Huge questions after first game with Huge ships.

By drail14me, in X-Wing Rules Questions

Thank you

Good Evening,

On the CR90 action bar, I see it has reinforce front, does this also mean I may use the reinforce rear as well?

Italso says it reduces the attack by 1, is this 1 Die?

Thank you

Edited by chrisleeingram
Clarification
32 minutes ago, chrisleeingram said:

Good Evening,

On the CR90 action bar, I see it has reinforce front, does this also mean I may use the reinforce rear as well?

Italso says it reduces the attack by 1, is this 1 Die?

Thank you

You can reinforce the rear.

There's only one reinforce action; when you perform it, you gain a Reinforce token, and when you gain the token you can choose to reinforce the front or rear.

When a reinforced ship defends, everyone rolls and modifies dice normally. Then, if the attacker's entire base is inside the reinforced half of the defender and there are 2 or more hit/crit results remaining on the attack dice, the defender adds 1 more evade result, which cancels a hit/crit result.

TL;DR: at the end of the attack, before you take damage, if the attack is in the reinforced half, reduce damage by 1 to a minimum of 1

I have a small question: does a huge ship lose its actions when it is bumping? I cannot find a rule for that.

44 minutes ago, Mighty said:

I cannot find a rule for that.

Then it doesnt.

Huge ships do not 'partially execute' a maneuver. They reduce the speed of the maneuver until they can fully execute the maneuver.

Also note that they do not skip their perform action step for overlapping obstacles. Meaning it is incredibly difficult (but not impossible) to force a huge ship to skip its perform action step. Also, if it were possbile to block huge ships action simply by forcing a bump, as large and slow as they are, it would be possible to keep them from performing actions for an entire game (provided you had enough ships to absorb the hits). And much of what the ships do is based on their actions. Would be rather unfair to bring out that many points in one ship, and have its effectiveness cut by two-thrids (because no actions mean no dice mods, so their attacks wouldnt be as effective).

Edited by Lyianx
added more context

Ok so perhaps a dumb question, but once my huge ships hits 0 Shields, do I NO longer regen shields each endphase. It logically makes sense that I wouldn't. Shield generators are 'destroyed' so now you are left with only hull. Otherwise how would you even kill something like a imperial cruiser?

You kill it by hitting it a lot in the same round.

7 hours ago, Dngrmonkey said:

Ok so perhaps a dumb question, but once my huge ships hits 0 Shields, do I NO longer regen shields each endphase. It logically makes sense that I wouldn't. Shield generators are 'destroyed' so now you are left with only hull.

No, they still regen. All reaching 0 shields means is that they are depleted, not destroyed. Shields values on ships are a capacity. Like a battery (or a capacitor). Once its drained, its not automatically "destroyed", it just has nothing left in it.

Anything, and i mean *anything* that has a recurring charge on it, always recharges unless a specific effect says it cannot. Huge ships will constantly regenerate shields even when they have damage cards (and i don't think there are any damage cards that disable that completely, tho there may be some that reduce its effectiveness). But seldom does shield regeneration keep up with damage output if its being focused on, which is the idea (huge ships are suppose to be hard to take down and require concentrated effort to do so).

8 hours ago, Dngrmonkey said:

Otherwise how would you even kill something like a imperial cruiser?

Focus firepower on it. Dont expect 1 or 2 standard ships to take one out on their own. It should take a concentrated effort to take it out, especially given their point cost. Its why cards like Dreadnought Hunter exist. Mix that with something like Proton Torps and you'll do some damage to them. This is where the bomber ships are going to shine in the game.

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