Armada as an indicator for X-wing 2.0?

By Astrella, in X-Wing

I think X Wing 2.0 if it were ever to happen should only need rules changes and calefactions and repackaging. so when you buy an A wing it come with AT refit title. Interceptor comes with AT PTL, Tie advanced comes with the fix and so on. this way I don't have to buy 5 ships to make 1 work. 2.0 should not make old cards and ship invalid.

Putting autoincludes into the packs directly?

Pffft

Business model says NOPE

About just alternating activations you can include mechanics to alieviate it a bit, Talon does something like that as well. (Also I honestly don't see what's so bad about out-activating being a thing, that is the advantage cheaper ships give you, they're also less likely to hurt better ships / pilots.)

Edited by Astrella

Altering initiatives like that takes away an element of squad building. Initiative bids.

If initiative is going to alternate anyway, there is no reason not to take the full 100pts in every list.

Altering initiatives like that takes away an element of squad building. Initiative bids.

If initiative is going to alternate anyway, there is no reason not to take the full 100pts in every list.

It seems people don't remember the old horrible days when Phantoms went out to extraordinary 20-25 point bids. Just to outphantom other phantoms >_>

You're already expecting X-Wing 2.0? We only just got the attack timing chart! :D

You're already expecting X-Wing 2.0? We only just got the attack timing chart! :D

And 90% of pilot cards are never ever used in remotely competitive play ever ^_^

that sounds like a good reason for 2.0

You're already expecting X-Wing 2.0? We only just got the attack timing chart! :D

And 90% of pilot cards are never ever used in remotely competitive play ever ^_^

that sounds like a good reason for 2.0

You're already expecting X-Wing 2.0? We only just got the attack timing chart! :D

And 90% of pilot cards are never ever used in remotely competitive play ever ^_^

that sounds like a good reason for 2.0

There's no fix for that, if you have a hundred cards some are going to be better and competitive is only going to be comprised of the best.

Regarding alternating activations - it was already brought up here before but that's not all great either. It just encourages building lists with massive initiative bids, one large threat and many cheap activations. (The infamous "DeMSU/Clonisher").

It kinda works for Armada and Imperial assault because you get to shoot and move in the same activation. You don't do a lot of movement prediction or planning to stop bumping or dodge arcs in those games either.

Edited by Polda

Armada doesnt play at all like xwing does. Its got a ton of mechanics that are either handled way differently or are completely unique between the two.

If anything, Armada should be a template to follow for Epic Xwing. **** near every complaint i have about the epic ships would be resolved if they simply added a few rules from Armada...namely "Fighter in range 1, cant target ship!" and the ability to tag several fighters for light damage instead of trying to obliterate a single fighter (which isnt even done right imo in xwing).

Only complaint i have about epic xwing ships that wouldnt be fixed like this is the slots they gave us lol. Personally i feel like the Teams slot is pretty **** pointless to have more than 1 of. Engineering Team is awesome, others are either meh or utterly useless.

X-Wing Epic feels more like the movies than Armada does to me. In the movies, the capital ships aren't wiping out entire squads of fighters, they are shooting at each other and occasionally one of their turbo-lasers catches a poor sap that was paying too much attention to the TIE Fighter he's trying to get a bead on. Smacking into a capital ship while dog-fighting is usually a bigger threat than being shot by one. The big ships are just the backdrop for the action and an environmental hazard in the movies.

yet fighters dont suffer when they are hit by said lasers.

im sorry but if a weapon designed to blast at heavy ships somehow tags a nimble little bugger that fighter is toast. They have the inaccuracy against fighters in there via double agi but its essentially a vastly more expensive and less threatening heavy laser cannon because its STILL 4 dice and no multiplying damage against small ships. Small ships hit by that should vaporize or be put into a severe critical condition if even ONE hit goes through. Due to the energy cost and lack of dice modding, its an utter waste if the target has any agility at all. I've elected to not put energy on it to keep my stock filled several times because the only targets i got are 2+ agi.