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You are here: FFG Forums /  Miniatures /  X-Wing /  X-Wing Rules Questions

X-Wing Rules Questions
A place to discuss the rules and clarifications for X-Wing
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R2 Unit vs Damaged Engine
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Published on 17 September 2012 - 21:37:15
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 The R2 astromech states:  You may treat all 1- and 2-speed maneuvers as green maneuvers.

 

The Damaged engine cards states:  Treat all turn maneuvers (hard right and hard left) as red maneuvers.

 

Which one takes precedence?

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Reply #1 | Published on 17 September 2012 - 21:01:16
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 I would say the damage card takes precedence. When the rulebook speaks of contradicting cards it says that if one card allows something and another forbids it, then it is forbidden. R2 allows all manouevres of 1 and 2 to be green, the damage card forbids any hard lefts or rights from being green as they must be red, therefore it stands to reason that the damage card wins out in this case. At least that is how I think it should be the way that the rules are written.

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Reply #2 | Published on 17 September 2012 - 21:50:46
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The R2 unit makes 1 and 2 maneuvers green.  The damage card makes all hard turns red.

Both happen.  The R2 unit still makes non-hard, 1 and 2 speed turns green.  The damage card now makes all hard turns red.

 

First you had a basic ship, then you upgraded it with an R2 unit which improved maneuvering, then you got critically hit so that your ship wont turn properly.  The damage card is last, so its most relevant to the final result of the sum of all effects.  

 

 

Reply #3 | Published on 18 September 2012 - 00:34:39

 I'm not sold on the above ruling. I think this needs to be FAQed eventually. To me it seems that damage cards should overwrite all other effects because the point is that things are getting damaged that weren't damaged before.

Reply #4 | Published on 18 September 2012 - 00:52:26
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Budgernaut said:

 I'm not sold on the above ruling. I think this needs to be FAQed eventually. To me it seems that damage cards should overwrite all other effects because the point is that things are getting damaged that weren't damaged before.

I think you're agreeing with us…

We're saying the damage effect (all hard turns are red) overrides the R2 unit, but the R2 unit still makes all other (non-hard turn) 1&2 maneuvers green.

Reply #5 | Published on 18 September 2012 - 00:57:30

 Oh. You're right.

Reply #6 | Published on 19 September 2012 - 13:08:49

Strombole said:

 I would say the damage card takes precedence. When the rulebook speaks of contradicting cards it says that if one card allows something and another forbids it, then it is forbidden. R2 allows all manouevres of 1 and 2 to be green, the damage card forbids any hard lefts or rights from being green as they must be red, therefore it stands to reason that the damage card wins out in this case. At least that is how I think it should be the way that the rules are written.

I agree with your conclusion, but I don't think your reasoning really works.  You could just as easily state that the R2 card forbids speed 1 and 2 moves from being red as they must be green.  The problem with the reasoning is that neither really forbids or allows anything.  Instead, they each try to institute mutually exclusive conditions.

Reply #7 | Published on 19 September 2012 - 13:27:27
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 I understand that in logical terms this is nebulous. However, the intent seems clear to me. The damage effect replaces the turn icons on the wheel with red whether they were green from an astromech or white by default.

Also, the rules do say that if one card allows something and another forbids it, then it is forbidden. Astromech allows green moves, damage forbids white and green hard turns (requires red). 

 

 

Reply #8 | Published on 19 September 2012 - 17:16:32

dbmeboy said:

Strombole said:

 

 I would say the damage card takes precedence. When the rulebook speaks of contradicting cards it says that if one card allows something and another forbids it, then it is forbidden. R2 allows all manouevres of 1 and 2 to be green, the damage card forbids any hard lefts or rights from being green as they must be red, therefore it stands to reason that the damage card wins out in this case. At least that is how I think it should be the way that the rules are written.

 

 

I agree with your conclusion, but I don't think your reasoning really works.  You could just as easily state that the R2 card forbids speed 1 and 2 moves from being red as they must be green.  The problem with the reasoning is that neither really forbids or allows anything.  Instead, they each try to institute mutually exclusive conditions.

By that reasoning would that mean that the damage card allows you to use red hard turns?

Wouldn't it be more correct to say that since your hard turns are green to begin with the damage card forbids you from using those green hard turns ever again?

 

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Reply #9 | Published on 06 October 2012 - 14:09:22

 I just found a similar problem. In Rebel vs. Rebel matches, if a Rebel ship with R2 Astromech does a Koiogran turn, then gets ionized, on it's next turn, does it's forward movement remove the stress token or not? The ion makes it a white straight 1, but R2 Astromech makes all 1 and 2 speed maneuvers green. Which happens first?

EDIT: Thinking more on this issue, I think R2 should be overruled by the Damaged Engine and Ion Cannon simply because they are more recent, R2 having been in effect since the beginning of the game.

Reply #10 | Published on 06 October 2012 - 16:38:24

Budgernaut said:

 EDIT: Thinking more on this issue, I think R2 should be overruled by the Damaged Engine and Ion Cannon simply because they are more recent, R2 having been in effect since the beginning of the game.

I tend to agree with you… but I can't point to any rule in the game about time-stamp order mattering at all (or any other rule that would clearly resolve the question).

Reply #11 | Published on 06 October 2012 - 18:09:40

dbmeboy said:

 

Budgernaut said:

 

 EDIT: Thinking more on this issue, I think R2 should be overruled by the Damaged Engine and Ion Cannon simply because they are more recent, R2 having been in effect since the beginning of the game.

 

 

I tend to agree with you… but I can't point to any rule in the game about time-stamp order mattering at all (or any other rule that would clearly resolve the question).

 

 

Yeah. Definitely needs a FAQ response.

Reply #12 | Published on 07 October 2012 - 01:58:07

Budgernaut said:

 I just found a similar problem. In Rebel vs. Rebel matches, if a Rebel ship with R2 Astromech does a Koiogran turn, then gets ionized, on it's next turn, does it's forward movement remove the stress token or not? The ion makes it a white straight 1, but R2 Astromech makes all 1 and 2 speed maneuvers green. Which happens first?

EDIT: Thinking more on this issue, I think R2 should be overruled by the Damaged Engine and Ion Cannon simply because they are more recent, R2 having been in effect since the beginning of the game.

 

I don't think that requires any FAQ, Ion cannon disables you from performing a maneuver therefore you couldn't perform a green maneuver and remove stress. That is one of the most efficient ways to use Ion cannon. 

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Reply #13 | Published on 07 October 2012 - 08:27:01

Fabster said:

 

I don't think that requires any FAQ, Ion cannon disables you from performing a maneuver therefore you couldn't perform a green maneuver and remove stress. That is one of the most efficient ways to use Ion cannon. 

In general this is true.  The ion effect causes you to do a speed-1 straight maneuver that is white.  However, the R2 Unit upgrade changes all speed 1 and 2 maneuvers to green.  Currently, there are no solid rules to determine how to resolve conflicts like that.  I think most of us assume that the ion cannon (or critical damage card, in the other conflict that's come up like this) will win out, but there's nowhere in the rules we can point to prove that.

Reply #14 | Published on 08 October 2012 - 12:17:33

Fabster said:

Budgernaut said:

 

 I just found a similar problem. In Rebel vs. Rebel matches, if a Rebel ship with R2 Astromech does a Koiogran turn, then gets ionized, on it's next turn, does it's forward movement remove the stress token or not? The ion makes it a white straight 1, but R2 Astromech makes all 1 and 2 speed maneuvers green. Which happens first?

EDIT: Thinking more on this issue, I think R2 should be overruled by the Damaged Engine and Ion Cannon simply because they are more recent, R2 having been in effect since the beginning of the game.

 

 

 

I don't think that requires any FAQ, Ion cannon disables you from performing a maneuver therefore you couldn't perform a green maneuver and remove stress. That is one of the most efficient ways to use Ion cannon. 

Good thinking, but alas, when ionized, you still "execute" the straight-white-1 maneuver. If R2 Astromech turns it green, you still execute a straight-green-1 maneuver so you'd still remove the stress. Now, both the ion cannon and the rulebook section on removing stress use the word "execute" or a variation of it to refer to performing a maneuver. Therefore, Y-wings do not prevent you from "executing" a maneuver, or as you say, "performing" a maneuver. All ion cannon does is force you to execute a specific maneuver. But since R2 Astromech treats all 1- and 2-speed maneuvers as green, do you still get to treat the maneuver as green? It really depends on whether the ion cannons and Damaged Engine critical hit cards come before or after R2 Astromech makes them green.

But I'm reading the card again, and ion cannon says, "The owner moves the ship as though it were assigned a straight-white-1 maneuver." This sounds like you are not executing a maneuver so should not, as you say, get to turn it green. However, immediately after that sentence it says, "After executing this maneuver . . ." which uses the term "execute" that is referred to by the rulebook and R2-D2 to mean moving your ship. They shouldn't have used the word "executing."

Reply #15 | Published on 09 October 2012 - 00:27:20

my friends and i have went outside game rules to resolve conflicts lime this (ion v. r2) that arent very clear, we think of it in terms of what would actually happen to a starship is a real dogfight… (which opened a new can of worms really, but ill cover that in a minute) when shot with an ion canon, yiu are not executing anything, your ship is dead in the water as it were… even though the card uses the word execute at the end… your pilot, if stressed, would stay stressed due to the added stress of being next to helpless… seems to me that is closest to rule set and "reality"

now, the new can of worms- in space you cant slow withouy reverse thrusters, so you should move straight at whatever speed your last manuver was… which also would mean yiu shouls be able to barrel roll or target lock either… target lock i accept more, but a barrel roll in atmosphere would be fine woyhout thrusters, but in space you dont have rudders for turning… (but thats just symantics, lol)

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