Appropriate actions after re-rolls

By tgall, in Star Wars: Armada Rules Questions

Sooooo here's a question that came up during NebB's and my Vassal game the other day.

So in the case one uses Lando to force rerolls on the attack, what is and isn't possible based on those re-rolls?

Likewise in the case that a defense token is spent to force a re-roll of a die.....

If an accuracy is rolled, does that mean the attacker isn't able to then target a defense token? (I believe that is the case, since Resolve Attack Effects is the phase before Spend Defense tokens)

OTOH if a crit is rolled, since the Resolve Damage phase is after Spend defense tokens when the reroll happened, the attacker can trigger a crit effect from an upgrade card or later the default crit effect should it land.

Thoughts ?

I'd say that's a pretty spot on conclusion you've got there. Lando is basically an expendable super-evade defense token, with all the timing quirks associated.

I know this has been covered and think I can remember it correctly. Accuracy rolled on a reroll has no effect, no matter who's reroll.

A crit affect other than the first card face up takes place immediately and can take away def tokens or take out shields before tokens other then evade take effect to modify damage

I know this has been covered and think I can remember it correctly. Accuracy rolled on a reroll has no effect, no matter who's reroll.

One exception here is SW-7 Ion Batteries. If they are leftover at the end, and you didn't spend them, they count as damage.

TGall, we can talk about it tonight. I have been over these rules quite a bit.

The OP has it correct in his opening statement...

Once you have gotten to the Defender modifying dice with Defense Tokens, the time has passed for Selecting Defence Tokens as Targets for Accuracies, so the only use of those freshly rolled-to Accuracy tokens are to power SW-7 Ion Cannons... (as they can't even be spent to Screed, for example).

However, a fresh Critical die will trigger a Critical effect if there wasn't a Critical die beforehand, as activating a critical effect is after defence tokens...

Edited by Drasnighta

I know this has been covered and think I can remember it correctly. Accuracy rolled on a reroll has no effect, no matter who's reroll.

A crit affect other than the first card face up takes place immediately and can take away def tokens or take out shields before tokens other then evade take effect to modify damage

You're wrong. An accuracy result produced by an attacker reroll can still be spent.

Quick reminder: attack order works like this:

  1. Attacker rolls all BATTERY dice (modified by obstruction if appropriate)
  2. Attacker uses all effects that add, reroll, spend, or modify dice as well as anything else that triggers "while attacking" (like Intel Officer) in ANY ORDER HE WANTS. Note that Accuracy icons are SPENT during this step and the dice are removed from your pool.
  3. Defender chooses which defense tokens to spend and can use other defensive tech like Lando or Admonition. Evade tokens take effect immediately. Contain tokens affect step #4. Redirects must choose which other hull zone they're using now. Braces will come into effect in step 5.
  4. Attacker chooses which crit effect to apply (if any) and it takes effect immediately. Note that the generic crit (and the similar XX9 Turbolasers crit) tells you what to do later once damage is applied but the effect lingers. For something like Assault Proton Torpedoes, the crit happens right now.
  5. Defender resolves damage. Here's when a Brace halves the damage and you can choose to suffer damage on the hull zone you Redirected to in step 3.

Accuracy icons generated in step 2 (attacker reroll, for example) therefore still have an open window for being spent.

Accuracy icons generated in step 3 (defender reroll, for example) no longer have an open window for spending and are thus useless unless they're blue Accuracy icons from a ship with SW7 Ion Cannons.

Snip, if you could clarify one point for me:

  1. Redirects must choose which other hull zone they're using now.

So I finish rolling and modifying my dice. You choose which defense tokens you're going to use before I re-roll my dice, and you choose which arc will take Redirect damage (unless you have Advanced Projectors, 'cause, y'know, all of them). Then I re-roll any dice from Evades/Lando/etc., and we figure out the total amount of damage. Am I reading that right?

To the OP question:

Tim Henman fist pump

Snip, if you could clarify one point for me:

  1. Redirects must choose which other hull zone they're using now.

So I finish rolling and modifying my dice. You choose which defense tokens you're going to use before I re-roll my dice, and you choose which arc will take Redirect damage (unless you have Advanced Projectors, 'cause, y'know, all of them). Then I re-roll any dice from Evades/Lando/etc., and we figure out the total amount of damage. Am I reading that right?

You can spend your defense tokens in whatever order you like as well. So you can/should use your Evades/Lando/etc. first and then determine if you want to spend a Redirect. Once you spend your Redirect, however, you also need to choose which extra hull zone is now eligible to take damage once you hit step 5.

This generally makes little difference except when Assault Proton Torpedoes (might randomly crit to drop shields on the Redirect target zone) or Assault Concussion Missiles (might or might not be used to affect that hull zone's shields) come into play.

So do you resolve an Evade re-roll immediately, before choosing whether or not to Brace/Redirect/Contain, or do you have to declare which tokens you are going to use, and then force the re-roll?

The FAQ explicitly states that you Choose and Resolve the Evade Immediately, and can wait to see its result before declaring other tokens.

A Q : Can a ship spend an evade token to reroll a die and wait to see the result before spending another defense token?

A: Yes

Edited by Drasnighta

Thanks for the clarification!

Could i add a question please.

Does the timing within step 2 allow for an accuracy result to be used, the same die then getting rerolled and the result applied again?

In detail, can a single dice generate two usable accuracy effects?

Many thanks for clarifying.

Edited by florianhess

Could i add a question please.

Does the timing within step 2 allow for an accuracy result to be used, the same die then getting rerolled and the result applied again?

In detail, can a single dice generate two usable accuracy effects?

Many thanks for clarifying.

No, because when you Use the accuracy to lock down a token, that die is spent . Its gone . disappeared .

Or, To Para-phrase: (Parrot-Phrase)

Its passed on! This die is no more! It has ceased to be! Its expired and gone to meet its maker!
Its a stiff! Bereft of life, it rests in peace! If you hadn't thrown it to the accuracy it'd be pushing up the daisies! Its metabolic processes are now 'istory! Its off the twig! Its kicked the bucket, its shuffled off its mortal coil, run down the curtain and joined the bleedin' choir invisibile!!
IT IS AN EX DIE.
++
Technically, the Quad Turbolaser Batteries are the effect you're after... Roll at least 1 Red ACC, get an EXTRA Die with a Red ACC... You are Free to Re-roll either or both ACC results from that point on using any of your favourite methods allowed...