Wednesday, August 7, 2019

Rebellion in the Rim obstacles and proximity mine tokens

I briefly considered adding these to the original article on obstacles, but given they're not commonly used in most games (being tied specifically to Rebellion in the Rim objectives and the mines to RitR upgrade cards), it seemed wisest to give them their own separate article I could link to when I discuss the new RitR obstacles and mines in the future (we're getting there!). So let's talk new cardboard tokens that go on a giant mousepad.

Okay, so this is going to be a big picture-heavy as I've scanned in the tokens themselves and I'll be referencing the text blocks from RitR when it comes to the rules before I do the usual rules clarification bit, etc. Here we go!

Exogorth is KILLING IT at karaoke night
The Exogorth reminds you that good online dating pics show off the front and the back
 Exogorths
 Extra rules stuff
  • You can place the overlapped squadrons overlapping the exogorth if you like (as that's touching and it's otherwise an obstacle).
  • If you can't fit all the overlapped squads touching the exogorth, it should operate like when a ship overlaps squads - if you can't fit them all in touching the base, fit the extras in touching squads that are touching the exogorth.
  • The exogorth itself can't overlap obstacles it pops out of, so it must be base-to-base at least at the connection point with its home obstacle.
  • The exogorth is itself an obstacle, so it will obstruct attacks like normal obstacles.
  • Remember that when a ship takes damage from non-attack effects, its owner chooses which hull zone the damage goes to, so if the exogorth chomps on a ship that lands on it, the owner should usually choose to have it bite a shield off a hull zone that's not in danger.
  • Even though each player chooses a different exogorth for doing squad attacks, they're not friendly to anyone - they're only on Team Hungry Space Slug
    • Remember that exogorths don't obstruct themselves nor does their home obstacle obstruct their attacks. Otherwise, they can be obstructed like normal for a ship attacking squadrons.
    • Also remember that squads they attack only get sleepy if they suffer damage (similar to Dutch's attack, apparently exogorths are packing ion cannons). If the exogorth flubs the attack roll or the squadron ends up suffering no damage (usually due to the scatter defense token or Biggs damage-passing shenanigans), then they dodge getting tabbed to activated.
  • Per the FAQ, the second player still chooses the first space slug to attack at the start of the squadron phase but each squadron is attacked by the opposing player. This means you no longer get weird situations where a player attacks his own ace squadrons and chooses not to spend accuracy icons against them.
The important thing to note is exogorths pop out of different obstacles in the objectives they are used in and don't need to stay put. The second player chooses where they come from in those objectives, so this can be used to inconvenience enemy squadron groups close to an obstacle by threatening them with sleepy slug chomps if they don't get activated by a squadron command earlier or to set up a bit of an anti-squads defensive perimeter near your models near obstacles. Turns out squads aren't super keen on jumping into areas where they'll likely eat 3 blue dice attacks for free.

Nothing says "high gravity" like "weird jellyfish techno space rave," am I right?
 Gravity Rift
Extra rules stuff
  • Ships normally can't deploy at speed 0, but the gravity rift overrides that and forces it. In most cases, this is relevant when deploying a ship too close to the gravity rift token after the game begins through Raddus, but if you set the gravity rift as close as possible to the opponent's deployment zone, it can make deploying in a decent-sized radius near it fairly unpleasant.
  • If you end up landing on the gravity rift, you'll note that not only are you set to speed 0 but you'll be at distance 1-2 of it in your future Determine Course step, which means even if you use a nav dial or token, your attempt to go from speed 0 to speed 1 will be treated as speed 0 and you'll land on it all over again, resetting your dial to 0 again.
    • It's not impossible to escape, though - a nav dial+token will do the trick, as will other effects that can turbo-charge your nav commands (like Admiral Ozzel or Leia or stacking Entrapment Formation with a nav command).
  • The gravity rift affects every Determine Course step, so if you're at distance 1-2 of it and try to use Engine Techs, you're going absolutely nowhere.
  • The gravity rift is still an obstacle and otherwise obstructs attacks like normal. It has no special effect on squadrons.
At a casual glance, the gravity rift is an "oh God, avoid this thing" obstacle, but it's got some sneaky uses beyond that. Obviously you should be trying to avoid landing on it with ships at all costs (speed 0 ships typically are in a bad spot) but that doesn't mean you should avoid it altogether. For example, say you have a long-ranged ship like a Cymoon or a Home One MC80. You want your artillery ship to rain red dice death on your foes without getting closer to them but going speed 0 is not exactly a great move. As long as you're at distance 1-2 of a gravity rift, you can lob dice downfield all day long and then your speed 1 ship goes speed 0 without actually being speed 0. It's also got obvious uses against Raddus, similar to G7-X Grav Well Projectors. Don't be afraid of using it as a hand brake, either, if your fast ship needs a bit of help slowing down to keep from flying off the table or into an obvious trap.

"Mom! Are we there yet? Mom! Moby stole my crackers! Mom! Shamu poked me! Mom!"
Purrgils want you to know that there's a large decrease in happiness once you get to over 3 children.
Purrgils

Extra rules stuff
  • Ships overlapping Purrgils take damage equal to the speed on its dial, even if a ship's speed is temporarily reduced due to effects like the gravity rift or overlapping and moving back or because it's resolving an additional extra maneuver like with Engine Techs.
    • Remember that when you take damage outside of an attack, the owner chooses the hull zone it all goes to and no defense tokens can be spent (as it's not an attack). Press F to pay respects to speed 4 corvettes that land on a purrgil.
      • Be extra sad if that corvette uses Engine Techs and hits the purrgil again for another 4 damage.
  • Purrgils are like other obstacles that move, so they can't overlap other game assets (ships, squadrons, tokens, other obstacles) at their end position.
    • You can use this to have some control over where/how far they're able to move by putting stuff in their way.
  • Because second player gets the first Purrgil move, they'll usually be moving the most impactful Purrgil throughout the game.
  • Otherwise, Purrgils behave like normal obstacles and obstruct attacks.
There's not a lot to say about Purrgils that wasn't already covered above: they're mobile obstacles, which provides some opportunity to deny or create obstruction, and they hurt to land on. You can try to set them up to get in the way of enemy ships making a break for it at high speed or complicate the approach and when used well they can be even more damaging debris fields that also hurt squadrons. Typically Purrgil have a special role in their objectives that provides an incentive to avoid them or get close to them, but not always.

It's some kind of low-budget flying saucer, I guess?
Proximity Mines

Extra rules stuff
  • Proximity mines aren't obstacles, but I included them here because they fall under the heading of "extra cardboard tokens from Rebellion in the Rim that go in the playing area."
  • No matter when a proximity mine token is placed, it cannot be placed within distance 1 of another proximity mine token.
  • Proximity mines only deal facedown damage, unlike the mines in Minefields.
    • Also unlike the mines in Minefields, proximity mine tokens are not objective tokens (despite being the same size) and do not interact with Strategic.
  • Attacking a single mine uses up one of your ship's two attacks and disallows that hull zone from attacking again (barring exceptions, of course) like normal.
    • Mines are treated as squadrons, so squad-based upgrades will work against them.
    • Squadrons can't attack mines at all.
    • It's important to restate that if you attack a mine, you only attack a single mine. People used to flakking squadrons may find this counter-intuitive.
    • You can (and in some cases should!) attack your own mines.
  • Mines go off only after movement, so you can hypothetically deploy right on top of a mine with no trouble, just be sure to run away quickly. 
  • If you deploy proximity mines on top of a mobile obstacle (like a purrgil, or any obstacles that move due to the objective), the mine moves along with it. You can use this to deliver mines a bit more aggressively than their inherent method.
Mines are one of those things that gets better the more of them you have: it's less impactful to flak down one when there are several more, you can cover more of the table with them, and you can put them close to one another to more strongly disincentivize going to certain places on the table. Just be careful not to accidentally hit your own mines. They're also great against expensive low-hull ships like MC30s where hitting the hull directly can cause serious problems, and at an average 1.5 damage each, they can add up quickly against smaller ships.

5 comments:

  1. Actually you cannot use Gravity Rift with the Hyperspace Assault :D

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    Replies
    1. Ha, good point, given they're both objective-based.

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  2. Just making sure I'm reading these right. But a mine inside a dust field cannot be attacked period, correct? Since fighters cannot interact with mines and all ship attacks of any flavor fail if traced through a dust field, correct?

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    Replies
    1. That sounds like a pretty sweet deal on any of the dust field objectives. I'll have to remember it any time I'm weighing proxy mines.

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