Random Q's

By R22, in X-Wing

A night of playing has brought up some questions.

1. In what order are dice in combat resolved assuming each player has the ability to modify EITHER their own or the others? For example, is our understanding correct that an attacker must choose to use focus before the defender rolls and, upon seeing the defender's roll, cannot then choose to use the focus had he not before.

The reason we are confused is because the System: Sensor Jammer card reads: When defending, you may change 1 of the attacker's hit results to a focus result. The attacker cannot reroll the die with the changed result. This last part implies that the attacker could retroactively, upon seeing the defense roll and modifier, use a focus token to reclaim his initial hit. Wait, what?

2. Do the guide nubs for the maneuver templates 'count' in the event of collision if they are obviously the only piece that would make impact? Likewise, if a firing arc reaches the nubs of an enemy ship's base, is it in range (3)?

3. Critical hit card Stunned Pilot reads: Pilot-- After you execute a maneuver that causes you to overlap either another ship or an obstacle token, suffer 1 damage. Does a collision with another ship count as an overlap?

Believe it or not, all these things came up in the game deciding moment. Arvel was stunned along the edge of the table, the edge on his immediate left. A TIE/B was at his 3'clock about 2 spaces away. The first issue was, could I use Arvel's ability to just inch forward and collide with him if he planted in front of me somewhat? If I couldn't clear him, it would trigger a collision. Good for Arvel, bad for him.

Next issue: My opponent did a 2 straight in order to plant himself exactly in front of me, his TIE/B staring right at the edge of the table. He thought this would force my A-wing, with only a 2 straight, to overlap him and thus die from Stunned Pilot.

Except, when he went to place the TIE/B, he brought it in from the side moving right > left. When he let it go, it bumped up against Arvel's nubs. He claimed it was fine since the nubs don't count, close but still fine. I figured they did and that, besides, had he simply brought it forward straight, his nearside corner would've hit. We couldn't know for sure since, once our ships hit, they shifted--altering the miniscule space in question.

You can see the issue. If he's right, I am forced to overlap on my move and die. If I'm right, he collides corner to corner and I can do my 2 straight without overlapping since he's hung up at my leading right corner--not in front of me.... And then he dies the following turn because nothing he can do keeps him from going straight off the table.

Whew!

PS: Okay, Sensor Jammer came up the turn before, but still. Wild final moment.

1)

  1. Attacker rolls attack dice
  2. Defender modifies attack dice (this includes sensor jammer)
  3. Attacker modifies attack dice (this includes target lock and focus)
  4. Defender rolls defence dice
  5. Attacker modifies defence dice (IIRC no ability currently allows that)
  6. Defender modifies defence dice (this includes focus)

The correct order of events is very important.

The attacker modifies (rerolls) his dice after the defender modified them. The sensor jammer card explicitly disallows rerolling but does not change the order of events.

The attacker uses focus in step three. Defence dice have not been rolled at that point.

2)

Yes they do. They are part of the base.

3)

Yes. Colliding with ships is called "overlapping". Rulebook page 17: "Overlapping other ships"

Edited by dvor

A night of playing has brought up some questions.

1. In what order are dice in combat resolved assuming each player has the ability to modify EITHER their own or the others? For example, is our understanding correct that an attacker must choose to use focus before the defender rolls and, upon seeing the defender's roll, cannot then choose to use the focus had he not before.

The reason we are confused is because the System: Sensor Jammer card reads: When defending, you may change 1 of the attacker's hit results to a focus result. The attacker cannot reroll the die with the changed result. This last part implies that the attacker could retroactively, upon seeing the defense roll and modifier, use a focus token to reclaim his initial hit. Wait, what?

2. Do the guide nubs for the maneuver templates 'count' in the event of collision if they are obviously the only piece that would make impact? Likewise, if a firing arc reaches the nubs of an enemy ship's base, is it in range (3)?

3. Critical hit card Stunned Pilot reads: Pilot-- After you execute a maneuver that causes you to overlap either another ship or an obstacle token, suffer 1 damage. Does a collision with another ship count as an overlap?

Believe it or not, all these things came up in the game deciding moment. Arvel was stunned along the edge of the table, the edge on his immediate left. A TIE/B was at his 3'clock about 2 spaces away. The first issue was, could I use Arvel's ability to just inch forward and collide with him if he planted in front of me somewhat? If I couldn't clear him, it would trigger a collision. Good for Arvel, bad for him.

Next issue: My opponent did a 2 straight in order to plant himself exactly in front of me, his TIE/B staring right at the edge of the table. He thought this would force my A-wing, with only a 2 straight, to overlap him and thus die from Stunned Pilot.

Except, when he went to place the TIE/B, he brought it in from the side moving right > left. When he let it go, it bumped up against Arvel's nubs. He claimed it was fine since the nubs don't count, close but still fine. I figured they did and that, besides, had he simply brought it forward straight, his nearside corner would've hit. We couldn't know for sure since, once our ships hit, they shifted--altering the miniscule space in question.

You can see the issue. If he's right, I am forced to overlap on my move and die. If I'm right, he collides corner to corner and I can do my 2 straight without overlapping since he's hung up at my leading right corner--not in front of me.... And then he dies the following turn because nothing he can do keeps him from going straight off the table.

Whew!

PS: Okay, Sensor Jammer came up the turn before, but still. Wild final moment.

pretty interesting scenario. wout consulting the rulebook ill have a stab at these.

1. Sensor Jammer - this is an exception to the normal mod of dice roll results. the defender normally waits to see if the attacker modifies their dice first, the the defender rolls dice and modifies dice BUT with sensor jammer the defender gets to 'interrupt' this and modifies the attackers dice BEFORE they do.

2. I dont think the guide nubs count for base overlaps. Thats the way i play anyways - i think its in the FAQ somwhere.

3. After reading your account twice i think your opponent was correct - the guide nubs do not count for an overlap - only the base itself. There is the issue of whether he moved correctly - both players have to agree on the final placement of a ship. If there is a discrepancy and you cannot agree then i think you are within the rules to request a second opinion from a neutral party (this would be the TO or judge at an event) and if this was not possible then you both roll 3 dice (the player to roll the most focus icons wins the dispute).

Dvor has it right on all 3 points. Sorry Brown_Bomber.

Just to clarify the second question in point 2, in terms of measuring range, you ignore the plastic nubs where the template goes (rulebook, pg 10). Despite it being part of the base. As for the nubs, Our group plays so that nubs don't count when it comes to collisions either, but I can't recall anything in the rules, or FAQ to back that up. If it came down to it, and it wasn't agreed to before the match started, I'd ask them to point out where in the rule book/FAQ they saw that.

... I'd ask them to point out where in the rule book/FAQ they saw that.

Where in the rulebook/FAQ did you see that a particular part of the base does not count for overlapping?

1) Rulebook page 17: "If a ship executes a maneuver that would cause the final position of its base to physically overlap another ship’s base (even partially), follow these steps: ..."

That refers to the base. Not to any specific part of the base but to the entire base.

2) Guide nubs are part of the base. That is self-evident when looking at the base.

... I'd ask them to point out where in the rule book/FAQ they saw that.

Where in the rulebook/FAQ did you see that a particular part of the base does not count for overlapping?

1) Rulebook page 17: "If a ship executes a maneuver that would cause the final position of its base to physically overlap another ship’s base (even partially), follow these steps: ..."

That refers to the base. Not to any specific part of the base but to the entire base.

2) Guide nubs are part of the base. That is self-evident when looking at the base.

By them, I meant the friend that he was playing against that claimed that nubs don't count. Didn't mean to imply that you need to cite your sources, sorry if I did.

Edited by MrHello

Why am I thinking the "order" when attacking is:

1. Roll Attack Dice.

2. Roll Defense Dice.

3. Modify Attack Dice w/ Defender going first.

4. Modify Defense Dice w/Attacker going first.

This is all the "normal" rolling is taken care of before any modifications start. If an attack obviously has no chance at hitting there may be no point modifying things (what good is focus on a crit/hit/focus attack when the defender rolls three Evades?) yet the defender gets to make defense choices with PERFECT knowledge of what will happen. Where is the precise order spelled out in the rule?

For question #3 you do NOT "collide with or overlap" a ship you can completely pass over. Although this could get into the nub question a ship could potentially use a five straight and have the template go through four other ships but if the other end of the template is clear the ship would not have collided with or overlapped any of those four ships.

1.

You do everything involving the Attack Dice. Then everything involving the Defence Dice.

With modifications

1. Roll Attack Dice

2. Defender Modifies

3. Attacker Modifies

1. Roll Defense Dice

2. Attacker Modifies

3. Defender Modifies

2.

The nubs on the base count as part of it for everything except measuring the range between two ships. SO they do count for overlapping. And technically if just the nubs are off the board you would remove the ship... but what is the likeliness of that happening.

3.

Yep colliding would count as Overlapping.

Why am I thinking the "order" when attacking is:

No idea why. That's not the order the rules dictate.

Where is the precise order spelled out in the rule?

In the rulebook. Page 10:

... resolve the following combat steps in order:

1. Declare Target

2. roll attack Dice

3. Modify attack Dice

4. roll Defense Dice

5. Modify Defense Dice

6. compare results

7. Deal Damage

Two other rules regarding the order of events:

Page 11: "If the attacker and defender both have abilities that can modify attack dice, the defender resolves all of his abilities before the attacker."

Page 12: " If the attacker and defender both have abilities that can modify defense dice, the attacker resolves all of his abilities before the defender."

The nubs thing threw me because I was sure they didn't count. On page 10 under Range the book states, "Note: When determining the firing arc and measuring range, ignore all guides(the two small bumps on the front and rear of each base)."

It makes no mention of them in movement though so I guess they count for one and not the other.

The nubs thing threw me because I was sure they didn't count. On page 10 under Range the book states, "Note: When determining the firing arc and measuring range, ignore all guides(the two small bumps on the front and rear of each base)."

It makes no mention of them in movement though so I guess they count for one and not the other.

It all comes down to the fact that the nubs aren't vibrating at a speed which allows them to phase through other bases. It is actually physically impossible to place the two bases so the Nubs of one are occupying the same space/time co-ordinates as another base.

The nubs thing threw me because I was sure they didn't count. On page 10 under Range the book states, "Note: When determining the firing arc and measuring range, ignore all guides(the two small bumps on the front and rear of each base)."

It makes no mention of them in movement though so I guess they count for one and not the other.

hmm. its a little unclear as to whether the 'small bumps on the front and rear of the base' actually count as part of the base. Seems inconsistent that they dont count for range/firing arc measurement yet they do count for overlapping bases.

FFG should clear this up imo.

1) Rulebook page 17: "If a ship executes a maneuver that would cause the final position of its base to physically overlap another ship’s base (even partially), follow these steps: ..."

'even partially' could be interpreted either way depending on whether the bumps ARE considered part of the base or not.

can anyone reading this clear this up?

Pretty sure nubs overlapping was in a FAQ as counting that as an overlap.

Pretty sure nubs overlapping was in a FAQ as counting that as an overlap.

hmm, havent been able to find anything on FAQ specific to bases overlapping. it does say that bomb tokens movement guids DO count for overlaps with ships but thats not related to ship to ship overlaps.

You're right, its not in there. If the nubs count as part of the base though, which they should, then its still an overlap.

What Rat said. ;-)

You're right, its not in there. If the nubs count as part of the base though, which they should, then its still an overlap.

What Rat said. ;-)

agreed, but do they? its debatable whether this counts as a 'partial overlap' as stated in the core rules.

If a ship executes a maneuver that would cause the final position of its base to physically overlap another ship’s base

As for the OP's point #3. The overlapping only occurs on your move. Another ship can't overlap you to cause you to overlap. You have to overlap on your own move only, after you laid down your template and moved your ship to the end of it and found another ship in your spot.





Also, all this talk of nubs had me look this up in the FAQ:



Q: Are a bomb token’s movement guides considered when measuring range or when a ship overlaps them?


A: Yes.

I agree with Dvor on all points. The nubs have to count, since it would be impossible to place ships they didn't, as pointed out above. The sensor jammer text means the opponent can use focus on the die you turned over but can't use a target lock or ability to reroll it.