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Corellian Conflict Questions: Dev Answers

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There's a rule apparently in the RRG that says ships must be assigned a minimum of one command dial in the command phase. Which makes sense as a guard against stacking such effects till you break your own ship with beneficial upgrades, like the ship title that does the same thing.

As near as I can find on page 7 of learn to play is says "During the first Command Phase, the players must assign command dials to their ships so that each ship has a number of command dials equal to its command value. The Rebel player must choose one command for his CR90 and two commands for his Nebulon-B. The Imperial player must choose three commands for his Victory-class Star Destroyer." But this only applies to the learning to play as it also says on page 5 when setting up "Prepare Ships: For each ship, place a speed dial set to “2” near that ship’s card. Then set all four of its shield dials to the maximum values shown on its ship card. Then place one command dial near the CR90 Corvette A ship card, two command dials near the Nebulon-B Escort Frigate ship card, and three command dials near the Victory II-class ship card." So as I said this at least to me is clear that the learn to play booklet does not apply here as it is only the very basics and over ruled by the Rule Reference Guide.

 

And the Rule Reference Guide I was able to find. On page 3 is says "A ship must be assigned command dials until it has a number of command dials equal to its command value. This may require that more than one dial be assigned to a ship, such as during the first round of the game." On page 10 it says "Gather enough command dials and speed dials for the fleet." On page 11 "Reveal the ship’s top command dial." and "After a ship activates, place its revealed command dial faceup on its ship card to track that it has activated." So as far as I can tell at no place does it ever say that there is a minimum number of dials, it says that you must assign a number equal to your command value. However the golden rule overrides this (see below) otherwise cards such as the Relentless title "The total number of command dials that must be assigned to your ship during the Command Phase is reduced by 1." and Jan Ors who says "When a friendly squadron at distance 1-2 is defending, it can spend your defense tokens." would both be useless Relentless because of above and Jan when it says on page 5 "Ships and squadrons cannot spend command dials, command tokens, or defense tokens belonging to other ships or squadrons." So as I read it the card overrules the number of command dials that must be assigned to the ship, and as there is no minimum number also there is no rule that says being player two can not have negative side effects, this mean you can have ships with no (as zero) command dials. I can find no rules that say otherwise, and I do not think it breaks the game so when people use that as the reason why at least to me that holds no water. So unless someone can show me in the rules where the card does not override this rule, or they FAQ it (likely) I say that you play the card as written, because if you are saying that the card does not apply to small ships (with only one command dial) why would it apply to large ships (with more than one command dial)?

 

Expanding on my thought that it does not break the game, I am not saying that it will not make it tough, but you do not need to have a single command to fight the battle. To do your plan maybe (OK, probably), but every ship can move and shoot with out a single command dial, squadrons can still move or shoot in the squadron phase so you can still fight the battle. If it is a case of needing something to mark the ships that have activated or not, I see that as a secondary feature of the command dial but still not game breaking. If you can not keep track or do not trust the player you are playing (I see that as a different issue) use something else (speed dial maybe).

 

 

"The Golden Rules

This Rules Reference booklet is the definitive source of rules information for Star Wars: Armada. If something in this booklet contradicts the Learn to Play booklet, the Rules Reference booklet is correct. Effects on components such as cards sometimes contradict rules found in the Learn to Play or Rules Reference booklets. In these situations, the component’s effect takes precedence. If a card effect uses the word “cannot,” that effect is absolute."

Edited by CDAT

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^^

 

This is just silly. By all means go ahead and play the game where the second player gets 0 dials for their 1 dial ships and lol all the way through at their supposed second player advantage and the awesome fun they must be having...

 

But, if I were your pal and we played like this, I doubt I'd bother for a return match let alone sitting through a whole campaign.

Edited by Jambo75

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The difference between tournaments and CC is tournaments have a final, absolute ruling made at the point of conflict. And then the entire tournament has to follow that, and no one can object.

 

The nice thing about CC is I don't have to follow any **** rule someone else says I must follow on the forums, and in particular what CDAT just said. 

 

I will play it so every player 2 ship has a minimum of 1 command dial, because that is supposed to be the benefit of the objective. Quicker reaction time on your ships, and slower ones on your opponent. Objectives are made to benefit player 2. Having no command dials means you can't change speed, repair or command squads. I'd think that is worse than getting another command dial.

 

So list all the RRG/FAQ you want CDAT, no one is obliged to listen or follow your lead because there is no way to enforce it. 

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So list all the RRG/FAQ you want CDAT, no one is obliged to listen or follow your lead because there is no way to enforce it. 

 

Don't bring the rules into this discussion! I do what I want!  :D

 

It's a casual campaign. I'm under no obligation to follow any rules made here. I just talk to the players I am with and we will come to our own conclusion until FFG releases an FAQ to address the problems.

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So list all the RRG/FAQ you want CDAT, no one is obliged to listen or follow your lead because there is no way to enforce it. 

 

Don't bring the rules into this discussion! I do what I want!  :D

 

It's a casual campaign. I'm under no obligation to follow any rules made here. I just talk to the players I am with and we will come to our own conclusion until FFG releases an FAQ to address the problems.

 

 

I totally agree. 

 

Our current CC group wants to do all kinds of whacky stuff like generic squadrons promoting to genique squadrons when achieving veterancy, then genique squadrons promoting to aces.

 

Lots of cool stuff to do.

 

But that doesn't invalidate a precise definition of what the rules really mean - so that we can all make an informed decision about how we choose to break them.

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So list all the RRG/FAQ you want CDAT, no one is obliged to listen or follow your lead because there is no way to enforce it. 

 

Don't bring the rules into this discussion! I do what I want!  :D

 

It's a casual campaign. I'm under no obligation to follow any rules made here. I just talk to the players I am with and we will come to our own conclusion until FFG releases an FAQ to address the problems.

 

 

I totally agree. 

 

Our current CC group wants to do all kinds of whacky stuff like generic squadrons promoting to genique squadrons when achieving veterancy, then genique squadrons promoting to aces.

 

Lots of cool stuff to do.

 

But that doesn't invalidate a precise definition of what the rules really mean - so that we can all make an informed decision about how we choose to break them.

 

The issue with following the rules to the exact letter means you will never know if you activated a ship per the RRG. Obviously you know if you activated it or not, but the rules say you place your command dial next to the ship after it has activated. Pretty sure no one plays like this, so are we disregarding the rules? I put my command dials on top of the stack face up to show a ship has activated. And to activate a ship you must have a command dial:

 

Ships are activated during the Ship Phase. When a ship is activated, its owner proceeds through the following steps.

1. Reveal Command Dial: Reveal the ship’s top command dial. Then either place the dial next to the ship in the play area or spend the dial to place the corresponding command token next to the ship in the play area.

2. Attack: Perform up to two attacks with the ship from different hull zones. 3. Execute Maneuver: Move the ship at its current speed.

• After a ship activates, place its revealed command dial faceup on its ship card to track that it has activated.

• Each ship can activate only once per round.

 

I can't think of anything off the top of my head that would cause you to discard a command dial before you activate, because it breaks the rules. You must flip a command dial to activate.

 

So yes, I will disregard Nebula Outskirts in regard to command 1 ships, and place a command dial for the ship.

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I would reinforce the "this isn't competitive play" argument. Do whatever your group feels makes the most sense. In the case of Nebula Outskirts, the controlling player chooses whether to assign a dial to a command one ship, and chooses whether to assign a dial to a higher command ship. Remember:

 

- You MUST assign dials until the number of dials equal command value

- NO reduces the number of dials you MUST assign by one

 

So the threshold of dials that must be assigned is lowered by one, but that doesn't mean you can't still assign a number of dials equal to the command value, as dictated by the rules. So on a Command Three ship, the number I MUST assign is dropped to two. I can, however, still follow the rules and assign command dials up to the command value of my ship. I just don't HAVE to.

 

Of course, it doesn't make sense to do it with any ship above command value one, because having fewer command dials is generally an advantage.

 

Isn't there a whole thread dedicated to this discussion?

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I can't think of anything off the top of my head that would cause you to discard a command dial before you activate, because it breaks the rules. You must flip a command dial to activate.

 

 

 

There's a Critical Effect.

Crew Panic, I think....

But, as a technicality - its not before you Activate...  Its before you reveal the command dial...  So you have technically activated.

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So list all the RRG/FAQ you want CDAT, no one is obliged to listen or follow your lead because there is no way to enforce it. 

 

Don't bring the rules into this discussion! I do what I want!  :D

 

It's a casual campaign. I'm under no obligation to follow any rules made here. I just talk to the players I am with and we will come to our own conclusion until FFG releases an FAQ to address the problems.

 

 

I totally agree. 

 

Our current CC group wants to do all kinds of whacky stuff like generic squadrons promoting to genique squadrons when achieving veterancy, then genique squadrons promoting to aces.

 

Lots of cool stuff to do.

 

But that doesn't invalidate a precise definition of what the rules really mean - so that we can all make an informed decision about how we choose to break them.

 

The issue with following the rules to the exact letter means you will never know if you activated a ship per the RRG. Obviously you know if you activated it or not, but the rules say you place your command dial next to the ship after it has activated. Pretty sure no one plays like this, so are we disregarding the rules? 

 

 

This is exactly how we play in our local group. Just like the rules say.

 

Why wouldn't you?

Edited by Democratus

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Nebula Outskirts:

 

The third part of the card reads: "The total number of command dials that must be assigned to each of the second players shipts during each command phase is decreased by 1."

 

This should be added to the end: " to a minimum of 1"

 

second player always gets the objective buff - not being able to assign dials to your 1 command value ships would be terrible.

 

 

I would reinforce the "this isn't competitive play" argument. Do whatever your group feels makes the most sense. In the case of Nebula Outskirts, the controlling player chooses whether to assign a dial to a command one ship, and chooses whether to assign a dial to a higher command ship. Remember:

 

- You MUST assign dials until the number of dials equal command value

- NO reduces the number of dials you MUST assign by one

 

So the threshold of dials that must be assigned is lowered by one, but that doesn't mean you can't still assign a number of dials equal to the command value, as dictated by the rules. So on a Command Three ship, the number I MUST assign is dropped to two. I can, however, still follow the rules and assign command dials up to the command value of my ship. I just don't HAVE to.

 

Of course, it doesn't make sense to do it with any ship above command value one, because having fewer command dials is generally an advantage.

 

Isn't there a whole thread dedicated to this discussion?

 

These are the key points.  The wording on the card doesn't say that the total # of command dials assigned to a ship is reduced by 1.  It says the number that MUST be assigned is reduced by 1.  Nowhere does it say that you are required to reduce the number.  So, on a ship with Command of 1, you are not REQUIRED to assign a dial, but you still can.

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Constant squadron limit changing? Ok thats annoying.

Really should just be "Initial 400pt = 134pts, then max of 500pt = 167pts regardless of your actual ship list" just to keep it simple.

 

Not to mention how the hell would you know your opponents didnt add more fighters, break the limit theyre suppose to have, but its under the 167pts so maybe they lost a ship and thats why the numbers are off? Other than this is obviously among friends so odds of someone bring a prick like that are low.

 

It's not like it's difficult math.

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Constant squadron limit changing? Ok thats annoying.

Really should just be "Initial 400pt = 134pts, then max of 500pt = 167pts regardless of your actual ship list" just to keep it simple.

 

Not to mention how the hell would you know your opponents didnt add more fighters, break the limit theyre suppose to have, but its under the 167pts so maybe they lost a ship and thats why the numbers are off? Other than this is obviously among friends so odds of someone bring a prick like that are low.

 

It's not like it's difficult math.

 

 

Its not the Math that's difficult.

 

 

Its the fact that some times you can be legal before you count the squadron against your points, and legal after the squadron coutns against your points, but not have the limit available to add the squadron until its activated :D

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^^

 

This is just silly. By all means go ahead and play the game where the second player gets 0 dials for their 1 dial ships and lol all the way through at their supposed second player advantage and the awesome fun they must be having...

 

But, if I were your pal and we played like this, I doubt I'd bother for a return match let alone sitting through a whole campaign.

And why is playing the card as it is written silly? Also where does it say that the second player is supposed to get an advantage? Yes, under the other cards the second player gets an advantage, but I have never seen anything that says they are required to. I agree, I doubt that we would play long, I see two main reasons why, first you are unwilling to say why the rule should not apply just saying that you think it is silly. And second I would not want to play with someone who only wants to follow the rules that give you an advantage, but ignore the ones that put you at a disadvantage, that to me is just silly. I prefer to play by the rules good or bad, unless we as a group decide to house rule something.

 

 

 

 

 

 

So list all the RRG/FAQ you want CDAT, no one is obliged to listen or follow your lead because there is no way to enforce it. 

 

Don't bring the rules into this discussion! I do what I want!  :D

 

It's a casual campaign. I'm under no obligation to follow any rules made here. I just talk to the players I am with and we will come to our own conclusion until FFG releases an FAQ to address the problems.

 

 

I totally agree. 

 

Our current CC group wants to do all kinds of whacky stuff like generic squadrons promoting to genique squadrons when achieving veterancy, then genique squadrons promoting to aces.

 

Lots of cool stuff to do.

 

But that doesn't invalidate a precise definition of what the rules really mean - so that we can all make an informed decision about how we choose to break them.

 

The issue with following the rules to the exact letter means you will never know if you activated a ship per the RRG. Obviously you know if you activated it or not, but the rules say you place your command dial next to the ship after it has activated. Pretty sure no one plays like this, so are we disregarding the rules? 

 

 

This is exactly how we play in our local group. Just like the rules say.

 

Why wouldn't you?

 

I totally agree, if you want to house rule it so that the rules do not apply go for it, but why stop there why not make it so that titles are not unique so I have as many as I want. To me both these are just as silly.

 

 

Nebula Outskirts:

 

The third part of the card reads: "The total number of command dials that must be assigned to each of the second players shipts during each command phase is decreased by 1."

 

This should be added to the end: " to a minimum of 1"

 

second player always gets the objective buff - not being able to assign dials to your 1 command value ships would be terrible.

 

 

I would reinforce the "this isn't competitive play" argument. Do whatever your group feels makes the most sense. In the case of Nebula Outskirts, the controlling player chooses whether to assign a dial to a command one ship, and chooses whether to assign a dial to a higher command ship. Remember:

 

- You MUST assign dials until the number of dials equal command value

- NO reduces the number of dials you MUST assign by one

 

So the threshold of dials that must be assigned is lowered by one, but that doesn't mean you can't still assign a number of dials equal to the command value, as dictated by the rules. So on a Command Three ship, the number I MUST assign is dropped to two. I can, however, still follow the rules and assign command dials up to the command value of my ship. I just don't HAVE to.

 

Of course, it doesn't make sense to do it with any ship above command value one, because having fewer command dials is generally an advantage.

 

Isn't there a whole thread dedicated to this discussion?

 

These are the key points.  The wording on the card doesn't say that the total # of command dials assigned to a ship is reduced by 1.  It says the number that MUST be assigned is reduced by 1.  Nowhere does it say that you are required to reduce the number.  So, on a ship with Command of 1, you are not REQUIRED to assign a dial, but you still can.

 

I think you are misreading this on purpose, you assign the number based on the command value modified by the card and only that, I think it was clear in my other post (I also think others have pointed this out before), but again if you want to ignore the rules go with it, if that is what you group finds fun knock you self out.

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Remember:

 

- You MUST assign dials until the number of dials equal command value

- NO reduces the number of dials you MUST assign by one

 

So the threshold of dials that must be assigned is lowered by one, but that doesn't mean you can't still assign a number of dials equal to the command value, as dictated by the rules. So on a Command Three ship, the number I MUST assign is dropped to two. I can, however, still follow the rules and assign command dials up to the command value of my ship. I just don't HAVE to.

 

Since this is entirely supported by RAW, doesn't that solve the argument?  If the 2nd player chooses to assign all the dials (no matter if a 1 command value ship or a 2 or a 3) they can.  If they choose to assign 1 less dial (again regardless of the command value), that's also acceptable.

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Nebula Outskirts:

 

The third part of the card reads: "The total number of command dials that must be assigned to each of the second players shipts during each command phase is decreased by 1."

 

This should be added to the end: " to a minimum of 1"

 

second player always gets the objective buff - not being able to assign dials to your 1 command value ships would be terrible.

 

 

I would reinforce the "this isn't competitive play" argument. Do whatever your group feels makes the most sense. In the case of Nebula Outskirts, the controlling player chooses whether to assign a dial to a command one ship, and chooses whether to assign a dial to a higher command ship. Remember:

 

- You MUST assign dials until the number of dials equal command value

- NO reduces the number of dials you MUST assign by one

 

So the threshold of dials that must be assigned is lowered by one, but that doesn't mean you can't still assign a number of dials equal to the command value, as dictated by the rules. So on a Command Three ship, the number I MUST assign is dropped to two. I can, however, still follow the rules and assign command dials up to the command value of my ship. I just don't HAVE to.

 

Of course, it doesn't make sense to do it with any ship above command value one, because having fewer command dials is generally an advantage.

 

Isn't there a whole thread dedicated to this discussion?

 

These are the key points.  The wording on the card doesn't say that the total # of command dials assigned to a ship is reduced by 1.  It says the number that MUST be assigned is reduced by 1.  Nowhere does it say that you are required to reduce the number.  So, on a ship with Command of 1, you are not REQUIRED to assign a dial, but you still can.

 

I think you are misreading this on purpose, you assign the number based on the command value modified by the card and only that, I think it was clear in my other post (I also think others have pointed this out before), but again if you want to ignore the rules go with it, if that is what you group finds fun knock you self out.

 

 

 

RRG (pg 3)

 

• A ship must be assigned command dials until it has a number of command dials equal to its command value. This may require that more than one dial be assigned to a ship, such as during the first round of the game.

 

So, point 1, you must assign dials based on the command value of a ship.  No more, no less.

 

Nebula Outskirts

 

The total number of command dials that must be assigned to each of the second player's ship's during each Command Phase is decreased by 1.

 

Point 2, 'dials that must be assigned'.  It doesn't say that you modify the Command Value by decreasing it by 1.  It doesn't say that you assign 1 less than the command value.  It simply states that the number of dials that you MUST assign is decreased by 1.  That's about as cut and dried as you can get.

 

The fact is, nothing in the rules, nor on the Nebula Outskirts card states that you lose a dial, or are 'required' to assign 1 less dial.  It simply states that the amount you are required (must) to assign is decreased.  It seems to me that you have found a way of interpreting it that you believe is accurate and refuse to hear any arguments to the contrary.  So, I will echo your own statement:  if you want to ignore the actual language on the card, go with it, if that is what your group finds fun knock yourself out.

Edited by Xindell

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And why is playing the card as it is written silly?

Are you spoiling for an internet fight or do you really need someone to explain this to you?

 

 

I am not trying to fight, I just do not see the point of ignoring the rules. Once you start I see that as a slippery slope saying I do not like this part so I will not use it, I will do it how I think it should be. Now if your group says I think that this does not work, let try this and you all have fun go with it, but that is a house rule not saying that the rule as written does not mean what it says, or it means what I think it should.

 

 

 

Nebula Outskirts:

 

The third part of the card reads: "The total number of command dials that must be assigned to each of the second players shipts during each command phase is decreased by 1."

 

This should be added to the end: " to a minimum of 1"

 

second player always gets the objective buff - not being able to assign dials to your 1 command value ships would be terrible.

 

 

I would reinforce the "this isn't competitive play" argument. Do whatever your group feels makes the most sense. In the case of Nebula Outskirts, the controlling player chooses whether to assign a dial to a command one ship, and chooses whether to assign a dial to a higher command ship. Remember:

 

- You MUST assign dials until the number of dials equal command value

- NO reduces the number of dials you MUST assign by one

 

So the threshold of dials that must be assigned is lowered by one, but that doesn't mean you can't still assign a number of dials equal to the command value, as dictated by the rules. So on a Command Three ship, the number I MUST assign is dropped to two. I can, however, still follow the rules and assign command dials up to the command value of my ship. I just don't HAVE to.

 

Of course, it doesn't make sense to do it with any ship above command value one, because having fewer command dials is generally an advantage.

 

Isn't there a whole thread dedicated to this discussion?

 

These are the key points.  The wording on the card doesn't say that the total # of command dials assigned to a ship is reduced by 1.  It says the number that MUST be assigned is reduced by 1.  Nowhere does it say that you are required to reduce the number.  So, on a ship with Command of 1, you are not REQUIRED to assign a dial, but you still can.

 

I think you are misreading this on purpose, you assign the number based on the command value modified by the card and only that, I think it was clear in my other post (I also think others have pointed this out before), but again if you want to ignore the rules go with it, if that is what you group finds fun knock you self out.

 

 

 

RRG (pg 3)

 

• A ship must be assigned command dials until it has a number of command dials equal to its command value. This may require that more than one dial be assigned to a ship, such as during the first round of the game.

 

So, point 1, you must assign dials based on the command value of a ship.  No more, no less.

 

Nebula Outskirts

 

The total number of command dials that must be assigned to each of the second player's ship's during each Command Phase is decreased by 1.

 

Point 2, 'dials that must be assigned'.  It doesn't say that you modify the Command Value by decreasing it by 1.  It doesn't say that you assign 1 less than the command value.  It simply states that the number of dials that you MUST assign is decreased by 1.  That's about as cut and dried as you can get.

 

The fact is, nothing in the rules, nor on the Nebula Outskirts card states that you lose a dial, or are 'required' to assign 1 less dial.  It simply states that the amount you are required (must) to assign is decreased.  It seems to me that you have found a way of interpreting it that you believe is accurate and refuse to hear any arguments to the contrary.  So, I will echo your own statement:  if you want to ignore the actual language on the card, go with it, if that is what your group finds fun knock yourself out.

 

 

I am not ignoring what is written "The total number of command dials that must be assigned to each of the second player's ship's during each Command Phase is decreased by 1." must be assigned as not less and not more, so that is how I read it. If someone has something from the rules that they will point out, I am willing to look at it, and if I am wrong I have no issue with it (it will not be the first time, and likely not going to be the last). I am not just ignoring everyone else, but no one else is saying anything that as far as I can tell is backed by the rules it is all how they want it to be, or think it should be. Or to be more specific what I am seeing them saying is just ignore the rule. I am seeing lots of people say that it breaks the rules, but even if you think this so do lots of other cards, so this has no bearing on this conversation. I am also seeing people saying that player two is supposed to have an advantage, but as far as I can tell this is not supported by the rules so again this has no bearing on this conversation. Now if you think that they do show me and I am willing to learn where I am mistaken.

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^^

 

This is just silly. By all means go ahead and play the game where the second player gets 0 dials for their 1 dial ships and lol all the way through at their supposed second player advantage and the awesome fun they must be having...

 

But, if I were your pal and we played like this, I doubt I'd bother for a return match let alone sitting through a whole campaign.

And why is playing the card as it is written silly? Also where does it say that the second player is supposed to get an advantage? Yes, under the other cards the second player gets an advantage, but I have never seen anything that says they are required to. I agree, I doubt that we would play long, I see two main reasons why, first you are unwilling to say why the rule should not apply just saying that you think it is silly. And second I would not want to play with someone who only wants to follow the rules that give you an advantage, but ignore the ones that put you at a disadvantage, that to me is just silly. I prefer to play by the rules good or bad, unless we as a group decide to house rule something.

 

Ok, I'll bite! :)

 

So, all small ships can't change speed, can't do engineering, can't focus fire, and can't activate any squads.. But this is just small ships for one player in a Nebula, all your medium and large ships can, and all the other player's can. Hmmm, k.

 

But WAIT, stop the bus.... if I bring Comms Net I can send a token to them (oh no, that doesn't work because small transports won't have a dial).  Oh, wait, if I have Garm I will have a token on them at the start of round 1 and 5. Awesome, that's a plan - I must have Garm as one of my leaders. Oh wait, I'm Imperial.  Actually, maybe I'll just forgo small ships altogether as that will definitely solve the problem. Otherwise, if I don't, my opponent will surely know to attack a Nebula every turn just to ensure I have to defend with a duff fleet. Eureka, that's the plan - NO small ships. Hmmm, k.

 

Every single other objective gives an obvious advantage to second player to balance against the other player going first.  Yet, Nebula inexplicably nails the second player to the wall if they bring small ships to the fight, and for whatever reason, it gives them an advantage if they bring medium and large ships.  Hmmm, k.

 

Now, if any of that doesn't sound silly, please tell me what does. ;)

Edit: Apologies for the obvious drip of sarcasm throughout this post.

Edited by Jambo75

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Guest BladeWing24

Can we get answers as to why it was so cheaply made several have stated they would of paid more for some plastic and board instead of stickers and a poster

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So you can't see why an entire class of ships (being ships with a command value of 1) being unable to set command dials is silly?

Like, you honestly think that's an intentional product of the rules?

 

So first it is not an entire class of ships (unless you want to count flotillas as a class) it is a few ships. The GR-75, CR-90, Raider, and Gozanti are the only ships that would be reduced to zero command dials. The Pelta, Nebulon-B, MC-30, Interdictor, Gladiator, and Arquitens are going to be reduced to one command dial. Then the Assault Frigate, MC80 (both types), Victory and Imperial Star Destroyers will all be reduced to two command dials. So I do not know if it is intentional or not (I do not know what there thoughts were when they made it), but maybe it is something to try and get more rounded fleets. I mean yes, some of those are some of the most common ships I see people using on the forums but also most people want to have lots of upgrades on there ships and the rules limit you to starting with one, so it is out of the realm of possibility that they would make one place that the one command dial ships do not work well, when at the same time some of the most powerful ships (MC-30, and Gladiators) now become one command dial ships? As it is only one location card I could see it making it something that requires thought and planing. If you know that you may have to fight in that location you may want to make sure you have some way to give commands to other ships, and/or ships with more than one command dial at the start. As on the other side this will really screw with the triple ISD fleet (each now at four command dials).

 

So once again I do not see it as silly as it is not a entire class of ships just a couple for each faction. And I do not know if it is intentional or not, but could see it having been the plan to make people think and plan their fleets out.

 

 

 

^^

 

This is just silly. By all means go ahead and play the game where the second player gets 0 dials for their 1 dial ships and lol all the way through at their supposed second player advantage and the awesome fun they must be having...

 

But, if I were your pal and we played like this, I doubt I'd bother for a return match let alone sitting through a whole campaign.

And why is playing the card as it is written silly? Also where does it say that the second player is supposed to get an advantage? Yes, under the other cards the second player gets an advantage, but I have never seen anything that says they are required to. I agree, I doubt that we would play long, I see two main reasons why, first you are unwilling to say why the rule should not apply just saying that you think it is silly. And second I would not want to play with someone who only wants to follow the rules that give you an advantage, but ignore the ones that put you at a disadvantage, that to me is just silly. I prefer to play by the rules good or bad, unless we as a group decide to house rule something.

 

Ok, I'll bite! :)

 

So, all small ships can't change speed, can't do engineering, can't focus fire, and can't activate any squads.. But this is just small ships for one player in a Nebula, all your medium and large ships can, and all the other player's can. Hmmm, k.

 

But WAIT, stop the bus.... if I bring Comms Net I can send a token to them (oh no, that doesn't work because small transports won't have a dial).  Oh, wait, if I have Garm I will have a token on them at the start of round 1 and 5. Awesome, that's a plan - I must have Garm as one of my leaders. Oh wait, I'm Imperial.  Actually, maybe I'll just forgo small ships altogether as that will definitely solve the problem. Otherwise, if I don't, my opponent will surely know to attack a Nebula every turn just to ensure I have to defend with a duff fleet. Eureka, that's the plan - NO small ships. Hmmm, k.

 

Every single other objective gives an obvious advantage to second player to balance against the other player going first.  Yet, Nebula inexplicably nails the second player to the wall if they bring small ships to the fight, and for whatever reason, it gives them an advantage if they bring medium and large ships.  Hmmm, k.

 

Now, if any of that doesn't sound silly, please tell me what does. ;)

Edit: Apologies for the obvious drip of sarcasm throughout this post.

 

OK, I will answer you even though you are clearly not serious. First why I am saying that you are not serious, first it is not all small ships, it is only two different ships for each faction. So you first point is null and void. Your second point you are trying to make light of it, but you point out that there are ways that somethings can be done, so it is also null and void. To your third point, yes other objectives gives an advantage to the second player. This one does as well, maybe not a big of an advantage as others, but my question is where does it say that the player two has to have an advantage? I have asked this before and so far no one has pointed out where the rules say this, it is just personal belief. And it does not nail the second player to the wall if they bring small ships, you could say that it makes them much much meaner if the bring the right small ships (one command dial MC-30 or Gladiators anyone? and o-wait they are both small base ships that are totally unable to do anything here according to you), it also helps if they have ships with normally three command dials.

 

And now just going on with how pointless your post was, there are by my count four worlds that can have the Nebula Outskirt, in order I found them on the map 1) Forvano, but it also has Independent Station, so if you think that playing by the card as written ruins the game us it instead. 2) Plympto, but it also has Asteroids, and independent Station, so again use one of them, this time you have two different options. 3) Crash's Drift, and in addition to the nebula you get to add the  three player objectives, so pick one of them. And 4) Polanis, OK this one only has the one option, so you have to pick it, but if you are worried you can put a station on it (either before you start or after you fight and win there) and then you will do a station defense mission rather than the nebula. So even if (as I think it is supposed to be played) you play it as written, it looks super easy with only one possible exception to never have to use that mission. I also do not see it being game breaking or anything like that, does it give as much advantage as some to the player two? Probably not, but I do think that it still does give an advantage to the player two. I have not seen anyone give any evidence to the contrary, I have only seen people say that it ruins/breaks the game and stuff like this with out backing up their thoughts. So unless people want to carry on a conversation based on substance I am done here, play the way you want, the game police are not going to show up and take you stuff away if you play it as written or not.

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Change "all small ships" to "certain small ships" in my post, but the same points remain. It still has no sensible gameplay explanation as to why CR90s, transports and Raiders are ****** (and only for second player), yet MC30s and Glads amongst others are laughing. Therefore it's still silly whichever way you try to dress it up.

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