Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

So the more I think about it, the more I think Afterburners, unless extremely expensive, will be close to autoinclude on most highish Init ships. Even if you have boost already, the ability to pull a free boost and still have an action is so huge.

Wedge gets double repositioning for a turn, as does Vader. Fel gets to burn into a Boost, Evade for action, link into a roll, then get a Focus if he's got a target in arc. Fenn could boost into R1, then roll and link into a Focus. It's not every turn sorts of action efficiency, but on key turns, you really get to get the most put of a fighter.

I think there are guaranteed to be cards that are auto-includes, and cards that are completely worthless.

What's weird is that without points costs, we don't actually know for sure. Like Luke seems like a total autoinclude. But we won't know until we get the app - if he costs 30 points, probably not.

What I'm not sure of is whether they're doing the typical FFG thing of only letting us see 5% of the cards at a time so they can build excitement through artificial scarcity, or if they honestly just haven't finished programming the app yet. Because they seemed disturbingly vague about points costs in the stream on Friday.

It would be nice if they'd just release the app into the wild now so that we could see the cards and play around with lists instead of twiddling our thumbs and waiting around all summer for 2.0 to drop.

Should I be worried about luke gunner? My gut (which is 99% stupid and wrong) says that he will be priced super high (25points+, or a whole threat level) so that in any competitive setting he's an inefficient use of points, but casually he can be used as a crutch for newer/younger players.

Here's hoping that the fear is unfounded.

(What's scarier, the feared or the fearful?)

I'm willing to bet Luke is sort of a trap. Really good in smaller tournaments and lower-skill venues, but not very competitive at the top tiers. Basically, you're paying lots of points for something that fixes your mistakes when you screw up.

It's kind of like that one time (maybe this was too long ago for anyone to remember) that some guy on the forums suggested a modification so that when you fly off the board, you get to not die. And my thought was like "fine, you go ahead and spend all those points on that card. I'll spend my points on something that actually does something and just git gud and not fly off the board in the first place!"

Except Luke is also a passive mod, so he'll always be somewhat useful.

Also, it's 10:40 am here and I'm already out of reactions for the day. Just so y'all know I'm not being rude.

I think he'll be like rey in the falcon. If you fly well enough to get a shot in arc, good for you, here's a free mod. If you **** up, oh well, you can shoot whatever you want anyway.

The question is does rey belong in 2e?

2 minutes ago, player2072913 said:

I think he'll be like rey in the falcon. If you fly well enough to get a shot in arc, good for you, here's a free mod. If you **** up, oh well, you can shoot whatever you want anyway.

The question is does rey belong in 2e?

I think her ability on first glance seems very 2.0-ey, but it's too many passive mods.

I'm willing to bet she can use Force points to reroll dice, and then if the ships are in her arc she regens a Force point or something like that.

I've had arguments about this, but I'm of the opinion that she should be i2 and have four Force points. Because I always thought that she was very gifted in the Force but not actually that great of a pilot. Then again, Episode I shows us what three force points on a 12-year-old looks like... so maybe 3 Force points is fine.

Force users / ships that can equip force users seem to be some of the only ships other than TIE Defenders that can focus + evade (treating force tokens as essentially a focus token) or generally stack focus + lock. I’m hoping the pricing of these pilots reflects the extreme value actionless guaranteed mods/mod stacking represents in the new 2.0 meta. Have we seen any ships that can focus + lock?

7 minutes ago, player2072913 said:

I think he'll be like rey in the falcon. If you fly well enough to get a shot in arc, good for you, here's a free mod. If you **** up, oh well, you can shoot whatever you want anyway.

The question is does rey belong in 2e?

I'd guess she could be relatively unchanged as long as Finn was not the same.

1 minute ago, Transmogrifier said:

Have we seen any ships that can focus + lock?

E-Wings have LRS baked-in

2 minutes ago, Transmogrifier said:

Force users / ships that can equip force users seem to be some of the only ships other than TIE Defenders that can focus + evade (treating force tokens as essentially a focus token) or generally stack focus + lock. I’m hoping the pricing of these pilots reflects the extreme value actionless guaranteed mods/mod stacking represents in the new 2.0 meta. Have we seen any ships that can focus + lock?

E wing, kinda.

Just now, Biophysical said:

I'd guess she could be relatively unchanged as long as Finn was not the same.

Has to be bullseye because the Falcon doesn't actually have a primary arc anymore, so her ability would rotate with her arc.

Unless you want me to fly Rey around always rerolling my blanks and forcing my focuses no matter what. Because I really want to do that now.

5 minutes ago, Transmogrifier said:

Have we seen any ships that can focus + lock?

Im kinda hoping to see people having to take target locks and then save them for a turn they can focus.

I’m still trying to wrap my head around Rebels having a small based ship that can do legitimate ace things without having to rely on regen as a crutch. New E-Wings look like so much fun.

3 minutes ago, Kieransi said:

Has to be bullseye because the Falcon doesn't actually have a primary arc anymore, so her ability would rotate with her arc.

Unless you want me to fly Rey around always rerolling my blanks and forcing my focuses no matter what. Because I really want to do that now.

The could easily specify front arc, like Dengar.

Edited by Biophysical
4 minutes ago, Transmogrifier said:

I’m still trying to wrap my head around Rebels having a small based ship that can do legitimate ace things without having to rely on regen as a crutch. New E-Wings look like so much fun.

I agree!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Edited by Boom Owl
1 minute ago, Boom Owl said:

Im kinda hoping to see people having to take target locks and then save them for a turn they can focus.

I’m a 5/6 ship swarm player at heart so I’m so jazzed to see this style of play return. It’s been 2 1/2 years since I’ve been able to run swarms viably and I’m ready to dust off those generic jousting lists and play a game where positioning and planning ahead matter. I’m liking what we’ve seen so far with ordnance, particularly missiles where they seem to be trading power for a higher number of charges. High charge, moderate power ordnance like the new Concussion Missiles creates a new archetype that will be great on low threat filler ships like Z-95s. Each shot doesnt have to be devastating to make ordnance worth bringing.

31 minutes ago, Transmogrifier said:

I’m still trying to wrap my head around Rebels having a small based ship that can do legitimate ace things without having to rely on regen as a crutch. New E-Wings look like so much fun.

You know, new missiles are arguably really kind to A-wings. Concussion Missiles, for example, are I think 3 charges. That's 3 3-dice attacks with some bonus missile ability added in. It really helps solidify the normally bad A-wing firepower.

I’m wondering if Z-95s will be the real winners since of the missile carriers in the game, they are some of the most efficiently costed and least punished by forgoing defensive focus. I’m excited for A-Wings to not have a 2 point ordnance tax anymore, but I’m curious how much use they can get out of Lock dependant ordnance in the land of no PTL where their linked actions dont mesh that well with ordnance. Perhaps we’ll get rockets with just a Focus requirement again and that will be the answer?

1 hour ago, Transmogrifier said:

I’m wondering if Z-95s will be the real winners since of the missile carriers in the game, they are some of the most efficiently costed and least punished by forgoing defensive focus. I’m excited for A-Wings to not have a 2 point ordnance tax anymore, but I’m curious how much use they can get out of Lock dependant ordnance in the land of no PTL where their linked actions dont mesh that well with ordnance. Perhaps we’ll get rockets with just a Focus requirement again and that will be the answer?

I expect missiles are strongest on high PS still, unless something has fundamentally changed about Target Lock, which I suppose is possible.

That being said, single modded three dice attacks seem pretty normal so far, especially if you can pack 4 ships in a squad.

Oh, ****, today's an actual content day. I was not ready for that on a Sunday.

I agree? A-Wings are cool!

Also I'm super looking forward to Arvel actually being good. I flew him back before it was cool!!!

I'm wondering if we are going to see a 4-dice missile.

Of the 4 munitions we've seen, the Protons stand out the most (Better than Harpoons potentially due to baked in EM and passive crit generation), Ion Torps and Concs seem good for their potential control effects, and Clusters seem a bit ****.

Will we get 4 dice missiles? Or will missiles remain limited to 3 dice?

14 minutes ago, Kaptin Krunch said:

I'm wondering if we are going to see a 4-dice missile.

Of the 4 munitions we've seen, the Protons stand out the most (Better than Harpoons potentially due to baked in EM and passive crit generation), Ion Torps and Concs seem good for their potential control effects, and Clusters seem a bit ****.

Will we get 4 dice missiles? Or will missiles remain limited to 3 dice?

He haven't seen any Homing Missiles yet, right? So far it looks like missiles are lower damage, high charge, but who really knows?

7 minutes ago, Biophysical said:

He haven't seen any Homing Missiles yet, right? So far it looks like missiles are lower damage, high charge, but who really knows?

Could be an interesting way to differentiate them if torpedoes were more limited ammo but stronger, while missiles were lower damage but got more uses. Could work out with who usually gets each yup if upgrade as well. Most torpedo carriers already get 3 attack dice, so they don’t benefit as much from a torpedo unless it gives them something extra. On the other hand, a lot of missile slots are on 2 attack ships, where 3 dice is still a bonus.