Hi,
Would Rieekan prevent a ship that goes off of the map from being destroyed? I see no reason that it wouldn't.
Hi,
Would Rieekan prevent a ship that goes off of the map from being destroyed? I see no reason that it wouldn't.
The ship would survive until the status phase I guess. However, by the end of the turn it would be dead.
The only advantage I see is you would get your squadron phase in an attempt to kill his ships. But then you were going to get that anyways.
Rieekan doesnt let you repair back up to a nondestroyed state. So a ship who's base partially leaves the play area is still destroyed. No, it cant move back on next turn.
The question is, WHEN is a Rieekan ship removed if its base is partially off the play area.
Its mostly irrelevant.
Because, I mean... Its already Shot, Then Moved ... So it must have activated already .
Its already resolved any potential Squadron, Engineering, Nav command, etc.
There's no point to trying to hold it in position off the board, even until the Status Phase... because why would the Enemy shoot at it? It can't do anything now.
The ONLY potential reason I could ever see wanting to keep it in position, is if its movement was only partially off the board, and its final position stops another one of my ships from going off the board, because it also partially overlaps the ship in question.
It'd be a different argument if there was a Rebel equivalent of
Demolisher
, or an Imperial Equivelant of
Rieekan
. But there isn't.
So its mostly irrelevant, beyond the
wild, wild
hope that your
Squadrons, unsupported
are able to "Win" you the game...
Then you better hope you're the Second Player, as well, because you'll lose otherwise.
Question if there was just 1mm of base left on the board would you hold onto the miniature for the rest of the turn? Which could take 15-20 minutes.
I wouldn't, so lets be fair and consistent here, remove the model.
Question if there was just 1mm of base left on the board would you hold onto the miniature for the rest of the turn? Which could take 15-20 minutes.
I wouldn't, so lets be fair and consistent here, remove the model.
You could build some scaffolding?
Question if there was just 1mm of base left on the board would you hold onto the miniature for the rest of the turn? Which could take 15-20 minutes.
I wouldn't, so lets be fair and consistent here, remove the model.
You could build some scaffolding?
Posted in good jest.
This is mostly academic, of course, but there's at least one other (massively unlikely) scenario where this matters:
Your last remaining ship, say an undamaged Nebulon-B, moves at speed 3 to try to ram an enemy ISD which has 1 hull left. It doesn't quite make it and, what's worse, one of its corners is now outside the playing area. But here's the twist: it has Engine Techs equipped. So it surges ahead at speed 1 and rams that ISD dead. If that was the opponent's last ship, the game is immediately over, you win 400 points, and the Nebulon is not considered destroyed for scoring purposes (or is it? this question applies to more mundane scenarios involving Rieekan).
It's fairly straightforward in this example, but technically it's possible for the Nebulon-B to be entirely off-board before Engine Techs trigger, which may make measuring that all-important last maneuver difficult and, at best, imprecise if your table surface doesn't extend beyond the edges of the play area.
This is mostly academic, of course, but there's at least one other (massively unlikely) scenario where this matters:
Your last remaining ship, say an undamaged Nebulon-B, moves at speed 3 to try to ram an enemy ISD which has 1 hull left. It doesn't quite make it and, what's worse, one of its corners is now outside the playing area. But here's the twist: it has Engine Techs equipped. So it surges ahead at speed 1 and rams that ISD dead. If that was the opponent's last ship, the game is immediately over, you win 400 points, and the Nebulon is not considered destroyed for scoring purposes (or is it? this question applies to more mundane scenarios involving Rieekan).
It's fairly straightforward in this example, but technically it's possible for the Nebulon-B to be entirely off-board before Engine Techs trigger, which may make measuring that all-important last maneuver difficult and, at best, imprecise if your table surface doesn't extend beyond the edges of the play area.
Very valid point. So yes, it seems that there needs to be a definitive ruling on whether a ship leaving the board is Destroyed immediately or if 'saved' until end of turn via Rieeekan.
Excellent situational example above Diablo.
This is mostly academic, of course, but there's at least one other (massively unlikely) scenario where this matters:
Your last remaining ship, say an undamaged Nebulon-B, moves at speed 3 to try to ram an enemy ISD which has 1 hull left. It doesn't quite make it and, what's worse, one of its corners is now outside the playing area. But here's the twist: it has Engine Techs equipped. So it surges ahead at speed 1 and rams that ISD dead. If that was the opponent's last ship, the game is immediately over, you win 400 points, and the Nebulon is not considered destroyed for scoring purposes (or is it? this question applies to more mundane scenarios involving Rieekan).
It's fairly straightforward in this example, but technically it's possible for the Nebulon-B to be entirely off-board before Engine Techs trigger, which may make measuring that all-important last maneuver difficult and, at best, imprecise if your table surface doesn't extend beyond the edges of the play area.
I would think once it ends it's movement, let's say off the board just a little bit, it is then destroyed but can remain on the board but can't perform any other actions (once a ship is destroyed it can't perform any other actions). it just sits there in hopes of some ship colliding with it to cause damage maybe. i think the main purpose of the card is to give a ship or named squadron chance to perform if they are destroyed by a ship/squadron before they have had a chance to activate. least that is how i would play it or let someone.
Diablo pointed out the big question that needs to be addressed, would the zombie ship be scored by the opponent?
This is mostly academic, of course, but there's at least one other (massively unlikely) scenario where this matters:
Your last remaining ship, say an undamaged Nebulon-B, moves at speed 3 to try to ram an enemy ISD which has 1 hull left. It doesn't quite make it and, what's worse, one of its corners is now outside the playing area. But here's the twist: it has Engine Techs equipped. So it surges ahead at speed 1 and rams that ISD dead. If that was the opponent's last ship, the game is immediately over, you win 400 points, and the Nebulon is not considered destroyed for scoring purposes (or is it? this question applies to more mundane scenarios involving Rieekan).
It's fairly straightforward in this example, but technically it's possible for the Nebulon-B to be entirely off-board before Engine Techs trigger, which may make measuring that all-important last maneuver difficult and, at best, imprecise if your table surface doesn't extend beyond the edges of the play area.
I would think once it ends it's movement, let's say off the board just a little bit, it is then destroyed but can remain on the board but can't perform any other actions (once a ship is destroyed it can't perform any other actions). it just sits there in hopes of some ship colliding with it to cause damage maybe. i think the main purpose of the card is to give a ship or named squadron chance to perform if they are destroyed by a ship/squadron before they have had a chance to activate. least that is how i would play it or let someone.
If Riekeen lets it pretend to NOT be destroyed, it can perform whatever actions it's entitled to, on or off the board. Of course, I can't imagine what those actions would be, but if you can think of somthing, you're golden. At least provisionaly.
You Lose.
Your Ship is destroyed, until that happens Rieeken doesn't do anything.
This triggers two when effects:
1. Rieeken and
2. The loss of your last ship triggers the game loss.
According to the rules you get to pick the order of effects, in either order the game loss effect will be resolved and you lose.
Your Ship is destroyed, until that happens Rieeken doesn't do anything.
This triggers two when effects:
1. Rieeken and
2. The loss of your last ship triggers the game loss.
According to the rules you get to pick the order of effects, in either order the game loss effect will be resolved and you lose.
The loss of the ship isn't a "when" effect, it's an "if" effect, whose timing isn't explained in the rulebook.
Also, if the effects did have the same timing, and you got to resolve them in any order, one could argue that the endgame condition could not possibly be fulfilled since victory is awarded to the player "with one or more ships remaining in the play area" - and Rieekan's ship is not removed until the Status Phase (at least in the general case where it's the last ship to be destroyed; the special case when it flies off the table could very well be resolved differently). This does suggest that Rieekan must be resolved first, as otherwise the rules break down (the game ends but a winner cannot be assigned).
(p5) DESTROYED SHIPS AND SQUADRONS:
A ship is destroyed
when
it has damage cards equaling or exceeding its hull value.
(p13) WINNING AND LOSING:
The game ends after six rounds. The players determine their scores and the player with the highest score wins.
• If all ships in a fleet are destroyed, ignoring squadrons, the game immediately ends.
I would say that the rule for destroying a ship is a when effect (p5), the test on p13 would be made each time a ship is destroyed.
As such perhaps the timing is:
My opponent Destroys my ship, this was my last ship, the game ends immediately. Rieekens' effect does not trigger or help as the game is over. A small difference with the same outcome.
I meant the game loss, not the ship loss (whose timing is irrelevant to this discussion, as it's a precondition for both of the conflicting effects).
Rieekan and the W&L effects have different triggers ("when" and "if, immediately"), and there just isn't any indication of which one resolves first.
It's entirely possible that the destruction triggers the game end condition before it triggers Rieekan. But if it does, like I said before, you have a problem in that there isn't a winning side:
From Winning and Losing, p.13:
• If all ships in a fleet are destroyed, ignoring squadrons, the game immediately ends. The player with one or more ships remaining in the play area is the winner.
But Rieekan's ship is not removed from the play area until the Status Phase, so both sides have ships in play. The way I see it, this is a logical inconsistency casting doubt on this interpretation.
It's also entirely possible that the game-end check is made after Rieekan triggers, in which case it would have a negative result since the ship counts as not destroyed. The game would then go on until the Status Phase or until another game-end condition (specifically, destruction of the opponent's last ship) is met.
There's a third option, which is that the "when" and the "if" effect are both simultaneous, in which case the order in which they resolve depends on who is considered to own the game-end effect, and potentially on whether Rieekan is the first or the second player. Again, a logical problem.
So I have to conclude that Rieekan delaying game end until the Status Phase seems to be the most/only plausible answer, both in terms of RAW and apparent RAI.
OK, can I change my mind: The "IF" is a conditional test and will if the clause is met changed the ship destroyed effect as it were.
So WHEN my ship is destroyed and it is my last ship I get my ship being destroyed and the game ending immediately all as one effect as it were. As the game ends immediately Rieeken will not trigger and I'll remove my ship.
Edit because my cat walked over the keyboard and posted.
Edited by Amanal