nevermind
Edited by WildhornEngine techs and Demolisher (wave 1 stuff)
So I am fairly new to the game, so I could be completely wrong on this.
I would think scenario 2 is the most likely going to be the case.
Steps:
1) Activate ship (choose to activate demolisher or not, in this case it is being activated)
2) Perform 1 attack or dont
3) Perform Maneuver
3a) As soon as this maneuver is complete, choose to use Engine Tech (in this case it is being used)
3b) Resolve Engine Tech's effect, do an additional speed 1 maneuver
4) Perform 2nd attack due to the effect of Demolisher
The only reason I think this is the case is due to the wording on Engine Tech card, "after you execute a maneuver" you have to choose to use Engine Tech or not. if you do not and go to your second attack from Demolisher, you would no longer be using Engine Tech after a maneuver, you would be using it after an attack (which of course you cannot do).
Again just my thoughts and could be wrong.
Engine Techs and Demolisher both trigger off the same event ( AFTER executing a maneuver), so both trigger simultaneously.
As the active player you can choose what order simultaneous effects resolve in.
You can use techs after using Demolisher for a second attack.
Edited by DWRRDid we ever get a clarification on this?
I'm pretty sure you are only allowed 2 attacks, you can't make another attack: Demolisher also says, you may make 1 of your attacks (existing of the two) after you perform a maneuver.
However, the vague stupid way the armada rules work currently, I'd be hard pressed to say you can't make both attacks after executing first your regular maneuver, then your engine techs maneuver.
Clarified in new FAQ:
Demolisher
If Demolisher is equipped with Engine Techs, it can perform one of its attacks after it executes the maneuver granted by Engine Techs.
Demolisher only affects one of the ship’s attacks. It must perform its other attack during the Attack step of its activation or that attack is forfeited.
So:
Attack - Move - Engine Techs - Attack *is allowed*
Attack - Move - Attack - Engine Techs *is allowed*
Attack - Attack - Move - Engine Techs *is allowed*
Forfeit - Move - Engine Techs - Attack *is allowed*
Move - Attack - Engine Techs - Attack *is
NOT
allowed*
nevermind, misread the post above.
Edited by Darth LupineThe only thing the word "while" does in this is tell you when you declare it. I think you declare that you are using engine techs as soon as you are making your maneuver. But the EFFECT of engine techs happens later, "After" the maneuver, which is also when demolisher happens and therefore you pick the order they are resolved in.
Kind of like how you decide to use a brace token after they roll and modify attack dice, but you don't see the effect until later during resolve damage.
I think the intent of this is, maybe you declare you're using engine techs when you go to make your move. You figure you're about to move in and kill Paragon, and then want to reposition for another attack next turn! But you move in, your attack flounders, and Paragon stays alive. You already declared, WHILE you were doing your maneuver, that you were using engine techs. Now you HAVE to move, and aw crap now you're flying right into the line between two arcs. Uh-oh.....
You can't wait and see what the results of your attack are before deciding to use the engine techs. The declaration is "while". The effect is "after".
That would be in line with how FFG has done a bunch of rules. That means you can not wait and see if you should use engine techs.
Er, no. No, no, no, no.
The trick to Engine Techs is that you have to have done a Navigate command dial or spent a Navigate token during the "Determine Coures" step of Ship Movement (p11 RRG). You cannot move, THEN decide to spend a navigate token to trigger Engine Techs. However, you CAN spend a Navigate command dial or token (for it's effect or no effect) and then later decide if you'll use Engine Techs or not. The card reads "you may exhaust this card" so you can spend a Navigate dial/token and wait and see if you want that extra move.
What caught me out on this was me playing Demolisher with Engine Techs and Wulff. I used to move, see where I am, then decide whether I wanted Engine Techs or not, in which case I would "spend" the banked Navigate token and use Wulff to keep that token. A player pointed out that I cannot do this since I already moved and thus, passed my Determine Course step without spending my Navigate token and therefore I could no longer spend it so Engine Techs cannot kick in. Now, I make sure to spend the token each time (Wulff brings it back anyway) so the option of Engine Techs is always present.