New FAQ

By Mogrok, in Star Wars: Armada

Strategic got a slight nerf with Minelfieds. So far it was interpreted (at least locally) that you could tow the mine within distance of an enemy ship and detonate it there.

And what's that about Luke and Projector Misaligned? I don't get it...

Edited by Norell
6 minutes ago, Norell said:

Strategic got a slight nerf with Minelfieds. So far it was interpreted (at least locally) that you could tow the mine within distance of an enemy ship and detonate it there.

And what's that about Luke and Projector Misaligned? I don't get it...

Luke "treats the defender as having no shields" during the attack - if they "don't have shields", how can a crit effect affect them?

5 minutes ago, Norell said:

Strategic got a slight nerf with Minelfieds. So far it was interpreted (at least locally) that you could tow the mine within distance of an enemy ship and detonate it there.

That never should've worked - the card reads "if a ship ends its movement " near a mine, it goes off.

5 minutes ago, Norell said:

And what's that about Luke and Projector Misaligned? I don't get it...

Luke says you treat the defender as having no shields. So what happens if the defender takes a crit that causes it to lose its shields? Does it do nothing, because the defender is treated as having no shields to lose?

The FAQ says no, that's not the case.

1 hour ago, kmanweiss said:

If you are running a swarm of HH straight at the front arc of an ISD...well, you're not a very good player to begin with, and you'd need more than a gamebreaking title card to save yourself.

Actually it may end up being a good plan as long as you bring enough (4+) of them. As long as that ISD can't escape it can't kill all of them and 3 ER Hammerheads can easily cripple that ISD.

3 minutes ago, PT106 said:

Actually it may end up being a good plan as long as you bring enough (4+) of them. As long as that ISD can't escape it can't kill all of them and 3 ER Hammerheads can easily cripple that ISD.

This ^

As a regular flyer of ISD's, I fear a well flown hammerhead swarm. It is hard to prevent from being locked into place for that one critical turn where I know I am going to eat 15 damage from hammerheads.

20 minutes ago, PT106 said:

Actually it may end up being a good plan as long as you bring enough (4+) of them. As long as that ISD can't escape it can't kill all of them and 3 ER Hammerheads can easily cripple that ISD.

Agreed. A fresh Hammerhead requires 7 damage to kill with an accuracy to shut down the redirect (assuming close range). A Raider takes 6 (that brace getting locked down at close range sucks). It's not too difficult for an ISD to consistently generate 6 damage out the front, but 7 is generally not reliable (circumstances can alter this, of course). Throw in Task Force Antilles or a commander like Mon Mothma or Cracken and you'll find those ISDs can consider a group of Hammerheads easy prey only to find out they're just shy of killing anything and then things go pear-shaped.

2 minutes ago, Snipafist said:

Agreed. A fresh Hammerhead requires 7 damage to kill with an accuracy to shut down the redirect (assuming close range). A Raider takes 6 (that brace getting locked down at close range sucks). It's not too difficult for an ISD to consistently generate 6 damage out the front, but 7 is generally not reliable (circumstances can alter this, of course). Throw in Task Force Antilles or a commander like Mon Mothma or Cracken and you'll find those ISDs can consider a group of Hammerheads easy prey only to find out they're just shy of killing anything and then things go pear-shaped.

Exactly. I flew against that HH swarm at Nova and the main reason I didn't lose an ISD was some crazy navigation stunts I pulled to get then to medium range during the initial encounter (and had QBT to counter Cracken)

1 hour ago, svelok said:

Luke says you treat the defender as having no shields. So what happens if the defender takes a crit that causes it to lose its shields? Does it do nothing, because the defender is treated as having no shields to lose?

The FAQ says no, that's not the case.

Yeah, this one seemed like someone trying to be hyper rules lawyerly instead of using an ounce of sense

59 minutes ago, draco193 said:

Yeah, this one seemed like someone trying to be hyper rules lawyerly instead of using an ounce of sense

With rules, you don't go with "sense" or "what I think they meant". You must go with what is written.

And if what's written is unclear, you need an FAQ because FFG has shown many times that 'sense' for the players can be far off the mark.

What @Democratus said.

A good benchmark for writing rules is "would a computer with no sense of context be able to process this without ambiguity?". Writing the rules down as pseudocode first also helps.

3 hours ago, Tabulazero said:

But would you pay 3pt for that ?

It's a little pricey. 2 would be better. The main issue isn't the individual cost of 3, but the fact that it multiplies by ship. If you have 4 HHs, the cost is 12. It starts to get pricey. However it is still pretty good.

Consider Biggs. Many people like using him, and you are paying 6 points for a similar ability. Lando is 4 points for a 1 time reroll of the opponents attack dice. Admonition is an 8 point title that gets used a ton, and it only cancels a single die. You pay a hefty premium in Armada to cancel damage.

With a group of 3 HHs flying in formation. If you toss 2 attacks their way in round 3 and they use it to spread 2 of that damage around, that's already not a bad deal for 9 points. If they do it again next round, you have prevented 4 damage to the target ship over two rounds for that 9 points. If you pull it off for yet another round, you've prevented 6 damage over 3 rounds for only 9 points. Keep in mind that a HH only has 5 hull, so that 6 damage you shunted to other targets is more than enough to likely kill that HH off. So you paid 9 points to keep a 36+point ship alive. Even if you don't keep it alive, you've likely extended it's life by a round or so allowing it to keep dishing out damage. Now you can start to see why you pay such a premium for damage reduction.

On 12/19/2017 at 7:28 AM, thecactusman17 said:

They're doing what should have been done the first time. Saying "LOL your full power shot from Avenger barely tickles my Hammerhead" was stupidly overpowered.

I always viewed the effect as being that the formation flying confuses the gunners as to targets (since we've seen that the guns are manually operated), and they end up shooting multiple, so it doesn't sound stupid, but it could be a bit OP in the right circumstances, especially given that against HH's your Avenger is likely only getting one shot (two with GT's) from the front arc.

1 hour ago, Democratus said:

With rules, you don't go with "sense" or "what I think they meant". You must go with what is written.

And if what's written is unclear, you need an FAQ because FFG has shown many times that 'sense' for the players can be far off the mark.

Oh I agree. However the argument about this specific card interaction I think is being exceptionally obtuse.

FFG likely should adopt the rule they have for L5R that unless a card specifically says must or cannot, it should be treated as optional to trigger.

5 minutes ago, draco193 said:

FFG likely should adopt the rule they have for L5R that unless a card specifically says must or cannot, it should be treated as optional to trigger.

They already have this rule. It doesn't help with this Luke interaction and did cause a similar confusion in a different case (Jamming Field).

9 minutes ago, PT106 said:

They already have this rule. It doesn't help with this Luke interaction and did cause a similar confusion in a different case (Jamming Field).

You're right. I don't know why I thought it wasnt already there.

It's also specific to upgrade cards. Otherwise nobody would ever choose to resolve Heavy on their squadrons.

On 12/19/2017 at 4:53 AM, Squark said:

No. Screed still says, "When a ship is attacking." The FAQ just clarified that he can be used with flak, including counter attacks from Quad battery turrets (Although in that case you need Kallus to actually get some use out of Screed's effect).

I'm slow, but I just realized that this means Screed guarantees 1 damage (subject to scatter) against any Ace attacking Kallus+QLT ship (Given that Screed ability can be used every time enemy squadron activates)

11 minutes ago, PT106 said:

I'm slow, but I just realized that this means Screed guarantees 1 damage (subject to scatter) against any Ace attacking Kallus+QLT ship (Given that Screed ability can be used every time enemy squadron activates)

Yep, but only once during a Yavaris double tap... You get to shoot twice, but only screed one of those counter shots...

Just now, Drasnighta said:

Yep, but only once during a Yavaris double tap... You get to shoot twice, but only screed one of those counter shots...

Nerf Yavaris :D This is unacceptable that it just devalues Screed sooooooooooooooo much

Just now, Ginkapo said:

Nerf Yavaris :D This is unacceptable that it just devalues Screed sooooooooooooooo much

The man should be devalued more...

His name is “Terrinald”, after all....