A few questions (Noob)

By Firefite, in X-Wing Rules Questions

Hi everybody!

Just picked up TFA core set for my 8 year old son and myself to play and have a few questions I would like clarified. I have read the rule books however sometimes it is best to get clarification and confirmation from somebody else (I tried asking my son but he just stared at me blankly then scurried away to play minecraft).

1. Stress and collisions - after revealing a red maneuver, I moved my ship until the point of contact with another ship, then stopped (not completing the maneuver). This still gains a stress token right?

2. Crits and Hits - The critical damage card Direct Hit (applies two points of damage to ships hull) still will only take out one shield token right? If a ship has one shield token left, what happens if it suffers a hit and a Direct Hit crit? Does the critical hit get applied before the normal hit?

3. Collisions - I remember reading in the rule book ships that are in contact cannot shoot each other, and the ship that moves into contact loses its action right? (I assume the stationary ship would of already conducted an action move).

1) Yes, you gain a stress for a red maneuver even if you cannot complete it. Same goes for clearing stress on greens. From your example it seems like you know this, but it's worth mentioning that if your maneuver has funky positioning at the end (koiogran turn, tallon roll, segnor loop), you don't do that when you can't complete the maneuver because of an overlap.

2) You don't even draw a damage card if the crit result is cancelled by a shield, so it doesn't matter what the crit would have been had it hit hull. If a ship has fewer shield tokens than the number of uncanceled hit/crit results, resolve (that is, cancel) hits before crits. So a ship with one shield token facing an uncanceled hit and crit would first cancel the hit with their last shield token, and then draw a face up damage card to resolve the crit.

3) You are basically right about collisions and actions and shooting. The case you didn't cover is this: Low PS pilot collides with higher PS pilot, loses his action step, cannot shoot higher PS pilot. Later, higher PS pilot reveals a maneuver that's long enough to clear the base of the ship that collided with it, gets its action step, and most importantly now everybody can shoot everybody (subject to range, arc, etc).

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1. Stress and collisions - after revealing a red maneuver, I moved my ship until the point of contact with another ship, then stopped (not completing the maneuver). This still gains a stress token right?

2. Crits and Hits - The critical damage card Direct Hit (applies two points of damage to ships hull) still will only take out one shield token right? If a ship has one shield token left, what happens if it suffers a hit and a Direct Hit crit? Does the critical hit get applied before the normal hit?

3. Collisions - I remember reading in the rule book ships that are in contact cannot shoot each other, and the ship that moves into contact loses its action right? (I assume the stationary ship would of already conducted an action move).

1. If you reveal a red maneuver you will gain a stress.

2. Huh??? If a person is TOLD to draw a card faceup and gets a Direct Hit the shields will not help. You ONLY draw cards if a ship no longer has shield tokens or an effect explicitly tells you to draw a card; when something tells you to draw or be dealt a card shields are ignored otherwise you go through tokens first.

3. Looks right. Note that a ship can move into contact and lose its action step but then be able to shoot later if the other ship moves away.

How were you dealing crits?

For example

If I roll hit hit crit

You roll evade evade blank

The first two hits are cancel as hits are canceled before crits

The crit would come off the shield, if a ship has them.

However

If your using a upgrade that bypasses shields, Such as Proton bomb or advanced homing missiles then the critical dmg goes through shields and hits the hull

To explain a little more

I shoot advanced homing missiles at Coran.

Who has two hull three shields

Advanced homing missiles state that I roll three dice. If it happens to hit I cancel all dice, and Defender takes a face up dmg card.

let's say I roll hit hit hit,and you rolled three blanks they are cancel.

You don't take the 3 dmg but rather get a face up card. Even though Coran still has 3 shields.

So he took a dmg. Takes a card, flip it and gets a direct hit. That counts as two dmg towards his hull

Even though he still has full shields, his hull has now been reduced to 0 so he is dead

A dmg card is just to show you that you have 1 dmg against your hull

So as long as you have shields and a crit sneaks by your green dice you won't draw the dmg card

Direct hit is just what it says. A direct hit. So that one card is actually worth two dmg against your hull

(And you don't draw another card for the direct hit)

It's not too often you will see things like Proton bombs or advanced homing missiles

If your playing with just the core set, there are no upgrade that bypasses shields

You'll either have a shield to absorb the crit or you won't

Edited by Krynn007

We haven't been playing with crits yet (or upgrades for that matter), I was just unsure what the scenario would be if you had one shield token, and are left with a hit and a crit after all modifications to the dice. I think digitalbusker answered it though - the hit would take the shield, then you would suffer the crit, not the opposite - crit taking one shield token and then suffering a normal hit.

We haven't been playing with crits yet (or upgrades for that matter), I was just unsure what the scenario would be if you had one shield token, and are left with a hit and a crit after all modifications to the dice. I think digitalbusker answered it though - the hit would take the shield, then you would suffer the crit, not the opposite - crit taking one shield token and then suffering a normal hit.

You need to start using the damage cards properly as they're a key component of the game, and the damage from the crits can be quite a challenge as well. Try and get into the upgrades as soon as you can, because they can make a ship even better. Once you get the hang of it, it becomes quite easy.

You always suffer hits before crits. And when you have no shields left, you'd deal a facedown card for the hits, and a faceup card for crits - always in that order. The other thing to note is if you suffer a couple of crits and get a couple of faceup damage cards, you resolve them one at a time, before dealing the next one. So, for example, if your TIE/fo had no shields left and took two crits, you deal the first one faceup and resolve it (bad luck, it was a Direct Hit), and then deal the next faceup card (Shaken Pilot), which will have no further effect on this ship, because by my count, you've now got three damage and the ship is destroyed.

Edited by Parravon

But actually you don't deal another facedown card for direct hit

Direct hit says it counts as two dmg

From my understanding that is the correct way to play

By dealing another card you could potentially giving up another direct hit or maybe something in your favor such as lose pilot ability (if your flying generics)

Just as you mull the deck

If your ship only has 3 hp, but you take 5 dmg, you don't deal 3 cards, but all 5

Edited by Krynn007

Even though he still has full shields, his hull has now been reduced to 0 so he is dead

Nitpick time.

Corran's hull value is still 2 - hull values do not change (unless you equip a hull upgrade) - a ship is destroyed when the number of damage cards it has been dealt equals or exceed its hull value.

Even though he still has full shields, his hull has now been reduced to 0 so he is dead

Nitpick time.

Corran's hull value is still 2 - hull values do not change (unless you equip a hull upgrade) - a ship is destroyed when the number of damage cards it has been dealt equals or exceed its hull value.

My wording was poor

Was late ay night and not feeling well.

Dmg cards equal to or greater than hull ship is destroyed

Regardless any shields left

it was a Direct Hit, so deal a another facedown card to keep the card count correct),

You should most definitely NOT do that. Though many, many players do. there are several things in the game that can flip face down damage cards face up, or flip face up cards face down. Dealing an extra card when you get a direct hit (and then flipping the DH face down, something else people do) will seriously screw with the game. What if you later use your R5 Astromech to flip the DH face down? What if the DH is the only damage you have taken and you decide to use the R2-D2(crew) ability?

Direct Hits count as 2 damage, they do not deal another card.

it was a Direct Hit, so deal a another facedown card to keep the card count correct),

You should most definitely NOT do that. Though many, many players do. there are several things in the game that can flip face down damage cards face up, or flip face up cards face down. Dealing an extra card when you get a direct hit (and then flipping the DH face down, something else people do) will seriously screw with the game. What if you later use your R5 Astromech to flip the DH face down? What if the DH is the only damage you have taken and you decide to use the R2-D2(crew) ability?

Direct Hits count as 2 damage, they do not deal another card.

Someone pointed out the original rule that said "when the number of Damage cards equaled the hull value...", then you needed that extra card to keep the count correct. Which made sense at the time, so that's the way I've played that for years now. I guess it's a noob mistake that just stuck.

But you do make a very valid point. Quite a few valid points actually! And at the end of the day the DH card doesn't tell you to deal another card either. Do what the card says, not what it doesn't say, right?

Thanks for pointing that one out. I've edited the post, and I'll inform my local crew, as we've all played it like that for ages. It'll be like trying to teach a bunch of old dogs a new trick :D

So after initially thinking I was just starting to understand crits and hits I think I may have come full circle and am now confused again - if I am in a ship with 3 hull points (no shields), and I suffer two hits and a critical hit, is this ship destroyed? I've been thinking that a critical hit also counted as one point of hull damage? But after reading something else it appears this may not be the case?

From another website - http://teamcovenant.com/buhallin/2013/06/17/common-mistakes/

Dice Results, Damage, and Dealing Cards
Handling damage can be a strange thing. In part, this comes because there aren’t actually official names for the icons on the dice. This has led people to come up with names that we all tend to use, but may not always be precisely correct.

While we might call a die result a “Hit” or “Critical Hit”, resolving damage for an attack actually occurs in two steps: First, dice results turn into damage. Second, the target suffers that damage. A {Critical Hit} result is not actually a face up damage card, nor is a “suffered critical damage”. This is a case where many of us (myself included) use a convenient shorthand, but it’s wrong. In general, the shorthand works, but it can get us into trouble. For instance, can Draw Their Fire move damage from a Proton Bomb hit, or the new Darth Vader crew? The answer to both is no – results are not damage.

Suffering Damage and Critical Damage vs. Shields
This may possibly be the most confused element of rules in the entire game. Most attacks and damaging effects will eventually result in a ship suffering damage. The process for handling that is outlined on page 16, and is the same regardless of the source – if you have shield tokens you lose a token, if you don’t you deal a card, face down for damage and face up for critical damage. So far as I can think of at the moment there is only one effect that bypasses this process, and that is the Proton Bomb. Otherwise, everything that hurts a ship falls into the “suffering damage” category, and will impact the shields first.

In short: 3 hull no shields suffer 2 hits and a crit = dead ship.

Very simplifyed:

role and modify dice

compare results

suffer any results not canceled, one at a time, staring with regular hits.

suffer a damage result = remove on shield token if able. If not able, take a damage card instead. If (and only if) you take a damage card, if the cause of that card is a critical result, take the card face up.

Any thing that tells you to suffer damage is handeled this way. Any thing that tells you to deal a card (face up or face down) will result in a card, regardles of shields.

Firefite,

Yes, if you have to take a Critical Hit, take the damage card and read the face. Place it with other damage cards (if any) on the ship. It counts as 1 damage (unless it is the Direct Hit card) and you must follow the text.

The difference between a hit and a critical hit is that. If you get a hit, you do not read the text .. don't even turn the card over.

Firefite,

Yes, if you have to take a Critical Hit, take the damage card and read the face. Place it with other damage cards (if any) on the ship. It counts as 1 damage (unless it is the Direct Hit card) and you must follow the text.

The difference between a hit and a critical hit is that. If you get a hit, you do not read the text .. don't even turn the card over.

This is a very good point, as there are some other cards that can flip a random card over. So when you're dealt a facedown damage card, it stays facedown at all times until either another card says to flip it faceup, or the ship is destroyed and the damage cards are placed in a discard pile.

This also keeps the element of surprise going in not knowing what's still left in the damage deck. There are card counting players out there that will be mentally keeping tabs on what's been dealt, and the possible cards yet to be dealt. Of course that's not likely to happen when you're playing an 8-year old. :)

But basically the facedown cards generally stay facedown. You don't get to sneak a peek them.

Look at it this way

Regular hits are always canceled before crits

So if you roll 2 hits and a crit

I roll 2 evades and a blank

Just a process of elimination

Evade cancels hit x2

Crit got through

Let's say you were shooting at Coran

Well he evaded the first two but took a crit to the shields, in the end loses one shield

Again, let's say you take a shot at a tie fighter

You roll hit hit and crit

I roll blank evade blank

Process of elimination

Evade cancel hit

Hit got pass blank

So deal dmg card facedown DO NOT LOOK!

As stated there are effects that can flip some cards over

Next flip over a dmg card for the crit and resolve

If it's a direct hit DO NOT DEAL ANOTHER CARD.

That's pretty much it

Just remember

Normal dmg is alway first when dealing dmg cards and canceling out dice

After that it's crits

After you deal any cards for dmg taken, you then then flip any critical cards over.

Same with dice

Regular hits are always canceled out first.

Then crits.

And as for dealing dmg everything always hits shields first.

Regular dmg and crits

So long as you have shields no crits will get through

1 hit 1 crit = 2 shields worth of dmg. No damage cards are needed.

2hit 1 crit

if you only have two shields, two dmg hits shields

Shields are down

Crit to the hull

Deal 1 dmg card face up

Sorry I am trying to make it easy to understand and hope I'm not making it worse lol

Kind if medicated right now lol

Something else to remember

It's not game breaking but let's say a tie fighter took 4 dmg From a range one shot from a xwing

Well the tie fighter only has 3 hull, but you still deal 4 dmg cards.

It's overkill as it's one more than needed, but the idea is by dealing that extra card you are potentially giving up a real bad crit (direct hit) or maybe something that good (lose pilot ability on a rookie xwing)

There are 33 total cards in a dmg deck

7 are direct hit

2 of everything else

Blinded pilot

Munitions failure

Etc etc

Edited by Krynn007