Defence tokens, order of expenditure?

By Tetsugaku-San, in Star Wars: Armada Rules Questions

Ok so VSD vs GSD.

VSD fires 4 red dice (concentrated fire) at long range and gets 2 hits 2 crits.

GSD has a brace, redirect and evade to use, all green.

Which order does/can she use the defence tokens?

If it's brace then evade, total is 1 damage (halved, then an attack dice removed)

If it's evade (4 down to 3) then brace (halved rounded up) it's two.

My argument would be you can't remove an attack dice (evade) after the damage has been totalled and you need to total the damage to do a brace (as per the wording on the card).

Thoughts?

I would look at the Rules Reference Section "Effect Use and Timing" where it says, "If two or more of a player's effects have the same timing, that player can resolve those effects in any order." So, the defending player decides which defense token he uses in which order.

True, but I don't think they do have the same order, how can you cancel an attack dice (evade) when the brace halves the attack total? How can you take a dice away from an attack total? They aren't the same thing.

The brace and redirect are used during the defence token step but aren't resolved till later when you work out damage.

The evade token is use and resolved immediately.

The brace and redirect are used during the defence token step but aren't resolved till later when you work out damage.

The evade token is use and resolved immediately.

Thx that's my feeling - can you point me to the part of the rules that would point to that?

If you look at the defence tokens section of the rules reference on page 4.

Brace says when damage it totaled during the resolve damage step, the total is reduced to half, rounded up.

Yeah, look at how an attack is worked out, then start looking at defence tokens.

Evade re-rolls dice long before brace's effects are resolved.

Remember, all tokens are spent during the use defence tokens step, but only evade's effects are resolved straight away.

How attacks are worked out...

If the enemy ship's hull zone that you are targeting is within your ships's Fire Arc and within Range and within LOS you may attack.

  1. Attacker gathers dice for attack.
    • Use only the dice printed on your ship card, plus any dice granted by an upgrade card that Increases your battery armaments.
  2. Attacker rolls dice, creating a dice pool.
  3. Attacker modifies dice
    • Dice can be Added , Re-rolled , Changed , Spent in any order.
    • Any upgrade cards that Add dice to an attack do so during this step
    • Dice Added during this step are not restricted by range unless specified by the effect adding them.
    • Spent dice are removed from your dice pool.
    • Dice can be re-rolled multiple times by different effects.
  4. Defender spends defense tokens. The Evade token takes effect here.
    • No matter when a token resolves if its effects are to be used it must be declared and spent during step 4..
  5. Resolve damage in this order:
    • You may resolve critical effect if at least one critical hit symbol is showing.
      • Resolve the effect in full before working out the rest of the damage from the attack.
      • Some critical effects might have delayed resolution, like the default critical effect that is available to all ships but they must all be declared at this stage, no matter when they will take effect.
    • Total up damage caused, this equals number of hit and critical symbols showing. Brace token takes effect here if spent in step 4.
    • Apply damage one point at a time. Redirect token takes effect here if spent in step 4.
Edited by DWRR