Salvo defence token speculation thread.

By Hyperspace Ninja, in Star Wars: Armada

2 minutes ago, Belisarius09 said:

Something does need to be done to address chasing a fleeing opponent. Maybe a new rule/crit when targeting the rear hull zone, in lieu of a standard crit, you may reduce your opponents speed by one to a minimum of one.

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19 minutes ago, AllWingsStandyingBy said:

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Everyone knows that upgrade exists. The opportunity cost is high and it does nothing to a mc80 h1 with engine techs fleeing on 1hp. The inability to chase is a flaw in the mechanics of the game. Maybe there’s no way around it in a turn based game like this. But I wonder if maybe there is a fix we haven’t thought of yet. Outside of existing upgrades we already know about that aren’t effective.

On ‎8‎/‎28‎/‎2019 at 1:41 AM, cadetvw said:

It basically stops Demo or something from last/firsting you with zero risk to itself. If Demo (easy example) moves and attacks something with a salvo token, said target most likely gets to fire back at least once, maybe more depending when it dies.

Example) Now Demo can’t hop into the front arc of a Lib at the end of one turn, attack once. Then double arc that Lib the next turn and fly away unmolested with a flaming or dead Lib behind it. Now if that Lib had a Salvo token and it works like @Grathew said, then that Lib gets to shoot it’s front arc into Demo once at the end of the turn and probably once again off the first attack the next turn. Demo then possibly dies before it even gets to finish it’s double arc.

I agree with @Grathew as to how it’ll probably work but we’ll see.

If this is the case. I see Glads/Demo disappearing completely from play, and only ships like Imp/Vic class being able to withstand the "salvo"

1 hour ago, Belisarius09 said:

But I wonder if maybe there is a fix we haven’t thought of yet. Outside of existing upgrades we already know about that aren’t effective.

We've played with the following house rule:

During the ship phase, a ship may perform the attack step after the execute maneuver step. If a ship performs the steps in that order, it may only fire out of its front hull zone, and it may only target the rear hull zone of an enemy ship. No other attacks made by that ship this round.

It doesn't come into play very often, but it does reward patience, maneuvering and deployment. It also doesn't water down Demolisher's ability very much. You could lower the cost of Demolisher by 2 points to compensate, but I'm not sure it's even necessary.

7 hours ago, Belisarius09 said:

The inability to chase is a flaw in the mechanics of the game.


Flaw with the game??? This is a bold claim. Have you not watched The Last Jedi ? It's now pretty clearly cannon that "inability to chase" is a serious tactical limitation built into the canon-world of Star Wars, and it seems like Armada is capturing that theme quite well. I mean, it's not like any capital ships would ever go a different speed, thus either eventually falling behind or overtaking the quarry.

If Armada wasn't limited by practical constraints like time, after 400 Rounds the fleeing ship would run out of fuel and the pursuers could then destroy it... but who wants to play out 398 pointless rounds of game just for that?

Are we going off topic here?

16 minutes ago, MAstaKFC said:

Are we going off topic here?

Shure seems that way. Anyways all this speculation is based on the press blurb. Doesn't anyone remember how wrong those have been before in the past. My bet it's more like counter than we guess, it's probably literally a token that lets you fire your anti squadron dice at your attacker (maybe just fighters, who knows). Boom an offensive defense token, that doesn't turn your ship into an I'm rubber your glue situation.

Can we use defense tokens against salvo?

41 minutes ago, RG1701 said:

Can we use defense tokens against salvo?

Yes. For all intents and purposes, other than Selceting Target/LOS - it is an attack and all other rules applies.

Thank you.

I want to see this interaction:

An Onager with Local Fire Control attacks a Starhawk with Commander Agate, Concord title and Local Fire Control.

Starhawk Salvo(1), Onager Salvo(1), Starhawk Salvo(2), Onager Salvo(2), Starhawk Salvo(3), Onager Salvo(3), Starhawk Salvo(4), Onager Salvo(4), and finally a Starhawk Salvo(5).
And the Starhawk still has one of their salvo tokens for later.

Edited by thestag
22 minutes ago, thestag said:

I want to see this interaction:

An Onager with Local Fire Control attacks a Starhawk with Commander Agate, Concord title and Local Fire Control.

Starhawk Salvo(1), Onager Salvo(1), Starhawk Salvo(2), Onager Salvo(2), Starhawk Salvo(3), Onager Salvo(3), Starhawk Salvo(4), Onager Salvo(4), and finally a Starhawk Salvo(5).
And the Starhawk still has one of their salvo tokens for later.

You cant salvo a salvo attack

Nor an ignition attack.

On 8/29/2019 at 12:23 PM, Belisarius09 said:

Everyone knows that upgrade exists. The opportunity cost is high and it does nothing to a mc80 h1 with engine techs fleeing on 1hp. The inability to chase is a flaw in the mechanics of the game. Maybe there’s no way around it in a turn based game like this. But I wonder if maybe there is a fix we haven’t thought of yet. Outside of existing upgrades we already know about that aren’t effective.

A few solutions off the top of my head that have been common in tabletop games since at least the 1970s, solving the 'IGO-UGO' activation process:

  • Opportunity fire . Something like @thestag mentioned, kinda, but maybe more straightforward. You'd write the rule something like this - 'when a ship activates, up to one enemy ship that has line of site and range to perform a valid attack, which has not activated this turn, may immediately perform one attack before the activating ship's Execute Maneuver step. If it does so, it may not perform any attacks during its activation this turn.'
  • Impulse movement . Basically you loop the 'Attack/Execute Maneuver' steps in the ship phase 4 times, with ships only ever moving one knuckle each time, until they've cycled through the loop enough times they have moved their current speed. (IE., Impulse 1, everyone moves one notch. Impulse 2, only speeds 2 and higher move one notch. Impulse 3, only speeds 3 and higher move one notch.) No change to how many times a ship can attack - still only twice a turn, out of two hull zones, but you could certainly do each of the attacks in a different run through the loop if you wanted to. Not a PERFECT solution...speed 1 still covers a lot of ground if you are in a 'chase' situation...but at least you don't have ships in practically-collided close proximity racing out of weapons range over and over.
  • Just break movement and attack apart , as X-Wing does it. All ships alternate activating and moving in the first half the turn, then the second half occurs and all ships alternate through their attacks.

I was wondering what it might have been like if they just ran activations through an initiative order based on ship cost + upgrades. So like, the cheapest total ship cost (say, your Hammerhead Torpedo Corvette with ExRacks) goes first, followed by the next cheapest (CR90 w/TRCs), then my Quasar with Boosted Comms and Expanded Hangar Bays, and so on.

Too late for this sort of thing now, but I wonder what the game would have been like had it been developed that way.

17 hours ago, Ginkapo said:

You cant salvo a salvo attack

My Onager and Starhawk are on a shipping truck somewhere on the way to my house, should be here on Friday. I'll get a better chance to familiarize myself with the rules then.

Live and learn. 😁