If I play Defensive Positions against an opponent running Tie Pilot and he has the Tie Pilot with +2 ranged and several other 2 ranged dice out, does Defensive Positions remove them all since I am removing the Tie Pilot die at the same time?
Tie Pilot vs Defensive Positions
Same thing with dodge ?
I dont know....
If you have the TIE pilot dice in your pool that is the only dice that can be removed by a single Event.
Basically as long as the tie pilot die is in your pool ONLY that tie pilot die can be removed by ANY event. So single target events and board wide events, you cannot remove another ranged die until the tie pilot die is not there. So dodge would remove just tie pilot as would defensive position.
Also a fun fact. 2 tie pilot dice protect each other, meaning your ranged dice cannot be removed at all
If you wanted homework on how a dodge doesn't wipe all ranged dice it works like this:
1) You play dodge. The effect activates and begins to resolve
2) Dodge checks the dice on the field. 1 tie fighter die with ranged damage. 1 storm trooper die with ranged damage. 1 F-11D with ranged damage.
3) Tie fighter States: "while this die is in your pool, your other dice showing ranged damage cannot be removed by an opponent"
4) Dodge begins to resolve the removal effect by asking the game can I remove X die? Tie pilot: yes. Trooper: no. Rifle: no.
5) Dodge resolves by removing tie pilot die.
And that's a nutshell version of how a board wipe card won't be able to hit all your dice. The card cannot remove the tie pilot and THEN remove more dice after it's effect has fully been resolved. It can only remove dice at one point in time so if the only legal target is 1 die from tie pilot, then the rest are safe
Was this example about Dodge actually addressed somewhere or is this just a personal opinion. My real question would be why are dice not removed 1 at a time just like resolving dice? I think that everyone is correct, but I would like to understand why.
Well there is no official explanation of how the dice are resolved if you're looking for a specific reference from FFG themselves. However if the ONLY die that can be removed is Tie Pilot, then when dodge resolves fully it can only remove Tie Pilot from the pool. Once the die is removed, dodge cannot activate its effect and attempt to remove the rest of the dice a second time. The example above basically shows how dodge can ONLY remove Tie Pilot and then the card effect is resolved in full. If you wanted to remove Tie Pilot AND then the rest of the dice, it would require a second removal card since Dodge has already removed as many dice as its allowed when played. It's not really personal opinion, its how the cards interact based on the rules and card text. If you're looking for a official FFG explanation and resolution example, you might get one in the next RRG but I can't guarantee that.
To address the question of removing 1 die at a time, the card isn't doing 1 at a time removal, it's looking for all applicable targets to remove at the same time. So Dodge looks at all dice and sees one legal target, Tie Pilot, regardless of how many other ranged damage dice you may have in your pool. Dodge removes all legal targets and then completes its effect and goes to the discard pile. This is why you can't remove Tie Pilot THEN other dice. Dodge and board wipes remove all legal targets at the same time, not one at a time.
Hope that helps.
Edited by thesug1
NEGATIVE EFFECTS (p17):
Negative effects take precedence over positive effects. If an effect says a player cannot do something, then they cannot do it, even if another effect says they can.
Hope that is a better explanation.
Also, if Tie Pilot has training, then neither of his dice can be removed if they are showing ranged.
13 hours ago, Tybrid said:Also, if Tie Pilot has training, then neither of his dice can be removed if they are showing ranged.
Whats your reasoning behind that?
1 hour ago, Stu35 said:Whats your reasoning behind that?
Each die is an "other" to the other.
I think the question here is: Are dice removed at the same time? Obviously the Destiny rules aren't great right now, but from my understanding the game doesn't check whether an action is legal on initiation, only on resolution - which means that if dice were removed in order, you could remove the TIE Pilot dice first, and then any subsequent dice (as they would now be legal targets).
Now, I'm not saying that the game works that way, but the rules also don't specifically say that you don't remove dice in order. Granted, I think this is more something that should be tightened up in the rules, and not something anyone should seriously argue for.
Having said that, it wouldn't surprise me if at some point we do see a dice removal card that can get around TIE Pilot. E.g. something like 'choose and remove an opponent's dice until <x condition>.
6 hours ago, netherspirit1982 said:Each die is an "other" to the other.
Yeah. I don't buy it.
Each die is 'this die' and thus eligible for removal.
I bet the latest FAQ/RR will clear this up, but I am sure if you can't remove all, its none that are removed. So Dodge won't remove any dice (including the TIE Pilot's) as well as Def. Position. I could be wrong though, guess we will find out soon.
16 hours ago, Rogue 4 said:I bet the latest FAQ/RR will clear this up, but I am sure if you can't remove all, its none that are removed. So Dodge won't remove any dice (including the TIE Pilot's) as well as Def. Position. I could be wrong though, guess we will find out soon.
Unless an ability says do something, then do something else, you do as much as you can when resolving it. In the case of dodge or defensive position, you'd remove whatever dice you can, in this case just the Tie Pilot die.
What about cards like "Let the Wookie win" that force the opponent to remove dice?
4 minutes ago, Jerrus said:What about cards like "Let the Wookie win" that force the opponent to remove dice?
The way I'd see it:
TIE pilot is 'Cannot be removed by an opponent'. Let the Wookie Win forces your opponent to choose and remove their own dice. So Hero player plays the LtWW, Villain player removes the dice - TIE pilot doesn't stop it because they are removing their own dice.
9 minutes ago, Jerrus said:What about cards like "Let the Wookie win" that force the opponent to remove dice?
Tie Pilot protect your dice if removed from your opponents.
With Let the Wookie Win if you choose Tie Pilot die, it is you that are removing it
Edited by blackholexanAbyss beat me for a few seconds :P
With LTWW, you can always pick option b, dealing two damage to a character. That's usually better than removing dice anyway, especially in the pilot, pilot, trooper, trooper deck I think we're discussing, since there's so many health points and probably an Endless Ranks or two coming up in the deck!
And I definitely think two pilots' die can protect each other. The tricky part is that you have to both roll ranged damage, and since each one only has a 50-50 chance, that'll only happen 25% on the time.
Similar question: can you trigger one of those protected ranged damage with a character using its guardian ability? Because its not removed, its resolved. Same thing with the blue card 'Anger' (and others, maybe): Resolve [...] as if it were your die.
I think they aren't protected in these cases. Anybody knows it for sure?
Now that we have the FAQ, we know the answer to the TIE pilot question. Of course it only works on other dice showing ranged damage. So defensive positions can remove non-range damage. If there are two TIE pilot dice in the pool, it removes no dice at all.
Remove is not the same as resolve.
Two Tie Pilots, and two Stormtroopers are a lot of fun but a bit slow to be winning any tournaments
4 hours ago, Durokanji said:Similar question: can you trigger one of those protected ranged damage with a character using its guardian ability? Because its not removed, its resolved. Same thing with the blue card 'Anger' (and others, maybe): Resolve [...] as if it were your die.
I think they aren't protected in these cases. Anybody knows it for sure?
Guardian removes, not resolves. You got it backwards.