I have a few questions about the rules for huge ships. Feel free to answer any number of these
1: Standard ship overlapping huge ship
: the rules say that the overlap is resolved using the rules of overlapping standard ships. Right after that, the rules tell us how it is resolved when a huge ship overlaps a standard ship. But this isn't what is meant by resolving standard ships overlapping huge ships, right? Ergo, standard ships just do a partial maneuver when overlapping a huge ship? Correct?
2: Range 0-1
: when a ship is to be placed in range 0-1, does this mean the entire base must be inside that range, or just the nearest point?
2.1: placing ships behind huge ships after overlap:
can the owner of the small ships that are to be placed in the rear arc of the huge one decide freely where to put them, as long as they are in range 0-1 and in the full rear arc?
3: Red maneuver while stressed:
when a huge ship is stressed and attempts a red maneuver, it instead executes a white straight 2 maneuver. Are there any similar rules for standard ships? Or are they just not allowed to attempt red maneuvers?
4: Huge ship's firing arcs:
I don't quite gunderstand what Firing arcs huge ships have. Do they have 2 normal (partial) side arcs and/or a
full
front and rear arc (like the Corvus in the rulebook)? Or do they have a
partial
front and rear arc, as shown by the lines beneath the pegs? E.g., do the Turbolaser batteries fire from the full front arc when facing forward, or just the small quadrant that is printed on the base?
5: Same attack header:
the rules say that only one bonus attack header can be used per round. Does this mean, you can only use one "Bonus Attack: [Lock]"-card (for example) , even if you have several? Or does "header" in this case just mean the entire Attack?
Thanks in advance!
A few questions regarding Huge ships.
On 12/29/2019 at 5:58 PM, CptAmmogeddon said:1: Standard ship overlapping huge ship : the rules say that the overlap is resolved using the rules of overlapping standard ships. Right after that, the rules tell us how it is resolved when a huge ship overlaps a standard ship. But this isn't what is meant by resolving standard ships overlapping huge ships, right? Ergo, standard ships just do a partial maneuver when overlapping a huge ship? Correct?
correct. "If a standard ship (a small, medium, or large ship) overlaps a huge ship, it resolves the overlap using the same rules used for overlapping a standard ship." (from page 31 of the RR) - that means what it says. standard ships overlapping huge ships is resolved in the same manner that standard ships overlap standard ships is resolved.
On 12/29/2019 at 5:58 PM, CptAmmogeddon said:2: Range 0-1 : when a ship is to be placed in range 0-1, does this mean the entire base must be inside that range, or just the nearest point?
2.1: placing ships behind huge ships after overlap: can the owner of the small ships that are to be placed in the rear arc of the huge one decide freely where to put them, as long as they are in range 0-1 and in the full rear arc?
it never says in range 0-1, it says at range 0-1. there is an established terminology regarding range, on page 15 of the rules reference:
this means just the nearest point need to be at range 0-1. otherwise it would be written as within range 0-1.
also, yes they can, but there is a little more to it than that.
On 12/29/2019 at 5:58 PM, CptAmmogeddon said:3: Red maneuver while stressed: when a huge ship is stressed and attempts a red maneuver, it instead executes a white straight 2 maneuver. Are there any similar rules for standard ships? Or are they just not allowed to attempt red maneuvers?
it is the same for standard ships. if they are stressed when they reveal a red maneuver, they will instead execute a white straight speed 2 maneuver. that's described on page three of the rules reference, under Activation Phase.
"If a stressed ship attempts to execute a red maneuver, the ship executes a white [(straight arrow) 2] maneuver instead."
On 12/29/2019 at 5:58 PM, CptAmmogeddon said:4: Huge ship's firing arcs: I don't quite gunderstand what Firing arcs huge ships have. Do they have 2 normal (partial) side arcs and/or a full front and rear arc (like the Corvus in the rulebook)? Or do they have a partial front and rear arc, as shown by the lines beneath the pegs? E.g., do the Turbolaser batteries fire from the full front arc when facing forward, or just the small quadrant that is printed on the base?
that's a pretty complicated question. i'm happy just stating that they have four standard arcs, one forward, one backward, one left and one right. those are the ones used for turret arc indicators at least. some other effects, such as overlapping standard ships and where they are placed after the overlap has occurred, use full arcs. that's a forward and a backward full arc only. full arcs are never used for turrets as far as i know.
On 12/29/2019 at 5:58 PM, CptAmmogeddon said:5: Same attack header: the rules say that only one bonus attack header can be used per round. Does this mean, you can only use one "Bonus Attack: [Lock]"-card (for example) , even if you have several? Or does "header" in this case just mean the entire Attack?
what? no. the rules state that standard ships can only perform one bonus attack per round. they also state that huge ships can perform an unlimited amount of bonus attacks per round. they also state that huge ships can only use each attack header and bonus attack header once per round. i'll highlight headers on a couple of cards below.
point defence battery has four bonus attack headers. they can each be used once per round, if you have the energy to spend.
proton rockets, like most special weapons, has a single attack header.
you can find the the current rules reference here:
https://images-cdn.fantasyflightgames.com/filer_public/93/da/93daf87a-d914-4306-aa28-e58ed14e60c6/b_swzrulesreference_v106_book-compressed.pdf
and the epic battles rules reference here:
https://images-cdn.fantasyflightgames.com/filer_public/fe/94/fe94b2c9-a4f0-4c7e-b028-d07ddda114ed/01_swzepicrulesreference_v106.pdf
I have a question about shield regen on huge ships. Once you get your shields to 0. Do you LOSE the ability to regerate them from that point on. Are your shields destroyed at that point? Them being destroyed and not regenerating makes sense from a logical perspective.
You could use a Droid to bring one back, as something would be repairing then systems and then you could regain your ability to regenerate normally. Otherwise it seems like Huge ships are almost impossible to destroy.
I almost think shield crew card would be a good upgrade.
Action (focus) Engineering Crew- If your energy is full you can spend all your energy to restart your shield systems. You regain one shield this round and in the end phase begin regenerating them normally.
This would make losing all your shields meaningful, but allow for a way to start getting them back at a high cost.
But if anyone can tell me if they comeback EVERY round I'd appreciate it.
Also if I am using an R2-D2 to roll and expose one damage card on a 'hit' in order to regains shield.
If the main regen DOESNT happen once you've got zero then can you trigger R2 to gains shield the trigger your normal regen? What is the action order of regeneration?
No, your shields are not destroyed when they reach 0, you can (indeed, on a huge ship with a shield with regen on the card, you must) keep regenning them every round you're alive with them below their max value.
9 hours ago, thespaceinvader said:No, your shields are not destroyed when they reach 0, you can (indeed, on a huge ship with a shield with regen on the card, you must) keep regenning them every round you're alive with them below their max value.
That's why I was bummed after considering the idea of L3-37 on a huge ship. "Improved maneuvers are great!" I thought, until I realized... I will virtually NEVER be unshielded during the activation phase, so her "programming" side would never trigger.
50 minutes ago, emeraldbeacon said:That's why I was bummed after considering the idea of L3-37 on a huge ship. "Improved maneuvers are great!" I thought, until I realized... I will virtually NEVER be unshielded during the activation phase, so her "programming" side would never trigger.
Almost like they thought about that heh. I mean, her re-roll would still work, but its kind of a waste of a crew slot for a 1 shot ability.
So if they regen despite being brought to zero. They just become bullet sponges and it's best to avoid them and take out the other ships first no? Then You can try and focus fire on a epic to get half points? That seems so broken.
6 minutes ago, Dngrmonkey said:So if they regen despite being brought to zero. They just become bullet sponges and it's best to avoid them and take out the other ships first no? Then You can try and focus fire on a epic to get half points? That seems so broken.
Alternatively, you go all in on alpha striking the huge ship with everything you have as soon as possible. Since huge ships engage at the bottom of the initiative order you can save yourself a lot of pain as soon as you destroy it.
1 minute ago, Dngrmonkey said:So if they regen despite being brought to zero. They just become bullet sponges and it's best to avoid them and take out the other ships first no? Then You can try and focus fire on a epic to get half points? That seems so broken.
Really depends on how you play.
Some will try to take out the biggest threat first, while they have all their guns, as trying to deal with them late game could mean you have much less firepower, which may not get though those shields.
Some will try to thin the heard first to reduce the risk to their fleet then as you say, focus on the big ship.
Just depends on your playstyle.
10 minutes ago, Dngrmonkey said:That seems so broken
It may seem like that on paper, but i promise you it wont actually play out that way.
11 hours ago, thespaceinvader said:No, your shields are not destroyed when they reach 0, you can (indeed, on a huge ship with a shield with regen on the card, you must) keep regenning them every round you're alive with them below their max value.
28 minutes ago, Dngrmonkey said:So if they regen despite being brought to zero. They just become bullet sponges and it's best to avoid them and take out the other ships first no? Then You can try and focus fire on a epic to get half points? That seems so broken.
12 minutes ago, Lyianx said:It may seem like that on paper, but i promise you it wont actually play out that way.
Without that auto-regen, it would terrifically difficult to justify spending the points on any Huge ship. I've had a reinforced C-ROC removed in just two rounds, which given that I spent seven Range One shots to put a single point of damage onto a TIE felt bad. The CR-90 and the Raider are (justifiably?) tougher. Left alone, a corvette can be an unholy terror - focused down, they are manageable. Just. Auto-regen and double actions actually feels balanced in play. Mostly. It's the crew options that make the balance truly wonky.
35 minutes ago, Dngrmonkey said:So if they regen despite being brought to zero. They just become bullet sponges and it's best to avoid them and take out the other ships first no? Then You can try and focus fire on a epic to get half points? That seems so broken.
You gotta realize, that corellian corvette, with 25 health and 2 free shield regen per round? It's backed up by zero agility, it costs about a third of your ENTIRE force (if you don't load it out heavy), and the huge ship damage deck is rather unforgiving when it comes to critical damage (especially with Precision Shot effects). Yes, it's a monster on the battlefield, but when you consider that you can take 3 or 4 TIE Bombers with ordnance for about the same cost?
Ok so maybe I missed it. Is there a predetermined points total for huge ships play. We've been playing with 400.
40 minutes ago, Dngrmonkey said:Ok so maybe I missed it. Is there a predetermined points total for huge ships play. We've been playing with 400.
Not really no. I think 400 is a recommended minimum, but Epic format is meant to be pretty flexible. So scale the number of points to how long you want to play. But id say 400 is a good starting point, as the CR-90 and Raider *start* (naked) at around 150. So setting at 400 will at least allow one huge ship with some upgrades.
Edited by Lyianx2 hours ago, Dngrmonkey said:Ok so maybe I missed it. Is there a predetermined points total for huge ships play. We've been playing with 400.
As @Lyianx stated, there's no set number, really. I think anything from 400-600 is appropriate; obviously, the higher point value of the game, the longer game will tend to run. 400 is a good baseline, as anything less doesn't really support much in terms of huge ships or multiple wing formations. Unless you want an all-day-long conflict, more than 600 can get unwieldy. Many of the scenarios in the Epic Battles rulebook call for 500-point squads, which I think is what most players should probably aim for.
12 hours ago, Dngrmonkey said:Them being destroyed and not regenerating makes sense from a logical perspective.
I see what you're getting at, we all have imagined fluff for how game mechanics equal cinematic effects. Personally, my head-Canon on Shields in a little different. I see zero shields as a state of "Shields depleted" rather than "Shields destroyed" with the difference being that a depleted shield generator is merely in cooldown mode to prevent a catastrophic overload that might cause further damage to the ship. With that as the default I would say a shield can malfunction and overload causing additional damage and being unable to recover, and that specifically destroying a shield generator would be doable independent of actual shield status (as in RotJ where a couple A-wings with missiles destroyed the bridge shields of the Executor SSD which apparently causes the shields to drop immediately and Arvel can come crashing in)
I haven't gotten a huge ship conversion, so I haven't seen the damage deck, but can anybody answer if there is a critical damage effect that messes up shield Regen? (If not, I think there should be 😋 )