SSD Spoilers, from reddit

By BillHimclaw, in Star Wars: Armada

7 hours ago, EbonHawk said:

Emperor Palp officer on the Raider that engages squadrons with Rudor... that would work and be rather sweaty right?

6 hours ago, Astrodar said:

If I remember correctly, Rudor doesn't force an attack on Instigator. Squadrons within distance 1 of Instigator are treated as if they are engaged, but Rudor's ability requires that they actually be engaged by another squadron. But... it still could be a nice combo to help delay and weaken squads.

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Look at the wording.

As if they are engaged by two squadrons.

Instigator absolutely stops squads from shooting Valen.

51 minutes ago, BrobaFett said:

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Look at the wording.

As if they are engaged by two squadrons.

Instigator absolutely stops squads from shooting Valen.

A Follow-On.

The trick to consider is Engagement

So yes, you cannot shoot Valen.

But despite being Engaged, you can totally shoot Instigator .

The Applicable Rule: (with Emphasis mine)

• When a squadron attacks, it must attack an engaged squadron if possible rather than an enemy ship.

As it is not possible to attack Valen or the two other squads you are considered engaged with - You may attack Instigator.

Edited by Drasnighta

Thoughts on Krennic when you resolve a dial and token? Do you get to reroll two dice, then any number of dice or is it just the dial effect?

Just now, The Jabbawookie said:

Thoughts on Krennic when you resolve a dial and token? Do you get to reroll two dice, then any number of dice or is it just the dial effect?

You generate both effects.

So you can choose at one point to reroll all reds.

Then at another point in the same attack, you can reroll 2 reds.

Ideal for REALLY fishing for results you want.

Just now, Drasnighta said:

You generate both effects.

So you can choose at one point to reroll all reds.

Then at another point in the same attack, you can reroll 2 reds.

Ideal for REALLY fishing for results you want.

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1 hour ago, Drasnighta said:

You generate both effects.

So you can choose at one point to reroll all reds.

Then at another point in the same attack, you can reroll 2 reds.

Ideal for REALLY fishing for results you want.

Then you can add Vader and leading shots just because.

5 hours ago, Drasnighta said:

You generate both effects.

So you can choose at one point to reroll all reds.

Then at another point in the same attack, you can reroll 2 reds.

Ideal for REALLY fishing for results you want.

And wouldn't you still have the concentrate fire token for a dice reroll too or did I miss something?

38 minutes ago, chr335 said:

And wouldn't you still have the concentrate fire token for a dice reroll too or did I miss something?

You still have that reroll too, yes.

45 minutes ago, chr335 said:

And wouldn't you still have the concentrate fire token for a dice reroll too or did I miss something?

You spent it on the additional 2 red rerolls. First you use the dial to reroll everything, then you use the token to reroll two additional dice.

On 11/23/2018 at 8:44 PM, BillHimclaw said:

Krennic: when attacking at med-long range if you spent a conc. fire dial you may reroll any number of red dice. If you spent a token you may reroll up to 2 red dice (8pts)

The lack of instead makes me wonder. Is this effect added to the con-fire effect. I mean, do I get a die AND a full reroll? Do I get a reroll anduo to 2 more?

40 minutes ago, GhostofNobodyInParticular said:

You spent it on the additional 2 red rerolls. First you use the dial to reroll everything, then you use the token to reroll two additional dice.

Per my understanding of the usual wording used on cards.l...no.

Lets say you use a confire dial, and you also have a token.

First, you get the extra dice from the dial. Roll. Then, you get to reroll any dice, per Krennic (you used a dial). Then, you get to reroll a single dice (token). Then, you get to reroll two more dice (per Krennic, you used a token). Remember in Armada there's no limit to how many times a die can be rerolled.

@Drasnighta , could you double check me, please.

12 minutes ago, Darth Lupine said:

Per my understanding of the usual wording used on cards.l...no.

Lets say you use a confire dial, and you also have a token.

First, you get the extra dice from the dial. Roll. Then, you get to reroll any dice, per Krennic (you used a dial). Then, you get to reroll a single dice (token). Then, you get to reroll two more dice (per Krennic, you used a token). Remember in Armada there's no limit to how many times a die can be rerolled.

@Drasnighta , could you double check me, please.

Thanks, I had misinterpreted his question. You are correct.

8 hours ago, BrobaFett said:

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Look at the wording.

As if they are engaged by two squadrons.

Instigator absolutely stops squads from shooting Valen.

Just no. Take a look in FAQ p. 17!

"Squadrons can attack this ship if they are not engaged by an actual enemy squadron without heavy in the play area."

As if squadrons are not there. They don't stop from attacking Instigator. Same thing for Rudor.

16 minutes ago, Darth Lupine said:

Per my understanding of the usual wording used on cards.l...no.

Lets say you use a confire dial, and you also have a token.

First, you get the extra dice from the dial. Roll. Then, you get to reroll any dice, per Krennic (you used a dial). Then, you get to reroll a single dice (token). Then, you get to reroll two more dice (per Krennic, you used a token). Remember in Armada there's no limit to how many times a die can be rerolled.

@Drasnighta , could you double check me, please.

Not exactly. Both, token and dial are spent at once. You don't have to resolve the "dial piece" first. You have two effects here: concentrate fire command and Krennic's. Both have the same timing so you choose which one you resolve first.

Concentrate fire command (A) allow you to add die (1a) and reroll 1 die (2a) in any order.

Krennic (B) allows you to super reroll (1b) and not-so-super reroll (2b) in any order.

You can resolve A and B in any order but, probably (I am not so sure) you must resolve fully one before moving onto the second. I say I am not sure cause I am not sure how much a different effect Krennic is from a con.fire command.

However what would be the difference. Add die, reroll 1, and then Krennic and done.

Edited by ovinomanc3r
8 hours ago, Grumbleduke said:

While there has been plenty of EU stuff in the past (the VSD for starters) there hasn't been anything non-Disney canon since Wave 5, and no non-Disney ships since Wave 2 (the MC30 being based off RotJ concept art, and the Raider being original). That might not be a pattern, but it doesn't look good for non-Disney-canon things.

There's still the dreadnaught (or Imperial Support Vessel), the Corellian Gunship/DP20, the Starhawk, and probably a few other things. So room for some more stuff.

Plus the fairly strong hints about Clone Wars stuff. TFA/TLJ stuff might be difficult due to scale problems and the lack of ships.

re Disney, something that puzzles me, the FFG Rebellion SW Roleplay book has tons and tons of EU stuff. How come it also shows the Disney logo? Was that too early after D took over and they didnt want to change / recall? I cant remember that the book is marked „Legends“ somewhere.

Effects with a command icon as a header ... can be resolved once while the ship is resolving the matching command.

I guess "while" here isn't the clearest thing in the world.

btw, I didn't see anything about the Nose Punch 3.0, @Drasnighta

It is not a big change I guess but with the free out-of-activation movement from Ozzel now you can use a glad or an arquittens with FCT to a 1-speed movement from your squadrons and then dictor+FCT+FC to nose punch 1-distance further... "medium range Rhymer" is back... at a higher price, but back after all.

5 hours ago, ovinomanc3r said:

btw, I didn't see anything about the Nose Punch 3.0, @Drasnighta

It is not a big change I guess but with the free out-of-activation movement from Ozzel now you can use a glad or an arquittens with FCT to a 1-speed movement from your squadrons and then dictor+FCT+FC to nose punch 1-distance further... "medium range Rhymer" is back... at a higher price, but back after all.

This would be 6.0 I think.

5 hours ago, Triangular said:

Just no. Take a look in FAQ p. 17!

"Squadrons can attack this ship if they are not engaged by an actual enemy squadron without heavy in the play area."

As if squadrons are not there. They don't stop from attacking Instigator. Same thing for Rudor.

Rudor is a cannot and the requirement for his ability has been met, this trumps everything else. There is no real rules dispute on this as far as I know. Dras has already backed me up. If you are engaged by Rudor and Instigator you have no shots. You cannot attack Instigator as you are now engaged by a physical squad, but you also cannot attack Rudor because of his ability and the fact you are "engaged by 2 squadrons". You simply can't shoot them instead of Rudor like you typically would be able to.

1 minute ago, BrobaFett said:

Rudor is a cannot and the requirement for his ability has been met, this trumps everything else. There is no real rules dispute on this as far as I know. Dras has already backed me up. If you are engaged by Rudor and Instigator you have no shots. You cannot attack Instigator as you are now engaged by a physical squad, but you also cannot attack Rudor because of his ability and the fact you are "engaged by 2 squadrons". You simply can't shoot them instead of Rudor like you typically would be able to.

I tried this a couple times, works great on paper, but it's difficult to keep the Instigator-Rudor bubble for too long. When it works, it sings, tho.

Just now, BillHimclaw said:

I tried this a couple times, works great on paper, but it's difficult to keep the Instigator-Rudor bubble for too long. When it works, it sings, tho.

Not to say it isn't incredibly difficult to pull off - it is. But it works, is all I'm saying.

7 minutes ago, BrobaFett said:

Rudor is a cannot and the requirement for his ability has been met, this trumps everything else. There is no real rules dispute on this as far as I know. Dras has already backed me up. If you are engaged by Rudor and Instigator you have no shots. You cannot attack Instigator as you are now engaged by a physical squad, but you also cannot attack Rudor because of his ability and the fact you are "engaged by 2 squadrons". You simply can't shoot them instead of Rudor like you typically would be able to.

Incorrect .

Read again what I posted earlier:

You can attack Instigator, or indeed, any other ship in range .


(In the instance you are engaged by Valen Rudor only physically within the range of Instigator)

This is because Engagement says you must attack a squadron if possible , and the rules make it impossible to attack Rudor or the Spectral Squadrons ...

Just now, Drasnighta said:

Incorrect .

Read again what I posted earlier:

You can attack Instigator, or indeed, any other ship in range .


(In the instance you are engaged by Valen Rudor only physically within the range of Instigator)

This is because Engagement says you must attack a squadron if possible , and the rules make it impossible to attack Rudor or the Spectral Squadrons ...

Ah ok, so the FAQ would come into effect for allowing shots on Insti, good to know. I definitely misinterpreted what you were saying as exactly the opposite haha

Just now, BrobaFett said:

Ah ok, so the FAQ would come into effect for allowing shots on Insti, good to know. I definitely misinterpreted what you were saying as exactly the opposite haha

No worries.

The interesting part here is that if you've got multiple ships in Range, you don't even have to Bomb Instigator! At no point is a Ship ever subject to an "Escort" like effect, so indeed, if you're Rhymer or just happen to be nestled in, you can still choose your ship based target, given your circumstances :)

I am so happy people are still arguing about how Instigator works.