The New Turn 0 (and the meta of table set up after Wave 11)

By Marinealver, in X-Wing

So Turn 0, a important strategic turn back in the days when using it to either set up or disrupt block formations of TIE-Fighters in swarm list. It has gone through quite a number of changes to addition of debris clouds and choosing your own obstacles (to allow 2 big one asteroids on the table). To being able to place your ships outside of the deployment zone with HotR and Upsilon, and even removing or adding obstacle tokens with seismic torpedoes and rigged cargo chute. Well now Turn 0 is about to get another layer of strategy on top of it.

swx65-minefield-mapper.png

Now mines can be placed as obstacles. And the only restriction is beyond range 3 of any ship. So for those that want to quote President Trump "Build a Wall" right in front of your opponent, you can. Nothing stopping you stringing cluster mines or conner nets between two or three asteroids you placed.

swx65-captain-nym-rebel.png

As for the Rebels this is the only way to get it as none of their <bomb> carrying ships have the <system> slot ship that can equip it without using any other upgrade combinations. So I think the 30 point cost start is going to keep rebels out of this game for a while. But they do have one trick up their sleeve.

swx57-han-solo.png

There is now a use for him, he is the only counter to minefield mapper, since minefield mapper is after place forces you can use him as a range 3 minesweeper or well no-mine zone. So placing him on a rock to keep a wall from being built would be considerable. That however depends if the turn 0 minefield meta starts to take shape or not.

But anyways with all this new stuff and all the recent stuff that has been added how do you think Turn 0 will play out. Do you think this will change the meta? What other turn 0 tricks can you pull?

Edited by Marinealver

I think Ghost with Biggs is going to have a harder time just K turning up and down the same side of the map all game.

Do not forget Lieutenant Dormitz and any ship with hyperwaves comm scanner ! ;)

Edited by Arkanta974

If Minefield mapping has the same restriction as solo (or a range based on enemy ships i.e. Has to be at range two from an enemy ship) than HOTR Han could potentially be used to control where the enemy can place their bombs, if he's placed strategically a safe path can be made. Not that it would be a bad thing but it's interesting to think that he could bea counter of sorts to Minefield mapping. Any guesses?

Also @heychadwick do you think Minefield mapping will be mission-breaking(since you and your crew are heavily involved in mission nowadays)? It's been thought that the pack may come with missions so it should be interesting to see how FFG handles it...

Edited by Quadjumper King
7 hours ago, Marinealver said:

As for the Rebels this is the only way to get it as none of their <bomb> carrying ships have the <system> slot.

Don't forget that Rebel ships with Crew slots can take Sabine. So this is also usable on U-Wings and VCX-100s.

22 minutes ago, DarthEnderX said:

Don't forget that Rebel ships with Crew slots can take Sabine. So this is also usable on U-Wings and VCX-100s.

That is an interesting thought, if you don't account for the double bomb slot and only want to drop one bomb (for whatever reason) than it is doable in a ton of ways.

Ill have to see how they play before I decide whether having only one to drop is with the points but I would like to see some Kanan Biggs with this integrated though I doubt it will ever happen.

When I saw this in the article, I immediately knew this was the big reveal. Yes the dial, the pilots but this is crazy. It sounds really cool to me, I just hope it doesn't become another NPE.

I think this is a great, fun, thematic card. I'm not seeing NPE or OP unless you are a very unimaginative player, though. Bombs on the table are going to be way easier to deal with than bombs in a ship, simply because you know where they are, and they can't surprise you.

4 hours ago, Quadjumper King said:

Also @heychadwick do you think Minefield mapping will be mission-breaking(since you and your crew are heavily involved in mission nowadays)? It's been thought that the pack may come with missions so it should be interesting to see how FFG handles it...

It depends on the mission, but definitely can be mission breaking. If you have something where everyone is racing towards some objective and you end up placing bombs to utterly snooker the other guy....then that is pretty bad. I'd have to see it to be sure, but I think a lot depends on the mission. It might be fine, though. You spend the points for it and it might be OK.

7 hours ago, Arkanta974 said:

Do not forget Lieutenant Dormitz and any ship with hyperwaves comm scanner ! ;)

Hyperwave doesn't change where you deploy.

39 minutes ago, thespaceinvader said:

Hyperwave doesn't change where you deploy.

Hyperwave makes Dormitz deploy at PS0, or other ships PS12, so you can get everything in Dormitz's extra space.

2 hours ago, Biophysical said:

Bombs on the table are going to be way easier to deal with than bombs in a ship, simply because you know where they are, and they can't surprise you.

This is why I'm not drinking the cool-aid on this one. Not trying to dog this thing but it takes away the huge advantage of bombs in surprise, not to mention empties your bomb ports in doing this so automatically giving that many points to your opponent that they may or may not hit, depends on the ship.

Dash can just bulldoze asteroids, seismic torpedoes can clear a path for anything else. I am just not seeing this as anything but a gimmick and doubt seriously tournament players will actively choose this over a jumpmaster. That being said it is a very neat card and way of thinking out of the box.

12 hours ago, Arkanta974 said:

Do not forget Lieutenant Dormitz and any ship with hyperwaves comm scanner ! ;)

That's something that is already out as I mention at the start talking about all the changes to Turn 0 that are already out.

8 hours ago, DarthEnderX said:

Don't forget that Rebel ships with Crew slots can take Sabine. So this is also usable on U-Wings and VCX-100s.

Good point, so U-wings, VCX and B-wings although I doubt without an errata buffing the E2 mod for B-wings are going to make people start carrying that mod again. Seriously the B-wing E2 modification needs an errata as bad as blaster turret. Also it would be an easy buff for B-wings who need it so bad.

Edited by Marinealver

What this game really needs now is X-Wing/TIE Fighter-style Mines that act like little turrets with 1 hull. Being able to set those up anywhere on the map at the start would be very interesting.

What would a 1 attack, 0 agility, 1 hull, 0 shield ship with no ability to maneuver or take actions be worth?

Edited by DarthEnderX
3 minutes ago, DarthEnderX said:

What this game really needs now is X-Wing/TIE Fighter-style Mines that act like little turrets with 1 hull. Being able to set those up anywhere on the map at the start would be very interesting.

You mean like the ones seen below as part of a scenario?

SWX30-product-shot-tall.png

I'm not sure, never read the extras that came with the Raider before. But I assume anyone that's played TIE Fighter knows what mines I mean.

6 hours ago, Biophysical said:

I think this is a great, fun, thematic card. I'm not seeing NPE or OP unless you are a very unimaginative player, though. Bombs on the table are going to be way easier to deal with than bombs in a ship, simply because you know where they are, and they can't surprise you.

Best card in the expansion, gameplay wise. Large ships will hurt more from this, and strategic players will take advantages of bringing the enemy right into the fight where they want it to happen.

7 minutes ago, wurms said:

Best card in the expansion, gameplay wise. Large ships will hurt more from this, and strategic players will take advantages of bringing the enemy right into the fight where they want it to happen.

Definitely. It will reward well thought out usage of obstacles, useful for controlling how the game unfolds, and powerful if used correctly. Its not an opportunisitic card.

1 hour ago, DarthEnderX said:

I'm not sure, never read the extras that came with the Raider before. But I assume anyone that's played TIE Fighter knows what mines I mean.

If you look carefully at the circular tokens right next to the raider you can see it has Red numbers Green number and Yellow number indicating firepower agility and hull. I am pretty sure the game is where they got the idea from as with most of X-wing miniatures (TIE Defender, Z-95 Headhunter). There is also some smaller tokens that have the same picture but no values. I haven't played the scenario bu I think those were for inactive mines.

To help give some perspective on range 3 minelaying on turn 0.

vs Dash/Miranda

iNGRqog.png?1

vs RauBoats

w3smVOM.png

26 minutes ago, wurms said:

To help give some perspective on range 3 minelaying on turn 0.

vs Dash/Miranda

iNGRqog.png?1

vs RauBoats

w3smVOM.png

Good perspective, now this really shows how HotR Han can really open up spots if this becomes a major part of the meta.

1 hour ago, DarthEnderX said:

What this game really needs now is X-Wing/TIE Fighter-style Mines that act like little turrets with 1 hull. Being able to set those up anywhere on the map at the start would be very interesting.

No, it would be annoying. I played custom formats with mines like that and hated it. I want to play with and against my friends, not against the map.

7 minutes ago, haslo said:

I want to play with and against my friends, not against the map.

Well that's nice and all, but now that your opponent can control the map, playing against the map IS playing against your opponent.

And to think that for 2 points you can ignore all this.

Edited by Keffisch

Terrain is key in battle. Obstacle placement and usage of the Terrain is already a part of X-Wing - Minefield Map just added a new layer. A very interesting mechanical and fluffy layer.

Your opponent is the map, and the map is with your opponent.