So I was playing a battle yesterday, and it was my turn to move.
However, two of my pilots had the same pilot skill.
And I had been moving them in order of their identification numbers (them being the same pilot and ship).
So, when it came time to move, one ship bumped the other.
But I argued that that shouldn't happen since they both move at the same time, and the opponent wasn't really sure how he wanted to rule in that circumstance.
So we ended up with it bumping, wasn't that big a deal, as I killed the last of the opponents ships that turn.
But, if both ships have the same pilot skill, and both ships belong to me, I'm pretty much free to move them in whatever order I want, right?
Simultaneous movement.
When two pilots have the same PS, you decide which one to move first, these can alternate depending on the situation. But the rule still applies, if you fly into a ship...you have bumped... As to your argument, ships dont move at the same time like the shoot at the same time. They move in order.
who has initiative moves first, shooting a simultaneous
who has initiative moves first, shooting a simultaneous
That doesn't even answer what the OP was asking....
who has initiative moves first, shooting a simultaneous
That doesn't even answer what the OP was asking....
Yeah, that's what skimming the question gets you ![]()
But as I take it, you're saying that as long as the ships are mine, I can move them in any order I want, I don't have to keep that order throughout the game. (ships with the same PS, I mean)
(But if they then end up bumping anyway, so be it)
Edited by OddballE8
who has initiative moves first, shooting a simultaneous
That doesn't even answer what the OP was asking....
Yeah, that's what skimming the question gets you
But as I take it, you're saying that as long as the ships are mine, I can move them in any order I want, I don't have to keep that order throughout the game. (ships with the same PS, I mean)
(But if they then end up bumping anyway, so be it)
Yup. Any ship of yours that has the same PS can be activated in any order you choose and that order can change from round to round. Once a ship activates, it finishes its entire activation before moving to the next ship.That means you can't move a few ships and then start barrel-rolling them all.
In general, any time you have more than one thing that happens at the same time you choose the order. If you and your opponent have things that happen at the same time then the player with initiative does all their stuff first.
Edited by WWHSD
who has initiative moves first, shooting a simultaneous
That doesn't even answer what the OP was asking....
Yeah, that's what skimming the question gets you
But as I take it, you're saying that as long as the ships are mine, I can move them in any order I want, I don't have to keep that order throughout the game. (ships with the same PS, I mean)
(But if they then end up bumping anyway, so be it)
That's exactly it OddballE8, if you change your term move to activate then you are golden.
Edited by ArchangelspivGood ![]()
It's only my third battle playing X-wing.
Hell, we didn't even know about initiative before yesterday since it was the first time I played Scum.
Before that, we had always gone by the "imps get initiative" rules of old.
who has initiative moves first, shooting a simultaneous
That doesn't even answer what the OP was asking....
Yeah, that's what skimming the question gets you
But as I take it, you're saying that as long as the ships are mine, I can move them in any order I want, I don't have to keep that order throughout the game. (ships with the same PS, I mean)
(But if they then end up bumping anyway, so be it)
Exactly.
Both players have ships with same PS: Player with initiative moves/shoots his ships with that PS first
One player has more than one ship with same PS: He decides the order of moving/shooting those ships. If he makes a bad call and they bump, too bad.
Next turn he could choose any other order of moving/shooting for those ships
Edited by HeilbuthGood
It's only my third battle playing X-wing.
Hell, we didn't even know about initiative before yesterday since it was the first time I played Scum.
Before that, we had always gone by the "imps get initiative" rules of old.
Yeah that basic rule leads to a bit of confusion. If you are fielding less that 100 point squads, I would suggest just rolling a die for initiative (same as when sqaud points are tied)
Actually to be more specific, if a player controls two effects of any sort whatsoever that both trigger at the same time, then that player chooses the order in which those effects resolve. That includes activation, but it also includes things like attacking, and a plethora of pilot abilities and upgrades. So, since you're new, keep that in mind.
Two effects, same time, same player- player chooses
Two effects, same time, different players- player with initiative resolves first.
Worth noting this all applies to the shooting phase as well - in Activation and in Shooting everyone acts in PS order (ties being broken by initiative), if you have multiple ships of of the same PS, you get to choose the order each phase, so you could potentially move ship 3 then ship 1 then ship 2 so they don't bump, but shoot with ship 1 then ship 2 then ship 3 if you had a preferred order for whatever reason, e.g. ship 1 had only 1 target which it shared with ship 2 which had 2 so if ship 1's target died ship 2 could still shoot but not the other way round. Or if ship 1 had a Tractor Beam and you wanted ships 2 an 3 to benefit from the agility penalty if it hit,etc etc.
It, therefore, can be very helpful to have all your ships at the same PS, which is why the new Adaptability EPT is so interesting, it potentially means you can take a PS5 flying with PS4s and make them all PS4 so that you can do this kind of thing. Depending on how it works of course.
Actually to be more specific, if a player controls two effects of any sort whatsoever that both trigger at the same time, then that player chooses the order in which those effects resolve. That includes activation, but it also includes things like attacking, and a plethora of pilot abilities and upgrades. So, since you're new, keep that in mind.
Two effects, same time, same player- player chooses
Two effects, same time, different players- player with initiative resolves first.
A little add to this, if you have initiative, your affect resolving can stop the other player from resolving their affect, ie the ship blowing up because LT Colzet flipped a damage card and it was a direct hit etc. But there is waaaaay more in depth discussions that I recommend you read. Google is a new players friend, I am relatively new and I google a lot of, "What happens if..." statements. IE what if you fire a Heavy laser cannon at Omega Leader and he has a lock on you... the result may surprise you.
Edited by ArchangelspivWhen you have ships of the same PS you determine what order to move them and it can change from round to round.
If you want another example of where the order matters consider when you have two ships with one's nose right on the other's tail. If the one in front performs a straight maneuver then the one in back will (should anyway) be able to perform the exact same maneuver and not overlap/touch the one in front. IF however the one in back tries to move first (let's say they are X-Wings trying to perform a 1 straight) and does not clear the one in front of it then it will overlap and be moved all the way back its starting position while the one in front then moves away.
When you try to fly tight formations you usually want everyone acting at the same PS so you can make sure you move the ships in front first so they can get out of the way of the ships behind them. If you look at the Howlrunner swarms this came up someone often when higher PS ships suddenly found themselves in front of lower PS teammates yet the lower PS had to move first and the higher PS ship could find itself in the way. Using the same PS makes it easier to avoid this situation but activating ships in the incorrect order can lead to the same issue.
Actually to be more specific, if a player controls two effects of any sort whatsoever that both trigger at the same time, then that player chooses the order in which those effects resolve. That includes activation, but it also includes things like attacking, and a plethora of pilot abilities and upgrades. So, since you're new, keep that in mind.
Two effects, same time, same player- player chooses
Two effects, same time, different players- player with initiative resolves first.
A little add to this, if you have initiative, your affect resolving can stop the other player from resolving their affect, ie the ship blowing up because LT Colzet flipped a damage card and it was a direct hit etc. But there is waaaaay more in depth discussions that I recommend you read. Google is a new players friend, I am relatively new and I google a lot of, "What happens if..." statements. IE what if you fire a Heavy laser cannon at Omega Leader and he has a lock on you... the result may surprise you.
I just asked that one in the rules section the other day...