RitR questions

By KAGE13, in Star Wars: Armada Rules Questions

Man, there seems to be way more 'map' strategy in this new campaign (which is great) but it opened a whole wack of questions that are not answered in the rule book. I know I won't remember them all.

Diplomats - It only comes with one per team, and yes I get that you can only place one per team per turn, but can you save more then one per team?

Allies - same question. only comes with 1 or 2 tokens. but if I take one as a base, I could theoretically get one every turn, or even more then one if I have 2 bases with Allies. I am pretty sure you can only spend one of these per turn as well, but can you save them?

(maybe on both of these they assume you would spend them every turn?)

upgrade cards - can I take one for an upgrade I do not have on a ship and sell it later? Or do I have to actually be able to equip it? I assumed you could since you can unequip cards. But would like clarification.

Selling cards - Since I have 2 bases I can select 2 types of cards to sell and purchase of the same type. Assume that I could buy (as above) a card that I cannot equip. I select that type to sell. Obviously I would not purchase another one of that type. I need another type, but do not have any others to sell. can my 2nd type be one I do not have a card for but can equip, in order to pick the same type to buy. In the book it says "sell" not "buy and sell" when doing this. but I have to buy the same type I sell. see what I'm getting at here? I for sure can sell a card I cannot equip to by squadrons, but I need to know about.

This came up because only one of us can purchase cards from our bases, and I won a battle at a place I do not have that upgrade slot on my ships. So I picked the card anyway in order to sell it later.

I just thought of this but I have to check the timing (I do not have the rule book in front of me) can I put a card I just bought (but cannot equip) on a ship I take with the 45 point ally token since you get the ship with no upgrade cards?
Timing just does not work to allow this.

Buying base upgrades - One player on a team can take an upgrade card from 1 of your teams bases. It does not say but I am assuming this is still based on your performance in your battle? if you loose you still only get the lower point upgrade card from your base. And/or cannot take unique unless you played a campaign objective. Found the answer to this one.

Base reward tokens - the wording on this is very strange. (again I do not have the book but this is the gist of it) I get a token for each base I have but then it says "or" (not and) where I just placed a presence token. So if I have a 2 bases and we placed 2 presence tokens, do I get 4 tokens or do I still only get 2 but I can select ones from the battles I just won?

I know we had more questions (some of them we figured out) but this is all I can remember right now. By RAW there is some wacky stuff you can do, but just would like clarification.

(edit) thought of a few other question

Victory - is tabling someone work the same as regular games (or tournaments) where you get their full fleet points? This probably should not be the same since there could be a lot of 1 ship fleets. 100 point ship with 100 points of squadrons I take out that 1 ship do I get 200 points even if all those squadrons are still on the table? since you can take unlimited squadrons do you maybe fight this one to the end?

Hyperspace - what is the point of this if ships cannot be destroyed anymore? do you not get a scar token if you jump away? - Yes you avoid a scar token, but ships no longer die so not that big of a deal anymore.

Edited by KAGE13

A few answers based on readings of the rules.

Tokens are gained during the "Gain Strategic Effect Tokens" stage. The only rule about discarding them is when you spend them. I submit that they are good to stockpile as desired. There is space on the record sheets to keep a running tally.

Allies: You are correct, you can only spend one per team per turn.

Upgrade Cards : There isn't any rules regarding the ability to purchase only if you have a slot for the upgrade. They will however, count against your fleet total. You can also re-equip them in between turns.

Selling cards: You can remove one upgrade type (or squadron type) for each base you have on the map. You then purchase a different squadron type (or other upgrades of the chosen type) to purchase with a total fleet value equal to half (rounded up) or less than the total points you removed.

Base Reward tokens: I read this as you get one token for each base you have. You will also get one token from each system you were able to place a "presence sticker" in the current turn's "Determine Battle Effects" step.

Victory: Tabling is specific to Tournament play. In regular rules, you immediately win if all opponent ships (I believe this includes flotillas) are destroyed. (See Rules Reference: Winning and Losing - pg13 and Scoring - pg 9) Score should still be computed based on Victory Tokens and destroyed enemy ships and squadrons.

Hyperspace: I agree, it no longer is as important as you are not losing your ships anymore.

New questions: For boarding parties, can you purchase them as Offensive Retrofits, Weapons Teams, or both? Can you only remove and purchase them?
Titles: As the majority of titles are unique, do you still need to play the campaign objective? There are only 5 locations you can get unique titles...

Edited by Fraggle_Rock
corrections
4 hours ago, Fraggle_Rock said:

New questions: For boarding parties, can you purchase them as Offensive Retrofits, Weapons Teams, or both? Can you only remove and purchase them?
Titles: As the majority of titles are unique, do you still need to play the campaign objective? There are only 5 locations you can get unique titles...

Count them as an either. Otherwise you’ll spend a while looking to find a gunnery/offensive location.

Yes. Titles are unique. There are 5 locations. A major thematic part of RitR is, indeed, not using unique things, and building your own stories and characters rather than relying on what exists - so embrace a titleless world 😁

3 hours ago, Drasnighta said:

Yes. Titles are unique. There are 5 locations. A major thematic part of RitR is, indeed, not using unique things, and building your own stories and characters rather than relying on what exists - so embrace a titleless world 😁

This is probably the most interesting part of the campaign for me. While designing fleets, and my planning my intended upgrade path, a lot of older cards or interesting combinations are starting to come together.

"Embracing a title-less world" is one way to think about it. The other is that Imperial Task Forces that really want to use the Demolisher title will be vulnerable to getting Low Morale from having Diplomats played on the VERY limited number of locations where it is possible to earn it (the same goes for Yavaris to a more limited extent). So..Diplomats actually matter in the Outer Rim, whereas in the Corellian Sector, diplomats were practically useless. ;)

I like interesting counter-play.

Is there a way to change out ships? Specifically I'm thinking about trading in a VSD I for a VSD II if the game evolves to needing more long range combat.

3 hours ago, Grathew said:

Is there a way to change out ships? Specifically I'm thinking about trading in a VSD I for a VSD II if the game evolves to needing more long range combat.

Unfortunately no, your ships are what they are through the whole campaign. You'd need to house rule it.

Question though - Have we confirmed how many "Base Rewards" you get per turn? If I have 3 bases, one on resources, skilled spacers and spynet each. Do I get all three bonuses at the end of a campaign round? I felt the rulebook was unclear on this

1 hour ago, ArmaggedonPSA said:

Unfortunately no, your ships are what they are through the whole campaign. You'd need to house rule it.

Question though - Have we confirmed how many "Base Rewards" you get per turn? If I have 3 bases, one on resources, skilled spacers and spynet each. Do I get all three bonuses at the end of a campaign round? I felt the rulebook was unclear on this

yes you get one per base for sure. I am just unsure about the placing of presence tokens if they count instead or including.

16 hours ago, Fraggle_Rock said:

Base Reward tokens: I read this as you get one token for each base you have. You will also get one token from each system you were able to place a "presence sticker" in the current turn's "Determine Battle Effects" step.

My first thought is that if you include presence tokens, then you are going to end up with way too many tokens. I am always of the feeling the resources should be hard to come by.

in a 6 player game you are getting minimum (if you have built) 7 tokens plus 0-3 more depending how many battles you won. Even 7 is too many.

Destiny and Spynet tokens will become huge! But I can see having an excess of ally and diplomats since you can only use 1 a turn. but with few planets having those 2, maybe the point is they will be highly fought over?

I can see Repair Yards being almost usless. you already get (6 player game) 3 free ones to start. and 7 free if you've built up. We have only played once and most fleets did not even have 7 ships and squadrons in them. Now what are you going to do with tokens that gives everyone on your team another one? pretty much making hyperspace jumps useless. I can fix pretty much everything I fly so who cares.

Bottom line, I am hoping the "Or" where you placed a presence token means instead of one of your bases.

Edited by KAGE13
16 hours ago, Fraggle_Rock said:

Upgrade Cards : There isn't any rules regarding the ability to purchase only if you have a slot for the upgrade. They will however, count against your fleet total. You can also re-equip them in between turns.

Selling cards: You can remove one upgrade type (or squadron type) for each base you have on the map. You then purchase a different upgrade (or squadron) type to purchase with a total fleet value equal to half (rounded up) or less than the total points you removed.

I understand these parts, but I think I may not have explained my question very well.

This is the situation.

I have a battle at a planet where the upgrade reward is NOT an upgrade my ship(s) can use. One of my partners used an upgrade from our bases, so I have no choice but to take a card from that planet. Lets just say I have a lone ISD Cymoon and I won the battle at Yavin. I cannot use either one of those upgrades.

So, Question #1 - can I even take an upgrade I cannot use? I am assuming yes, since adding the upgrade to your ship does not happen until a later in the phase.

Now assuming I am allowed to buy a card I cannot use. I took Engine Techs, an 8 point card. Knowing that I could just sell it to get something I want for 4 points.

My ISD has no upgrades on it and we have 3 bases. So I could sell and buy for 3 different types of upgrades. But my ISD has no upgrades...

(the rule says choose types to " sell ") Then you can buy for the choosen type. I also assume they meant "types" since you almost always have more then one base.

Question #2 - With my 3 bases, can I pick the support upgrade? (even though I cannot equip it) I assume yes. But can I also pick say Weapons team, even though I do not have a card from there to sell? Thus letting me buy ruthless strategist for 4 points.

The wording kinda makes me feel like you can only pick a type if you have a card of that type to sell.

Edited by KAGE13
22 hours ago, Fraggle_Rock said:

Selling cards: You can remove one upgrade type (or squadron type) for each base you have on the map. You then purchase a different upgrade (or squadron) type to purchase with a total fleet value equal to half (rounded up) or less than the total points you removed.

Not quite. The rules state:

Quote

That player may then purchase other squadrons of a different type, or additional upgrade cards of the chosen [RobertK's emphasis] type.

You don't pick a DIFFERENT upgrade type to purchase. You're stuck with the type you chose to dump. Squadrons are different; you choose a new squadron type to buy. This is the only way to respect part of the spirit of this campaign: you have to fight a battle at a specific place to get a specific upgrade type. No switching one upgrade type for another.

5 hours ago, KAGE13 said:

So, Question #1 - can I even take an upgrade I cannot use? I am assuming yes, since adding the upgrade to your ship does not happen until a later in the phase.

Now assuming I am allowed to buy a card I cannot use. I took Engine Techs, an 8 point card. Knowing that I could just sell it to get something I want for 4 points.

My ISD has no upgrades on it and we have 3 bases. So I could sell and buy for 3 different types of upgrades. But my ISD has no upgrades...

(the rule says choose types to " sell ") Then you can buy for the choosen type. I also assume they meant "types" since you almost always have more then one base.

Question #2 - With my 3 bases, can I pick the support upgrade? (even though I cannot equip it) I assume yes. But can I also pick say Weapons team, even though I do not have a card from there to sell? Thus letting me buy ruthless strategist for 4 points.

The wording kinda makes me feel like you can only pick a type if you have a card of that type to sell.

Question #1 is explicitly answered in the rules under Equip Upgrades, p. 18.

Quote

Upgrade cards that are not equipped are set aside and can be equipped during a later campaign turn, but still count toward a player's fleet-value total.

Question #2 is also pretty clear, I think. You couldn't choose a Weapons team if you don't have a Weapons team card in your fleet (equipped or not). Under "Add or Remove Forces" it states:

Quote

Each player can remove up to one type of squadron or upgrade card for each base that their teams has on the campaign map...

I read this as you can remove either:

a) one type of squadron

OR

b) one upgrade card.

If you don't have an upgrade card to remove, then that slot can't participate in the points shuffling. This also respects the general spirit of the Campaign again: you only get to have upgrades from places where you fought battles.

So while reviewing the rules for this section, I have to take back my previous statement (edited above).

Step 2 under "Add or Remove Forces" states that you may purchase other squadrons of a different type or additional upgrades cards f the chosen type. So in your example, I don't see much reason to pick up any upgrades from Yavin.

Thanks, RobertK! You picked out my mistake as I did.

On 10/3/2019 at 3:10 PM, KAGE13 said:

yes you get one per base for sure. I am just unsure about the placing of presence tokens if they count instead or including.

My first thought is that if you include presence tokens, then you are going to end up with way too many tokens. I am always of the feeling the resources should be hard to come by.

I'm going to go out on a limb and say each team can earn ONE (and only one) strategic token per campaign turn. The wording under the Management Phase (p 17) is a bit confusing, but here it is for reference:

Quote

Teams can gain one token matching a strategic effect at each location with a friendly base or that they placed a presence sticker this turn.

So this is how I read it: "Look at each location with a friendly base and each location where you placed a presence sticker this turn. Pick one strategic effect to gain from that list." I know that may seem like a bit of a stretch, but strategic tokens are discussed elsewhere as well. Check the wording from Strategic Effects (p 22):

Quote

A team can gain one token matching one of a friendly location's strategic effects during the Management Phase, as described on page 17.

While the wording on page 17 was unclear, the wording here is crystal clear; one token from one friendly location's list of strategic effects. The list of eligible locations from which you can make your choice of that one token to gain is given on page 17. Also note that the wording on page 17 says you don't get to pick from ALL locations with a presence sticker, only from those where you placed a presence sticker this turn .

The result of this interpretation is that instead of teams being awash in strategic tokens, teams will have just a few strategic tokens, making the tokens they DO have more valuable. Building bases will be a much slower process, since you'd need to spend two turns amassing resource tokens to build it (and building up those resources would be at the expense of gaining any other strategic token those turns!). While building that base only gets you access to an expanded choice of strategic effects, it doesn't allow you to amass strategic tokens more quickly. Since bases will be more rare because of this, the ability to refit scarred ships will be more limited. So you typically WON'T be able to refit your whole fleet, repair yards tokens are actually useful, and hyperspace retreat could become a necessary option to preserve the quality of your fleet.

This allows this campaign system to avoid one of the big problems with the Corellian Conflict: the snowball effect.

Edited by RobertK

I agree this is some what confusing. The reference guide at the back of the book states " Gain Strategic Effect Token : Each team can gain one token matching a strategic effect chosen at each location with a friendly base or that they placed a presence sticker at this turn."

There are 6 location without any strategic effect and 7 with two. I believe that the "one token" refers to these systems with two strategic effects. You can only gain one token per management phase from that location. You would get nothing from the systems with no strategic effect.

My question is how the "or" interacts. I can see this in the following two ways:

Option 1: Each team chooses to gain one strategic token from each system with a friendly base. They may also gain one strategic token from each system that they placed a presence sticker during the preceding "Determine Battle Effects" step.

Option 2: Each team chooses to gain one strategic token from only the systems with a friendly base -OR- one strategic token from the systems they placed a presence sticker on during the preceding "Determine Battle Effects" step.

I suspect it is meant for the 1st option. Although you can potentially gain 10 tokens per management phase in a 6 player game - all of these tokens have a single use and many can only be spent at specific times. For example, you could have a stockpile of 5 diplomat or ally tokens, however you can only use one per turn. Repair Yards are only useful if you have more ships then bases or for removing upgrades. Resources are great, but if you are not winning battles you will not have presence stickers. There is also a limit to the number of bases you can have. Also, once you have enough bases on the board, resources become less valuable.

I am going to be involved in two campaigns - one starting today and another in about 2 weeks. I'm curious to see how we play and the effect to the campaign these tokens really have.

Are the rules available anywhere online?

12 hours ago, ninclouse2000 said:

Are the rules available anywhere online?

Technically not legally ... there are screen caps and the WIKI distillation to be found though.

4 hours ago, Drasnighta said:

Technically not legally ... there are screen caps and the WIKI distillation to be found though.

Thanks. I bought a copy of the campaign but the other people playing with me were asking. The copier at work is down so I can’t make them copies of mine.

On 10/4/2019 at 11:33 PM, RobertK said:

I'm going to go out on a limb and say each team can earn ONE (and only one) strategic token per campaign turn. The wording under the Management Phase (p 17) is a bit confusing, but here it is for reference:

So this is how I read it: "Look at each location with a friendly base and each location where you placed a presence sticker this turn. Pick one strategic effect to gain from that list." I know that may seem like a bit of a stretch, but strategic tokens are discussed elsewhere as well. Check the wording from Strategic Effects (p 22):

While the wording on page 17 was unclear, the wording here is crystal clear; one token from one friendly location's list of strategic effects. The list of eligible locations from which you can make your choice of that one token to gain is given on page 17. Also note that the wording on page 17 says you don't get to pick from ALL locations with a presence sticker, only from those where you placed a presence sticker this turn .

The result of this interpretation is that instead of teams being awash in strategic tokens, teams will have just a few strategic tokens, making the tokens they DO have more valuable. Building bases will be a much slower process, since you'd need to spend two turns amassing resource tokens to build it (and building up those resources would be at the expense of gaining any other strategic token those turns!). While building that base only gets you access to an expanded choice of strategic effects, it doesn't allow you to amass strategic tokens more quickly. Since bases will be more rare because of this, the ability to refit scarred ships will be more limited. So you typically WON'T be able to refit your whole fleet, repair yards tokens are actually useful, and hyperspace retreat could become a necessary option to preserve the quality of your fleet.

This allows this campaign system to avoid one of the big problems with the Corellian Conflict: the snowball effect.

I have to disagree. On the one page it for sure says you get one from each base. But the rule on page 22 that you are referring to is talking about if a location has more then one strategic token choice you only get to pick one. If you only got 1 per turn total there would be no point in saying on page 17 that you can only pick 1 from a base that has multiple choices.

Actually as I wrote this I read those pages again. I still think you get one per base for sure. But now I am wondering if the wording on Page 22 is meant to say you can only gain 1 of each type?

So if I have 6 bases. 3 have resources, 1 has an ally, and 2 have repair. I would only get 1 resource, 1 ally, and 1 repair. It would explain the only 1 ally and diplomat token (assuming I spent it every turn.)

Edited by KAGE13

There is no way it is only 1 per turn. Just math it out.

6 player game, you would need 8 resources to build the other 4 bases. In a 6 player game, at most, there are 9 rounds. ( actually cannot remember if you collect these after a pivotal battle)

You cannot build a base after the first round, You cannot even build after the 2nd because building bases happens before you get your turn reward tokens.
And gaining one in the 9th is also useless for bases because of the same reason.

The soonest you can build your first base is turn 3 if you are only getting 1 per turn.

And that would also mean you get to use no other tokens for the entire game, because you are trying to build all your bases.

This is also assuming you do not lose any bases, and do not need to build more.

Ya, for sure one per base per turn. So original question still stands. 😝

Do presence tokens (placed this turn) could in addition or instead of gaining a token from a base?
I think we both agree gaining them in addition is WAY too many.

This also squashes my new question of only getting 1 type per turn. (although I do like the idea of not being able to build all your bases)

Edited by KAGE13
15 minutes ago, KAGE13 said:

There is no way it is only 1 per turn. Just math it out.

6 player game, you would need 8 resources to build the other 4 bases. In a 6 player game, at most, there are 9 rounds. ( actually cannot remember if you collect these after a pivotal battle)

You cannot build a base after the first round, You cannot even build after the 2nd because building bases happens before you get your turn reward tokens.
And gaining one in the 9th is also useless for bases because of the same reason.

The soonest you can build your first base is turn 3 if you are only getting 1 per turn.

And that would also mean you get to use no other tokens for the entire game, because you are trying to build all your bases.

This is also assuming you do not lose any bases, and do not need to build more.

Ya, for sure one per base per turn. So original question still stands. 😝

Do presence tokens (placed this turn) could in addition or instead of gaining a token from a base?
I think we both agree gaining them in addition is WAY too many.

This also squashes my new question of only getting 1 type per turn. (although I do like the idea of not being able to build all your bases)

I accept that argument! Agreed!

So if that's accepted, the "or" could be seen as curious. But I'm going to think of it as a "logical or" used to determine whether a location meets at least one of two distinct requirements. So this interpretation would suss out to...

You get one strategic token from each location that is either: 1) a base location -OR- 2) a location where you placed a presence sticker this turn.

That means if you have 3 bases and you won 2 battles that allowed you to place presence stickers down, you get 5 strategy tokens this turn. The "or" isn't intended as a choice for players, but a way of parsing which locations could give up strategic tokens to that player. In that case "AND" wouldn't be an appropriate term because it would require a location to be a base AND to have a presence sticker placed there this turn. That isn't even possible. :)

Edited by RobertK
11 minutes ago, RobertK said:

I accept that argument! Agreed!

So if that's accepted, the "or" could be seen as curious. But I'm going to think of it as a "logical or" used to determine whether a location meets at least one of two distinct requirements. So this interpretation would suss out to...

You get one strategic token from each location that is either: 1) a base location -OR- 2) a location where you placed a presence sticker this turn.

That means if you have 3 bases and you won 2 battles that allowed you to place presence stickers down, you get 5 strategy tokens this turn. The "or" isn't intended as a choice for players, but a way of parsing which locations could give up strategic tokens to that player. In that case "AND" wouldn't be an appropriate term because it would require a location to be a base AND to have a presence sticker placed there this turn. That isn't even possible. :)

Helps to talk it out.

ya I think I can accept that. It would make much more sense since you can only do it where you just won a battle, same as with upgrade cards. (except only one player per team can take from a base). otherwise it might be any presence token and then bases do not mean as much.

making it 1 from each base "AND" at location where you just placed a presence token, you just get way too many tokens. What did you say in one turn you could end up with 10?

But I guess what we can take away from this is attack those bases so they do not get as many token pulls. 😈

Thanks for working it out with me.

I just thought of another question. In the playing with bigger 400 point fleets I noticed it talks about player area 6x3 and then pivotal battles are 3x6. 😲

I did not think anything of it until I was trying to figure out how we would do it with obstacles since a lot of the new objectives are obstacle heavy. They just would not work the same.

So why then would they say 6x3 and then 3x6. So in a 400 point campaign all battles must be played starting on the short edge.

If that is the case the only thing would be do you double the extra squadrons from 45 points to 90 points for 400 point fleets.

I would just play on the standard 3' x 6' area with the 6' edges as the player edges (like normal). One could expand the area akin to the All-Out Offensive in Corellian Conflict though for 6-players: Use a 3' x 9' play area with a 3' x 7' setup area. This would also require the addition of 2 dust clouds, 3 asteroid fields and 1 station.

Use the standard 6x3. See page 25, there's the standard 400pt layout map with the exception that you can deploy 5 right up to the edge.

Edited by mhd
On 10/13/2019 at 9:34 PM, mhd said:

Use the standard 6x3. See page 25, there's the standard 400pt layout map with the exception that you can deploy 5 right up to the edge.

yes that is for pivotal battles. Stay with me here. Page 24 to 27 is about pivotal battles, so that layout map is for pivotal battles. There is even a big title that says "SIX-FLEET SETUP DIAGRAM"

But on page 12 it says for 400 point fleets you use the 6x3 for regular battles and 3x6 for Pivotal battles. So all battles with the larger fleets (except pivotal) are played with the set up on the 3' sides. Obviously this is going to be easily missed.

Which means you do not need double the obstacles, it is still only 3' wide. So you cannot just go around the Gravity rift, which was my worry playing these new objectives on the regular 3x6.
So, now should you double the squadrons on some of the objectives? 45 points of squadrons would be almost meaningless compared to 200 point battles. same with Allies. 45 points is almost nothing if fleets are getting to 500 points. at least no where near the advantage they were intended to be with 200 point fleets.

Another rule we missed this weekend, is that you have to decide if you are going to spend a skilled spacer to get an extra Veteran BEFORE the battles begin.