RitR: More questions

By DarthMustilidus, in Star Wars: Armada Rules Questions

While we're at it, for Doomed Station, since an obstacle cant be placed over lapping a ship, if a ship gets between the station and the rift, is the station stuck?

13 hours ago, mhd said:

I have another. If imperials have a presence on Concord Dawn and stage an assault on Mandalor. Would the rebel fleet defending Mandalor get the Low Supplies condition since it is only really accessible via Concord dawn? This would apply for Nal Hutta as well. Is a sub-area a separate entity on it's own or a subset of the Area is particular?

Rebel Fleet defending Mandalore would only get the Low Supplies condition if Concord Dawn and Ord Mantell were controlled by the Empire. The two sub-areas only seem to matter at the beginning of the campaign (See page 19 RitR).

8 hours ago, SirToastsalot said:

We're arguing about obstacle placement now. When placing the 6 obstacles on the 3x3 map, do the have to be distance 3 from all board edges or do they just have to be distance 3 from the player's edges.

In a normal 3' x 6' game, the setup area is 3' x 4'. Therefore, the only restriction regarding obstacle placement is outside the range 3 deployment zones (play area edge). The other two edges are at range 5 - outside the range 3 requirement (RRG p10).

The rules on page 8 (RitR) state that the setup area is the entire play area 3' x 3' (Also RRG p10 under "Setup Area). So, I would think you may be right in this and the obstacles should be range 3 from all edges. There is nothing in the FAQ about it either.

The only interesting reference I see is in the Learn to Play suggesting the use of only 4 obstacles when playing with just the Core Set materials.

1 hour ago, eliteone said:

While we're at it, for Doomed Station, since an obstacle cant be placed over lapping a ship, if a ship gets between the station and the rift, is the station stuck?

If you can't get the station passed the ship, yes. Same goes with the purrgil in Hyperspace Migration; you can place your ships (or squadrons!) so as to block them moving.

Talking of the sub areas , do they do anything other than mean you can't place a starting base on Mandalore or Nal Hutta? There doesn't seem to be anything particularly special about those locations in terms of their effects, upgrades and points.

4 minutes ago, Grumbleduke said:

Talking of the sub areas , do they do anything other than mean you can't place a starting base on Mandalore or Nal Hutta? There doesn't seem to be anything particularly special about those locations in terms of their effects, upgrades and points.

Mandalore and Nal Hutta are the only planets on the board with the Ally strategic effect, and that is the only way to add a new ship to your fleet for a non-pivotal battle (albeit temporarily).

6 hours ago, Yipe said:

Mandalore and Nal Hutta are the only planets on the board with the Ally strategic effect, and that is the only way to add a new ship to your fleet for a non-pivotal battle (albeit temporarily).

If you can plop a base there though, you can keep that ally token coming back again and again. It looks like it would work best with rebels as some combination of lancers and vcx100s is great!

Edited by mhd

Speaking about tokens: Do you get a token from EVERY planet you control (with a base or presence), or you have to choose only one token from the possible available tokens?

2 hours ago, Norell said:

Do you get a token from EVERY planet you contro

Page 17, Management Phase, step 2, "Gain Strategic Effect Tokens: Teams can gain one token matching a strategic effect at each location with a friendly base or that they placed a presence sticker at this turn..."

i.e. you get a token for each base, and for each new presence location.

"...If a location has more than one strategic effect, that team must choose one strategic effect from which to gain a token..."

i.e. you only get one token for each location, and the team has to choose which you want.