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Made in us
Discriminating Deathmark Assassin






So, I saw on the interwebs a Y-Wing configuration I'm looking at running (Goldie+BTL-A4+R3-A2+TLT) in a game this week. I haven't played in awhile and since it's a friendly game we don't care that much if you have the cards or not (I printed off my list from xwing-builder so I have the card text, etc). The problem I have is that I keep reading the text for the TLT and it really makes no sense to me. Everywhere I read in other posts it says it only causes a total of 2 damage - I'm guessing one from each attack. And then the card text says at the end "...Then cancel all dice results...". What dice results are they referring to? Why does it only ever cause 2 damage?
   
Made in us
Combat Jumping Rasyat





Palitine Il

With the TLT you make 2 attacks, for each one you make an attack as normal but if you hit instead of the target suffering any uncanceled hits or crits you rolled the defender only takes one damage and you ignore what you rolled.

Edit: basically you only roll to see if you hit. You could roll all crits and your enemy could roll no evades and it wouldn't matter the attack would still only do one damage and you don't do crits.

The TLT can only ever do 2 damage because each attack can only cause 1 damage. I'm not sure how BTL and TLT interact but at this point it will probably be in the FAQ.

This message was edited 1 time. Last update was at 2016/05/30 04:10:20


 
   
Made in us
Discriminating Deathmark Assassin






Can they still use an evade token or a card that can take damage?
   
Made in us
Combat Jumping Rasyat





Palitine Il

The evade token would be spent during one of the attacks to cancel a hit rolled and may cause the attack to fail but only if it cancels the last hit you had. As for cards that allow you to discard damage cards they would still work and the reinforced hull/shields are the same as if your ships printed hull/shield value were one higher.
   
Made in us
Colonel





This Is Where the Fish Lives

 necron99 wrote:
Can they still use an evade token or a card that can take damage?
Here's how it happens:

  • Attacker declares a target and weapon (in this case, his Twin Laser Turret)
  • Attacker rolls attack dice
  • Defender modifies attack dice (if able)
  • Attacker modifies attack dice (if able)
  • Defender rolls defense dice
  • Attacker modifies defense dice (if able)
  • Defender modifies defense dice (if able)
  • Compare results
  • If there is uncancelled damage, the defender suffers one damage and all dice results are canceled
  • Repeat that process except for the "Declare Target" step



  • Automatically Appended Next Post:
     ChaoticMind wrote:
    I'm not sure how BTL and TLT interact but at this point it will probably be in the FAQ.
    The same as it does with any other equipped turret: Make a primary weapon attack. After that attack resolves, make an attack with the equipped turret if you have a valid target (it does not have to be the same target as your primary weapon attack).

    This message was edited 3 times. Last update was at 2016/05/31 00:21:33


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    Made in us
    Discriminating Deathmark Assassin






    Ok, so what does that last sentence mean: "...Then cancel all dice results..."? It sounds like it has to do with defense dice?
       
    Made in us
    Gun Mage





    The part about cancelling all results means that whatever hits you rolled can't actually cause damage as normal. Without that phrase, each of the two attacks would do normal dice damage PLUS the one damage.
       
    Made in us
    Discriminating Deathmark Assassin






    ok, so it just did two attacks which will probably be good for 2 hits. If you're attacking a tie fighter won't they just use their three defense dice and stop the single hits?
       
    Made in gb
    Executing Exarch





     necron99 wrote:
    ok, so it just did two attacks which will probably be good for 2 hits. If you're attacking a tie fighter won't they just use their three defense dice and stop the single hits?


    Maybe but Red dice have more positive results than Green, so its more likely that 3 red against 3 green will end in favour of red, especially over 2 attacks, and at worst force the defender use up Focus or Evades which gets very sticky in the face of multiple TLT's or BLT Y-Wings

    This message was edited 1 time. Last update was at 2016/05/30 14:35:24


    "AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." 
       
    Made in gb
    Longtime Dakkanaut





     necron99 wrote:
    ok, so it just did two attacks which will probably be good for 2 hits. If you're attacking a tie fighter won't they just use their three defense dice and stop the single hits?
    Just to be clear: the green dice don't cancel "hits", they cancel ★ and ☆ results. A ★/☆ result is not technically a "hit". A "hit" is the term for a whole attack that has uncancelled ★/☆ results at the end (after all rolling and modifying is done). The way TLT works is that if you score a "hit" (I.e. you have any uncancelled ★/☆ results) then you apply one damage, then you cancel all the ★/☆ results.

    The TLT is actually more effective against agile ships like Tie Fighters, because you are unlikely to push more than one damage through with a normal attack anyway, and the TLT allows you to shoot twice. So statistically, it's a little bit like having two normal attacks against those ships.

    This message was edited 7 times. Last update was at 2016/05/30 21:02:42


     
       
    Made in gb
    Battleship Captain




    Exactly. The big confusion: Don't call the red dice result 'hits' - a lot of people do, but that is precisely what is causing your confusion.

    It's exactly like the ion cannon; you know how you roll red dice, then green dice, and evades cancel 'boom' and 'kaboom'.

    If you have any 'booms' left over, that is an 'attack that hit' - the consequence normally is that you take one damage for each leftover 'boom' and one crit for each leftover 'kaboom'.

    Ion cannons don't work like that. If you've hit, you cancel all the leftover 'boom' and 'kabooms', and then cause a flat one damage, one ion token.

    Twin laser turrets are the same - if you hit, then regardless of how much you 'hit by', you cancel all the 'booms' and 'kabooms' and just do a flat one damage.


    As a related note, this is why Lieutenant Blount works the way he does:


    A lot of people are confused by this guy for the same reason. What he does is always count as 'hitting' even if he does no damage. Hitting and damage aren't quite the same thing. The Stealth Device, for example:


    Blount will always strip off the stealth device when he fires. He may do no damage, but since he always counts as hitting, even if he rolls no damage and you roll four evades, you're hit, so must discard the stealth device.

    This message was edited 2 times. Last update was at 2016/05/31 12:33:41


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