Hodgepodge Questions

By Ribann, in X-Wing Rules Questions

Some questions that come up during league/tournaments that I need clarification:

Question 1: Does an attacking ship have a shot on the defending ship if the range ruler is touching both bases at all?

Reason I ask: Tournament official friend said the range ruler has to overlap the cardboard bases of the ships.

Example: Does A-wing have a shot? (yes, range ruler is flipped...my bad)

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Question 2: When determining initiative, what are the official rules on rolling for most eyeballs and rolling one attack die for hit/miss?

Reason I ask: Tournament official said the "official" way is to roll for eyeballs. I said that's inefficient but didn't have anything to back up my case. I suppose it doesn't matter?

Question 3: Where in the rules does it state that Proton Bombs ignore shields? If it does not, how does one explain to someone challenging the fact that Proton Bombs ignore shields (i.e. if they are flying Chewbacca)? Yes, it says you are dealt a face-up damage card, but people still challenge this ruling. Please help!

Question 4: Should all four nubs on the base of a ship touch the movement template when bumping?

Reason I ask: On Vassal, this rule is strictly followed. In real life, people tend to rotate their ship way off base on a bump and (usually) give themselves a better angle (unintentionally or intentionally).

Question 5: How does Rexler Brath's ability Interact with Chewbacca's ability?

Thanks! Cheers!

1) Waiting on the next FAQ for clarification on that one or else I missed it in the thread that talked about it some time ago.

2)Players roll 3 of the same coloured dice. The most eyes gets to pick who has initiative. Reroll on a tie.

3)Proton bombs deal a face up damage card. The ship does not "suffer damage", which is the mechanism that checks for shields first and then applies it to hull. The face up card goes straight to affecting hull because it does not get suffered, only applied directly to the ship, which goes around the normal damage rules to put it directly onto the ships hull.

4)As best as the numbs can. Sometimes it is very difficult to get into the correct placement (falcon blocked doing a 1 turn) but players should not be turning and placing without having the nubs be at least close to where they should be. Both players have to agree on correct placement before moving on.

5) Rexler turns cards face up after being dealt. Chewie turns crits face down that have been dealt. Rexler's ability works over Chewie's. To clarify, Rexler deals damage cards and then flips them face up. Chewies flips dealt face up cards down when they are dealt to him. If it is a normal damage card it goes onto Chewies hull. Saboteur and Rexler then can flip it face up as it is past Chewies abilitie's timing.

Edited by Sergovan

2) official tournament initiative check is flip a coin, but eyeballs on dice also work. Point #4 on page 2 of the Tournament Rules, under Squad Deployment Procedure.

Ok, for determining range. Here's what the rulebook says on page 10 under range:

  • To measure range, place the Range 1 end of the range ruler so that it touches the closest part of the attacker’s base. Then point the ruler toward the closest part of the target ship’s base that is inside the attacker’s firing arc. The lowest section (1, 2, or 3) of the ruler that overlaps the target ship’s base is considered the range between the ships.

So, if the range ruler fits between the two craft, even it is touching both bases, you are out of range. I have a set of rulers for range 1 and range 2, which makes determining range band super easy. If the Range 1 template fits between the two ships, even if touching, you are range 2.

As for the 3rd question, it gets into the stages of dealing damage. The proton bomb does not deal one critical damage to a ship, which would then hit shields because it then would resolve the standard damage dealing steps on page 13 and 16 of the rulebook. It instead directly deals a faceup damage card. It's not considered dealing damage and is therefore handled differently. Chewy would be dealt the faceup damage card, then would flip it down based on his ability, though the damage card would indeed be against the hull. If you can figure out how to hit him with 8 proton bombs, you might just be able to kill him with shields left.

I think the other questions have been wholly answered. Anything else? :)

1). The entire base (nubs and all) are counted when measuring. The ruler must however overlap, and not simply touch. Easiest way to check is to lie the ruler down. If it sits flat on the mat between the models = no shot, if it is touching one, and sitting up on the other (no matter how slightly), it's in.

2)Tourney rules now say coin flip. Any method is acceptible to me though, as long as it is random and fair. (I have my own challenge coin that I use, with Rebel face and an Imperial face - Thanks Nightgato from CanCon)

3) Proton Bomb actually says to deal a damage card. All other cards say cause 1 damage. That should be all the rules clarification needed.

4) Yes they should, but it's not nearly as easy to do in real life as it is on Vassal, my attitude is "its good enough as long as fair effort was made." On my part, I always ask my opponant if they are happy with the positioning before moving on)

5) Chewie's ability resolves when the card is dealt. Rex comes in later and changes them, but as cards are not dealt out then, his ability doesn't trigger and they stay face up. Saboteur works the same way.

Edited by godofcheese

2) official tournament initiative check is flip a coin, but eyeballs on dice also work. Point #4 on page 2 of the Tournament Rules, under Squad Deployment Procedure.

Not that it really matters, but any video I've watched they used hits to decide, which is what we do, and what everyone on the tournament is at doing

I don't remember seeing it mention in the squad deployment

The official tournament ruling is flip a coin

Edited by Krynn007

2)Tourney rules now say coin flip. Any method is acceptible to me though, as long as it is random and fair. (I have my own challenge coin that I use, with Rebel face and an Imperial face - Thanks Nightgato from CanCon)

Actually, tourney rules have always said coin flip, all the way back to v1.0. The "rolloff" actually comes from a method suggested in the core rules to resolve rules disputes*, but to my knowledge this has never been "officially" applied to determining initiative. However, as stated before, I think any random method which is acceptable to both parties can be used.

* In this method (Core Pg. 13) it is suggested that players roll 3 attack dice vs. 3 defense dice, so I'm not really sure where the "roll 3 of the same coloured dice" suggestion comes from - but again if both players agree...

2)Tourney rules now say coin flip. Any method is acceptible to me though, as long as it is random and fair. (I have my own challenge coin that I use, with Rebel face and an Imperial face - Thanks Nightgato from CanCon)

Actually, tourney rules have always said coin flip, all the way back to v1.0. The "rolloff" actually comes from a method suggested in the core rules to resolve rules disputes*, but to my knowledge this has never been "officially" applied to determining initiative. However, as stated before, I think any random method which is acceptable to both parties can be used.

* In this method (Core Pg. 13) it is suggested that players roll 3 attack dice vs. 3 defense dice, so I'm not really sure where the "roll 3 of the same coloured dice" suggestion comes from - but again if both players agree...

I'm at work, so it's not in front of me, but doesn';t the rulebook say that Imperials always have initiative, thats why it's clarified in the tourney rules as lowest points and coin flip/roll if equal.

Rulebook states that the player with the lowest squad point total has the initiative, with imperials winning in the case of a tie. In a tournament, there can be 0, 1, or 2 imperial players in any given match, so they use a modified convention.

From the tournament rules .pdf:

4. Players determine initiative. The player with the lowest squad point total decides which player has initiative. If both players are tied with the same squad point total, toss a coin. The winner of the coin toss decides who has initiative.

I'm at work, so it's not in front of me, but doesn';t the rulebook say that Imperials always have initiative, thats why it's clarified in the tourney rules as lowest points and coin flip/roll if equal.

Exactly right. Core rules state that Imperials always have initiative except when using squad-building rules. Then the player with the lower total squad points has initiative, and if there is a tie the Imperial player has initiative. For the obvious reasons mentioned above this needed to be changed for tournaments with respect to mirror matches.

For tournament play, the question of initiative (in case of a tie) has always been a coin toss. It used to be that whoever had the lowest squad points or won the toss automatically had initiative - but the latest tournament rules modified that, so the player with lowest squad points or the winner of the coin toss gets to choose if they want initiative or not.

I believe there was a brief period where they changed the official tourney rules to be the 3-and-eyeballs method, but it was changed back in a stealth update shortly thereafter. I don't know if I still have a version of the rules which used eyeballs, but I know it existed - we used 3 dice counting hits+crits, and I HATED the change to eyeballs - rarer events meant more ties. So I know I didn't just imagine it :)

But it's definitely back to coin toss now, although I don't know that I've ever seen anyone enforce any particular methodology so long as both players are happy with whatever they use.

Question 1: Does an attacking ship have a shot on the defending ship if the range ruler is touching both bases at all?

Reason I ask: Tournament official friend said the range ruler has to overlap the cardboard bases of the ships.

Others have answered mist of your questions pretty well, but for your first question, here is the older thread someone mentioned.

http://community.fantasyflightgames.com/index.php?/topic/103084-range-ruler-touches-both-bases-but-does-it-overlap/

This was a fairly heated argument about the subject and I figured you might want to read what everyone was saying about it.

Myself, given the inherent inaccuracies of humans, I don't see how the situation can actually arise in live play. Maybe it is easier to achieve in vassal, I don't know.

Going back to determining range/shots if the range rules is touching two ships, let's say you can actually BALANCE the range ruler on both ships by just a tiny, tiny margin. The range ruler does not touch the play surface, but rather is suspended between the attacker and defender: do I have a shot?

Why do I ask? Because this is how it was in the tournament. If I was patient enough, I could have made the range ruler sit on both bases of the two ships (with a bit of effort).

If you can place the ruler so that it is touching both bases but not the play surface you definitely have a shot. I don't see how anyone could argue that the ruler was not overlapping if it was, you know, overlapping.

2) official tournament initiative check is flip a coin, but eyeballs on dice also work. Point #4 on page 2 of the Tournament Rules, under Squad Deployment Procedure.

This is the first I've heard of using eyes on the dice.

Not that it really matters, but any video I've watched they used hits to decide, which is what we do, and what everyone on the tournament is at doing

I don't remember seeing it mention in the squad deployment

The official tournament ruling is flip a coin

Page 13 of the core rules, under Resolving Rules Disputes. It says that the players take 3 dice and roll for eyeballs. Because green and red dice both have 2 eyes you can do it this way. One takes green dice and the other takes red dice.

Going back to determining range/shots if the range rules is touching two ships, let's say you can actually BALANCE the range ruler on both ships by just a tiny, tiny margin. The range ruler does not touch the play surface, but rather is suspended between the attacker and defender: do I have a shot?

Why do I ask? Because this is how it was in the tournament. If I was patient enough, I could have made the range ruler sit on both bases of the two ships (with a bit of effort).

As a T.O., I would give it a range 3 shot as it is overlapping by the smallest amount. If the ruler doesn't lay flat on the board surface between the two ships it would be more than touching, it would be overlapping, and enough to warrant a range 3 shot.

The "clarification" on whether touching vs overlapping still is fuzzy at best. The issue was contradicting statements that "At" is a touch, but range is determined via overlap. You have to overlap to be in range 3 but touching to be a legal shot? And I don't think the FAQ helped to clarify it.

For now, I am going with the overlap, as you have to get range first before you can declare a target and take a shot. No range 3, no viable shot.

I fail to understand how 'range' can be such a difficult thing for you folks to comprehend?

If I may...

1) Hold your ship firmly in place.

2) Lay the range ruler flat on the playing surface with the leading edge touching your ship's base.

3) If any part of the range ruler can 'tap', 'touch', 'overlap', 'nick', 'graze', 'scrape' ANY part of the defender's base, without falling flat to the playing surface... you have a range 3 shot.

I fail to understand how 'range' can be such a difficult thing for you folks to comprehend?

If I may...

1) Hold your ship firmly in place.

2) Lay the range ruler flat on the playing surface with the leading edge touching your ship's base.

3) If any part of the range ruler can 'tap', 'touch', 'overlap', 'nick', 'graze', 'scrape' ANY part of the defender's base, without falling flat to the playing surface... you have a range 3 shot.

I want to agree with your point, but Sable's quote of the actual rule is why it gets fuzzy. See above.

I don't want to open this can of worms again so I am going to see if I can get FFG Frank to send me a response to this.

Lets put a pin into this point and come back to it when FFG can give us some more clarification.

2) official tournament initiative check is flip a coin, but eyeballs on dice also work. Point #4 on page 2 of the Tournament Rules, under Squad Deployment Procedure.

This is the first I've heard of using eyes on the dice.

Not that it really matters, but any video I've watched they used hits to decide, which is what we do, and what everyone on the tournament is at doing

I don't remember seeing it mention in the squad deployment

The official tournament ruling is flip a coin

Page 13 of the core rules, under Resolving Rules Disputes. It says that the players take 3 dice and roll for eyeballs. Because green and red dice both have 2 eyes you can do it this way. One takes green dice and the other takes red dice.

Again, not that it matters how you do it, is just that we've always rolled hits

1). The entire base (nubs and all) are counted when measuring.

From the FAQ:

Movement guides on ship bases are considered part of the ship’s base for
every part of the game except measuring Range between ships.

3) If any part of the range ruler can 'tap', 'touch', 'overlap', 'nick', 'graze', 'scrape' ANY part of the defender's base, without falling flat to the playing surface... you have a range 3 shot.

You are adding the bit I bolded. The question is about the ruler touching both bases AND falling flat to the playing surface at the same time. If the ruler can't fall flat then it is definitely in range and everyone here agrees with that (though apparently the OPs TO can't grasp the definition of the word "overlap").

Edited by Forgottenlore

Frank got back to me really quickly today

Rule Question:

Confusion still exists on whether a ship is touching the end of the range ruler is a legal target at range 3 for a shot.


If you can touch both bases in arc (using just the edge of the range ruler) can you declare that ship as your target at range 3 and take a shot on it, even though the range ruler is laying flat on the table with no overlap of the base?


Would it be an overlap if one side of the range ruler was on the beveled base edge?

If you can lay the range ruler such that it lays flat on the table with no overlap of either base then the target is not in range.
For ships to be at a certain range if the Range ruler can touch one base and overlap the other, then those ships at range.
Players may find during a tournament, that ships are positioned in such a way where it is too difficult to objectively determine whether a ship is at a certain Range band. If both players agree to it, they may flip a coin to determine whether the ship is in range or not. If players cannot agree that it is that close to call, you can ask the TO to make a judgement call. If even from a third party perspective, the TO agrees it is too difficult to call, then he or she may resort to a coin flip. If you don’t have a coin at hand, you can always use an attack die with one "side" being "hits or crits" and the other side being “blanks or focuses”.
Thanks for playing,
Frank Brooks
Associate Creative Content Developer
Fantasy Flight Games
Edited by Sergovan

Wow! So the problem for me was that I was actually playing against the TO. He was saying the range ruler has to overlap both ships bases. Now it seems that so long as the range ruler touches your base and overlaps the defender's base, you have a shot.

Touching and touching do not have shots

Touching and overlapping have shots

Overlapping and overlapping have shots

He would not budge on the point. I offered for a coin toss, but he refused. Eventually we got two more opinions. He eventually conceded the point and let me roll.

Wow.

Not a very good TO imo.

I mean says right in the rules, any disagreement to roll the dice, and he refused to budge? I mean, that's pretty cocky.

That's where you get the rule book and prove him wrong.

I mean, whats to say he's so sure to be right?

Wow.

Not a very good TO imo.

I mean says right in the rules, any disagreement to roll the dice, and he refused to budge? I mean, that's pretty cocky.

That's where you get the rule book and prove him wrong.

I mean, whats to say he's so sure to be right?

You should not generally be rolling off during an event. That's what the TO is for - making judgement calls like that.

But a TO should never be making those calls in his own game. If the TO is playing, there should be a backup, and that TO should have been making those calls.

And once a (proper) TO makes a call, it doesn't matter if he's right or not. You don't sit there and argue with him, you don't push to go to dice because you don't like the answer. If you're at an event, the TO's word is law. If you don't like it, take it up after, talk to the venue about it, or just pass on any events they run in the future.

But you should NEVER be arguing with a TO in the middle of an event.

Just got to the end and must say "BAD TO!" Very much a conflict of interests when you're the one being asked to make a ruling in a game you have a vested interest in the outcome. There are probably other cases where a TO "plays favorites" but that's why they shouldn't play unless there is someone else to rule (fairly!) on his games. Now my answers:

1. It looks to me like the A-Wing should have a shot. You should stand the ruler on edge (the width can make it "longer" at times) and if you rotate it just slightly you should catch the corner of that Advanced.

2. As long as we both know what determines the "win" and its fair (and random) I don't really care how initiative is determined.

3. Proton Bomb DEALS a face-up card. It's right there. The ships are NOT "suffering" a [crit] result but rather they are being dealt a card directly. Now if they are flying Chewbacca, or have Determination, the card is dealt and those abilities will work normally on the incoming card.

4. They should but we're only human.

5. AFTER cards have landed Brath's ability can trigger and turn them face-up. At least that's my take although the FAQ may have more clarification in the future.