Ambush Gunner rules question

By Liggur90, in Star Wars: Armada Rules Questions

The commander ability "Ambush Gunner" seems over powered. Saying your attacks "cannot be obstructed" seems to cancel the effect of "Early Warning System", and other upgrade cards that "obsruct" attacks. The General Romodi card has a similar effect, but excludes card effects.

I think, at least, the "cannot be obstructed" effect should refer to obstacles only. I would go so far as to the specific obstacles that you are at distance 1-2 off, that at least makes thematic sense.

Then, if your target it using EWS (or similar), you should still be obstructed.

So what's the question?

It has one big restriction; you have to be at distance 1-2 of an obstacle or friendly ship.

Secondly, Ambush Gunner I only applies to the flagship, so you have to spend an extra 3 XP to get it to apply to everyone.

Thirdly, and perhaps most importantly, it takes up one of your Commander Ability slots. If you're using Ambush Gunner (particularly the II version) you're not using another ability that is also powerful.

Commander abilities should be powerful; in the normal game they're worth 20-38 points. If you are playing against it, maybe don't buy EWS?

2 hours ago, Grumbleduke said:

It has one big restriction; you have to be at distance 1-2 of an obstacle or friendly ship.

Secondly, Ambush Gunner I only applies to the flagship, so you have to spend an extra 3 XP to get it to apply to everyone.

Thirdly, and perhaps most importantly, it takes up one of your Commander Ability slots. If you're using Ambush Gunner (particularly the II version) you're not using another ability that is also powerful.

Commander abilities should be powerful; in the normal game they're worth 20-38 points. If you are playing against it, maybe don't buy EWS?

That's my sense as well. You pay an opportunity cost. Furthermore, one strategy dimension of the campaign is you have a real chance to use your upgrade cards and commander abilities together to meta-game against what the opponents are bringing.

Basically in our campaign, one of the rebel players is playing a very heavy Liberty MC80 with 2 flotillas with ambush gunner, and another rebel is playing a nebulon, pelta, bomber fleet. One of the imperial players has an ISD II with EWS and he basically has to decide if he wants to change EWS to ECM for the match against the Liberty player, or keep EWS for the match against the rebel player.

So my question is, Does it work like General Romodi, but but without adding dice, or is it a catch-all effect like Janina's Light? Where EWS and Admiral Monferrat's ability do not affect it?

Cannot be obstructed.

So... shots cannot be obstructed.