Rise of the Empire - doubt about how the new combat works

By Seabook, in Star Wars: Rebellion

Hello all. I started to read some people doubts about the new expansion and this one called my attention and wanted to know more about it. Suppose the Empire is attacking with a Star Destroyer against a Calamari and there are no leaders on the system, Both rolls 2 red and 1 black dice.

1st Round:
The Empire player choosed one Advanced Tactic Card, Superlaser Blast (Death Star),
deal 1 damage (no face of dice or color given) and the Rebel player one Advance Tactic Card, Escort (Rebel Transport), Prevent 2 black hits [ sw03-explosion-in-box.png ] . On the first round, the Star Destroyer gets 1 red lightsaber , 1 red hit and 1 black direct hit . The Calamari gets 2 red light sabers and 1 black direct hit . So... let me see if this is what happens...

1) Escort card can prevent the
damage from the Superlaser Blast card?
2) Depending of the answear from 1), Calamari will get 2 or 3 damage tokens, as the Escort can't prevent a
black direct hit .
3) Can the
red lightsaber from the Star Destroyer be used to regenerate the attack from the Calamari that is gonna happen in 4)? If not, can you spare this red lightsaber for the next round?
4) Calamari removes 2 damage tokens with his
2 red lightsabers and gives 1 damage token for the Star Destroyer.

2nd Round: Calamari is with full health or with 1 damage token. Star Destroyer is with 1 damage token.
The Empire player choosed Tractor Beam (ISD), deal
1 red damage (no face of dice given). The Rebel player choosed Fleet Logistics (Mon Cal Cruiser), prevents 2 red hits [ sw03-explosion-in-box.png ] . You may play 1 additional space tactic card, and the rebel player chooses Bombing Run (Y-Wing), deal 1 red damage as his additional card. Star Destroyer will roll 1 red direct hit , 1 red lightsaber and 1 black hit . The Calamari will roll 2 red hits and 1 black lightsaber .

5) Can the Calamari prevent the
red damage from Tractor Beam with Fleet Logistics?
6) Depending of the answear from 5), Calamari will get 1 or 2 damage tokens, as Fleet Logistics can't prevent
red direct hit .
7) Star Destroyer can spend his
red lightsaber to remove damage from Bombing Run? And what about the red lightsaber from 3)?
8) Calamari can't remove damage token with 1 black lightsaber and depending of the answear from 7) gives 1, 2 or 3 damage tokens (dice + card) to the Star Destroyer.
9) How many damage tokens will have the Star Destroyer and the Calamari?

2 hours ago, Seabook said:

Suppose the Empire is attacking with a Star Destroyer against a Calamari and there are no leaders on the system

Tricky to attack a system without a leader to move units. ;) But assuming this is a hypothetical to ignore any leader-related rerolls, etc., and that the only units in the fight are the ISD and the MCC.

1st round: Empire assigns the 1 damage (from Superlaser Blast) to any Rebel unit in the battle; in this situation, assigns that damage as 1 damage to the MCC (health color doesn't matter for this particular damage). Rebel banks the 'prevent 2 black hits' until after Empire finishes their attack rolls. Empire rolls dice, gets 1x red saber, 1x red hit, 1x black direct hit. ISD has no damage assigned to it, so the red saber result is meaningless here and is ignored. Empire chooses to treat the direct hit as 1 red damage, bringing the dice total to 2 damage to the MCC. Including the tactics card, the MCC will now have 3 damage assigned. Rebel has NOT rolled yet (Empire attack phase not done).

2 hours ago, Seabook said:

1) Escort card can prevent the damage from the Superlaser Blast card?

No, there are no dice showing black hits being assigned by the Empire during their "Assign Damage" step.

2 hours ago, Seabook said:

3) Can the red lightsaber from the Star Destroyer be used to regenerate the attack from the Calamari that is gonna happen in 4)? If not, can you spare this red lightsaber for the next round?

No, the dice results must be used before passing control to the defender for their rolls. Since the ISD is currently full health, the Empire's red saber is wasted. This is the defender advantage in the RotE 'cinematic combat' rules (base game had attacker advantage due to how tactics cards worked).

2 hours ago, Seabook said:

2nd Round: Calamari is with full health or with 1 damage token. Star Destroyer is with 1 damage token.
The Empire player choosed Tractor Beam (ISD), deal
1 red damage (no face of dice given). The Rebel player choosed Fleet Logistics (Mon Cal Cruiser), prevents 2 red hits [ sw03-explosion-in-box.png ] . You may play 1 additional space tactic card, and the rebel player chooses Bombing Run (Y-Wing), deal 1 red damage as his additional card. Star Destroyer will roll 1 red direct hit , 1 red lightsaber and 1 black hit . The Calamari will roll 2 red hits and 1 black lightsaber .

2nd round: Both the ISD and the MCC have 1 damage token assigned. Empire's tactic card assigns 1 damage to the MCC (since it has red health). Rebel banks the 'prevent 2 red hits' until after Empire finishes their attack rolls, then uses the additional card to assign 1 damage to the ISD (since it has red health). Empire rolls dice, gets 1x red direct hit, 1x red saber, 1x black hit. The red saber result is used to remove 1 damage from the ISD. The black hit result is not usable against the MCC, and is ignored. Empire chooses to treat the direct hit as 1 red damage, so the dice total is 1 damage to the MCC. Combined with the tactics card, this is 2 damage being assigned to the MCC this round. Rebel has NOT rolled yet (Empire attack phase not done).

2 hours ago, Seabook said:

5) Can the Calamari prevent the red damage from Tractor Beam with Fleet Logistics?

No, there are no dice showing red hits, that can be removed.

2 hours ago, Seabook said:

7) Star Destroyer can spend his red lightsaber to remove damage from Bombing Run? And what about the red lightsaber from 3)?

Yes, the Empire's red saber result can remove 1 damage already assigned (either the 1 damage from previous round, or the 1 damage from Bombing Run).

2 hours ago, Seabook said:

8) Calamari gives 1, 2 or 3 damage tokens (dice + card) to the Star Destroyer.

2nd round of combat, Rebel player assigns 2 more damage to the ISD, for a total of 3 damage (4 damage dealt over 2 rounds, 1 removed via red saber result in 2nd round).

2 hours ago, Seabook said:

9) How many damage tokens will have the Star Destroyer and the Calamari?

At the end of the 2nd round, both units will have 3 damage each.

Edited by phaze

Lol, yeah, just didn't wanted to set any leaders because of the reroll thing, just to not give another variable to think about. xD

I see, so the cards that prevent damage by saying the side of the dice can only prevent the damage comming from the dice, not the damage from the advanced tactic cards that I mentioned. I had a little confusion with how the attacker can't heal itself on the first round, cuz I thought both players attacks simultaneously and I see now it doesn't work that way. Will need to be extra careful and wait the current player that is attacking to finish his damage first before doing the defender player.

Thanks for the reply, this helped a lot :3

4 hours ago, Seabook said:

cuz I thought both players attacks simultaneously and I see now it doesn't work that way.

Yeah, we had that same problem the first few times we played, which resulted in us having much more prevented damage (from the old tactics cards) than we should have, and dragged out the fights quite noticeably. Also made it feel clunky, since we were passing dice back and forth constantly, trying to remember mentally how many of each we had already rolled, etc.

Once we realized we were doing combat wrong, we switched to the correct way, and that sped up the combats considerably. And it makes the damage tracking much more simplified, as intended. =)

On 04/12/2017 at 6:54 PM, phaze said:

Yeah, we had that same problem the first few times we played, which resulted in us having much more prevented damage (from the old tactics cards) than we should have, and dragged out the fights quite noticeably. Also made it feel clunky, since we were passing dice back and forth constantly, trying to remember mentally how many of each we had already rolled, etc.

Once we realized we were doing combat wrong, we switched to the correct way, and that sped up the combats considerably. And it makes the damage tracking much more simplified, as intended. =)

I tryed to play and once again I feel we played it wrong... we both build huge fleets, with lots of space and ground units, which ended in a victory for one player in the space battle and a win for the other player in the ground. But what I feel we played wrong is when to resolve or not the regeneration thing. It feels like whoever starts the combat, if that person doesn't change the order of who attacks first, will be in a huge disadvantage for the remain turns. I will give a little example, worst case scenario with 1 health units...

Imagine just 5 soldiers for each. First player will roll dices to attack first and do the damage. Second player will roll his dices and do his damage and heal his soldiers for any lightsabers he may get, while the 1st player never had a chance to save his soldiers. Then second turn, first player will attack again and the same will happen, his soldiers will all die without a chance for healing, unless he plays a tactical card that changes the order of who attacks first. Is that right? From what I could see, without changing the order of who attacks first, the first player will always be in disadvantage, even on space battles with units with more health I felt a lot of disadvantage not being able to heal before the units gets destroyed and just because I attacked first on each round.

The other doubt is about Luke Skywalker after doing the Seek Yoda mission and getting the Master Yoda ring. If Luke Skywalker is in combat in a system, how many dices he can reroll for each combat for each round? 3 or 4? The Seek Yoda mission card doesn't explain how many times I can reroll with the ring.

The other doubt is about tactical cards that lets you play an addictional tactical card only. What is that card for? Only to empty faster your missing cards so you can get your discarded cards back faster? And what happens if that is the last card you have and you don't have another card to play with? oO

And the last doubt... what happens when you only have structures at ground battle, like Ion Cannons, Shield Generators and Golan Arm Turrets, against normal soldiers and AT-ATs? Do all the structures gets destroyed if there are no soldiers or Snowspeeders?

Edited by Seabook
Found the answear for this one: However, if a player rolled at least one die in this theater’s battle this round, his structures are not destroyed and another round of combat is resolved.
On 09/12/2017 at 0:54 AM, Seabook said:

The other doubt is about Luke Skywalker after doing the Seek Yoda mission and getting the Master Yoda ring. If Luke Skywalker is in combat in a system, how many dices he can reroll for each combat for each round? 3 or 4? The Seek Yoda mission card doesn't explain how many times I can reroll with the ring.

The Yoda reroll is a separate thing from leader rerolls. It's a one-off per combat, and can be made in addition to the rerolls that the leader gives you.

It is different in that you can only use it once per game round (so in this specific case, once in the entire combat, and therefore not in any mission later that round), but could be used to reroll a die which you had already rerolled as a leader.

On 09/12/2017 at 0:59 AM, Seabook said:

The other doubt is about tactical cards that lets you play an addictional tactical card only. What is that card for? Only to empty faster your missing cards so you can get your discarded cards back faster? And what happens if that is the last card you have and you don't have another card to play with? oO

Normally, you pick your tactic card simultaneously with your opponent, so you have to guess what card he will take. If you have the option to take an additional card, you can do so already knowing which card he took, and react accordingly.

In this case, you put your first card down, and collect all your other cards. You can now immediately play any one of those. At the end of this combat round, those two cards will be in your discard pile and the rest will be in your hand ready to play.

Edited by Patriarch
On 09/12/2017 at 1:10 AM, Seabook said:

And the last doubt... what happens when you only have structures at ground battle, like Ion Cannons, Shield Generators and Golan Arm Turrets, against normal soldiers and AT-ATs? Do all the structures gets destroyed if there are no soldiers or Snowspeeders?

Yep, and as long as the Golan turret is still there firing, the other structures are immune from this effect.