Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

5 minutes ago, RynoZero said:

just testing my understanding in an Xwing context. strategy should be the meta analysis and list building, operations is when im across the table assessing their specific build and determine my win condition and tactics is my rock and ship placement?

I think the division between operations and tactics is pretty arbitrary, and I'm not sure there's any right answer to where to define it on X-wing, but I definitely agree with you on your definition of strategy.

5 hours ago, Tlfj200 said:

Thats neither reasonable nor rational, and if that’s a ‘good’ ship, it’ll effectively be a requirement to compete. 

Limiting the competitive pool early makes way more sense for that aspect alone. Old players aren’t going to quit just because they can’t [yet] play dash in a regional yet. 

Our local league's will probably be "Re-released" only for the official games (we play one official game a week with all other games being casual). Best way to get people involved in the group!

Conspiracy theory time: the spoiled rebel kit does not include all the pilots or upgrades. The unboxing had about four decks of cards they dumped out, this doesn’t seem like enough.

It was supposed to be about 150 upgrade cards, so unless we are getting two to four copies of everything non-unique there should be more?

also, wasn’t Norra supposed to also pilot a y-wing?

4 minutes ago, AEIllingworth said:

Conspiracy theory time: the spoiled rebel kit does not include all the pilots or upgrades. The unboxing had about four decks of cards they dumped out, this doesn’t seem like enough.

It was supposed to be about 150 upgrade cards, so unless we are getting two to four copies of everything non-unique there should be more?

also, wasn’t Norra supposed to also pilot a y-wing?

This was what waS on display at a show in the uk. Not necessarily the whole box

1 hour ago, Tlfj200 said:

New sign:

‘I listened to another podcast that could have been an email’

oh my god

7 minutes ago, AEIllingworth said:

Conspiracy theory time: the spoiled rebel kit does not include all the pilots or upgrades. The unboxing had about four decks of cards they dumped out, this doesn’t seem like enough.

It was supposed to be about 150 upgrade cards, so unless we are getting two to four copies of everything non-unique there should be more?

also, wasn’t Norra supposed to also pilot a y-wing?

there are almost 100 upgrades pictured in the album. even a couple of duplicate EPTs or generic crew and you would easily hit 150.

norra Ywing photo was added to the album late along with Thane in an Xwing and a new named Ywing who can spend a focus at the start of engagement to increase a friendly ship's evade dice by 1 for the rest of the round.

Just now, RynoZero said:

there are almost 100 upgrades pictured in the album. even a couple of duplicate EPTs or generic crew and you would easily hit 150.

norra Ywing photo was added to the album late along with Thane in an Xwing and a new named Ywing who can spend a focus at the start of engagement to increase a friendly ship's evade dice by 1 for the rest of the round.

wait we made bodyguard into a ywing? strong

Just now, Brunas said:

wait we made bodyguard into a ywing? strong

PS3 - Evaan Verlaine

at the start of the engagement phase you may spend 1 focus token to choose a friendly ship at range 0-1 if you do that ship rolls 1 additional defence dice while defending until the end of this round.

Biggs - Selflessness

Evaan - Ion Cannon, Vet Gunner

Luke - Supernatural, R2-D2, Torps

Am I the only person who's wondering why the **** Evaan is in this game as a bodyguard and yet the person she's supposed to be bodyguarding isn't?

I'm gonna keep REEEEEEEEEEing about the lack of a Leia pilot for the Y-Wing until FFG listens.

1 hour ago, AEIllingworth said:

Conspiracy theory time: the spoiled rebel kit does not include all the pilots or upgrades. The unboxing had about four decks of cards they dumped out, this doesn’t seem like enough.

so you're trying to tell me that the listening device condition card that comes with text referencing an informant upgrade isn't a stand alone card and probably there's cards like the informant upgrade that aren't spoiled yet?

I totally think that this leak was intentional.

If FFG didn't want the cards spoiled, they'd have taken down the posts on this forum that link to them.

After a couple more proxy games ( I think its 10 total now?)....I wanted to share some quick thoughts on 2.0. A lot of this is definitely over-reaction to Demo List games or made up games to test specific mechanics without rules but I wanted to take a moment to detail out some of the "good stuff". My hype is real and will continue to be real despite all my near immediate negative flashbacks to 2.0 when reading about PS6 Rebel Fenn, Token Stacked Defenders, and Dash.

  • Actions Feel More Rewarding:
    • I tend to consider action choices a little more slowly to not lose an action
    • So far at least there aren't so many ways to modify dice without taking an action so there is more to consider.
    • I dont just already have a focus or an evade etc. I have to "do something" to get that stuff even if its just pick up a token and put it next to the ship.
    • That means it feels like I am a little more responsible for the outcome of each round in slightly different ways.
    • The biggest one for me is I cant just PTL my way out of trouble every turn (I tended to run 2 Aces and a Striker alot so PTL was stapled to everything, think Vader/QD+Sabacc or Fenn/Talonbane+Kimogilia)
    • I have run Vader almost exclusively for the past 12 months and the ability to take different combinations of Focus/TL/Barrel Roll/Boost/Evade has honestly become a huge crutch
    • From a few proxy games sure I have force charges, but I am choosing from basically 3 actions now
    • Fewer Options that Matter More can apparently be fun to?
    • I am looking forward to trying out Afterburners a bit more.
    • Dials, Actions, the last rounds decisions....it all just feels that much more impact full.
  • Blocking Matters
    • Because my opponent often only is taking a Focus to modify dice catching things on a Block ends up feeling more important
    • Sure...Force Users can still partial Poe their dice, but it got to the point in 1.0 that everything seemed to have Advanced Optics/Rey or Sensors or some kind of Passive Modification.
    • In the few proxy games I have played so far Blocks have been massively important, almost always game changing moments especially if I can get blocks over a couple consecutive rounds ( easier to do with more ships )
    • That means that ships that move first suddenly feel more impact full, I can out guess my opponent and be rewarded for it rather than just be messed up and taking a bomb next turn.
  • Bombs Are Less Annoying
    • Keeping them in the new System Phase feels great
    • If I take a Bomb I had a ton of information leading up to it to avoid the Bomb.
    • My opponent isn't just reacting to a board state and going through the motions like I was occasionally able to do with my Vader in 1.0
    • That means I am not just watching the inevitable happen if I don't have control baked into my list via Ion/Stress etc
  • Almost Everything Takes Damage
    • This one is hard to describe
    • I was already very used to one sides of this with Vader just evaporating if i did something dumb.
    • But Token stacked Inquisitor had also let me put the ship in stupid places so many different times its ridiculous
    • With 2.0 going into a game and im just kinda accepting the fact that everything I put on the table could be destroyed at any moment, not just the ship I use to manufacture that feeling in 1.0 (Strikers, Vader, etc)
    • It goes both ways basically, I am not afraid of never doing damage to my opponents ships if I choose my actions right and coordinate fire over at least 2 turns correctly.
    • I don't have to escalate my lists Damage Potential to keep up with single ships with 10+ Hp and the equivalent of 3 modified green dice.
    • And I don't have to escalate my lists own defensive capabilities to extreme levels either.
    • I know there is still a good deal of optimization that I will do and we all will do. Its not like I wont try to maximize my lists offense and defense.
    • But, there is a really seriously positive impact on your mind set in a game that you go into expecting a 50/50 or to take some losses
    • Versus a game where your basic strategy before and during the game is to never lose more than 1 ship
  • Lists with 4+ Ships Are Fun
    • Since I started playing X-Wing last year I have never played against a list with more than 4 ships in it during the 3 high level major tournaments I attended.
    • The closest thing to a swarm I ever saw on the table was actually FSR2, Quad Wookies, and Quad TLT.
    • I have played against Swarms and other higher ship count lists it on Vassal and on Casual Nights all the time but when I did it always seemed like a novelty in 1.0, like reading a history book.
    • I took barely any damage, they lost a ship per turn, the game usually just ended...
    • Now though and this relates to the Everything Takes Damage comment...a couple cheap Tie Fighters even if its just 4+ Vader or 3 Tie Strikers and a Lambda, it maybe just kinda works?
    • Sure the Swarm still loses a ship per turn but it seems more capable of taking something down with it.
  • Turrets Are Less Annoying
    • The existence of 2.0 is liberating in the sense that we can finally stop being "politically correct" about 360 Turret Mechanics, no one really was holding back before but you get what I mean.
    • Its been over discussed at this point but it wasnt fun to have to fight against ships with "No Escape" AOE Zones
    • Genius Nym was probably the worst offender in this regard in my limited experience
    • Basically the combo of Advanced Sensors Bomb AOE & the relentlessness of a TLT
    • It actually was the specific ship that drove me to using Kylo Crew and finding ways to throw 14+ nearly fully modified Red Dice as often as possible
    • Now though.... I dont feel like I "need" to depend on a Blinded Pilot Card or a High PS Alpha Strike to deal with Turret ships
    • Turrets always felt like an HP Countdown which is fine on paper, some ships should have more hull vs agility etc.
    • But in 1.0 basically my opponent was going to do X amt of damage without fail to my ships per turn no matter what and I had X amt of turns to keep up.
    • This is still basically true but I don't feel as much pressure to basically "skip" one of those turns either via a huge damage spike or a huge defensive spike
    • So Turret Counter Play Options now more regularly includes the following: Staying out of Arc and Focus Fire from Multiple Ships
    • It sounds really simple because it kinda is? The 2nd one there was technically true before its just more true now?
  • Dash is on the watch list but he doesn't scare me yet
    • So far I have played with and against "worst case" Dash twice
    • Random aside its weird doing Crit Damage
    • Having the Range bonus when defending at Range 2-3 is a blessing, and it matters alot.
    • Pretending he has Luke Gunner ( we dont know for sure yet ) the choice between spending an Action and Rotating the Arc and Saving the Action or the Force seemed significant
    • Maybe its all the countless reps I have using 3 named Tie Strikers against Dash in 1.0 but fighting 2.0 Dash felt much better
    • This was mainly because his Offense and Defense was just bad enough that again see above ships take damage now
    • Dash's damage output seems just low enough that the 2nd ship in the list determines a lot about how fast the HP Countdown moves
    • I think he will only be as good as his wingman but will probably still be a "barrier to entry" list of some kind like he was in 1.0
    • That said the counterplay is different, focus fire is a legitimate option its not just a generic useless little tag line
    • If you want to get a feel for this just play against 1.0 Dash but without Expertise, Lone Wolf, PTL, Countermeasures, Rey, or Glitterstim. Even with the 360...he just dies.
  • Force Users
    • Ok so this one is really hard for me to get an early read on...
    • There are so many Force Crew that the possible combos seem potentially game breaking just on paper.
    • I am not sure how I feel about Force Users being able to modify Focus Results when you are stressed or bumped, maybe the rules will prevent that and I think I would prefer it that way
    • Force Powers in general are pretty incredible.
    • Stuff with Force Charges seems to hit harder since ships like the Grand Inquisitor and Luke can roll up and Target Lock instead of focus and still survive/do damage
  • Charges Feel Better
    • Wont go into to much detail but this is absolutely huge...
    • There are all kinds of mechanics and cards that essentially break fundamental "rules" about X-Wing.
    • But if you put charges on them suddenly its slightly less annoying to deal with
    • And slightly more interesting to use even
    • Its like adding Stamina to an ARPG that only has Health and Mana.
    • Special Moves that can be used infinitely don't feel special, they feel cheap.
    • That doesnt mean FFG should feel like its ok to make extreme mechanics like Supernatural Reflexes cheap, but it does give them another option to balance things out.
  • Bullseye Arcs Are AMAZING
    • "Worth repeating"
    • Seriously....the first time I lined up a Predator Bullseye or Crackshot or 2.0 Procket....its massively rewarding.
    • You to can be better than your opponent at X-Wing.
    • Now we have a very tangible and real metric of who is better, Bullseyes per Game.

Stuff I haven't experimented with yet and want to know more about...

  • How easily can Rebel Synergy lists get full mods on multiple shots via Coordinate and Pilot Abilities etc?
    • There is no more Miranda, no more pt fortress Poe...cant just small base tank run to time anymore
    • But that doesnt mean there isnt a seriously good FSR2 style list buried deep deep within the Rebel Faction's assigned thematic identity of teamwork
    • Really curious to see how this type of stuff plays out
    • The nerfs to Lowhrick are big but the balancing of Defensive mechanics for Rebels have always been a problem and I see it as an area that FFG will have to actively pt adjust.
  • How good will Supernatural Reflexes and Advanced Sensors actually be in 2.0?
    • The situation I imagine is what would happen if the Kylo Silencer was 100% unchanged in 2.0 ( Standard 1.0 Advanced Sensors, PTL, Optics, Thrusters, Etc. )
    • If Kylo only ever had to play against things that care about Arcs things would get dumb real fast
    • So stuff that lets you adjust significantly after you set your dial is high on my list of concerns.
    • When Arcs matter, dials matter, and when dials matter Intel Agent or Advanced Sensors equivalents are a real threat to the game, even coordinate in an extreme case.
  • Most importantly, are A-Wings going to be a real actual thing I get to play?
Edited by Boom Owl
38 minutes ago, Boom Owl said:

I wanted to share some quick thoughts on 2.0

Thank you very much for this! It sounds amazing!

Quote

1) Why do you feel that increasing the importance of dice and card luck is a good design direction? The nerfs to action economy make it a lot more common to be rolling unmodified or, at best, partially modified, dice. Success will depend a lot more on lucking your way into a good roll, and you will fail a lot more often because you set up a good plan but didn't roll well enough. And your stated decision to move shield HP to hull HP to make crits more important means that more games will be decided by your luck with the crit deck. Why do you feel that having more games/situations come down to pure luck is a good thing?

2) With the deliberate nerfs to arc dodgers and turrets it seems inevitable that jousting lists get a relative buff. Why do you think it is good for the most boring list archetype to become more common and more effective? Lining up a mathematically-efficient list like BBBBZ and exchanging 1-straights and k-turns until your superior math wins the game is boring as ****. Named pilots, interesting upgrades, etc, get pushed out of the game in favor of identifying the ship with the best jousting math and taking as many copies of it as possible. And yet your current design direction favors this exact list archetype out of the three major ones that you believe to be the core of the metagame. Or, if you believe that jousting lists will not be dominant, what factors do you have in place to mitigate the effectiveness of generic efficiency spam in a metagame where the other two elements are heavily nerfed?

I found these questions in the Reddit pre-AMA thread, I would really love to hear the designers answers but it seems reddit users will just downvotes them...

And also this solid point form Antigrapist

Quote

I can't figure out how best to word this one so that it'll actually get an answer but something along the lines of 'You're the same team that failed to balance 1.0 and (imo) ran it into the ground with ever more broken cards and a strong reluctance to make any changes. why should we have any faith that you'll do a better job this time around?'

Edited by Sunitsa
2 hours ago, Sunitsa said:

I found these questions in the Reddit pre-AMA thread, I would really love to hear the designers answers but it seems reddit users will just downvotes them...

Well, they should be downvotes, because they’re leading questions.

It assumes the game is far more random and will be simply determined by luck. Not only do I disagree, I’m willing to bet that, aside from there being less passive ways to modify dice, the changes make decisions matter MORE, not LESS, because taking your action for modifications is MORE important.

Thus good decision making is MORE rewarded, rather than soontir being bailed out of triple blanks with autothrusters, palpatine, and an evade token (we can name countless other scenarios like this).

Also, the 1.0 ‘failure’ point - jesus that’s rude and assuming.

The real reason is we don’t need to trust them - play the **** game (or don’t) and experience it for yourself. THEN decide if you think it’s better. I don’t need the devs spoon feeding my thoughts - I’m a sentient, free-thinking person.

Save questiona for interesting topics (why choose ‘x’ over ‘y’?) or ask about unspoiled things.

3 hours ago, Sunitsa said:

I found these questions in the Reddit pre-AMA thread, I would really love to hear the designers answers but it seems reddit users will just downvotes them...

...

And also this solid point form Antigrapist

Those aren't even questions, they're just a paragraph of whining with a question mark tacked on at the end.

Antigrapist's 'question' is even more egregious and goes from whining to just being a jerk.

If you want actually useful or interesting answers ask questions that are:

A - Actually design and development related questions. Not Organized Play questions, not Marketing questions, but questions about design and development choices. Aim for questions about the design process or about the intent/process behind choices, discoveries or surprises that came up during development, etc.

B - Not framed as vague or accusatory questions tacked on to insults and complaints. If you want to know why the Luke Skywalker Gunner upgrade does what it does, ask that without all the angry window-dressing. "What was the design and/or iteration process like for the Luke Skywalker upgrade?" is super easy to ask.

C - That actually stand some chance of being answerable. Don't ask about cards that haven't been officially shown yet. Don't ask about unannounced release dates or prices. All you will get - if they bother answering at all - is "we can't say right now".

Edited by Aaron Foss
6 hours ago, Boom Owl said:

After a couple more proxy games ( I think its 10 total now?)....I wanted to share some quick thoughts on 2.0. A lot of this is definitely over-reaction to Demo List games or made up games to test specific mechanics without rules but I wanted to take a moment to detail out some of the "good stuff". My hype is real and will continue to be real despite all my near immediate negative flashbacks to 2.0 when reading about PS6 Rebel Fenn, Token Stacked Defenders, and Dash.

  • Actions Feel More Rewarding:
    • I tend to consider action choices a little more slowly to not lose an action
    • So far at least there aren't so many ways to modify dice without taking an action so there is more to consider.
    • I dont just already have a focus or an evade etc. I have to "do something" to get that stuff even if its just pick up a token and put it next to the ship.
    • That means it feels like I am a little more responsible for the outcome of each round in slightly different ways.
    • The biggest one for me is I cant just PTL my way out of trouble every turn (I tended to run 2 Aces and a Striker alot so PTL was stapled to everything, think Vader/QD+Sabacc or Fenn/Talonbane+Kimogilia)
    • I have run Vader almost exclusively for the past 12 months and the ability to take different combinations of Focus/TL/Barrel Roll/Boost/Evade has honestly become a huge crutch
    • From a few proxy games sure I have force charges, but I am choosing from basically 3 actions now
    • Fewer Options that Matter More can apparently be fun to?
    • I am looking forward to trying out Afterburners a bit more.
    • Dials, Actions, the last rounds decisions....it all just feels that much more impact full.
  • Blocking Matters
    • Because my opponent often only is taking a Focus to modify dice catching things on a Block ends up feeling more important
    • Sure...Force Users can still partial Poe their dice, but it got to the point in 1.0 that everything seemed to have Advanced Optics/Rey or Sensors or some kind of Passive Modification.
    • In the few proxy games I have played so far Blocks have been massively important, almost always game changing moments especially if I can get blocks over a couple consecutive rounds ( easier to do with more ships )
    • That means that ships that move first suddenly feel more impact full, I can out guess my opponent and be rewarded for it rather than just be messed up and taking a bomb next turn.
  • Bombs Are Less Annoying
    • Keeping them in the new System Phase feels great
    • If I take a Bomb I had a ton of information leading up to it to avoid the Bomb.
    • My opponent isn't just reacting to a board state and going through the motions like I was occasionally able to do with my Vader in 1.0
    • That means I am not just watching the inevitable happen if I don't have control baked into my list via Ion/Stress etc
  • Almost Everything Takes Damage
    • This one is hard to describe
    • I was already very used to one sides of this with Vader just evaporating if i did something dumb.
    • But Token stacked Inquisitor had also let me put the ship in stupid places so many different times its ridiculous
    • With 2.0 going into a game and im just kinda accepting the fact that everything I put on the table could be destroyed at any moment, not just the ship I use to manufacture that feeling in 1.0 (Strikers, Vader, etc)
    • It goes both ways basically, I am not afraid of never doing damage to my opponents ships if I choose my actions right and coordinate fire over at least 2 turns correctly.
    • I don't have to escalate my lists Damage Potential to keep up with single ships with 10+ Hp and the equivalent of 3 modified green dice.
    • And I don't have to escalate my lists own defensive capabilities to extreme levels either.
    • I know there is still a good deal of optimization that I will do and we all will do. Its not like I wont try to maximize my lists offense and defense.
    • But, there is a really seriously positive impact on your mind set in a game that you go into expecting a 50/50 or to take some losses
    • Versus a game where your basic strategy before and during the game is to never lose more than 1 ship
  • Lists with 4+ Ships Are Fun
    • Since I started playing X-Wing last year I have never played against a list with more than 4 ships in it during the 3 high level major tournaments I attended.
    • The closest thing to a swarm I ever saw on the table was actually FSR2, Quad Wookies, and Quad TLT.
    • I have played against Swarms and other higher ship count lists it on Vassal and on Casual Nights all the time but when I did it always seemed like a novelty in 1.0, like reading a history book.
    • I took barely any damage, they lost a ship per turn, the game usually just ended...
    • Now though and this relates to the Everything Takes Damage comment...a couple cheap Tie Fighters even if its just 4+ Vader or 3 Tie Strikers and a Lambda, it maybe just kinda works?
    • Sure the Swarm still loses a ship per turn but it seems more capable of taking something down with it.
  • Turrets Are Less Annoying
    • The existence of 2.0 is liberating in the sense that we can finally stop being "politically correct" about 360 Turret Mechanics, no one really was holding back before but you get what I mean.
    • Its been over discussed at this point but it wasnt fun to have to fight against ships with "No Escape" AOE Zones
    • Genius Nym was probably the worst offender in this regard in my limited experience
    • Basically the combo of Advanced Sensors Bomb AOE & the relentlessness of a TLT
    • It actually was the specific ship that drove me to using Kylo Crew and finding ways to throw 14+ nearly fully modified Red Dice as often as possible
    • Now though.... I dont feel like I "need" to depend on a Blinded Pilot Card or a High PS Alpha Strike to deal with Turret ships
    • Turrets always felt like an HP Countdown which is fine on paper, some ships should have more hull vs agility etc.
    • But in 1.0 basically my opponent was going to do X amt of damage without fail to my ships per turn no matter what and I had X amt of turns to keep up.
    • This is still basically true but I don't feel as much pressure to basically "skip" one of those turns either via a huge damage spike or a huge defensive spike
    • So Turret Counter Play Options now more regularly includes the following: Staying out of Arc and Focus Fire from Multiple Ships
    • It sounds really simple because it kinda is? The 2nd one there was technically true before its just more true now?
  • Dash is on the watch list but he doesn't scare me yet
    • So far I have played with and against "worst case" Dash twice
    • Random aside its weird doing Crit Damage
    • Having the Range bonus when defending at Range 2-3 is a blessing, and it matters alot.
    • Pretending he has Luke Gunner ( we dont know for sure yet ) the choice between spending an Action and Rotating the Arc and Saving the Action or the Force seemed significant
    • Maybe its all the countless reps I have using 3 named Tie Strikers against Dash in 1.0 but fighting 2.0 Dash felt much better
    • This was mainly because his Offense and Defense was just bad enough that again see above ships take damage now
    • Dash's damage output seems just low enough that the 2nd ship in the list determines a lot about how fast the HP Countdown moves
    • I think he will only be as good as his wingman but will probably still be a "barrier to entry" list of some kind like he was in 1.0
    • That said the counterplay is different, focus fire is a legitimate option its not just a generic useless little tag line
    • If you want to get a feel for this just play against 1.0 Dash but without Expertise, Lone Wolf, PTL, Countermeasures, Rey, or Glitterstim. Even with the 360...he just dies.
  • Force Users
    • Ok so this one is really hard for me to get an early read on...
    • There are so many Force Crew that the possible combos seem potentially game breaking just on paper.
    • I am not sure how I feel about Force Users being able to modify Focus Results when you are stressed or bumped, maybe the rules will prevent that and I think I would prefer it that way
    • Force Powers in general are pretty incredible.
    • Stuff with Force Charges seems to hit harder since ships like the Grand Inquisitor and Luke can roll up and Target Lock instead of focus and still survive/do damage
  • Charges Feel Better
    • Wont go into to much detail but this is absolutely huge...
    • There are all kinds of mechanics and cards that essentially break fundamental "rules" about X-Wing.
    • But if you put charges on them suddenly its slightly less annoying to deal with
    • And slightly more interesting to use even
    • Its like adding Stamina to an ARPG that only has Health and Mana.
    • Special Moves that can be used infinitely don't feel special, they feel cheap.
    • That doesnt mean FFG should feel like its ok to make extreme mechanics like Supernatural Reflexes cheap, but it does give them another option to balance things out.
  • Bullseye Arcs Are AMAZING
    • "Worth repeating"
    • Seriously....the first time I lined up a Predator Bullseye or Crackshot or 2.0 Procket....its massively rewarding.
    • You to can be better than your opponent at X-Wing.
    • Now we have a very tangible and real metric of who is better, Bullseyes per Game.

Stuff I haven't experimented with yet and want to know more about...

  • How easily can Rebel Synergy lists get full mods on multiple shots via Coordinate and Pilot Abilities etc?
    • There is no more Miranda, no more pt fortress Poe...cant just small base tank run to time anymore
    • But that doesnt mean there isnt a seriously good FSR2 style list buried deep deep within the Rebel Faction's assigned thematic identity of teamwork
    • Really curious to see how this type of stuff plays out
    • The nerfs to Lowhrick are big but the balancing of Defensive mechanics for Rebels have always been a problem and I see it as an area that FFG will have to actively pt adjust.
  • How good will Supernatural Reflexes and Advanced Sensors actually be in 2.0?
    • The situation I imagine is what would happen if the Kylo Silencer was 100% unchanged in 2.0 ( Standard 1.0 Advanced Sensors, PTL, Optics, Thrusters, Etc. )
    • If Kylo only ever had to play against things that care about Arcs things would get dumb real fast
    • So stuff that lets you adjust significantly after you set your dial is high on my list of concerns.
    • When Arcs matter, dials matter, and when dials matter Intel Agent or Advanced Sensors equivalents are a real threat to the game, even coordinate in an extreme case.
  • Most importantly, are A-Wings going to be a real actual thing I get to play?

Thank you boom owl, very cool!

my LFGS told me yesterday that FFG was moving X-Wing 2.0 production to the USA due to QC issues from overseas. anyone else hear any rumblings on this? they felt that was the reason for the price increases.

3 hours ago, Tlfj200 said:

Save questiona for interesting topics (why choose ‘x’ over ‘y’?) or ask about unspoiled things.

This - there's no reason to just vent about things you don't like, you have an opportunity to get interesting questions answered here that will actually be answered.

Bad:

WHY DID YOU MAKE LUKE I THOUGHT 2.0 WAS ABOUT FIRING ARCS

Less Bad:

Can you talk about the history of Luke Skywalker Gunner and the iterations that got to where he ended up?

I'm assuming Luke doesn't just exist for no reason. It's kind of interesting - all these force users are incredibly thematic, because they're basically just cheating. Obviously I hope they're appropriately expensive, but there could be plenty of reasons Luke should exist. Is he an incredibly expensive soft check on aces? "OK, we're bringing lists with aces a 30 point bid, let's just make some comically expensive Gunner to keep this from being reasonable". Are Gunner slots rare, so you can only put it in a few places? Etc.

Edited by Brunas
8 minutes ago, Wiredin said:

my LFGS told me yesterday that FFG was moving X-Wing 2.0 production to the USA due to QC issues from overseas. anyone else hear any rumblings on this? they felt that was the reason for the price increases.

While QC issues overseas is hardly surprising or a new thing, actually moving production to the US would be a bold. It's a question if QC is so bad it's creeping heavily into the profit margins and I haven't got the impression it was that bad. On the other hand, game stores are ridiculously uninformed and so often work on rumours.

Another rumor I heard was they lost a pretty good amount of product to the bottom of the sea from a shipping issue. Keeping it stateside would make turnaround faster in proofing concepts, you could get stuff distributed faster to North American market and you aren't as vulnerable to shipping issues. It also just looks good from a PR standpoint.

the boat moves faster if there is no boat

9 hours ago, Boom Owl said:

  • Almost Everything Takes Damage.

Thanks for the post, Boom Owl! Very well written and articulated.

I've also noticed most of those things in my proxy games of 2.0 - often, it's not that stuff is just nerfed, it's that it's higher skill. For example, the new Seismic Charge technically has much larger AoE than any other bomb, but it just takes more planning to get off.

I highlighted this one part here because this is something I've totally noticed too. It's not just that the 2.0 proxy lists we've been given are very balanced (although they are), it actually builds further into that games are way swingier than they used to be. In almost all of my proxy games, I've reached a point about three turns in where I was thinking "oh, this game is over." And then it totally wasn't! That's the best part about 2.0 - no matter how far behind you appear, there's enough luck involved now that if you fly well, you can still win!

That's part of what makes TIE Fighters so useful now. A well flown TIE can theoretically solo an entire list, so the game's never over just because you're down to your last TIE.

1 hour ago, Wiredin said:

my LFGS told me yesterday that FFG was moving X-Wing 2.0 production to the USA due to QC issues from overseas. anyone else hear any rumblings on this? they felt that was the reason for the price increases.

That explains the pricing.

31 minutes ago, viedit said:

Another rumor I heard was they lost a pretty good amount of product to the bottom of the sea from a shipping issue. Keeping it stateside would make turnaround faster in proofing concepts, you could get stuff distributed faster to North American market and you aren't as vulnerable to shipping issues. It also just looks good from a PR standpoint.

They've upped their in house printing capacity. So it wouldn't entirely shock me if some level of cardboard only items ended up being produced in the US. But I just don't see the models getting made here. China is just so much cheaper and at this point honestly more experienced/better at it that it doesn't seem realistic