smashthedean Posted April 10, 2014 Author Report Share Posted April 10, 2014 Where do you see that? The text I see is: Rulebook pg 8 Evade (squiggle symbol)Ships with the icon in their action bar may performthe evade action. To perform this action, place oneevade token near the ship.The player can choose to spend the evade token laterduring the Combat phase to cancel one damage rolledby the attacker (see page 12). Unspent evade tokensare removed from all ships during the End phase. Rulebook pg 12 Spending an Evade TokenIf the defender has an evade token, he may returnit to the action token supply to add one additional (squiggle symbol)result to his defense roll (see “Combat PhaseExample” on pages 14–15). The Combat Phase Example on page 14 shows an Evade token being used and it doesn't add a die to the play area, it just sits in the play area next to the dice and counts as a squiggle. Quote Link to comment Share on other sites More sharing options...
Munkie Posted April 10, 2014 Report Share Posted April 10, 2014 Also on page 12. Under modifying dice results. It explains what you do when a modifier instructs you to "add" to a roll. He's brutal. Quote Link to comment Share on other sites More sharing options...
smashthedean Posted April 10, 2014 Author Report Share Posted April 10, 2014 I still think you're wrong on this one. Here's the specific wording on the "Add" rule Rulebook pg 12: Add: Some effects add a specificresult to the combat. To resolve this,the player places a token or unuseddie displaying this result into thecommon area. Since the rule gives the option of using a token instead of a die, you're not using "defense dice" to cancel Ten's crit, you're using the token. Ten's ability reads "When attacking, 1 of your (crit) results cannot be canceled by defense dice." If it wasn't meant for evade tokens to cancel it, it would just say "When attacking, 1 of your (crit) results cannot be canceled." Quote Link to comment Share on other sites More sharing options...
Burk Posted April 10, 2014 Report Share Posted April 10, 2014 check the FAQ, I am pretty sure this addressed. Quote Link to comment Share on other sites More sharing options...
intrizic Posted April 10, 2014 Report Share Posted April 10, 2014 check the FAQ, I am pretty sure this addressed. they took down the FAQs (sorry couldn't resist) Quote Link to comment Share on other sites More sharing options...
smashthedean Posted April 10, 2014 Author Report Share Posted April 10, 2014 There's no mention of it in the FAQ (which is still up, just googled X-Wing FAQ) I did do a little bit more digging though and found a thread in the FFG Rules forums: http://community.fantasyflightgames.com/index.php?/topic/98622-ten-numb-question/ The general consensus is that tokens can cancel Ten's crits, but no one really has any proof until the final post in the thread linking this preview article about the Autoblaster. The jist is that the Autoblaster's rules are: "Your (hit) results cannot be canceled by defense dice." and FFG said in their preview article: "Though the Autoblaster can only fire at Range “1,” it prevents opponents from canceling hit results; only evade tokens can quell the fury of an Autoblaster barrage." (emphasis mine) I think this is as definitive as we're going to get until another FAQ is released, but I would say the preview article pretty clearly shows FFG's stance that "cannot be canceled by defense dice" rules can be cancelled by evade tokens. Quote Link to comment Share on other sites More sharing options...
Hobbitron Posted April 10, 2014 Report Share Posted April 10, 2014 There's no mention of it in the FAQ (which is still up, just googled X-Wing FAQ) I thought it was funny Loren. But Kacy here probably only visits the 40k forums if he's posting his OFCC list :P Quote Link to comment Share on other sites More sharing options...
smashthedean Posted April 10, 2014 Author Report Share Posted April 10, 2014 There are forums other than this one? 1 Quote Link to comment Share on other sites More sharing options...
Hobbitron Posted April 10, 2014 Report Share Posted April 10, 2014 There are forums other than this one? I rest my case! So that you can be included in the joke Kacy, GW's new website is up, but they took their FAQs down. Rumor has it that they're going to be back up eventually... but for the time being, it's a FAQless game (sorta)! 1 Quote Link to comment Share on other sites More sharing options...
Munkie Posted April 10, 2014 Report Share Posted April 10, 2014 I still think you're wrong on this one. Here's the specific wording on the "Add" rule Rulebook pg 12: Add: Some effects add a specific result to the combat. To resolve this, the player places a token or unused die displaying this result into the common area. Since the rule gives the option of using a token instead of a die, you're not using "defense dice" to cancel Ten's crit, you're using the token. Ten's ability reads "When attacking, 1 of your (crit) results cannot be canceled by defense dice." If it wasn't meant for evade tokens to cancel it, it would just say "When attacking, 1 of your (crit) results cannot be canceled." So if an opponent grabs an agility die instead of the evade token, then Ten can cancel it; but if you grab a token, he cannot? Do you honestly believe that was their intention? The reason they give you the choice is because they serve an identical meaning and function so it doesn't matter which you grab. A few more quotes to illustrate: Page 12 "Modify Defense DICE: During this step, players resolve abilities and spend tokens that allow them to modify defense DICE. This including adding defense DICE,...If the attacker and defender both have abilities that can modify defense DICE, the attacker resolves all of his abilities before the defender." Page 8 "Modify Defense DICE: Players can spend action tokens and resolve abilities that reroll or otherwise modify defense DICE results." This one really slams it home. They use tokens to modify DICE. They aren't a different thing, just a reminder that you have a successful evade on an agility die whenever you want to use it (unless Ten Nunb is shooting you) Quote Link to comment Share on other sites More sharing options...
smashthedean Posted April 11, 2014 Author Report Share Posted April 11, 2014 At the time the rulebook was written, the rules about things that cannot be cancelled by defense dice didn't exist so my interpretation is simply that the "place a token or unused die" wording is just there as a convenience since at that point in the game there were no effects that differentiated between the two. Either one is just there as a marker showing the (Squiggle) Result. You left off an important part in your quote: Rulebook pg 12: During this step, players may resolve abilities andspend tokens that allow them to modify defense dice.This includes adding die results, changing dieresults, and rerolling dice The definition of the keyword Result is: "The faceup side of each die" This means that dice essentially generate Results. And once again from the 'Spending an Evade Token' section: "If the defender has an evade token, he may return it to the action token supply to add one additional (Squiggle) result to his defense roll." This means that in addition to dice generating results, Evade Tokens can also, separately, generate Results. Here is my example: Ten rolls 3 attack dice and gets (Crit), (Eye), and a blank. His Results, generated by the dice, are (Crit), (Eye). He uses a Focus token to Change the (Eye) to a (Hit). His Results become (Crit), (Hit). The defender rolls 3 defense dice and gets (Squiggle), (Squiggle), and a blank. His Results are (Squiggle), (Squiggle) He uses an Evade token to Add one additional (Squiggle) Result to his defense roll. His Results are now (Squiggle), (Squiggle), (Squiggle) He cancels the (Hit) using a (Squiggle) Result generated by his defense dice. He can't use his defense dice to cancel the (Crit), so he uses the (Squiggle) Result that was generated by his Evade token. The attack misses. I think it's pretty straightforward that the pilot rule specifically says "dice", which are a different generator of Results than tokens, but the Autoblaster preview article pretty much seals the deal. Quote Link to comment Share on other sites More sharing options...
Munkie Posted April 11, 2014 Report Share Posted April 11, 2014 So an evade action produces an evade result, and a result is the "faceup side of the die," then by what stretch of the imagination does an evade action NOT produce a defense die? 1 Quote Link to comment Share on other sites More sharing options...
VonVilkee Posted April 11, 2014 Report Share Posted April 11, 2014 I vote Kevin. Quote Link to comment Share on other sites More sharing options...
smashthedean Posted April 11, 2014 Author Report Share Posted April 11, 2014 I put in a rules question form to FFG. We'll see if they reply to that. Quote Link to comment Share on other sites More sharing options...
Burk Posted April 11, 2014 Report Share Posted April 11, 2014 this eludes to it. everyone agrees on this that an evade token can be used. http://community.fantasyflightgames.com/index.php?/topic/103534-ten-numb-query/ Quote Link to comment Share on other sites More sharing options...
smashthedean Posted April 11, 2014 Author Report Share Posted April 11, 2014 Also, Frank Brooks fbrooks@fantasyflightgames.com 8:35 AM (14 minutes ago) to me Hello Kacy, In response to your question: Rule Question:Can crits done by Ten Numb be cancelled by evade tokens? Yes. His ability explicitly calls out “cannot be canceled by defense dice” and evade tokens do not count as defense dice. Similarly, hit results from an auto blaster can also be canceled by evade tokens for the same reason. Thanks for playing, Frank Brooks Associate Creative Content Developer Fantasy Flight Games fbrooks@fantasyflightgames.com 1 Quote Link to comment Share on other sites More sharing options...
Munkie Posted April 11, 2014 Report Share Posted April 11, 2014 Thanks for looking into that, Kacy! Wow that's a poorly worded rule. The rulebook makes no distinction between evade dice and dice results because there was no difference when the rulebook was written. They use "defense dice" as a catch-all term over and over again in the book and it very clearly includes evades in that. Then they use the exact same wording again and we're supposed to assume it means something different because they continued to not specify a difference. Anyway, at least it's settled. Quote Link to comment Share on other sites More sharing options...
smashthedean Posted April 11, 2014 Author Report Share Posted April 11, 2014 Yeah, I agree that it would be nice if the original rulebook was a little more clear about the difference between "defense dice" and "die results", but I'm glad we got an official response. I'm also really impressed with how quickly they got back to me on that. That was crazy quick. 1 Quote Link to comment Share on other sites More sharing options...
smashthedean Posted April 11, 2014 Author Report Share Posted April 11, 2014 I'm warming up to the Defender a bit. I have no idea how it will play until I throw it out on the field, but I'm feeling better about it than before. A few more lists I'm going to need to try: [35] Soontir Fel + Push the Limit + Royal Guard TIE + Stealth Device + Targeting Computer [35] Colonel Vessery [30] Delta Squadron Pilot Lots of locks for Vessery to take advantage of and still has Soontir so can't be bad there. Only 3 ships, but 2 of them being sturdy Defenders makes me feel a little better. ----- [33] Soontir Fel + Push the Limit + Stealth Device [30] Delta Squadron Pilot [25] Royal Guard Pilot + Push the Limit [12] Academy Pilot Double Interceptors, a Defender, and a baby TIE to get in the way sounds fun. ----- [30] Delta Squadron Pilot [29] Turr Phennir + Veteran Instincts + Stealth Device [25] Royal Guard Pilot + Push the Limit [16] Scimitar Squadron Pilot Same idea, but you trade Soontir to Turr to get a Bomber over a Fighter. ----- [34] Soontir Fel + Push the Limit + Royal Guard TIE + Stealth Device + Munitions Failsafe [33] Delta Squadron Pilot + Stealth Device [33] Delta Squadron Pilot + Stealth Device Soontir with a couple of hard to hit sturdy wingmen sounds fun too. Failsafe is on there because having Init with Soontir is actually a bad thing. I printed myself out a couple of Defender dials so I'm going to be looking to proxy it up on Tuesday probably. Quote Link to comment Share on other sites More sharing options...
Munkie Posted April 11, 2014 Report Share Posted April 11, 2014 Ooh! Pick me! I wanna try some new pilots/upgrades too! Quote Link to comment Share on other sites More sharing options...
smashthedean Posted April 11, 2014 Author Report Share Posted April 11, 2014 Sounds good to me. Quote Link to comment Share on other sites More sharing options...
smashthedean Posted April 15, 2014 Author Report Share Posted April 15, 2014 Oh man, new FAQ and Tournament Rules are up. Some interesting changes/notes: The lower point person or the person winning the coin toss now gets to pick who has initiative. I'm excited about this as having init is a bad thing for some squads. Modified wins got reduced in likelihood as you now need just need to be over 12 points above your opponent to get a full on match win. Standard tourney size is still 100, but there are now official rules for Escalation events that see players escalating their squads throughout the event. I'm tempted to run our next tournament like this. Events are now broken down to either being "Casual", "Competitive", or "Premier" with Competitive and Premier being required to use the stricter Action Resolution rules (congrats Josh) Still reading through the FAQ, but it looks really nicely put together. Quote Link to comment Share on other sites More sharing options...
Burk Posted April 15, 2014 Report Share Posted April 15, 2014 some interesting stuff in there. especially the FAQ Quote Link to comment Share on other sites More sharing options...
Munkie Posted April 15, 2014 Report Share Posted April 15, 2014 The change to Heavy Laser Cannons caught my eye. If you use a target lock (or any other re-roll) the crits that come up as part of the re-roll are not downgraded to hits. Not a huge difference for the most part, but still pretty sexy. Quote Link to comment Share on other sites More sharing options...
smashthedean Posted April 28, 2014 Author Report Share Posted April 28, 2014 The E-Wing preview came up today... but they didn't include a picture of the dial Corran Horn looks amazing through. He makes me a little jealous that Rexlar Brath got such a mediocre pilot ability in comparison, but whatever. Also, anyone get their transports yet? Quote Link to comment Share on other sites More sharing options...
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