CC All-Out-Offensive

By kcrandall15, in Star Wars: Armada Rules Questions

We are preparing for a Corellian Conflict: All Out Offensive "Epic" battle.

I have some observations, and a question for you guys. I searched and read the few topics on this, but haven't found any answers yet.

First the Question: How exactly to we perform Hyperspace Reinforcements?

The rules only cover the order of deployment. They seem to imply that all players, in any order, decide what to bring in, then Team1 deploys, followed by Team2. Does everyone have to decide before anything is deployed? Can Team2 change their mind after they see how Team1 deploys? Does Team1 get to move their victory tokens during the deployment or does that occur after both teams have deployed?

Edit: Here's the CC book text:

" Hyperspace Reinforcements: At the start of any round after the first round, each player may choose to deploy one of his ships and up to two of his squadrons that he set aside as hyperspace reserves. If he chooses to do so, he deploys the ship and squadrons at distance 1 of one of his team's victory tokens. If players from both teams want to deploy ships and squadrons during the same round, any players from the assaulting team must deploy their ships and squadrons first. Once the assaulting team has finished deploying, any players on the defending team may deploy their ships and squadrons.

A ship may be deployed overlapping squadrons; the opposing team places those squadrons as though the ship had overlapped them while executing a maneuver.

Each player who chooses not to deploy may instead move one of his faction's victory tokens to within distance 1 of its current position."

I can see people coming up with various interpretations:

A. Team1 decides and deploys all their ships before Team2 decides and deploys.

B. Team1 decides what to deploy, then Team2 decides. Team1 deploys all their chosen ships, then Team2 deploys theirs. Teams cannot change their mind after they see what the other team decides, or how they deploy.

C. Teams decide simultaneously, but secretly. Team1 deploys, then Team2 deploys. Teams cannot change their mind after they see what the other team decides, or how they deploy.

I think A is the most sensible method. Regarding victory tokens, I believe that "instead" means that it occurs instead of deploying, so 2 players on a team can each move one victory token (Edit: so it moves twice), the the 3rd player can deploy at 1 of its new location. I can see team1 players liking A the least, but that's the equalizing advantage to team2 for going second.

The way the rules are written leaves a lot open for argument. I can see this happening without setting expectation:

Team2: "Hey team1, what hyperspace reinforcements are each of you deploying at the start of this round?"

Team1: "Are any of you deploying anything?"

Team2: "You have initiative, so you have to decide to deploy before us, so you declare first."

Team1: "The rules don't say we have to decide first, only that we deploy first."

(nobody wants to go first, staring contest begins)...

Other observations:

  1. When deploying during setup, the rulebook states that instead of a ship, you can deploy 2 squadrons within distance 1-2 of a "friendly ship". So on a team, player1 could deploy a ship, the his teammates can both deploy squadron pairs next to it (doesn't have to be your own ship).
  2. Strategic only works on objective tokens. Victory instead of objective tokens are used for hyperspace markers, so strategic cannot move them. Only players not deploying something can move them at the start of each round after the first. (Found this topic in another thread).
  3. Bigg's ability isn't limited like commanders, and works on any friendly escort fighter. You can fit up to 30 x-wings around him all at distance 1. That's a massive amount of damage distribution. Plus if Biggs dies under Commander Rieekan, he can be "zombied" and continue to pull 1 damage to himself per attack for massive damage overkill the rest of the round.
  4. It seems that ships deployed out of hyperspace can overlap obstacles and squadrons. Ships deployed on obstacles won't suffer obstacle effects as they didn't perform a maneuver yet. (Found a similar topic in another thread).
  5. Broba pointed out below that although players can set aside up to 2 small/medium ships, they can only bring in 1 ship at the start of a round. The same player would need 2 rounds to bring in 2 set aside ships.

Edited by kcrandall15
a lot of grammar fixes and some clarifications

Friendly and allied is not exactly the same.

When timing is identical, as during deployment for example, the 1st player/side would resolve their instances first.

First player is the team with initiative that hyperspaces in whichever ship from whichever of the 2/3 fleets on their side that they like, then second player chooses one, then back till all are done.

Remember that you must put in at least 1 large or 2 small or medium. So if you have 2 mediums only 1 can come in per turn as only 1 hyperspace ship from each player per side can come in each turn.

7 minutes ago, Green Knight said:

Friendly and allied is not exactly the same.

They are different terms, but doesn't Allied encompass friendly? Under "Allied Fleets:" in the CC book: "Ships and squadrons from a player's fleet count ships and squadrons from other players' fleets on the same team as friendly, with one exception..." (commander friendly limitation here).

32 minutes ago, BrobaFett said:

First player is the team with initiative that hyperspaces in whichever ship from whichever of the 2/3 fleets on their side that they like, then second player chooses one, then back till all are done.

Remember that you must put in at least 1 large or 2 small or medium. So if you have 2 mediums only 1 can come in per turn as only 1 hyperspace ship from each player per side can come in each turn.

I should have included the Hyperspace Reinforcements text in my OP (I'll add it shortly). I'm pretty sure it's all of team1, then all of team2 for the deployment order. Relevant text under Hyperspace"...any players from the assaulting team must deploy their ships and squadrons first. Once the assaulting team has finished deploying, any players on the defending team may deploy their ships and squadrons."

Thanks for the input on the limit of 1 ship per hyperspace deployment (per player). That's a good thing to point out to everyone before the battle begins so a player isn't surprised when he finds out he can't deploy his 2 VSDs the same round.

Edited by kcrandall15
On 2/13/2018 at 11:18 PM, Green Knight said:

When timing is identical, as during deployment for example, the 1st player/side would resolve their instances first.

Thank you, this is the answer I needed to hear.

I found what you are saying on page 5. "If both players have effects with the same timing, the first player resolves all of his effects with that timing first."

This should be sufficient to quell any arguments on the timing of player's decisions to hyperspace in their reinforcements.