Two normal damage, one crit. No defense. Is there an order clarified as how the cards are drawn?
Is it Normal, Normal, Crit (face up?)
or Crit, Normal, Normal?
or Draw three cards and then I get to choose one to flip face up for the crit?
Two normal damage, one crit. No defense. Is there an order clarified as how the cards are drawn?
Is it Normal, Normal, Crit (face up?)
or Crit, Normal, Normal?
or Draw three cards and then I get to choose one to flip face up for the crit?
I believe you are suppose to resolve all <hit> results before <crit>.
Crits come last.
Rulebook page 13:
The hit ship suffers one damage for each uncanceled (hit) result, and then suffers one critical damage for each uncanceled (crit) result.
Note the word then.
Hits then crits no exceptions.
And no picking which you get, obvs.
Two normal damage, one crit. No defense. Is there an order clarified as how the cards are drawn?
Is it Normal, Normal, Crit (face up?)
or Crit, Normal, Normal?
or Draw three cards and then I get to choose one to flip face up for the crit?
I really shouldn't matter how they are "drawn" but you should resolve the face down cards first before resolving the face-up card. Maybe it's just me be I can't think of ANY face-up card that would be advantageous to resolve before dropping the couple face-down cards.
Now you do NOT get to "choose" which card is dealt Face-up unless specifically told to. The Face-up card should be COMPLETELY random the first time you see it and this is also why you would "resolve" the face-up card(s) last as that helps avoid any "deck stacking" as you shouldn't know when the card you draw is going to be face-up.
Hits then crits no exceptions.
I was going to say AUTO Blasters but that's only when it comes to cancelling results doesn't actually do a thing when it comes to dealing results.
Thanks for the clarification. Draw facedown card(s) first, crit(s) afterwards.
I would say that if you're getting the damage anyway, it doesn't matter which of the 3 cards gets "upgraded" and flipped face-up to turn into a crit. Crit, hit, hit, or hit, crit, hit, or hit, hit, crit. Doesn't change the fact that you got dealt 2 hits and 1 crit. As you don't really know what the card contains before you flip it up, then it doesn't really matter which one you flip. Heck, you can even lay out the 3 cards face down in front of your opponent and ask him to chose which one becomes the crit.
The only reason you "resolve hits before crits" is so that you take out shields first before you take out the hull. When flying in a ship without shields (ie, Imperials), then you'll understand why I say "it doesn't really matter."
There are some math number crunchers that say there are probabilities and such involved. I've never given it any thought, but you must stick to the "hits before crits" and resolve them one at a time, otherwise if you end up in a tournament, your opponent could have reason to question you about it. And it's just a good habit to get into.
The other thing to remember is to deal the appropriate number of damage cards to a ship, even if it exceeds the number required to destroy it. For example if you have a TIE with 1 hull left and your opponent hits with {hit} {crit} {crit} which aren't cancelled, you still deal one facedown, and two faceup cards. This is because a ship in the play area due to the Simultaneous Attack Rule may be affected by additional faceup Damage cards. If there is not going to be a Simultaneous Attack situation, then the ship is removed and all the Damage cards are discarded to the faceup discard pile. Either way, both players get to see the crits that were dealt.
The only reason you "resolve hits before crits" is so that you take out shields first before you take out the hull. When flying in a ship without shields (ie, Imperials), then you'll understand why I say "it doesn't really matter."
Not quite right there. Any hit/crit will take down a shield first and only after ALL shields are gone are hits applied to the hull. If your TIE hit my X-Wing with two crits, I would still just lose two shields. Once the shields are gone, then I'll take Damage cards to the hull for any more hits/crits. The fact that some Imperial ships don't have shields, just means they take cards straight away.
Not quite right there. Any hit/crit will take down a shield first and only after ALL shields are gone are hits applied to the hull. If your TIE hit my X-Wing with two crits, I would still just lose two shields. Once the shields are gone, then I'll take Damage cards to the hull for any more hits/crits. The fact that some Imperial ships don't have shields, just means they take cards straight away.The only reason you "resolve hits before crits" is so that you take out shields first before you take out the hull. When flying in a ship without shields (ie, Imperials), then you'll understand why I say "it doesn't really matter."
His point was that the "resolve hits before crits" rule was created so that there was a slightly greater opportunity for crits to be the damage that is left after shields are gone. Otherwise he is correct that it doesn't really make any difference mathematically, as long as you don't have any information on what the cards are beforehand.
On the other hand, Intys Rule, Parravon is quite right that even if it makes no mechanical difference in a given case, it is best to develop the habit of doing it in the correct order, so that you reflexively do it right on those occasions when it DOES matter.
IF you are actually being dealt cards and those cards are random it doesn't matter. If there are shield tokens it's important to resolve the [hit] results first to remove those tokens because a [crit] is just like a [hit] when it runs into a Shield.
IF you are actually being dealt cards and those cards are random it doesn't matter. If there are shield tokens it's important to resolve the [hit] results first to remove those tokens because a [crit] is just like a [hit] when it runs into a Shield.
Statistically true, however you should still always deal the hit/crit cards in the correct order so that this doesn't happen:
- You take a hit and a crit
- You flip over the crit as the first card and the regular hit as the 2nd card
- Your opponent decides that they don't really like the crit you flipped and insists that you flip the 2nd one instead because that's the order the rules say they should be flipped
The only reason you "resolve hits before crits" is so that you take out shields first before you take out the hull. When flying in a ship without shields (ie, Imperials), then you'll understand why I say "it doesn't really matter."
Not quite right there. Any hit/crit will take down a shield first and only after ALL shields are gone are hits applied to the hull. If your TIE hit my X-Wing with two crits, I would still just lose two shields. Once the shields are gone, then I'll take Damage cards to the hull for any more hits/crits. The fact that some Imperial ships don't have shields, just means they take cards straight away.
Like I said, "when flying a ship without shields." Or when flying a ship that DID have shields but currently have none.
Not quite right there. Any hit/crit will take down a shield first and only after ALL shields are gone are hits applied to the hull. If your TIE hit my X-Wing with two crits, I would still just lose two shields. Once the shields are gone, then I'll take Damage cards to the hull for any more hits/crits. The fact that some Imperial ships don't have shields, just means they take cards straight away.The only reason you "resolve hits before crits" is so that you take out shields first before you take out the hull. When flying in a ship without shields (ie, Imperials), then you'll understand why I say "it doesn't really matter."
His point was that the "resolve hits before crits" rule was created so that there was a slightly greater opportunity for crits to be the damage that is left after shields are gone. Otherwise he is correct that it doesn't really make any difference mathematically, as long as you don't have any information on what the cards are beforehand.
On the other hand, Intys Rule, Parravon is quite right that even if it makes no mechanical difference in a given case, it is best to develop the habit of doing it in the correct order, so that you reflexively do it right on those occasions when it DOES matter.
IF you are actually being dealt cards and those cards are random it doesn't matter. If there are shield tokens it's important to resolve the [hit] results first to remove those tokens because a [crit] is just like a [hit] when it runs into a Shield.
Statistically true, however you should still always deal the hit/crit cards in the correct order so that this doesn't happen:
- You take a hit and a crit
- You flip over the crit as the first card and the regular hit as the 2nd card
- Your opponent decides that they don't really like the crit you flipped and insists that you flip the 2nd one instead because that's the order the rules say they should be flipped
Good points, and I will say I do it the correct way anyway as it is easier to do this. I always think "hit, hit, crit" and we always call out hits before crits, for example, a guy rolls 5 dice and gets 3 hits and 2 crits, he will say "3 hits, 2 crits," not "2 crits, 3 hits." So if I manage to take out 2 of the hits with an few evade dice, then I still end up with a hit and two crits, so I get one face-down card and two face-ups.
In anything but the most die-hard of tournaments, I would think it won't really matter. If the opponent sees the first crit, doesn't like it, and insists on flipping the second one, then I will insist on re-shuffling my damage deck first (with the two cards returned to the pile) and then doing it correctly for his benefit. If he thinks I am wrong for doing it out of order, I will say he is wrong for knowing what the crit was before deciding I had to flip the second one.
Note that this doesn't mean I do it this way.... if I wanted to, I could simply ask my opponent if he minds if I draw the crits/face-up cards first. I am simply making a point that in some cases, it doesn't really matter.