Chewie's New Dodges?

By GottaBadFeelingAboutThis, in Imperial Assault Skirmish

Double-checking here:

With Chewbacca's Wookie Avenger, all dodge results are turned into evade results. My assumption is that this happens more or less immediately when the dodge is rolled -- mandatory effect, etc.

But specifically, does that mean:

1) When Ko-Tun's Dead Precise ability (spent a power token when declaring the attack, w/in 3 spaces of Ko-Tun) is used, a dodge is eliminated immediately, such that it is never converted to an evade?

2) Against the Grand Inquisitor's (or, laughably, the ISB Enforcers') Deadly surge, the dodge would have been converted during rolls/re-rolls, before surges are added, so the Deadly surge could not remove it (and therefore the evade)?

3) The Lock On command card could be played during re-rolls to immediately cancel the dodge result, but could not be played later?

Good question. As to number 3, wouldn’t that card played during the modifiers step?

-ryanjamal

I actually believe that none of that happens, I'm not sure, but I would assume that Ko-Tun's and GI/ISBs wouldn't work since essentially Chewie's dice are changed to have dodges become evades. So, Ko-Tun still has -1 dodge, but Chewie doesn't have the opportunity to roll them. 2. Lock on, I assume you would just use the -1 evade, since again, it's the exact same thing.

Again, I'm really not sure, but that's my interpretation. There's no step that turns dodges into evades, dodges are just evades for Chewie. But these are real interesting questions.

FINAL EDIT: Yeah, as said, Ko-Tun's ability happens first, it's absurd that it does, but that's fine, Lock On would work as well, but again, you might as well just do the -1 evade.

Edited by hypnosis11

As I interpret this, Chewee's ability "turning dodges into evades" means the dodges he rolls are actually evades. Therefore:

Quote

1) When Ko-Tun's Dead Precise ability (spent a power token when declaring the attack, w/in 3 spaces of Ko-Tun) is used, a dodge is eliminated immediately, such that it is never converted to an evade?

Because he is an attacker, his modifier is resolved first removing a dodge.

Quote

2) Against the Grand Inquisitor's (or, laughably, the ISB Enforcers') Deadly surge, the dodge would have been converted during rolls/re-rolls, before surges are added, so the Deadly surge could not remove it (and therefore the evade)?

The dodge is converted during modifiers phase. The surge "Deadly" removes dodges not evades.

Quote

3) The Lock On command card could be played during re-rolls to immediately cancel the dodge result, but could not be played later?

When used, one of the options is to negate 1 evade. Both fall in modifiers phase so the attacker would get to resolve his -1 dodge before the defender converted his dodges to evades.

Edited by M4S-_-T3R

swi46-wookiee-avenger.pngResultado de imagen de ko tun feralo fantasy flight

Both are applied during step 4, so attacker's effects go first, and Ko-Tun can remove the dodge before it is converted. The same goes for Lock On.

Poor Chewie...

GI/ISB, since they apply it during step 5 couldn't do the same and the dodge would be converted before they spend surges.

Edited by viktr

As much as I hate yet another thing going against the Wookiees, sounds like @viktr's interpretation is correct. Frustrating and annoying.

Geez...no double Slam, 1 less card is mandatory without Debts Repaid and now his dodge can be cancelled before conversion.....EVERYONE STOP READING INTO EVERYTHING FOR CHEWIE!!! :P

1 hour ago, ryanjamal said:

Good question. As to number 3, wouldn’t that card played during the modifiers step?

-ryanjamal

I think you're right, here. I stand corrected!

42 minutes ago, The Archangel said:

As much as I hate yet another thing going against the Wookiees, sounds like @viktr's interpretation is correct. Frustrating and annoying.

Geez...no double Slam, 1 less card is mandatory without Debts Repaid and now his dodge can be cancelled before conversion.....EVERYONE STOP READING INTO EVERYTHING FOR CHEWIE!!! :P

But he's safe from ISB Enforcers, Archangel!! ;D

5 hours ago, GottaBadFeelingAboutThis said:

(or, laughably, the ISB Enforcers')

Those be fighting words, friend! Don't be hating on my lovely ISBs, they can tear you to shreds!

Edited by MadFuhrer

It's really not a big deal. Ko-tun yes, but if you used Lock One, or Deadly you are essentially removing a surge anyway. One interesting counter though, is Wild Attack. Taking another Red die to give Chewie a White Die that can't dodge.

The question has been answered, just a note about the timing. Hopefully this also helps you wrap your head around how (I think) negative symbols work.

Dead Precise adds a negative dodge to the attack result during the declare target step if the attacker spent a power token close enough to her. (Mandatory effect if the condition is met.)

If defense results after dice rolls (after rerolls) have a dodge result, the negative dodge and a dodge cancel each other. Whatever dodges are left are converted to evades during step 4 (defender).

15 hours ago, a1bert said:

The question has been answered, just a note about the timing. Hopefully this also helps you wrap your head around how (I think) negative symbols work.

Dead Precise adds a negative dodge to the attack result during the declare target step if the attacker spent a power token close enough to her. (Mandatory effect if the condition is met.)

If defense results after dice rolls (after rerolls) have a dodge result, the negative dodge and a dodge cancel each other. Whatever dodges are left are converted to evades during step 4 (defender).

That is helpful, Al! I definitely prefer knowing the principle to the specific case.

23 hours ago, MadFuhrer said:

Those be fighting words, friend! Don't be hating on my lovely ISBs, they can tear you to shreds!

I'd actually love to run them if they had access to a bigger attack somehow. The mechanic of sending one to double move and having the second one order his attack is fun and hard to keep in mind! Or double-moving them at the end of a round for a swing round of four shots on the front of the next activation.

If they had one more keyword or if they were mercs that you could run with Devious Scheme or something ...

On 2/7/2018 at 3:32 PM, aermet69 said:

It's really not a big deal. Ko-tun yes, but if you used Lock One, or Deadly you are essentially removing a surge anyway. One interesting counter though, is Wild Attack. Taking another Red die to give Chewie a White Die that can't dodge.

I was thinking Stealth Tactics for adding another white die, but Wild Attack is annoying too. That rule, IMO, should only effect Chewie's natural dice pool, and any added dice maintain their effect. Quite unfortunate!

a more fun mechanic I wish they had used to nullify the Chewie Dodge would have been to a force a re-roll on a dodge. If the wookie rolls 2 X-men he deserves the dodge.

On 2/7/2018 at 12:10 PM, The Archangel said:

As much as I hate yet another thing going against the Wookiees, sounds like @viktr's interpretation is correct. Frustrating and annoying.

Geez...no double Slam, 1 less card is mandatory without Debts Repaid and now his dodge can be cancelled before conversion.....EVERYONE STOP READING INTO EVERYTHING FOR CHEWIE!!! :P

Archangel and I had a chance to play a few games Thursday. Add to things that Chewie can't do: re-activate with Debts Repaid when Han or Vader kills a character during the End of Round phase (although I think that Han actually killed Drokatta start of the following round in our game, before Chewie was exhausted in the first place). It can be a bit tricky to manage activations so that he's out early enough that DR is a threat, but not so early that enemies can come swarm and kill him. I mean, where do you put the guy? 9-act lists may not be a "must" for him, but they definitely help ... which makes you scratch your head a bit, given that he leaves you with 29 points to get the next 8 activations into your build ...

I still like the toon. We both ran him, and he definitely smacked a smuggler off of an objective from me and for me. He can reasonably "run away!!!" (to quote the Monty Python boys) if he gets down to low health, nullifying the work your opponent has put in to dropping him, and I did get Debts Repaid off in both games we played -- I think maybe both times on Alliance Smugglers. And his slam is useful for breaking up Han/3p0 or other combos. And he's still got the heaviest hitting Stun attack out there.

The day I moved, slammed a guy to his death (who had 3 hp left) and one-shotted a figure after pick-pocketing him for a total of 11 points was the day I fell in love with that fuzzball.