determined by the firing arc plus the dice on the ruler.

So if you have 3 red and 3 blue it will also roll an additional Red - Blue and black correct?

But it at range 3 only an additional Red.

The distance also has Red Black and Blue do squadrons roll those? If not what purpose does it serve.

Sorry for the noon questions I've been playing mini's all day long and trying to figure out this game as well.

Edited by Theadjectivenoun

No, you are assigned engineering points when you make a repair command. How many you get depends on whether you spent a dial or a token, and what your engineering value is.

40 minutes ago, Theadjectivenoun said:

In the rules it states " After a ship resolves a REPAIR command, it loses any remaining engineering points. Engineering points do not persist from round to round."

So once you spend your engineering points. Then next round you don't get them back. They are a one time use per game?

The range/distance ruler.

If a Capital Ship is at range 1 of another capital ship. That Capital ship rolls it's dice determined by the firing arc plus the dice on the ruler.

So if you have 3 red and 3 blue it will also roll an additional Red - Blue and black correct?

But it at range 3 only an additional Red.

The distance also has Red Black and Blue do squadrons roll those? If not what purpose does it serve.

Sorry for the noon questions I've been playing mini's all day long and trying to figure out this game as well.

Additionally:

There is no "Plus the Dice on the ruler"

The Ruler is simply showing you WHAT dice are used at those ranges "normally".

The fact that Distance 1 has the 3 dice is showing It counts for both Anti-Squadron attacks AND bombing attacks... And even outside of that, there are some squadrons that throw all variations of those dice baseline.

Okay. So they just roll their normal ship/Fighter dice when fighting Ships/Fighters whatever the dice pool states.

They're is no modifiers unless stated by the cards.

28 minutes ago, Theadjectivenoun said:

Okay. So they just roll their normal ship/Fighter dice when fighting Ships/Fighters whatever the dice pool states.

They're is no modifiers unless stated by the cards.

Bingo.

When you go to attack, you gather dice appropriate for the Range.

At Long Range, you only gather the indicated Red Dice.

At Medium Range, you only gather the indicated Red and Blue dice.

At close Range, you gather all 3 listed die types... Red , Blue and Black .

If the attack is obstructed, you gather the appropriate dice, and then lose one of your choice before you roll them.

If you have no dice to roll (because you gathered 1 die, and then lost it due to obstruction), the attack cancels.

And "Add" Effects are agnostic to Range... If you have an upgrade that says "Add a Black Die", and doesn't list a Range... You can add it to a Long Range attack, as long as its requirements are met... For example, Quad Battery Turrets say that you add a Blue die when you are shooting at a ship which has a higher speed than you... Even if you only have a long range (Red Dice only) attack, you can add the Blue Die if that ship is faster than you .

Okay let's see if I understand this.

VSD II is at range 1 ( Front firing arc ) of a Corellian Corvette ( Front Firing arc ). The VSD II player activates the ship. He doesn't roll 3 Red or 3 Blue. But rather 1 Red, 1 Blue and 1 black.

Or is it 6 dice in the combination of those colors. At range 1.

An X-wing attacking an Eyeball ( TIE Fighter ) at a distance 1, rolls 1 Red, 1 Blue and 1 Black.

or a combination of those colors stated by their anti-squadron.

Because I think I'm understanding. That if a VSD II can roll 6 dice, but the range is saying Red, Blue and Black.

The range trumps the capital ships dice poll?

Think of it this way

Against a ship

1) The vsdII player picks up his 3 red & 3 blue allowed by his ship card.

2) checks what colour die are allowed by what's on the ruler... in range 1 its red, blue and black so keeps all 6 die. If it was long range then only the red would be allowed so the VSDII player would discard the blue die from their hand.

3)the die the player has left in their hands is the ships attack pool. If the attack is obstructed a further one of these would be removed

4) the attack pool is rolled... upgrades and other rules that allow extra die to be added to an attack such as concentrate fire or quad battery turrets are now added. Range restrictions on colours are found on the upgrade card or don't exist.

against a squadron then it's the same thing except they player uses the anti-squadron die which on the VSDII is a single blue die

Edited by slasher956
Clarity

Nope, the vsd 2 only has red and blue dice, so can only use red and blue at the respective ranges.

an isd 1 for example, has 3 red, 2 blue, and 3 black in its stock front arc. At long range it has 3 red, at medium it has 3 red and 2 blue, at close and distance 1 it has 3 red, 2 blue, and 3 black.

for anti-squad Fire it can attack all squads in a chosen arc. It has an AA of 1 blue and 1 black, so all squads at medium it rolls a blue dice, all squads at close and distance 1 it rolls a blue and a black.

the range ruler shows what dice can be thrown at which ranges but all ships only throw the dice shown on their card (upgrades excluded).

Okay. So Range 1 a VSD 2 has 6. Totaling 3 Red and 3. It can only roll 6 from the front firing arc. At range 2 same thing 3 Red and 3 Blue. Range 3 only 3 Red. Minus Modifications and Obstructions.

Okay.

That makes sense.

I also noticed squadrons have defense tokens on them. They function the same as the capital ones.

If you are hit you can use it. In the demo it was stated that accuracy wasn't counted BUT since they have defense tokens they count now. So if an eyeball was to get hit by a snubfighter if the Fighter had a scatter the player states. My TIE Fighter uses the scatter defense tokens. In that same manner an eyeball is fighting a snubfighter and the snubfighter gets an accuracy hit the player states the accuracy negates your scatter?

Edited by Theadjectivenoun

Only the unique squadrons have defence tokens but apart from that yes you're correct.

the other thing is ship battery ranges are long, medium and close.... squadron speeds are numbers 1-5 with squadron range being speed distance 1 (exception to this is the imperial TIE bomber character Major Rhymer who lets friendly bombers shoot anti ship battery at close range (errated from close to medium)

this distinction is important as range 1 is shorter than close range

Edited by slasher956

Okay. That all makes sense. Okay. My final questions. The rule book states Squadron Keywords and critical.

Counter X: after a squadron performs a non-counter attack against you, you may attack that Squadron with an anti -Squadron armament of blue dice equal to X, even if you are destroyed.

Escort: Squadrons you are engaged with cannot attack squadrons that like escort and less performing a counter-attack.

Heavy: You do not prevent engage squadrons from attacking ships or moving.

0 Clue.

And if you land a critical on a ship and it still has at least 1 shield that critical doesn't go through unless it hits hull.

And only hits and accuracy effects fighters now and crits are nulled against fighters.

counter X : yep they attack you with a squadron (no effect against ships) then you can make an out of sequence attack back only at the squadron that attacked you

Escort: if you are engaging a squadron that has escort you must attack them 1st... if engaging multiple then its a choice as to which escort you attack

Heavy: the rules are when engaged you arent able to move away from the squadron that engages you (leave distance(sqn speed) 1) or attack anything other than a squadron.... heavy basically says discount this squadron for that rule

Criticals - if you have at least 1 critical result on all the dice when you have finished rolls & re-rolls then you can choose to use either the default crit or one specified on an upgrade card. [default crit = 1st damage card is face up.]

So yes if you get a singe crit result against a ship with one shield left you can choose to use the default crit.... all it will do is count as one damage and remove the last sheild

for more details and a step by step walk through of attacks read this thread https://community.fantasyflightgames.com/topic/181567-do-you-have-questions-about-attacking-defense-tokens-and-critical-hits-read-this-first/

FROM squadrons to any thing: yes the crit hit face of the die counts as a blank (exceptions like Darth Vader squadron & bomber keyword exist)

Edited by slasher956

And FYI there is not range 1, 2 or 3

Ranges are short, medium and long

Distances are 1, 2, 3, 4, 5

Range and distance are not the same.