I suggest activating the Star Destroyer first. |
First, you have to ask yourself if any ship is in immediate danger of dying. If you've got initiative and your commander's ship is under the guns of a Boarding Troopers Avenger, then I suggest activating that first.
I love the emoji at the end there |
See, we let a bunch of Gungans get shot and somehow this is the smart option. Especially bringing them to battle, because REASONS! |
So to sum up the Initial Ship Choices:
1) Is anything going to die?
2) Does that matter?
3) What ship ACTUALLY benefits you the most by activating?
That's my basic go-to for figuring out what ship I activate each time it's my turn. Sometimes (often?) I end up waiting for my opponent to come into range of one ship, which will influence question 3 most often (I need to wait for that ISD to scoot into range before I activate my MC30!) but your opponent can screw with that by futzing with his speeds. If that ISD drops to speed zero (again using this example) then it might stay out of black dice range of my MC30. And that can mean the difference between 1-2 turns of black dice and 1-2 turns of just blue dice (depending on initiative and all of that).
And the less said about yellow dice, the BETTER! |
1) Did I trigger the Pelta this turn?
As we saw last turn, your Pelta is going to be affecting most, if not all of your ships. If you triggered Shields to Maximum!, it's BEFORE you reveal a command. Choose ship, heal shield, reveal. Heal and reveal, if it helps you remember. If you're running Entrapment Formation, it's during the Determine Course step. Which means, in my opinion, the best thing to do there might be to check your speed dials every time before you move to best ensure that you're getting the benefit of triggering the Pelta on your turns.
As for All Fighters Follow Me!, that's one you've likely built around. That's not so casual as something that happens each time you activate a ship, happens once, and then you don't remember to trigger it next ship. I personally haven't had a problem remembering that I'm getting speed 3 B-wings or speed 4 X-wings and Y-wings. HOWEVER, I am not you, but AFFM! isn't one I use every turn. When I trigger it, it's for a specific turn and a specific attack plan I'm going for with my squadrons, but that's me.
I would LOVE to tell you some sort of trick such as putting tokens on your dial or moving your fleet command upgrade cards around and stacking THOSE on the dial, but if I'm understanding the rules correctly, that's not "hazily legal;" it's actually ILLEGAL AND AGAINST THE RULES.
No matter what anyone will tell you. |
I will say that experience is the best learner, here. When you're playing with your friends at your local game store, ensure that you're a stickler for the rules. If you missed the timing window, don't let yourself trigger it later. You'll learn FAST how and when to get them done right.
2) What upgrades/people need to be activated when this turn?
Just like last time with Garm and his tokens, certain officers trigger at certain times. Our good buddy Intel Officer triggers RIGHT after your initial roll of the dice. No adding, no concentrating fire, no Leading Shots reroll, NUNNA DAT! First roll, base dice, what you got? That's when Intel Officer goes.
Similarly, Raymus Antilles is right when you reveal the command you get a free one. Combine him with Ahsoka Tano, however, and you can get a fun interaction where you reveal a command with Raymus, exhause Ahsoka to change it to a DIFFERENT command, and then decide to take the ship's dial itself as a token. Resulting in 2 tokens for 1 ship in 1 turn. Pretty sweet, but you gotta resolve that all in the correct order to get the desired outcome. Leia (officer) happens when you reveal the command. THAT'S when you can switch another ship's command, so keep in mind that if you do it late you don't get to do it later (legally, I mean. Friendly games are another matter, of course). Admiral Titus (I didn't forget you Imp players!) triggers at the start of the first round. So, BEFORE I get to assign my dials. If we start going and I activate a ship, I'm not sure how willing I'll be to let you trigger him when I have everything set to my liking, currently.
I just got season 3, and I'm super excited to watch it. No jokes here, but that IS Admiral Titus at the end of that lightsaber. |
I can keep listing examples on these all, but what THIS breaks down to is: when do your fancy upgrades and people need to activate and trigger?
3) Do I need to grab any tokens for the objective with this ship?
Moving away from things I wrote last article, let's talk about objective tokens.
The yellow |
4) Fire, don't forget
Sometimes I get so into a specific ship and what it's doing that turn that I focus on it to the detriment of everything else. The CR90 NEEDS to repair this turn! The Yavaris HAS GOT to push squadrons so hard you guys! The flotilla is navigating or it's GOING TO DIE! But in all of that, I've forgotten several times to actually ATTACK with the ship itself. Yavaris DOES have guns on it. Guns that can shoot ships, kill squadrons, all sorts of things! Always remember to ACTUALLY attack with your ships themselves. It adds up over time, as crazy as it may be to believe. What's one attack from a ship, how much damage could I miss out on if I didn't roll it? Then you realize that Yavaris attack could roll 2 double hits and an accuracy on the flotilla in close range. Or the ISD in range, taking out its brace. It ADDS UP. Don't forget to fire your guns.
Oh man, I bet this song is about either girls, partying hard, or partying hard with girls (I say that as a fan) |
So with our last question here, we have to keep something in mind. You have other ships in your fleet. Sometimes you just need to move 1 click forwards with your Salvation. Sometimes you've got a swarm of Hammerheads running all over, needing to both stay within distance 3 of one another to trigger the Task Force Titles. And that's a lot more difficult, as you can't just trudge forwards. You need to look and see where your ship is going to land for all of the OTHER ships you need to activate.
I'm so glad I chose to activate it first! |
So summing up our back half of the article:
1) Did you trigger your Pelta this turn (and when does that affect your ship)?
2) What upgrades/people need to be activated/triggered?
3) What objective tokens do i need to grab?
4) Did you remember to fire your guns at enemy ships and squadrons!
5) Where am I moving to?
Or even faster:
1) Pelta
2) Upgrades/People
3) Objective Tokens
4) Attack
5) Move correctly!
PUPOTAM - Pup-Oh-Tam. It's not great, I realize, but it's easy to remember verbally, and it sets up the correct order for all of your stuff, I think. Just remember that the UP and the OT are one triggering thing and it should work for you. And for you Imperials that have a Cymoon, change it to Fup-Oh-Tam (for fleet command). And if you didn't bring a Pelta, well then it's Up-Oh-Tam.
Up and At-Them? |
Basic Building (pre-game)
1) Did I use a fleet builder (to ensure no math mistakes)?
2) Did I take time to build this list, ensuring proper thought went into it to address Eric's points?
3) Did I pull out the correct cards for the build I'm playing today?
Starting Each Turn
1) Did you remember to trigger your Pelta this turn?
2) What people/officers/commanders are triggering this turn?
3) What's my plan for this turn?
What ship to activate?
1) Is anything going to die (if I don't activate it)?
2) Does that matter?
3) What ship ACTUALLY benefits you the most by activating?
Individual Ship Choices
1) Pelta goes when?
2) What upgrades/people need to be activated/triggered?
3) What objective tokens do i need to get?
4) Did you remember to fire your guns at enemy ships and squadrons!
5) Where am I moving to?
The basics are what they are (get in the habit of printing your list out or looking at the fleet builder on your phone and you'll do those all well enough), and after that?
People, Pelta, Plan. What ship benefits me MOST by activating? And then the PUPOTAM. I'd like to thank you all for letting me take my way through this checklist diversion, and I hope it helps you all in your games going forwards. If there's any questions about anything with this whole series, please let me know!
Not a question, bus a suggestion: I found that my upgrade placement on the table helps with this,and its perfectly legal.
ReplyDeleteFrom left to right, I set all my uogrades in their window activation order. So, say, the ship would have its Command uograde on the far left, followed by command related upgrades, then attack, then maneuver... A different row for those activating on other ships' turns and another row for passive ones.
It's not foolproof, but helps.
The Imperial version of PUPOTAM should be CUPOTAM
ReplyDeleteYes, I'm making that a thing now