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canyoneer
Sep 13, 2005


I only have canyoneyes for you
4x trick shot contracted scouts just won Vegas in the finals vs Palp Aces. Ate the shuttle in ~2 turns and got all shields off QD before losing a Scout. The last 3 cleaned up bumping like crazy

https://www.youtube.com/watch?v=Sc_vccUamvY

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canyoneer
Sep 13, 2005


I only have canyoneyes for you

ConfusedUs posted:

Eh I don't feel like 4x scouts is nerf-worthy at all.

Agreed.
If you take an average skilled player, they're going to win a lot more games with 4x wookies than they would with 4x scouts.

canyoneer
Sep 13, 2005


I only have canyoneyes for you
Wasn't there a guy a few months ago who won a big tournament with 4 wookies who had only started playing the game 2 or 3 weeks earlier?

canyoneer
Sep 13, 2005


I only have canyoneyes for you

ConfusedUs posted:

At this point the "fix" for power creep is to bring the old ships up to the new level in the expanded design space, rather than the other way around. That or release an X-Wing 2.0.

I expect that's what most people really want. I don't care that new things are really good, I care that older stuff is mostly worthless (with a few exceptions). The not-Biggs T-65 has been benched from competitive play for 80% of this game's lifespan.

I can see why people pine for the good old days, because some of the new mechanics suuuuuuck (autodamage, infinite bombs, hyper accurate turrets and ordnance)

canyoneer
Sep 13, 2005


I only have canyoneyes for you
A guy won a regional in Sweden 6 months ago with 5x Alpha Squadron TIE Interceptors with Autothrusters. That's trading a target lock action and 2 shields for +1 hull, +1 attack and barrel roll at a 2 point premium.
Not like interceptors are very well costed these days anyway, but 2 dice attacks are just trash these days.

canyoneer
Sep 13, 2005


I only have canyoneyes for you

bunnyofdoom posted:

I thought if you rolled a critical on a bomblet it counted as a regular damage

You're thinking of Cluster Mines.
Bomblet reads "rolls 2 attack dice and suffers all hit and critical damage rolled" and Cluster Mines read "rolls 2 attack dice and suffers 1 damage for each hit and crit rolled"

canyoneer
Sep 13, 2005


I only have canyoneyes for you
12 times, that is ridiculous. A T-70 with as much effective health as a Ghost.

canyoneer
Sep 13, 2005


I only have canyoneyes for you
4 wookiees is such un-fun trash and a garbage list and it's totally OK to say that you don't want to play against it in a casual setting.

As a chill list with aces/swarms, this is the first thing that came to mind with your collection.

The Inquisitor (25)
Push the Limit (3)
Autothrusters (2)
TIE/v1 (1)

"Pure Sabacc" (22)
Veteran Instincts (1)
Lightweight Frame (2)
Adaptive Ailerons (0)

Academy Pilot (12)

Academy Pilot (12)

"Howlrunner" (18)
Crack Shot (1)

Total: 99

View in Yet Another Squad Builder

canyoneer
Sep 13, 2005


I only have canyoneyes for you
Is that thing real? Palpatine is misspelled, and they don't capitalize U-Wing and TIE Reaper consistently through the article.

We all know FFG doesn't ever make mistakes in their articles

canyoneer
Sep 13, 2005


I only have canyoneyes for you
Hey look it's all the pillars of X-Wing plus bombs and regen

canyoneer
Sep 13, 2005


I only have canyoneyes for you

Devlan Mud posted:

It's gonna be all Legion products and Destiny spoilers and maybe a new card spoiled for the TIE Reaper or something.

Probably this.
That or a reprint of the games lost with the Games Workshop license.
Fury of Darth Vader
Forbidden Star Wars
Chaos in the Old Republic

canyoneer
Sep 13, 2005


I only have canyoneyes for you

Genghis Cohen posted:

Hello X Wing thread, I have played this game casually with a couple mates a few times - that was more than a year ago. The bug has bitten again, and I had a couple questions for things I was considering getting:

- Can anyone recommend a good source of cases for X Wing stuff? Doesn't matter whether custom made or off the shelf. I've got a cheap plastic box, but it's a bit inconvenient. I'm looking for something which has spaces small enough to efficiently separate little tokens and upgrade cards, but with enough slots big enough to accomodate the large-ship bases, the ship cards, and if possible the one large ship I've got (Firespray).

- I was considering getting some of the newer Scum & Villainy small ships. I have always liked the idea of the little nimble guys (bought some more Tie Interceptors and Protectorate Starfighters just recently) but was considering buying 1-2 of the Kiloga fighter or Scurrg bomber. Are these fun to use? I like the look of the models and the idea of having 1 bomber escorted by my fighters, and the 'bullseye' mechanic seems like it would suit my way of playing.

Plano 5231 is a frequent recommendation. I fit all my small ships, dials, and ship tokens in two of those easily and have a bigger plano with huge spaces for big ships. I fit the big ships in the 5231 until I got my 5th big ship, then they got too cozy and I bought the bigger Plano.
For pilot and upgrade cards I use card pages and a 3 ring binder. Ultra Pro and BCW both make 16 pocket pages that are the perfect size for X-Wing upgrade cards, and the standard 9 pocket top loader pages that people use for Magic or other CCGs work great for pilot cards.

For your second question, the Scurrg is a really great and versatile ship. Nym is used in both Scum and Rebel lists like crazy.
The Kimogilia is also fun to use, it's essentially a Scum B-Wing that is better at missiles and has the cool bullseye mechanic. You'll probably be very satisfied with one of each of those ships.

canyoneer
Sep 13, 2005


I only have canyoneyes for you

Huxley posted:

I'm pretty new, but are there that many glaring issues the long-timers are wanting a 2.0 to fix?

Yeah.

Off the top of my head:
Turrets vs. mobile arcs. 360 degree turrets got released right away and are really powerful. Pretty much since Wave 2, a "fat turret" has been a staple build and the counterplay to it is not very fun or interesting (examples, old Fat Han, Dash, every Jumpmaster build, Miranda/Nym with TLT, old Kanan/Biggs and new Ghost/Fenn). If I were king of X-Wing, TLT would go away and all large based ships with turrets would be converted to the mobile arc system like on the Shadowcaster.
Ordnance spent a long time in this game being a total waste of points. Why bother spending 4 points on Proton Torpedoes to change your expected value of hits from 1.2 to 1.6 for a single attack? Then guidance chips and the introduction of new missiles and new ways to get target locks made spending 4 points on harpoon missiles a great deal. Keep the target lock, use a reroll if needed, and guidance chips a blank to a hit or crit, and have a good chance of dealing bonus damage with the condition!
The underlying issue is that attack accuracy and damage are linked in this game. A harpoon missile with chips and a target lock has a 50% chance of even hitting a TIE Defender with a focus and evade. It's likely to only deal one damage. Fire the same thing at a low agility ship and it's going to do a TON of damage. There's not really a good way in the system now to model high damage but low accuracy or low damage but high accuracy. Maybe they use a different set of dice for ordnance? Maybe a defending ship rolls the same number of naked dice regardless of that ship's native stats (0? 1? 2?)?
Regen, token stacking, reinforce and damage mitigation are all elements of the game losing its bias for offense. There was a final a few weeks ago where the winner's Poe regenned a total of 12 shields in the final game.

canyoneer
Sep 13, 2005


I only have canyoneyes for you
If those PS1 X-Wings are 20 points base, 4 of them with the refit and title gives you 28 points to play with. That buys you Luke with Lone Wolf, Chopper, Renegade refit, title, Guidance Chips and Integrated Astromech :v:

canyoneer fucked around with this message at 22:15 on Apr 24, 2018

canyoneer
Sep 13, 2005


I only have canyoneyes for you

enigmahfc posted:

So I guess with the Refit and S-Foils, you can equip autothrusters and they only kick in when the s-foils are closed?

Nope.


Because of timing on dual upgrade cards, the cruise side does not grant the boost until the Place Forces step, which means it is not legal to add autothrusters in list building.
This is the same reason why Snap Wexley with Adaptability +1 cannot use the Black One title.

edit: beaten. reading my mind today

canyoneer
Sep 13, 2005


I only have canyoneyes for you

Some Numbers posted:

Oh fair, I forgot about that part of Pivot Wing.

Can someone who knows the X-Wing timing rules check on something for me? The new PS7 X-Wing pilot says "after you perform a boost or barrel roll action, you may flip your S-Foil card." Is there a window for that to happen such that PtL would then let you perform the other action?

Same trigger and window for Kullbee's ability (after performing action), which means you do them in any order. So if you start on cruise mode, you can do a boost, flip the card, and PTL a barrel roll.

canyoneer
Sep 13, 2005


I only have canyoneyes for you

Raged posted:

I really like that T-65s are getting a fix. but does anyone else think maybe that these are going to be OP as hell?


In a corner somewhere a Tie swarm player and a Interceptor player are holding each other. Both are crying.

I dunno.
You can already sorta approximate a T-65 swarm with 5 Kihraxz fighters, 5 TIE Strikers with targeting computer or LWF, or 5x Alpha Squad interceptors with Autothrusters. Truth is that 2 dice ships simply cannot pull their weight these days, so the old days of TIE swarms are gone. Crack Shot kept them alive for a moment longer, but 3 x7 Defenders is a better swarm than a TIE swarm. 4x Contracted Scouts is a better TIE swarm than a TIE swarm!

Rebels now have a good generic filler ship that is pointswise between an A-Wing (15) and B-Wing (21), and the aces are now costed to a point where they will actually show up in games. Except for that flash in the pan PS10 rebel alpha list with Wedge, I've literally not seen a not-Biggs X-Wing in a top 8 finish in the last year.

Wedge and Wes are the most expensive X-Wings at 29 points. Norra is 29 points, and PS8 Poe is 31 points. X-Wings essentially get access to T-rolls, native barrel roll or boost (probably barrel roll almost all the time), and a 2 point discount on generics or a 3 point discount on aces. Doesn't seem ridiculous to me.

canyoneer
Sep 13, 2005


I only have canyoneyes for you
I get that you want them all at PS10, but since it's free, Crack Shot on Wedge looks pretty great.
I don't think those 2 points on Rex are well spent, because if he is doing his job suppressing ships, he needs actions for an evade or focus to survive and can't spend actions on slicer tools.

canyoneer
Sep 13, 2005


I only have canyoneyes for you
That is super rude that they only include one copy of FAA in the expansion.

canyoneer
Sep 13, 2005


I only have canyoneyes for you

Huxley posted:

As someone who is never going to play a game away from his kitchen table, I'm intrigued to learn there's a secondary market for upgrades.

C3PO is a $25 card, apparently? Push the Limit is $6-8. Is there anything people chase that comes from non-huge ships?

Yeah. Any upgrade you'd want more of that is only available in ships you wouldn't want more than one of. Also happens when it's a cross faction upgrade only available with one factions ship, because there are people who only buy ships in a single faction.

Autothrusters was an old classic, because who wanted even one starviper?
Still the case with Scavenger Crane, TIE mk II, or Harpoon Missiles

canyoneer
Sep 13, 2005


I only have canyoneyes for you

Some Numbers posted:

A free double tap every turn with Accuracy Corrector does seem a little strong for 18 points.

Also, since the EPT one is 18, you can get Juke/AccCor/AT for 25, which seems very good.

Hah, an 8 TIE swarm with zero offensive variance and reusable crackshot. NO PROBLEM HERE

canyoneer
Sep 13, 2005


I only have canyoneyes for you

enigmahfc posted:

35 points for Vermeil with Hotshit Copilot and Krennic, 30 for the generic with Palp, so 35 left for an ace. Yeah, I like that.

Vermeil with hotcop isn't really a great synergy, because the defender still has a focus token when Vermeil is modding attack dice.

canyoneer
Sep 13, 2005


I only have canyoneyes for you

ConfusedUs posted:

gently caress Yo Tokens

Scarif Base Pilot (22)
Advanced Ailerons (0)
ISB Slicer (2)
Lightweight Frame (2)
Total: 26 points

Scarif Base Pilot (22)
Advanced Ailerons (0)
ISB Slicer (2)
Lightweight Frame (2)
Total: 26 points

Whisper with VI, Sensor Jammer, Krennic, and ACD is 46 points.

You'd have a 2 point bid.

Would the timing work on ISB slicer to double-jam a ship if it already had a token to discard?

So, Scarif Base Pilot with ISB Slicer jams Quickdraw, who has a blue target lock token from the prior round.
Jam token reference reads:
Jam Tokens

When a ship has both a jam token and a focus, evade, or blue target lock token, remove the jam token. Then that ship chooses and removes one of its 1 focus, evade, or blue target lock tokens. A ship is JAMMED if it has a jam token.


ISB Slicer reads:


Does the target of jamming discard their first jam token before the timing window of ISB Slicer opens up? If so, you could jam action to strip the target lock, and then add a second jam token to the same ship. :wow:

canyoneer
Sep 13, 2005


I only have canyoneyes for you



FFG rules writing means that Krennic can drop Optimized Prototype on any ship :v:

So, a Day 0 FAQ will need to address the T-65 X-Wing referenced in the S-Foils card, and correcting Krennic's condition to be on a SHIELD VALUE of 3 or less.

canyoneer
Sep 13, 2005


I only have canyoneyes for you
https://www.fantasyflightgames.com/en/x-wing-second-edition/

How many ships does each Conversion Kit convert?

The number of ships supported (by maneuver dials included) in each Conversion Kit are:

Rebel Alliance Conversion Kit

3 – A-wing
2 – ARC-170
2 – Auzituck Gunship
2 – B-wing
2 – E-wing
2 – Ghost
2 – HWK-290
2 – K-wing
2 – Millennium Falcon
2 – Phantom I
2 – Phantom II
2 – Sabine’s TIE Fighter
2 – U-wing
2 – X-wing
2 – Y-wing
2 – YT-2400
4 – Z-95 Headhunter

Galactic Empire Conversion Kit

2 – Alpha-class Star Wing
3 – Inquisitor’s TIE
2 – Lambda-class Shuttle
2 – TIE Advanced
3 – TIE Aggressor
3 – TIE Bomber
2 – TIE Defender
4 – TIE Fighter
3 – TIE Interceptor
2 – TIE Phantom
2 – TIE Punisher
3 – TIE Striker
3 – VT-49 Decimator

Scum and Villainy Conversion Kit

2 – Hound’s Tooth
2 – HWK-290
2 – IG-2000
3 – Kihraxz Fighter
2 – Kimogila Fighter
4 – M3-A Interceptor
2 – Mist Hunter
3 – Protectorate Starfighter
2 – Punishing One
3 – Quadjumper
2 – Scurrg H-6 Bomber
2 – Shadow Caster
2 – Slave I
2 – StarViper
2 – Y-wing
4 – Z-95 Headhunter

canyoneer
Sep 13, 2005


I only have canyoneyes for you

quote:

Do I have to use the squad builder app?

While the X-Wing squad builder is best for players who want full control over their pilots and upgrades, you can also play a match using the Quick Build cards included in the Core Set. This mode of play lets you easily create a squadron using predefined selections. Each Quick Build card consists of a ship card, a number of upgrade cards, and a threat level from one to five. To play a match using Quick Build cards, players must agree to a particular threat level. Then, both players build their squadron by choosing a combination of Quick Build options that add up to that threat level.

For freeform building and tournament play, however, the X-Wing squad builder app is an essential part of the X-Wing Second Edition experience.

Hmm.

canyoneer
Sep 13, 2005


I only have canyoneyes for you
That's amazing that they are introducing "charges" or force tokens or whatever for pilot abilities. Allows greater granularity for when a pilot ability can activate, rather than the current breakdown of always on/once per round/once per game. Like Iden's card has an ability that spends a lightning token for it.

Also, there's now a range zero!

canyoneer
Sep 13, 2005


I only have canyoneyes for you
They seriously filled almost my entire wish-list.
Medium bases, bullseye arcs on everything, no more PTL or VI, mobile arcs replacing turrets.

Let's see how ordnance and bombs are handled and I might call it perfect.

canyoneer
Sep 13, 2005


I only have canyoneyes for you
FFG quietly raised all the prices on the Imperial Assault expansions by 20-30% a couple months ago. Note now that all the wave 1 small ships are $19.99 MSRP instead of $14.99 MSRP

One of the local game stores here clearanced out literally all their X-Wing inventory a couple weeks ago, so they're probably feeling pretty :smug: that they're not going to be stuck with old stuff anymore

canyoneer
Sep 13, 2005


I only have canyoneyes for you

Chill la Chill posted:

Hey guys, remember the one thing we all agreed the game needed to be more robust? The more granular hit/evade dice? They're not doing it. And now they're even reducing the granularity of the pilot skills to 6.

Turrets and missiles were the real problem there, and turrets are being addressed. No idea what's coming on missiles yet.

I don't mind reducing pilot skill granularity since VI is gone and there's no replacement effect to manipulate pilot skill

canyoneer
Sep 13, 2005


I only have canyoneyes for you
I wonder if I can keep my templates.

Another thing I noticed is that there's flavor text/titles underneath the pilot cards. Luke's is "Red Five" and Iden Versio's is "Inferno Leader". I wonder if that will be used for certain synergies, tied to upgrades or even to distinguish between different versions of the same pilot in the same ship (like MF Chewbacca/Han vs. HOTR Chewbacca/Han)

canyoneer
Sep 13, 2005


I only have canyoneyes for you


Oh look, regen with R2-D2 requires spending one of 3 energy that he starts with AND taking a "disarm" token. :getin:

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canyoneer
Sep 13, 2005


I only have canyoneyes for you
I am simultaneously SO PUMPED for 2.0 and so un-interested in playing any x-wing between now and September 13th.

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