Confusing instructions. Epic Battles

By Stoneface, in X-Wing Rules Questions

Under Aces High , the section Stay in the Fight isn't making much sense to me. It reads, "If a ship flees, remove all (points) from its ship card. Its player loses 1 (point) , plus (points) equal to the number of (points) removed this way". Didn't the fleeing ship lose all its points? Where's the extra points coming from?

It's probably something obvious but its got me flummoxed. Can someone straighten this out for me?

I suspect what it means is if you flee the battle (read fly off the map by accident) you first lose all victory points you've gained. You then go into the negatives equal to 1+(lost victory points). Meaning you have to work even harder to recover from the mistake because you're now in the hole. If you'd had 5 victory points at the time of flying off the board, you now have -6 victory points and need to get 12 VP in order to win. I could be wrong though.

For Aces High you keep track of two seperate scores:

  1. The player's victory points
  2. The ships (bounty) victory points on the respective ships card

If you flee you loose the (bounty) points from your ships card and the same amount +1 from your player score.

Additional explanation:

The (bounty) victory points from your ship can be scored by other ships by destroying your ship.

At the end of the game a player scores all the (bounty) victory points on his ship card as additional player score before evaluationg the winner.

Edited by Singulativ

There doesn't seem to be a rule against committing suicide other than flying off the board though. IE: kill yourself with electronic baffle, self-bombing, etc to keep the bounty and respawn.

33 minutes ago, Cerebrawl said:

There doesn't seem to be a rule against committing suicide other than flying off the board though. IE: kill yourself with electronic baffle, self-bombing, etc to keep the bounty and respawn.

Doesnt seem to be, but its a **** move for a mode not designed to be competitive and described as a "training exercise". I personally would house rule that a self kill would remove a victory point. So the only advantage to doing it would be if you had none at the time.

Thanks guys! I missed the section in scoring where it tells you to put your bounty points near their cards. I was under the impression that points were placed on the ship(s) card.

I really need to quit reading rules late at night!

2 minutes ago, Stoneface said:

Thanks guys! I missed the section in scoring where it tells you to put your bounty points near their cards. I was under the impression that points were placed on the ship(s) card.

I really need to quit reading rules late at night!

lol. Scoring it that way, the games would end much faster. Like, after the first round of combat :P

Some of our house rules we'll be trying today:

  1. Damage from any enemy effect counts towards scoring points. Examples:
    1. Device damage
    2. Darth Vader crew
    3. Torani Kulda bullseye
  2. Damage from neutral or friendly sources does not count towards "first damage" on your own ship. Examples:
    1. Obstacle damage
    2. Friendly device damage
    3. Saw Guerrera
    4. "Fireball" setup damage
  3. If destroyed by a neutral or friendly source of damage, or by an indirect critical damage effect, suffer the same penalties as fleeing. Examples:
    1. Damage from Console Fire, Loose Stabilizer, Shaken Pilot, etc
    2. Obstacle damage
    3. Saw Guerrera
  4. Lone Wolf is disallowed.
1 hour ago, emeraldbeacon said:

Lone Wolf is disallowed.

:o i didnt even think about that haha.

12 minutes ago, Lyianx said:

:o i didnt even think about that haha.

It's not nearly as broken in this format as it could have been, since it's a one-charge-per-turn kind of thing (in 1st edition, Lone Wolf was "always on"). But, unless you're getting ganged up on, Lone Wolf is a REALLY solid upgrade to include.

18 hours ago, emeraldbeacon said:

If destroyed by a neutral or friendly source of damage, or by an indirect critical damage effect, suffer the same penalties as fleeing. Examples:

  1. Damage from Console Fire, Loose Stabilizer, Shaken Pilot, etc

This doesn't seem particularly fair to me. What is the reasoning for treating this as fleeing?

7 minutes ago, lordvorkon said:

This doesn't seem particularly fair to me. What is the reasoning for treating this as fleeing?

I assume because the player can chose to avoid damage. Such as by not flying into an asteroid, avoiding friendly proximity bombs, or spending an action to repair the critical effect.

2 minutes ago, Faerie1979 said:

I assume because the player can chose to avoid damage. Such as by not flying into an asteroid, avoiding friendly proximity bombs, or spending an action to repair the critical effect.

You assume that the player will always have an opportunity to fix a crit before it kills them? Stress will prevent actions. Console Fire could destroy your ship in the same Engagement Phase it was dealt, if you're left with one hull and have not yet engaged. Etc.

All true. Which is why I think that might be an overly harsh house rule. I was just giving the possible reasoning.

2 hours ago, lordvorkon said:

Console Fire could destroy your ship in the same Engagement Phase it was dealt, if you're left with one hull and have not yet engaged. Etc.

In that case, how is it fair to the player tho inflicted that damage on you, that the effect kills you, and the player that put that damage on it, isnt helped by it (ie his standing increased by way of yours going down)? Or you make a decision to let it kill you (when you could prevent it), just to avoid losing points? This isnt meant to be a competitive format, and he's stated they are house rules. If you dont want to play like that, dont. Play it how you want it.

5 hours ago, lordvorkon said:

This doesn't seem particularly fair to me. What is the reasoning for treating this as fleeing?

Mainly because it seemed like the most balanced way possible to address the situation: nobody gets credit for critical effects after the fact, and the carrying ship is still punished for dying. Otherwise, there's no official penalty for a ship to kill itself, outside of fleeing the battlefield. We figured it would also be a slippery slope to "keep track of damage-dealing effects," and what would count as enemy-based damage, versus game-state or player-choice damage... this was a simplified way for us to ensure that players would keep fighting rather than run away.

On 11/13/2019 at 7:55 AM, Lyianx said:

In that case, how is it fair to the player tho inflicted that damage on you, that the effect kills you, and the player that put that damage on it, isnt helped by it (ie his standing increased by way of yours going down)? Or you make a decision to let it kill you (when you could prevent it), just to avoid losing points? This isnt meant to be a competitive format, and he's stated they are house rules. If you dont want to play like that, dont. Play it how you want it.

I didn't say it was fair that the player who dealt the damage doesn't get rewarded. Rather the opposite, in fact; I think they should get credit for the kill. What I'm trying to say is that the penalty for fleeing ought to be reserved for situations where the fleeing player had an option to not flee and didn't take it.

Also, maybe don't be patronizing. I'm trying to offer suggestions on how to help make said house rules better.

23 hours ago, emeraldbeacon said:

Mainly because it seemed like the most balanced way possible to address the situation: nobody gets credit for critical effects after the fact, and the carrying ship is still punished for dying. Otherwise, there's no official penalty for a ship to kill itself, outside of fleeing the battlefield. We figured it would also be a slippery slope to "keep track of damage-dealing effects," and what would count as enemy-based damage, versus game-state or player-choice damage... this was a simplified way for us to ensure that players would keep fighting rather than run away.

I guess I don't feel that it's so difficult for a player to keep track of the last player to do damage to their ship, so that someone gets credit for the kill.