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Posts posted by Forensicus
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So I couldn't let it rest :-)
Isn't it just common sense? How can an obstacle "represent space features that are difficult to fire through" if it's not in your firing arc?
Ohh, that's an easy question to answer if you allow me to make this scenario or comparison (can't recall the right word for it):
What would you (IRL) think would be the hardest or more difficult to hit:
A) Me standing in the open at "Range 3" without any cover at all
or
B) Me hiding behind an asteroid with most of my body at "Range 2" but with my head JUST peaking out from the asteroid at "Range 3"
Which shot would be the hardest??
I have made this image to illustrate it in a X-Wing scenario:
[/url] image free hosting">http://
image free hostingPlease ignore that it is in closer range than the title of this tread, okay? (All the lengths of the different colored bars are the same)
- The blue bar illustrate a Range 1 distance connecting the closest points between the 2 ships (corner-to-corner). Refering to the Rules of Play page 20,"Remember that range is always measured as the shortest distance between the two ships’ bases. The attacker cannot attempt to measure rangeto a different part of a base in order to avoid obstructing obstacles.
- Therefore all of us would agree (I guess??) that the Bottom ship (located at the bottom) would have an obstructed Range 1 shot at the Top ship right??
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Sticking to the EXACT and totally clear statement/wording in the Rules of Play this is the same measurment regarding obstruction that MUST be made for the shot when the Top ship fires regardless that it is outside the ships arc.
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However the distance of the Top ship's shot would be a Range 2 since the closest point of the bottom ship's base within the Top ship's arc is at Range 2
(BTW, If we instead had 1 bar represent Range 3 then clearly the Top ship wouldn't have a shot while the Bottom ship would have a Range 3 obstructed shot)
Once again I would like to make it clear that, just like most of you, part of me would like to play it like proposed by som of you (arc first, then range when checking for both weapon range AND for obstacle) BUT this only refers to the Weapon Range (2nd section on page 10) while page 20 only relates to Obstacle Check. So there is 2 checks to be made:
- The Active Ship checks for range within the Firing Arc. This determines the number of Attack Dice (+1 for Range 1 if using Primary Weapon) and Defence Dice (+1 for Range 3 if using Primary Weapon)
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Then an Obstacle Check is made (by the defender??) to check if +1 Defence Dice can/may/must be added for Obstruction.
All this is just debate and I am okay with either way, but I am puzzled that anyone of you guys, especially the ones who in so many other treads are VERY adamant on "No, you can't just take popular opinionor common sense to surpass the Rule of Play" or "It's NOT official until it have been put in a FAQ" still choose to take an (copy-pasted) email response (which BTW has the wording "The answers provided in this email should not be considered official for the current X-Wing tournament season. Please refer to the current FAQ for rules questions, or consult your Tournament Organizer."at the end of it
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Whatever. Have a beer and go have some fun playing X-wing. There are two conditions listed in different places. You have to put them both together to get the complete picture. if you don't interpret one in terms of the other, then you don't get the complete rule. Unfortunately, much of the rulebook has important things scattered throughout in in that way. It could definitely benefit from a little redundancy in order to make some basic rules clearer.
I do believe/find that you guys are misunderstanding me or my point a bit, maybe partly due to English not being my primary language which may cause my wording to be a bit cloudy/confusing so I will just say the following and then let it rest (since I actually think we are agreeing on the matter in principle)
- Thx for the advice on the beer. I prefer single malts so I used my [Focus] to modify the advice to this liquid instead
- From the start I/we played it the same way you and this email" says, but do you not agree that the Rules of Play AND the FAQ is in conflict/contradiction with that point??
- TOTALLY agreeing on the scattering of information in the Rules of Play
Hopefully they will clear it up in the next FAQ, wouldn't you say (and hope??) that too?
- Thx for the advice on the beer. I prefer single malts so I used my [Focus] to modify the advice to this liquid instead
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How you choose to take the email is up to you. It probably should have made the FAQ, but for whatever reason it didn't. Personally, I consider email responses such as that to be just as solid as if it's printed in the FAQ. Other opinions may (and do) vary, but unless you question the source (and we have no reason to in this case) it's word from the devs on how it should be played. That's good enough for me.
Really?? I will try not coming off as a **** in the following, but exactly HOW am I (or anyone else) supposed to validate the authenticity of the email and thus take it to "over rule" the FAQ/Rule Book?? Like I wrote I find it illogical, but it is written quite clear and straight forward in both the Rule Book AND the FAQ that when checking for obstruction.
This might seem as redundant, but please look again at this exact copy-paste from the Rules of Play:
Attacking Through Obstacles
Obstacles represent space features that are difficult
to fire through.
When measuring range during combat, if the edge of
the range ruler between the closest points
of the two ships overlaps an obstacle token, the
attack is considered obstructed. Because of this
obstruction, the defender rolls one additional defense
die during the “Roll Defense Dice” step of this attack.
Remember that range is always measured as the
shortest distance between the two ships’ bases.
The attacker cannot attempt to measure range
to a different part of a basein order to avoid
obstructing obstacles.
Non-turret weapons can only fire within the firing arc. You must measure to the closest point within the arc, even if there is actually another point on the base closer to the firing ship.
Yes, they should have put an errata in the FAQ to add the clause that you measure closest point to closest point "within the firing arc" but they didn't, at least yet.
There is only a contradiction if you read the range requirement too strictly, without the understanding that there are two conditions for determining range.
It should have been spelled out better, but it's not. It's still perfectly comprehensible and playable.
Ohhh, I am all for playing "rules as intended" (as for Daredevil (before and after the latest FAQ) and Adrenalin Rush) but in this case it STILL haven't been changed in the 2 or 3 FAQ's
Why would you use a different range-path for determining obstructions than for determining firing ability/efficiency? The rules actually talk about how to determine range and closest point in the rulebook with an example. Does that same example need to be reiterated every time 'closest point' is talked about?
To me this is more a case of 'conflicting information' in the rulebook than an actual new ruling. Hence the e-mail clarification.
Thematically, I could understand both ways: you can block the view of something and they'll get an advantage or just blocking the firing lane can gain the same advantage. But the way that range is determined in combat seems fairly clear (I didn't realize that this was that big of a source for confusion).
Ahhh, this is not a case of what "I" or "you" would use; this is a thing that is stated clearly in the Rules of Play and haven't been changed in a subsequent FAQ but only in an (official??) email.
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It must be within the firing arc AND in range 1-3 in order to attack using standard primary weapons. Both conditions must be met. Then, you measure closest point. That rule is there to prevent people from shoothing "around" an obstacle.
Just to make sure we aren't glossing anything here...
The shortest line you measure is not necessarily the shortest line between the two ships. It's the shortest line which is within the firing arc. For firing range this is explicitly in the rules (Range, page 10) and for obstacles James' email clarified that you use the same line.
I think you may be saying exactly that, but I found it a bit confusing, so wanted to clarify

@Forensicus: If you check the BGG thread Ken linked, I went your direction until we got the email from James clarifying it. I'm happier with it this way, it makes more sense even if it can lead to some asymmetrical attack situations.
I kinda thank you for the response though a couple of things pop up in my mind:
- The email response DOES also make the most sense to me, but it also clearly states that it is not "kosher" or considered valid. One must confer with the FAQ and/or TO
- The wording in the latest FAQ in July 2013 makes ABSOLYTELY no change to the wording in the core rulebook. NONE!! (This is quite embarrising IMO)
- The example shown in the BGG thread isn't the very best since it is filled with confusing issues involving both whether or not the ships are actualy within range in combination with the question of obstruction or no obstruction.
- IF one chooses to follow the page 20 rules (and the FAQ there won't be any asymmetri; both ships will be measuring the same line when checking for obstruction (the closest point to point no matter firing arcs)
- I/we (in our gaming group) also find the rules/FAQ to be silly, but are currently abiding to the rulebook/FAQ in this respect.
What must one do???
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When you are measuring for combat, the "firing line" between two ships must be in the firing arc. This applies for range checks and obstacle checks both.
This can create a few oddities, where two ships firing at each other may be at different ranges, or one shot may be obstructed but the other isn't. But that's the way it works.
Dare I ask you to check page 20, first column, last section (the bold characters are from the rule book while the red highlights are mine):
Attacking Through Obstacles
Obstacles represent space features that are difficult
to fire through.
When measuring range during combat, if the edge of
the range ruler between the closest points
of the two ships overlaps an obstacle token, the
attack is considered obstructed. Because of this
obstruction, the defender rolls one additional defense
die during the “Roll Defense Dice” step of this attack.
Remember that range is always measured as the
shortest distance between the two ships’ bases.
The attacker cannot attempt to measure range
to a different part of a base in order to avoid
obstructing obstacles.
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So are we all (or most of us) "agreeing" on that youMUST change the first [Focus] into a [Crit]??
In my world/understanding the card's wording is okay clear to me, and if you do not change the first [Focus] to the [Crit] then you can't perform the rest of the card's ability since it says "and all other [Focus]..."
And to all that feels annoyed by the fact that such a [Crit] might be negated by "Determination" and/or Chewie Crew card, well that is just part of the game and actually it is EXACTLY why your opponen chose that upgrade card.
Life (and gaming) is often not fair towards you....
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There is certainly a difference in how the damage is dealt. Once the cards have been dealt though, there is no distinction in the cards themselves.
Ok, since you think there's no distinction between normal and critical damage, if I ever play you any damage cards you receive are face up and any damage cards I receive are face down.
I'm honestly not sure if I'm just being trolled at this point. I say there's a distinction between critical and normal in how they're dealt, and you suggest that I think there's no distinction we should change how they're dealt?
Let's try it one last time, just for fun.
There are three parts to the attack/damage process in X-wing. Dice results, damage, and cards.
Dice results are either solid or filled bursts. We tend to call these "normal" and "critical" for shorthand, but they're never actually named in the rules. Dice results turn into damage, with the type of damage based on the icon.
Damage can be normal or critical. The type of damage will determine how cards are dealt.
Damage cards are just cards. They can be face up or face down, but "normal" and "critical" are not terms which are ever used in relation to the cards themselves. It's always face up, and face down, and nothing else.
Players will commonly shorthand "critical" and "normal" damage in for convenience (and probably because it sounds cooler) but the rules and abilities only ever refer to the damage card as face up or face down, never as "critical" or "normal". This is not meaningless coincidence, or space-saving, or lazy shorthand. It's far too consistent for that. Literally every ability that refers to damage cards refers to them as face up or face down - R5 Astromech, R5-D8, Chewbacca, Proton Bomb, Saboteur... Always face up or face down.
I'm not really surprised by the ruling - anyone who bothers to actually read what has been said might see that it's exactly how I suggested it should be played in the first place.
Allow me to quote directly from the rules (p. 16):
Critical Damage
When a ship suffers damage, players deal the
Damage card facedown and ignore the card’s text.
However, when a ship suffers critical damage,
players deal the Damage card faceup.
The text on faceup Damage cards is resolved as
instructed on the card. Listed above this ability is a
trait (either Ship or Pilot). The trait has no effect,
but it may be referenced by other cards or abilities.
When a ship is dealt a damage card faceup, place a
critical hit token near the ship.
How can this, by any means, be interpreted in any other way that a Critical Damage is received when (or at the moment) the Damage card is dealt face up??
Vykk Draygo reacted to this -
Ahhhh, so nice that this came to an end, and not "only" because the decision was in favor with the majority opinion.
I feel somewhat relieved to see common sense prevail over alleged "superior knowledge of English language" or something. Normally I am the kind of guy that will just pass the salt and not automatically the pepper too when someone asks me to "Could you please pass the salt?" so I can be quite anal about stuff, don't get me wrong, but just like the futile debate on "Daredevil" and if it caused stress or not (prior to the latest FAQ) this just became silly from the start.
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Joining this debate way too late and after it seemingly have been settled, but I am relieved to see/reead that the "ruling" ended up as I would assume/think it should. The thing with the "literal" interpretation I simply find to be completely overkill and dare I say a bit silly??
I mean, come on....obsessing/focusing on whether or not the physical card was dealt in this or any previous round and even contemplating keeping track of this "just in case" something like this comes up??
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Good lord. I have proven AMPLY why I am 100% correct over the past umpteen pages, using nothing more than the rules as they exist and a simple understanding of the English language. Do I need to cite you an analagous example in order for you to understand how to turn your wrist whilst holding the dial?
Please go back to playing MtG (exclusively if possible??), you must be one of the coolest, most laid back kinda guys one could ever hope to meet in any game :-)
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This is EXACTLY the same saddening debate that happened about the Daredevil card: I mean from a regular logical POV it seemed OBVIOUS to me (a non MtG player) that it was the CLEAR intend from the beginning that using Daredevil was meant to give you a Stress token (performing a RED 1-Turn). I was quite puzzled to see how it had to be made clear in the latest FAQ so everyone could understand it.
And here it seems equally obvious to me that the Adrenalin Rush card (which is a single use card, opposed to the astro-mech R2 and Nien Nunb) is meant to make the revealed maneuver white FROM THE BEGINNING, and thus ignoring of nullifying the "redness" of the maneuver revealed.
Or how would you guys play ie. a Y-wing with the Critical Damage "Damaged Engine Ship: Treat all turn (not bank or straight) maneuvers as red maneuvers." when it reveals a 2-turn maneuver on the dial. This is normally white but must be treated as red due to the Crit. Once again, IMO, this ship has just revealed a Red 2 Turn and thus can/must be penalized accordingly.
Note that the most recent FAQ have clarified that the R2 astromech wont help ypu here:
(Q: If two or more game effects conflict in changing the difficulty of a maneuver, which
effect takes priority?
A: An effect that increases the difficulty of a maneuver takes priority over an effect that decreases the difficulty. For example, if a ship equipped with R2 Astromech is dealt the Damaged Engine card, all of the ship’s turn maneuvers are treated as red maneuvers, including the 1- and 2-speed turn maneuvers.)
Take into considerations that the Rulebook was written way before the latest cards/abilities came out (and even before they were possibly constructed) so there are many conflicting quirks, and I've been told that this is typical for FFG games.
I feel (overly??) confident that this will be the ruling in the upcoming FAQ
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Q: If a ship using Cluster Missiles misses with the first attack and then triggers Gunner/Luke Skywalker, can it still perform the remaining attack granted by Cluster Missiles?
A: Yes.
Concern: The last line of Gunner says "You cannot perform another attack this round." This answer seems to ignore that part of the rule. What gives?
Q: If a ship barrel rolls or boosts onto a proximity mine token, does the token detonate?
A: Yes.
Concern: Proximity Mine says "When a ship executes a maneuver, if its base or movement template overlaps this token..." Boosting and Barrel Rolling aren't maneuvers, so how can they trigger the detonation?
Regarding the cluster with Luke/Gunner I am totally with you: This is first of all in straight conflict with the last paragraph that you qoute. If the cluster missiles are "allowed" to override this passage on Luke/Gunner, is anything preventing it from being triggered if/when the second missile tattack misse. To show in my hypothetical order: (Han Solo with Marksmanship, Luke and Cluster Missiles)
1: Fires Cluster missiles with Marksmanship. No Hits. Han rerolls, Marksmanship. All is Evaded.
2: Luke/Gunner fires a new attack (primary weapon) and hits (Including use of Marksmanship).
3: Second Cluster Missile attack misses.Han rerolls, Marksmanship. All is Evaded.
4: Luke/Gunner fires a new attack (primary weapon) and hits.
So now you can actually perform 4 attacks with possible Han rerolls on EACH attack!! And /or you may even try at 2 different targets?? Bye bye TIE fighters, and certainly bye bye if up against a Dual Falcon build.
Regarding your second concern (Barrel/Boost into/through or on top a Proximity Mine) I find this to be totally okay, especially after they made it clear that
A: Prox Mine is not an Obstacle
B: Eventhough Boost/Barrel is not considered a maneuaver, it still uses the template. And certainly it makes the most sens that your ship would trigger the mine, since a mine really doesn't (nor should it) care much about HOW you got that close to it. It is the "closeness" to the mine that is the important bit, not the "howness" (as Karl Pilkington might phrase it :-) )
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Haven't looked through all the pages of this thread but I think it's worth noting (again??) that an X-Wing with R2 and Daredevil still have to roll 2 Attack Dice and suffer any/all damage rolled regardless of the R2 unit, so it could be a very short lived experience with/without the R2 to remove the stress.
However I do firmly believe that R2 DO NOT overrule the redness of the Daredevil maneuver: I base this opinion on the related Q&A of the latest FAQ:
Q: If two or more game effects conflict in changing the difficulty of a maneuver, which effect takes priority?
A: An effect that increases the difficulty of a maneuver takes priority over an effect that decreases the difficulty. For example, if a ship equipped with R2 Astromech is dealt the Damaged Engine card, all of the ship’s turn maneuvers are treated as red maneuvers, including the 1- and 2-speed turn maneuvers.
1: The X-Wind doesn't HAVE the 1 Turn (only 1 straight and 1 bank) to begin with, Daredevil enables it to do the maneuver
2: Regular X-Wings cant have the Elite Pilot Talent (EPT), only Luke and Wedge have that slot vailable, none of the Y-Wing have EPT. And since no other ships have the Astromech slot available this JUST makes this an issue for Luke/Wedge.
3: In my optics the Q&A on the R2 example (and it is just ONE example mind you) is similar or close "enough" to cover the issue at hand.
So to conclude on my behalf: I think that R2 will not be able to "overrule" the redness of Daredevil for Luke or Wedge, therefor they will
A: Be stressed
B: Roll for damage (unless Engine Upgraded)
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Silver leader said:
First off this is coming from someone who plays rebels. So I have been playing the game for a while and trying different builds and facing other squads. one thing i noticed is Astromechs seem to be a huge game changer. yeah some of them have dope abilities and stuff, but what makes them unbalacd from the empire is there is no way to disable it. There are damage cards and abilities that effect: secondary weapons, eliet skills, pilot abilities, action bars, agility.
So while yes i love my astromechs, i think they make the fight a little unfair for the empire. which is why i kind of hope in wave 3 there is an ion missle that disables astro mechs and cannons with a hit, or a tie-fighter pilot that can spend a hit or crit on an attack roll to disable a card attached to a pilot. Thoughts, comments?
Silver leader said:
First off this is coming from someone who plays rebels. So I have been playing the game for a while and trying different builds and facing other squads. one thing i noticed is Astromechs seem to be a huge game changer. yeah some of them have dope abilities and stuff, but what makes them unbalacd from the empire is there is no way to disable it. There are damage cards and abilities that effect: secondary weapons, eliet skills, pilot abilities, action bars, agility.
So while yes i love my astromechs, i think they make the fight a little unfair for the empire. which is why i kind of hope in wave 3 there is an ion missle that disables astro mechs and cannons with a hit, or a tie-fighter pilot that can spend a hit or crit on an attack roll to disable a card attached to a pilot. Thoughts, comments?
I am not saying that you're wrong, but I do believe that you are missing a point (or 2) in your viewpoint:
- Most astromechs require either a green maneuver or an action in order to work ie; they wont work if you're stressed. This means that you can be somewhat restricted in your choice of maneuver/planning which can be "read" by an experienced opponent to his/her advantage
- The ones that don't require actions/no stress either takes/requires a roll or is for increasing green maneuvers or similar.
- As you point out yourself in a comment further down the rebels generally are fewer ships on the board than the TIE (swarms) and therefor the astromechs even out that bit of "unbalance".
In general I do find the game much balanced, and certainly it depends very much on your list building skills combined with your playing style, the luck of the dices, maneuvering, the opponents list and so on and so on……
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I have also bought my tokens, range rulers and templates (see image below) from applied perspective and so have 2-3 other guys from our X-Wing group (Copenhagen X-Wings)

Templates: Mirror silver
Target Locks: Red & blue (standard fluorescent blue and transparent red)
Stress & Crit: Transparent red
Focus & Evade: Fluorescent green
Shields: Fluorescent blue
Really nice quality items. I haven't received my second order yet, but I went all in and ordered the radiant (color changing) templates and range ruler (at $49,99 and $19,99 each) some more Shield tokens and 4 Ion tokens (in fluorescent orange)
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paradox23 said:
I was thinking it could be fun to do a 33 point 1-on-1 style dogfight tournament.
- 2'x2' play area
- 6 asteroids following the usual rules except that they must be placed at least range 1 away from any side edge and range 2 away from a player's edge.
- 1 pilot per side
- No large ships
- In the case of equal piloting skill and even build points, the simultaneous damage rules would extend to the critical damage as well. Otherwise, initiative works as normal.
- 30 minute matches
Why 33 points instead of let's say 45 points?
- Makes builds other than just Wedge, Luke, and Vader, and Maarek viable.
- Makes missiles usable, but an expensive gamble.
- Reduces the chance of horrific mismatches against and/or never-ending mirror matches involving let's say Luke + R2 + Shield Upgrade + Ellusiveness.
Thoughts?
I am running a X-Wing group (Copenhagen X-Wings) and we simply love the idea. We will most likely run a side tournament with the outlines that you've made; we have made the following additions:
Each player comes with 4 list each containing 1 named pilot, max 33 points worth
The list must contain both Rebel and Imperial pilots (1Reb/3Imps,3Reb/1Imp or 2 of each)
The starting rounds will be Swiss style, and for the first 4 matches a list can only be used once
Only players with surviving lists moves on to the next round of elimination matches.
In the elimination matches the player with the highest number of surviving list is paired with the one having fewest lists.
Eliminations goes on until only 1 pilot remains.
We call it "There Can Be Only One!!"
Thx for the idea/inspiration
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My fleet:

Rebel side:
3 X-Wings
2 Y-Wings
5 A-Wings
1 YT-1300
Imperial side:
6 TIE-Fighters
3 TIE-Advanced
5 TIE-Interceptors
1 Firespray
and
1 Death Star
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Argyle Jedi said:
That is without a doubt, the most awesome minis campaign I've ever seen. Where did you get the pattern for the Death Star?!
You can get a high resolution file here:
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DoubleNot7 said:
Notice the Firespray sandwhich in the trench too!
How could you make the "sandwich"?? Doesn't koiogran turns in the trench automatically move the ship from inside the trench to the topside/surface?
(From the Death Star Trench Run: A mission for the X-Wing Miniatures Game):
TRENCH MOVEMENT
STRAIGHTENING OUT: When in the trench, close is
good enough. If your approach was a good one, your ship
should be nearly parallel to the trench walls as you enter
the Trench Zone. If it is slightly misaligned, feel free to
make a tiny angle adjustment to make your path parallel
to the wall, and assume that your ship will not deviate
from that course without executing a maneuver.
TRENCH KOIOGRAN TURNS: After a ship in the Trench
Zone executes a Koiogran turn maneuver, resolve any
collisions that occur in that zone. Then, the ship returns
to the Surface Zone and skips its Action Step this round.
This maneuver may result in an in-zone collision and an
interzone collision.
We have had similar issues during the first couple of times we played it where we also missed that you can't land/enter in to the trench on a Koiogran turn since it takes an action to enter the trench.
But it all certainly looked like fun, we also use a real trench model and the acrylic bridges, makes it really challenging to keep track of the ships in the different zones. Real fun mission.
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My Rebel list:http://x-wing.voidstate.com/view/3721
My opponents Imperial lis: http://x-wing.voidstate.com/view/3481
Crazy game. Just ended after Round 15: Chewie and Lando succesfully took out 3 squints during a couple of rounds fairly early in the game (when we finally had the ships maneuvered in to firing ranges) but Chewie got a severe punishment from the Firespray and was blasted away. From there on Lando was being targeted constantly.
Lando had to chicken out after having flown around with agility 0 for 2 rounds taking quite a beating from Kevins Firespray mounted HLC, which brought Lando down to 1 hull. Luckily the Firesprau didn’t have firing range in the rounds 13 and 14, and in the very last round it had to go 4 straight to have a possibility to shoot and landed on an asteroid and thus Lando successfully escaped getting killed right before the buzzer and Lando got the “Nail Biter” achievement (finish game with 1 Hull left), and naturally Lando would have fled the map in the next round if it had been played out.

We both started of with 99 points and by the closest possibly margin I won the game. I only had Lando left worth 46 (with Veteran Instinct and Nien Nunb) while my opponent had the HLC equipped Firespray flown by Krassis and the Mercenary Pilot worth 45 => I scored 54 and my opponent scored 53. Simply COULDN’T be any closer

Thx for a fantastic game, Kevin. I was certain that I was doomed and shear luck kept that from coming through. We must have a rematch another time.
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dbmeboy said:
It appears that we all agree? Crazy!
YES!! Internet history have been made here, guys!!
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LordVexus said:
I had a question on this combination:
Han's ability is to reroll all his dice at anytime and Luke's allows you to fire the primary after a miss with any weapon (primary OR secondary), can you use Han's ability on Luke's reroll?
Example: :"Han" Shoots at a tie at range 2 and misses. So. now because of Luke's ability. you get to shoot again with your primary because you missed. You proceed to miss again. Han uses his ability to reroll the dice, now scoring a hit.
Does it work that way or am I reading it wrong?
From page 10 in the rule book:
Combat phase:During this phase, each ship may perform one attackagainst one enemy ship that is inside its firing arcand within range. Starting with the ship with thehighest pilot skill, players resolve the followingcombat steps in order:1. Declare Target: The attacker chooses whichenemy ship he wishes to attack.2. roll attack Dice: The attacker rolls a numberof attack dice equal to his ship’s primary weaponvalue (red number), unless using a secondaryweapon (see “Secondary Weapons” on page 19).3. Modify attack Dice: Players can spendaction tokens and resolve abilities that reroll orotherwise modify attack dice results.4. roll Defense Dice: The defender rolls anumber of defense dice equal to his ship’s agilityvalue (green number).5. Modify Defense Dice: Players can spendaction tokens and resolve abilities that reroll orotherwise modify defense dice results.6. compare results: Players compare the finalattack and defense dice results to determine ifthe defender was hit and how much damage itsuffers.7. Deal Damage: If the defender was hit, it losesshield tokens or receives Damage cards based onthe damage it suffers.Han's reroll MUST be used PRIOR to the opponents defense roll (#3) -
Goreshde said:
Han's ability does not say immediatly, nor does Luke's. So can I do this.
1. Attack with a weapon.
2. Miss
3. Attack with primary weapon due to Luke
4. Reroll attack dice due to Han Solo
5. Change a Focus into a hit with Luke
I don't see why I can't do that because they are both effects that take place after dice are rolled. I just want to clarify before I start using it.
Goreshde said:
Han's ability does not say immediatly, nor does Luke's. So can I do this.
1. Attack with a weapon.
2. Miss
3. Attack with primary weapon due to Luke
4. Reroll attack dice due to Han Solo
5. Change a Focus into a hit with Luke
I don't see why I can't do that because they are both effects that take place after dice are rolled. I just want to clarify before I start using it.
I disagree: Luke's (Crew) card DOES say "immediately" however this is not in regards to changing the focus eye to a hit

Stealth device- WFH
in X-Wing Rules Questions
Posted
As so many others have already stated; there is no contradictions or reasons to be confused.
1: Being "Hit" is clearly defined in subphase 6 in an Attack (see page 12 second column)
6. Compare Results
During this step, players compare their dice results
to determine whether the defender was hit.
To determine whether the defender was hit, compare
the number of [Hit], [Crit], and [Evade] results in the common
area. For each [Evade] result, cancel (remove) one [Hit] or [Crit]
result from the attack roll. All [Hit] results must be
canceled before any [Crit] results may be canceled.
If there is at least one uncanceled [Hit] or [Crit] result
remaining, the defender is considered hit (see page
13). If all [Hit] and [Crit] result are canceled, the attack
misses and the defender does not suffer any damage.
2: Since you don't roll any Defense Dice on neithe Bombs, Mines, "Splash Damaage" or Asteroides, SD doesn't come into play and wil thus not be affected/lost