Say there are two proximity mines somewhat overlapping each other. If a one health ship were to fly over both of them, would only the first detonate or would they both detonate?
Proximity Mines
I remember seeing this scenario in a tourny in 1.0 with cluster mines. Judge ruled that the ship would detonate all of them regardless. Something to do with the wording being 'after you fully execute a maneuver.'
.....also, I miss Valen being in a TAP
Unfortunateky in 2.0 I believe the wording is less precise. It did not reference fully executing a maneuver nor did it mention that a mine would destroy a ship immediately.
11 hours ago, Bregge said:Say there are two proximity mines somewhat overlapping each other. If a one health ship were to fly over both of them, would only the first detonate or would they both detonate?
Both would since it moved through or overlapped both of them per the proximity mines' trigger conditions.
"While a ship executes a maneuver or otherwise moves, it overlaps an object if the ship's final position would physically be on top of an object."
And to explicitly state what the trigger condition is for Proximity Mine that @Hiemfire mentioned:
"After a ship overlaps or moves through this device, it detonates."
So, after the ship is done moving, if it moved through or is overlapping both, both would detonate.
5 minutes ago, Skitch_ said:
So, after the ship is done moving, if it moved through or is overlapping both, both would detonate.
Thanks!
TIE Bomber spam is sooooooo much fun. Nimble bomber is a much better ship ability than anyone gives them credit for, in part due to your ability to just pile up three proxy mines from three different ships to dogpile on the ace. They're not exactly Emon Azzameen, but when you've got six of them flinging devices every round they can be an awful pain to chase down.
6 hours ago, MyPalValen said:I remember seeing this scenario in a tourny in 1.0 with cluster mines. Judge ruled that the ship would detonate all of them regardless. Something to do with the wording being 'after you fully execute a maneuver.'
.....also, I miss Valen being in a TAP
Donovan, the player i run with in my HOTAC campaign, is loving cluster mines..
10 hours ago, ClassicalMoser said:TIE Bomber spam is sooooooo much fun. Nimble bomber is a much better ship ability than anyone gives them credit for, in part due to your ability to just pile up three proxy mines from three different ships to dogpile on the ace. They're not exactly Emon Azzameen, but when you've got six of them flinging devices every round they can be an awful pain to chase down.
Sounds fun. I’ve got 3 bombers and a possible game time this weekend. List me, bro!!
2 hours ago, CoffeeMinion said:Sounds fun. I’ve got 3 bombers and a possible game time this weekend. List me, bro!!
Favorite 3-Bomber list right now:
Jendon, Krennic, Tarkin,
3x Scimitar with Proton Torps and Proton Bombs.
But I really want to do 6x Scimitar again. At the beginning of 2e 6x Scimitar with Proton Bombs was legal and utterly hilarious. That list doesn’t even care about shooting most of the time. Now you have to make 2 seismic, which probably stops being worth it.
Alternatively, 5x Scimitar with Proton Bombs and APTs makes for some fantastic area denial.
Edited by ClassicalMoserWhile I personally believe that both should detonate the biggest RAW issue I see is the conflict with destruction. "After a ship is destroyed in a phase other than the Engagement Phase, it is removed from the game". I see it happening like this:
1. Execute a maneuver through 2 mines.
2. Roll for and suffer the effects of the first mine.
3. Suffer damage and become "destroyed".
4. Remove the destroyed ship from the game.
5. Roll for and suffer the effects of the second mine? Can you deal damage cards to a ship that has been removed from the game? Doesn't "removed from the game" mean it no longer interacts with the game state? Isn't removing cards from the damage deck interacting with the game state?
I think a clarification should be added to the "Destroyed Ships" section that states "If a ship is destroyed by an effect triggered by either moving through or overlapping an object then all such effects are triggered before the ship is removed from the game".
From what I understand, when moving through multiple obstacles the effects of all are done at the same time. My thought would be then that the ship is destroyed after the last effect to happen simultaneously finishes.
6 hours ago, Bregge said:From what I understand, when moving through multiple obstacles the effects of all are done at the same time. My thought would be then that the ship is destroyed after the last effect to happen simultaneously finishes.
Agreed.
Proximity Mines
"After a ship overlaps or moves through this device, it detonates."
Under "Move" (RR p. 13)
"A ship moves through an object if the template is placed on that object when the ship moves."
So as soon as that template is set down and the ship is placed at the end of the template, any device that the template or ship are on top of will detonate.
9 hours ago, MadTownXWing said:While I personally believe that both should detonate the biggest RAW issue I see is the conflict with destruction. "After a ship is destroyed in a phase other than the Engagement Phase, it is removed from the game". I see it happening like this:
1. Execute a maneuver through 2 mines.
2. Roll for and suffer the effects of the first mine.
3. Suffer damage and become "destroyed".
4. Remove the destroyed ship from the game.
5. Roll for and suffer the effects of the second mine? Can you deal damage cards to a ship that has been removed from the game? Doesn't "removed from the game" mean it no longer interacts with the game state? Isn't removing cards from the damage deck interacting with the game state?
I think a clarification should be added to the "Destroyed Ships" section that states "If a ship is destroyed by an effect triggered by either moving through or overlapping an object then all such effects are triggered before the ship is removed from the game".
On RR p. 9, it says, "If an effect triggers after a ship is destroyed, the effect resolves immediately before the ship is removed." Now, normally we think of that in terms of Dead Man's Switch and stuff like that, but in this case I could see the "effect" being the detonating mines. Still not incredibly clear.
I think the safest assumption is that as soon as the ship is destroyed you stop rolling dice, but the mines are still removed, but that contradicts some rules, too. Regardless, in my opinion this isn't a high-priority rules question that requires clarification.
On 7/25/2019 at 5:54 PM, ClassicalMoser said:TIE Bomber spam is sooooooo much fun. Nimble bomber is a much better ship ability than anyone gives them credit for, in part due to your ability to just pile up three proxy mines from three different ships to dogpile on the ace. They're not exactly Emon Azzameen, but when you've got six of them flinging devices every round they can be an awful pain to chase down.
Strikers, too. They lack Nimble Bomber and a couple of hit points, but you trade that for the ability to actually turn corners at speed and get in front of people and have a credible amount of firepower coming out the front end if someone decides to engage head-on. Plus for some reason people are more inclined to forget they can carry/are carrying them.
"What you fail to appreciate is....."
On 7/25/2019 at 6:54 PM, ClassicalMoser said:TIE Bomber spam is sooooooo much fun. Nimble bomber is a much better ship ability than anyone gives them credit for, in part due to your ability to just pile up three proxy mines from three different ships to dogpile on the ace. They're not exactly Emon Azzameen, but when you've got six of them flinging devices every round they can be an awful pain to chase down.
I love Sol Sixxa with Skilled Bombardier on board, so much coverage. Proximity mines, seismic bombs and have fun. For fatter build with Qu'ra, turret and Trick Shot.
18 hours ago, MadTownXWing said:While I personally believe that both should detonate the biggest RAW issue I see is the conflict with destruction. "After a ship is destroyed in a phase other than the Engagement Phase, it is removed from the game". I see it happening like this:
1. Execute a maneuver through 2 mines.
2. Roll for and suffer the effects of the first mine.
3. Suffer damage and become "destroyed".
4. Remove the destroyed ship from the game.
5. Roll for and suffer the effects of the second mine? Can you deal damage cards to a ship that has been removed from the game? Doesn't "removed from the game" mean it no longer interacts with the game state? Isn't removing cards from the damage deck interacting with the game state?
I think a clarification should be added to the "Destroyed Ships" section that states "If a ship is destroyed by an effect triggered by either moving through or overlapping an object then all such effects are triggered before the ship is removed from the game".
Isn’t a ship removed as destroyed at the end of the initiative phase it was destroyed in? The 2 mines should go off, dealing the damage cards, then at the end of that initiative phase you see which ships have enough damage cards to remove them.
28 minutes ago, Archangelspiv said:Isn’t a ship removed as destroyed at the end of the initiative phase it was destroyed in? The 2 mines should go off, dealing the damage cards, then at the end of that initiative phase you see which ships have enough damage cards to remove them.
You only wait during the engagement phase. When a ship is destroyed during any phase other than the Engagement Phase they are "immediately" (implied but not explicit) removed.