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Owlbear Camus posted:Eh, I think that's maybe overly dismissive. If you like running XXX or swarms of stuff (and I do, sometimes), you're looking at multiple copies of these. Upwards of $250 worth of cardboard at retail easy to keep playing with your spaceship dolls. That's a steep re-buy-in for any tabletop game. XXX is covered by one core and one conversion. Most things worth swarming with come with 4 bases in the conversion kit; for TIEs one kit and one core gets you six, which qualifies as a swarm to me. I think a lot of the worrying about price is premature.
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# ¿ May 2, 2018 00:09 |
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# ¿ May 12, 2024 07:30 |
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Hell, one core, one TIE expansion, one conversion gets you to 7, which is the sane version of a TIE Swarm.
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# ¿ May 2, 2018 00:21 |
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Between Saw's Rebels, new Core, Conversion Kit, and an Expansion I'll end up with four new X-wings. I suppose that'll have to do for now.
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# ¿ May 2, 2018 00:44 |
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Jesus you'd think the sky was falling on the FFG facebook. How many of those people (or people here, even) actually use all three factions? Three hundred people panicking about paying $150 for all their precious plastic spaceships when they spent three times that for them in the first place and only ever used six or eight. I have literally never used an Imperial ship that wasn't a Defender, Interceptor, or Bomber. I'm not sad at all to not have to buy them anymore going forward, and you'd think FFG had killed someone's first born.
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# ¿ May 2, 2018 02:11 |
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long-rear end nips Diane posted:Honestly the conversion kit will probably help me out since I'd rather go mono-faction anyway now that they're distributing upgrade cards in a sane fashion and I bet that kit will have a ton of 1.0 cards that came on ships I never bought. A thousand times this.
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# ¿ May 2, 2018 02:21 |
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AndyElusive posted:Ya, I intend to go full Galactic Empire with my alternate faction being Rebel Alliance. Hell, same. I'll probably have to wait until I see what Scum ships are actually good, and then just sell extra models to people who want to fill out collections.
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# ¿ May 2, 2018 02:31 |
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I wonder what X-wing 2.0 is going to have in store for the E-wing. I bet Corran's double-tap ability gets locked behind Force Points.
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# ¿ May 2, 2018 02:41 |
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Panzeh posted:I'm wondering what the linked actions on the interceptor are gonna be like- will boost+BR be a thing? I would not be surprised to see both Barrel Roll -> Red Boost and Boost -> Red Barrel Roll on that dial. I can also see Interceptors having a ship special rule where they can make any action on their Action Bar a linked action. Interceptors with PTL was never the crux of the issue with any part of the meta. EDIT: also I really want to point out the Tactical Officer upgrade, which changes the Decimator's Coordinate from a red action to a white action. That kind of precedent (locking/unlocking actions) sounds awesome as a design space. Imagine a ship upgrade that makes (for example) your native reposition a red action, but gives you focus -> red target lock or vice versa? Or one that makes (potentially) an evade action red, but a linked action like the X-wing's focus -> red boost into just focus -> boost. I like the design space a lot. Maybe one day we'll even get blue actions. Strobe fucked around with this message at 02:52 on May 2, 2018 |
# ¿ May 2, 2018 02:50 |
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I'm honestly excited to try out new spots I never bought because I was never going to use them in 1.0, and all you really need to fly anything is a base, cardboard, dial, and pilot cards. Coincidentally, that all comes in the conversion kit.
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# ¿ May 2, 2018 15:27 |
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I'm not going to be keeping more than like half my Rebel Conversion, so if anybody wants 70% of it for relatively cheap/to help me get enough for the rest of my Rebels/maybe the three Imperial ships I use I'd be down for that. Edit: off the top of my head I only need All of the X-wings (all of them) 2 Y-Wings 4 A-Wings 2 B-Wings 2 E-Wings 2 HWKs 2 ARCs 1 Falcon And that's literally it. Everything else I'm down to give away/trade Strobe fucked around with this message at 18:48 on May 2, 2018 |
# ¿ May 2, 2018 18:46 |
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Reinforce is completely useless against Ion Cannons. I'm sure this will not go poorly for my plans to avoid buying five Y-wings.
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# ¿ May 3, 2018 00:41 |
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AndyElusive posted:Speaking on Y-Wangs, is that a new sculpt I see? It looks beefier and the turret is more pronounced. It is. The engine nacelles are also straighter/blockier. It's a good sculpt all around.
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# ¿ May 3, 2018 00:45 |
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Admiral Joeslop posted:How many Droid pilots are there? IGs and 4-LOM and? IGs and 4-L0M, Chopper, maybe Leebo counts?
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# ¿ May 3, 2018 00:53 |
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It's also persistent until you repair. I love it.
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# ¿ May 3, 2018 02:29 |
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I heard the Silencer is outright being resized. Maybe the Kimoglia?
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# ¿ May 3, 2018 18:24 |
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I really doubt that all like 11 X-Wing pilots make it into 2.0. The conversion kits include everything you need to use your old ships in 2.0. They don't say jack poo poo about porting all (or even most) pilots.
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# ¿ May 3, 2018 23:42 |
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Admiral Joeslop posted:Is that 11 including Saw's Renegades? They will be in that box. Rookie Pilot Tarn Mison Red Squadron Pilot Biggs Darklighter "Hobbie" Klivian Garvin Dreis Jek Porkins Wes Jansen Luke Skywalker Wedge Antilles Okay, so I was off by one. Ten pilots.
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# ¿ May 4, 2018 01:58 |
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Wapole Languray posted:I'm really interested in how they're going to do the "faction differences" they tout in the announcement. I'm hoping that it means that Rebel pilots are relatively individually durable, and include ways to mutually support each other; and where Imperial pilots are relatively fragile and cheap, and are rewarded for setting up situations in which multiple ships in close proximity to each other taking similar actions are rewarded.
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# ¿ May 4, 2018 02:24 |
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I'm very in favor of a strong pilot ability that requires keeping a large base ship in the middle of the board to stay near obstacles.
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# ¿ May 4, 2018 06:01 |
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Cobbsprite posted:Why would I ever have a 5 red die attack in a Lambda? Expose? Mathematically inferior to focus. Evade tokens can only change a face on an existing die. They don't add an additional result anymore. This is why the zero agility ships (Ghost, Decimator) both got Reinforce instead (which cannot reduce damage below 1, either).
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# ¿ May 5, 2018 01:22 |
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Cobbsprite posted:I'm okay with this change. gently caress yeah. I think my genuinely favorite new upgrade that I've seen so far is Marksmanship. If I'm remembering correctly, it's an EPT that upgrades a hit to a crit if the target is in your bullseye arc. I am all about that kind of thing.
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# ¿ May 5, 2018 01:46 |
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Panzeh posted:It seems like just about every normal fighter's getting some kind of reposition and the large ships are going to be much more limited in that regard. Ion Cannon Turret Y-wings are going to be loving disgusting against big ships unless I'm missing something big. Reinforce doesn't block ion tokens and can't reduce the damage below 1, each ion cannon can now put out multiple ion tokens, and when a ship is ionized it can only take a focus action - no changing the mobile arc.
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# ¿ May 5, 2018 02:23 |
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Acebuckeye13 posted:Speaking of Y-Wings, did Horton's ability change at all? I know he (FINALLY, thank Christ) got an EPT, but I was wondering if they changed anything about his pilot ability to compensate. Veteran Turret Gunner is explicitly double tapping with a turret weapon. The text is literally "After you perform a primary attack you may perform a [turret] attack with a [turret] secondary weapon you haven't fired this turn."
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# ¿ May 5, 2018 02:37 |
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canyoneer posted:Takes 3 tokens to ionize big ships now. And also, ion Cannon turret now works so that the first hit deals a damage, and every subsequent hit deals an ion token instead. With three dice and enough ways to modify them (Dutch, hoooo!) versus single defence dice or Reinforce tokens, you can probably expect 2-3 tokens a turn. Even without other upgrades. It probably depends on for the Ion Cannon and Ion Cannon Turret whether they do 1 damage and no ion tokens for the first [hit/crit], or if they do damage and ion token for the first [hit/crit].
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# ¿ May 5, 2018 02:51 |
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Recoome posted:The Y-Wing is the workhorse of the Rebel fleet. It's not quick or flashy, but it gets the job done. The armour on this ship is extensive, and the shields will protect you from just about anything, which is good, because you won't be going anywhere fast. The Y-Wing is used mainly as a bomber, because it can carry a heavy payload of missiles, torpedoes, and bombs. The other important weapon is the topside Ion cannon, which rather than destroying a target, can disable it for later capture. The cannons have a computer-assisted auto fire feature, so don't forget that when you're in the heat of battle. God I love that game. (source your quotes)
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# ¿ May 5, 2018 03:30 |
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With no pilot skill fuckery allowed and natively the highest pilot skill in the game, plus ship abilities and pilot abilities that are at worst on par and arguably better than in 1.0, and the ability to use force points as focus tokens in a pinch, Vader in 2.0 is significantly better than before. The equivalent of 42 points (upgraded) sounds about right, if not a little low.
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# ¿ May 6, 2018 21:54 |
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Arquinsiel posted:I suspect there will be charge juggling upgrades showing up sooner or later. Probably some way of converting force into it, for example, or a tech piece that lets you add a charge when you take a green maneuver maybe. I'm expecting just a straight up "Reload action" upgrade for things with missile or torpedo slots. Kinda like the Y-wing's.
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# ¿ May 7, 2018 00:13 |
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Smegmalicious posted:That’s a gigantic palp nerf. Force tokens are underwhelming right now unless you either have a way to regenerate them quickly, like Luke, or unless there are going to be awesome force ability cards which we haven’t seen yet. That's literally what Luke's ability was before. Now it has the added bonus of regening force points even if you roll no focus results.
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# ¿ May 7, 2018 17:00 |
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I haven't been this loving hyped to run X-Wings with Marksmanship and Proton Torpedoes since I opened my first core set goddamn.
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# ¿ May 20, 2018 22:06 |
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R5-D8 looks really good with three charges and the ability to remove Direct Hits from your ship, since there are at least three Expose pilots/cards that will gently caress you up. Especially now that it's non-random. I have yet to see a bad Astromech, and that excites me.
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# ¿ May 22, 2018 00:28 |
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Tacopocalypse posted:Since the new Direct Hits make you deal an extra facedown damage card, then flip it, I can see it mitigating the damage, but you're still eating that Direct Hit. It doesn't say that it's random, I'd find it weird if it was supposed to be. And I was talking about Thane Kyrell's pilot ability, or Lt. Colzet.
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# ¿ May 22, 2018 01:02 |
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Bistromatic posted:Thanks! I do wonder why they didn't go with 20mm, checking it with a movement template would seem easier. There are no move templates that reach range 3.
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# ¿ May 26, 2018 22:26 |
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I like the E-Wing special rule, and I like that they have both boost and barrel roll natively. Also that Corran's ability is bullseye only, and that E-wings get an extra hull. Man I'm pumped. EDIT: and Gavin Darklighter replaces Etahn. Not exactly sorry for that name change.
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# ¿ May 31, 2018 18:07 |
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thespaceinvader posted:I'm not saying he's unbeatable. It's less that he's not unbeatable and more that it looks like he's going to have a pretty loving hard time doing anything resembling Old Dash whatsoever. You can choose to either: 1) get zero repositions or dice mods and move your mobile arc (at Initiative 5, so not even top tier; there is no VI; you can absolutely arc dodge a motherfucker) 2) Get exactly one reposition that gives you stress and no dice mods or arc movement 3) Get a focus or target lock with no reposition and no arc movement. Remember that the YT-2400 does not have a forward arc primary. It gets mobile arc and nothing else, same as the Falcon. Ships that have Forward + Other arc have them both printed on the card. It also doesn't get a range 1 bonus, so at range 1 it's shooting at Tie Fighter strength. The YT-2400 is pretty good if you can keep distance and maintain firing arcs without any repositions at all so you get at least some kind of dice mod; and pretty vulnerable to literally everything if you can't.
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# ¿ May 31, 2018 21:14 |
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I'm genuinely torn between "alphabet soup", "Red Flat", and "big ship plus escort" for 2.0 and it's maddening that I can't even practice to find out until August.
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# ¿ Jun 4, 2018 18:47 |
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Luke (Gunner) is a crutch card. You use him if you're not actually very good at using a turret ship, and he makes using a turret ship more forgiving. Once you're actually good at using a turret ship, you will have better results with a different, less crutchy card. I don't understand why this is apparently a bad design choice
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# ¿ Jun 8, 2018 00:11 |
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Kai Tave posted:A crutch option means that the reward for playing better is fewer choices, which is a questionable decision in the first place. It's better for options to be more rewarding the better you become instead of "getting better means you now know enough to ignore these trap choices." Howlrunner is a good example of a card that clearly rewards skilled play (close formation flying with swarms) but can still be a decent choice even if the person playing them isn't masterful at the game...yes, their formation may break down earlier than someone who's well practiced with flying swarm lists, but even a relatively new-ish player still understands the concepts of "try to fly together and focus down a target." The reward for getting better with Howlrunner is that you're able to make use of her more effectively. The reward for getting better with gunner Luke is, apparently, getting to stop using him. One of these is superior design than the other, in my opinion. It's not a trap card, it's literally just paying a points premium to have a card that's easier to play with. With something like managing mobile arcs especially as a new mechanic for most people, that's not a trap. It's not like Luke (Gunner) suddenly becomes worthless if you know what you're doing, it's just probably not going to be the best option in the slot for an experienced player. It's risk management, in a game where risk is a big part of the double-blind guessing game. I can easily see it remaining a high level card if the meta gravitates toward Initiative 6 pilots that can avoid an Outrider's arcs with relative impunity.
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# ¿ Jun 8, 2018 05:57 |
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Funzo posted:FFG announced some 2.0 launch tournaments for Gen Con. $80 and you get a core set and either a Y-Wing or a TIE advance, plus some unspecified extra stuff. Tickets go on sale Saturday at noon eastern time. Sometimes I regret being busy all convention. This is one of those times.
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# ¿ Jun 13, 2018 03:55 |
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Too bad you're capped at four of the game large base ship. The PS1 X-wing is 22 points?
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# ¿ Jun 19, 2018 16:28 |
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# ¿ May 12, 2024 07:30 |
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ConfusedUs posted:Isn’t that just epic? And if not just toss in a different 20 point ship. I'm pretty sure it's all formats. 22 points with an EPT is so bizarre to me. You can't fit any astros and still run five, or any EPTs really worth using and still run five. The number of EPTs worth taking at PS1 in a 4-ship list is... low. Adaptability to get to PS0 maybe? I don't know if there's any hilarity to be had with that.
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# ¿ Jun 19, 2018 19:26 |