Fleet in Begin

By JadinED, in Star Wars: Armada

Fleet in Being

Setup: After deploying fleets, the first player [assig]ns each of their ships 1 objective token. Then the second player assigns each [of the]ir ships a number of objective tokens [equal] to that ship's command value.

[Specia]l Rule: When a ship with an [objecti]ve token is declared the target of [an atta]ck, it may discard an objective token to [ready one] of its exhausted defense tokens.

[End of] Round: If a ship is at distance 1-5 [of the] 3' edges of the play area, or at [distance] 1-3 of a player edge, remove [1 objecti]ve token from that ship.

[End of Ga]me: Each player gains 1 victory [token for] each enemy ships in the play area [that does n]ot have an objective token.


I like the idea of this objective a lot. It forces you to keep your ships in the relative center of the play area.

You may gain more defense token effects on ships that are attacked by a number of enemy ships and squadrons, but you can only do so at the price of potentially losing victory points... which is of course still better than losing the ship.

The nice yellow objective to consider. Potent against MSU-Demo- and BT-Avenger+ MSU-First-Player builds.

What do you think?

24 minutes ago, JadinED said:

What do you think?

I think I run very few ships greater than command 1.

51 minutes ago, JadinED said:

each enemy ships in the play area

I guess I wont destroy their ships then...

26 minutes ago, Cleto0 said:

I guess I wont destroy their ships then...

As long as the ship is worth more than 10-15 points, you’re still better off killing it.

The Victory tokens here are LITERALLY compensation for the fact that, with enhanced defense, stuff is harder to kill - so a small consolation if you make the enemy blow all of that in surviving... But still better to finish the job.

Just now, Drasnighta said:

As long as the ship is worth more than 10-15 points, you’re still better off killing it.

The Victory tokens here are LITERALLY compensation for the fact that, with enhanced defense, stuff is harder to kill - so a small consolation if you make the enemy blow all of that in surviving... But still better to finish the job.

Thank you for explaining that, because there is a single ship that is worth 10 points. Objectives should enhance your list building, not be a backup. So it should include destroyed ships.

Basically, there is normally 2 tiers of rewards in ship death.

1- I killed it, it's worth it’s points to me.

2- I didn’t kill it, it’s worth squat to me.

just like Opening Salvo (giving you half points for damaged) this is adding a 3rd condition:

3- I didn’t kill it, but it lost all its tokens in living (Either because it expended them or list them for being out of bounds), so it’s worth 10 points to me.

Literally 10 points of “better than nothing” 🙂

Jyn Erso, who doesn't only put a raid token on a boarded ship but also grants you a victory token, if the ship has an objective token, might also be of use here, especially if most of the ships are nearby...

Just now, JadinED said:

Jyn Erso, who doesn't only put a raid token on a boarded ship but also grants you a victory token, if the ship has an objective token, might also be of use here, especially if most of the ships are nearby...

Don’t you love it when you find little things that work like that? 🙂

Raid tokens in general become more useful when they don't just prevent squadron commands as they do now most of the time, but may take away a crucial navigation command from a ship close to the edge of the ‘flight zone‘ in the center...

4 minutes ago, Drasnighta said:

Don’t you love it when you find little things that work like that? 🙂

☺️

15 hours ago, JadinED said:

Fleet in Being

Setup: After deploying fleets, the first player [assig]ns each of their ships 1 objective token. Then the second player assigns each [of the]ir ships a number of objective tokens [equal] to that ship's command value.

[Specia]l Rule: When a ship with an [objecti]ve token is declared the target of [an atta]ck, it may discard an objective token to [ready one] of its exhausted defense tokens.

[End of] Round: If a ship is at distance 1-5 [of the] 3' edges of the play area, or at [distance] 1-3 of a player edge, remove [1 objecti]ve token from that ship.

[End of Ga]me: Each player gains 1 victory [token for] each enemy ships in the play area [that does n]ot have an objective token.


I like the idea of this objective a lot. It forces you to keep your ships in the relative center of the play area.

You may gain more defense token effects on ships that are attacked by a number of enemy ships and squadrons, but you can only do so at the price of potentially losing victory points... which is of course still better than losing the ship.

The nice yellow objective to consider. Potent against MSU-Demo- and BT-Avenger+ MSU-First-Player builds.

What do you think?

Single ship fleet SSD with ozzel. Turn One jump into the inner space, avoid the end of round penalty area. Stay inside the zone, profit from refreshing def tokens 4x. Also, opponent receives at most 1 victory token if you spent your last objective token for that game

Edited by Muelmuel
5 hours ago, Muelmuel said:

Single ship fleet SSD with ozzel. Turn One jump into the inner space, avoid the end of round penalty area. Stay inside the zone, profit from refreshing def tokens 4x. Also, opponent receives at most 1 victory token if you spent your last objective token for that game

Two Tokens if they Raid you with Jyn before you do spend your last token.

Anyone else happy that we found a possible use for Jyn outside of one objective?

Some times, when something is released, you just have to wait for more opportunities to really make it special.

Jyn certainly is one of those things - very limited in release, so clearly, opportunities would reveal in time... :D