Failed Action Costs

By joeshmoe554, in X-Wing Rules Questions

38 minutes ago, xwingMinty said:

So it still fails, but it doesn't obey the 'failure to resolve' rule that things like  bombs have? 

I don't know what you mean. Devices have no such rule. The entry doesn't mention the word resolve anywhere.

If you attempt to place a device in an impossible place, play gets reversed (including getting tokens back)) to before you tried it. There's nothing there about "failure to resolve".

Edited by GermanBlackbot
7 minutes ago, GermanBlackbot said:

I don't know what you mean. Devices have no such rule. The entry doesn't mention the word resolve anywhere.

If you attempt to place a device in an impossible place, play gets reversed (including getting tokens back)) to before you tried it. There's nothing there about "failure to resolve".

I'm using the term failure to resolve as a way to describe it (not quoting anything from the rules), you say that all pay for actions are resolved no matter if they fail or not, so I'm asking why that's different for a pay for action like dropping a bomb (ie that action fails to resolve)?

Because the bomb doesn't fail . It reverses play. Your action fails and therefore resolves.

It's a completely different thing that explicitly states what happens when the bomb cannot be placed. One has nothing to do with the other.

Edited by GermanBlackbot

Ok well I still don't understand, all failing actions should be treated the same in my view. At the moment the local community where I am think that you get the charge back when Afterburners fails, so I'll go with that until FAQ's say otherwise

All failing actions are treated the same. But dropping a device is not an action. So it can't fail. End of story. Actions and devices are two different things.

That's like arguing you should be able to boost against another ship because you can do that while moving and it both moves your ship, so it should be the same.

Edited by GermanBlackbot

Actually that isn't really my argument, my argument is that Charges aren't being treated the same.

By the way I'm not saying I'm right, I'm just asking these questions because it isn't so clear to me (while that doesn't matter to you of course, it does to me and my gaming experience). I don't mind if it's the case that you lose charges or forces, after all my Bwing just got the boost of the guaranteed stress from failing it's linked Roll ;)

8 minutes ago, xwingMinty said:

Actually that isn't really my argument, my argument is that Charges aren't being treated the same. 

You literally said "all failing actions should be treated the same", and they are. Nothing about charges.
Yes, you are correct, charges work slightly differently depending on what they are used for. Well, not the charge itself, but what happens:

  • Charge paid, Action performed (therefore resolved): Charge gone
  • Charge paid, Action failed (therefore resolved): Charge gone
  • Charge paid, dropped Bomb (therefore resolved): Charge gone
  • Charge paid, Bomb couldn't be dropped: game gets rolled back to before you spend the charge.

But the basics are the same - if the effect gets resolved, the charge is gone.

Edited by GermanBlackbot
Removed unneccessarily harsh tone.

I came here because the x-wing community is usually a nice place to get answers about unclear rules, not for a fight or to troll; I'm sorry if I'm unclear on the way I've asked something.

No worries. I got a bit frustrated because I got the feeling everytime I explained one point another one popped up. Sorry, I think my tone was a bit off in the end.
And yes, you are right, charges work slightly inconsistent in that regard. But I think it's easier to remain sane if you don't think about it as "Charges are inconsistent" but more "Charges adjust themselves to behave like the thing they are used for."
So if you use them for an action they work like an action (Action doesn't work out for you -> Too bad, charge one) and if you use them for a bomb they work like a bomb (Bomb doesn't work out -> Hooray, you never dropped the bomb to begin with!).

Back from the dead but it's the closest I can find,

I had an opponent that wanted his ship stressed. He "attempted" a linked action, I think the 2nd action was a barrel roll. Couldn't do it, and took stress. Was that wrong? He knew the barrel roll would not fit one way...should he have been forced to do it to the other side. Can he say it failed and still get the stress he wanted (The Resistance A-Wing that can roll an extra die when attacking while stressed.)

Perfectly legal. He still gets stressed for the attempt.

8 hours ago, Halliday said:

Back from the dead but it's the closest I can find,

I had an opponent that wanted his ship stressed. He "attempted" a linked action, I think the 2nd action was a barrel roll. Couldn't do it, and took stress. Was that wrong? He knew the barrel roll would not fit one way...should he have been forced to do it to the other side. Can he say it failed and still get the stress he wanted (The Resistance A-Wing that can roll an extra die when attacking while stressed.)

When you attempt a barrel roll, you choose a side (left/right) and place the template. Then, if your ship fits in any of the three legal positions on the other side of the template, you must choose one of those and complete the barrel roll. If it does not fit in any of the three positions, the barrel roll fails.

When you fail a barrel roll, you don't get to try a different barrel roll and you don't get to try another action. When you fail a red action, you still get stress from the action. So it sounds to me like your opponent was well within the rules; intentionally failing boosts/barrel rolls is something a few pilots like to do to for various reasons.

However, keep that first part in mind--if any one of the three final positions fits, and the template doesn't overlap an obstacle, then the ship must complete the barrel roll.