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Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

1) Tarkin picks an order and gives it to everyone - he doesn't let everyone choose an order (big mistake there).

2) Fighters with terrain or big ships between them can shoot each other, but are not engaged - important for abilities like Mauler Mithel and for flying away from people. Or for abilities like Escort.

3) Being speed 0 means you don't get to use defense tokens. Yikes. This might be a good way to stop a star destroyer in its tracks - jump a corvette in front of it (and, well, hope you can live through the firepower), then hit it afterward with lots of fire and watch it unable to use any of its redirects!

4) Some abilities need to have certain orders given in order to use them, like Engine Techs. They aren't automatic.

This message was edited 1 time. Last update was at 2015/05/26 15:50:02


40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Krazed Killa Kan





SoCal

In regards to point 3:

Collisions do not set ships to Speed 0, instead they still count as being at whatever speed they are at when they collided. Their speed is only reduced for the purposes of moving a ship back to a point where it can be placed without overlapping a ship.

This message was edited 1 time. Last update was at 2015/05/26 04:31:13


   
Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

Really? So "temporarily reduced to zero" doesn't mean it's zero for the purposes of being shot at for that round?

Well, I suppose that's good to know, then.

40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Krazed Killa Kan





SoCal

It's temporarily reduced during movement only, you only lose defense token use when your actual speed setting is at 0.

   
Made in gb
Regular Dakkanaut




UK

Maybe you should title it "Some subtle rule things I've learned in my first few games: (of Armada)"

I had no idea what you were talking about.
   
Made in gb
Fixture of Dakka







I found a specific shout out to. "Engineering token and Engineering commands don't directly add together" but I could never find it again.

The Squadron / LOS thing can get pretty confusing if you overthink it. For a while I thought you could actually block squadrons from being engaged (but being able to be shot at) by blocking their LOS with other squadrons (so, say, screening a bomber squad with fighters).

It is actually just as simple as you said.

Oh, here's another one.

You actually can reroll a reroll
   
Made in us
[MOD]
Solahma






RVA

I think engineering commands and tokens can stack ... why not?

   
Made in gb
Fixture of Dakka







As I said, I can't find the page.

But basically, by stacking I mean...

Lets say you have Engineering of 4, and an Engineering token (which counts for 2).

You can't spend them, adding them together (totaling 6) to repair 2 hull damage (2 lots of 3).

However, you can spend the Engineering Token, to regain a shield. You can then immediately afterwards spend the Engineering command to repair a damage and move a shield.


As I said, I very distinctly remember reading it, but I can't remember where.
   
Made in us
[MOD]
Solahma






RVA

I thought the general rule is that dials and tokens of the same type must be spent together.

   
Made in us
Colonel





This Is Where the Fish Lives

 Compel wrote:
As I said, I can't find the page.

But basically, by stacking I mean...

Lets say you have Engineering of 4, and an Engineering token (which counts for 2).

You can't spend them, adding them together (totaling 6) to repair 2 hull damage (2 lots of 3).

However, you can spend the Engineering Token, to regain a shield. You can then immediately afterwards spend the Engineering command to repair a damage and move a shield.


As I said, I very distinctly remember reading it, but I can't remember where.
You can't find the page because it doesn't exist.

You can most definitely combine the effects of a dial and token in exactly the way you described. Using the Engineering command gives you "engineering points" to spend at your discretion. If your Engineering value is 4 and you reveal an Engineering command, you have four 'engineering points.' Since tokens and commands of the same type are resolved simultaneously (this is clarified in the FAQ), and the Engineering token awards you half the amount of engineering points your ship has, you gain two extra points to spend. You now have a total of six engineering points in 'engineering point pool' to spend how you see fit.

  • Repair: Resolve after revealing the ship’s command dial.
  • Dial: Gain engineering points equal to the ship’s engineering value and spend them on the following repair effects:
    +Move Shields: Spend one point to move one shield by reducing one of the ship’s hull zone’s shield dials by one and then increasing another of its hull zone’s shields by one (without exceeding its maximum shield value).
    +Recover Shields: Spend two points to recover one shield on any of the ship’s hull zones (without exceeding its maximum shield value).
    +Repair Hull: Spend three points to choose and discard one of the ship’s faceup or facedown damage cards.

    Token: Gain engineering points equal to half of the ship’s engineering value, rounded up, to spend on the above repair effects.

    ◊ A ship can resolve repair effects in any order.

    ◊ A ship can pay for and resolve each effect multiple times if he has the engineering points to do so.

    ◊ When a ship resolves an Engineering command, it must completely resolve one repair effect before paying for and resolving another. For example, if a ship has five engineering points, it can discard one “Capacitor Failure” damage card and then recover one shield in a hull zone with no shields remaining.

    ◊After a ship resolves an Engineering command, it loses any remaining engineering points. Engineering points do not persist from round to round

    This message was edited 3 times. Last update was at 2015/05/27 00:30:08


     d-usa wrote:
    "When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
     
       
    Made in gb
    Fixture of Dakka







    OK, so, accepting this. Let's add in an Engineering steam (I know you can't have one on a ship that size, but hypothetically).

    Does that give you 7 engineering points, or 8?
       
    Made in us
    Colonel





    This Is Where the Fish Lives

     Compel wrote:
    OK, so, accepting this.
    There is nothing to "accept" here, it's how the rules concerning the engineering command are written.

    Let's add in an Engineering steam (I know you can't have one on a ship that size, but hypothetically).

    Does that give you 7 engineering points, or 8?
    Engineering Team grants you one additional engineering point to your engineering point pool. If the combined total is six engineering points (four from the base stats of the ship plus two from an engineering token), the upgrade card adds one additional point to a grand total of seven engineering points to spend on any of the repair effects.

    Why would you think that the card would give you eight engineering points?

     d-usa wrote:
    "When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
     
       
    Made in us
    Krazed Killa Kan





    SoCal

    Because he is thinking that using both an Repair Dial and a Repair token at the same time is two different executions of a Repair command. But, in the rules it is clear that using both a Dial and Token counts as executing that command once.

    Thus, Engineering Teams triggers only once, providing only 1 point more.

    Still very useful, since it allows you to use a Repair token worth 2 alone, to repair a hull costing 3, meanwhile your command dial is used to do other things.

    This message was edited 1 time. Last update was at 2015/05/27 10:21:11


       
    Made in us
    Colonel





    This Is Where the Fish Lives

     Vertrucio wrote:
    Because he is thinking that using both an Repair Dial and a Repair token at the same time is two different executions of a Repair command. But, in the rules it is clear that using both a Dial and Token counts as executing that command once.

    Thus, Engineering Teams triggers only once, providing only 1 point more.
    Yeah, I figured that was his line of thinking after I posted my reply.

    Still very useful, since it allows you to use a Repair token worth 2 alone, to repair a hull costing 3, meanwhile your command dial is used to do other things.
    Your wording is off in describing how this process works and is probably why people like Compel are getting mixed up.

    You aren't using the token (or the dial) to issue the repair command (like how you 'spend' a focus token in X-Wing), you're using the points generated by executing the command (plus a token or upgrade card if applicable).

    This message was edited 1 time. Last update was at 2015/05/27 10:37:25


     d-usa wrote:
    "When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
     
       
    Made in gb
    Fixture of Dakka







     ScootyPuffJunior wrote:
     Compel wrote:
    OK, so, accepting this.
    There is nothing to "accept" here, it's how the rules concerning the engineering command are written.


    No need to get snooty, Scooty. Many of us are new to the game, that's the whole point of this thread after all. It's these kind of remarks that put people off asking questions in the first place.

    And, potentially, posting in the forum.

    I already know of people who have been put off entirely from posting in the X-Wing threads, I'd hope that the Armada threads wouldn't have the same result.

    But in any case, my club will be interested to know about this, though probably a little depressed, a few of them already think that Repair is already amazingly strong the way we were playing it, giving a Tarkin commanded fleet the potential ability to repair 2 damage a turn is going to make them rather sad.

    This message was edited 3 times. Last update was at 2015/05/27 17:24:22


     
       
    Made in us
    Colonel





    This Is Where the Fish Lives

     Compel wrote:
    No need to get snooty, Scooty. Many of us are new to the game, that's the whole point of this thread after all. It's these kind of remarks that put people off asking questions in the first place.

    And, potentially, posting in the forum.

    I already know of people who have been put off entirely from posting in the X-Wing threads, I'd hope that the Armada threads wouldn't have the same result.
    We are all new to this game and there is no need to get defensive.

    You've been insisting you were right about something you had plainly wrong. I took the time to thoroughly explain it and looked up the relevant information in the rule book and you still were dismissive, despite the issue being pretty clear. It's that kind of behavior that makes people not want to help.

    But in any case, my club will be interested to know about this, though probably a little depressed, a few of them already think that Repair is already amazingly strong the way we were playing it, giving a Tarkin commanded fleet the potential ability to repair 2 damage a turn is going to make them rather sad.
    Yeah, it's powerful but not game-breakingly so. On a large ship with a high engineering value, you have to really plan ahead to maximize your engineering points when you need them the most.

    This message was edited 1 time. Last update was at 2015/05/27 17:40:41


     d-usa wrote:
    "When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
     
       
     
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