I’m really excited to see how this threat card mechanic turns out in actual competition. It does make a release tournament so **** easy and quick. And also helps make alternatives like a draft format and escalation really cool as well.
Carolina Krayts is the best X-Wing podcast
Just block him. It will work. I promise.
Also, Stealth device on phantoms: thoughts? I think you can keep it around for a little bit, and at 5 HP, getting to 6 does help with MOV. Overall, I like stealth on 2 agi. ships with odd health values (and maybe 3 agi ships too), wile I prefer shield on 3 agi with even HP. REaly question: what goes on 1 agi ships and even HP 2 agi ships?
1 hour ago, catachanninja said:In my head i imagine theres a secret sauce of getting 3 imperial ships down without cutting too much.
Figuring out how to run a 3 small ship Imperial build that does not include one that is purely support is on my to do list.
6 minutes ago, Chumbalaya said:Just block him. It will work. I promise.
You just gotta want it bad enough!
36 minutes ago, Boom Owl said:Figuring out how to run a 3 small ship Imperial build that does not include one that is purely support is on my to do list.
Oh i meant in the gencon event format. I imagine you'll have plenty of 3 ship imperial options that are good once 2.0 comes out
1 hour ago, gennataos said:But doesn't Supernatural Vader just solo any 2-ship Rebel list you could put together with these quickbuilds? Unless Wedge has a bid?
look at all the skill I have!
1 minute ago, jagsba said:look at all the skill I have!

59 minutes ago, tortugatron said:I’m assuming that we will pass the gunboat on my drive home. Where were you when the Krayts became the longest thread on FFG? I was driving home. Listening to Mynock.
Correction. I was on the toilet.
Edited by tortugatron1 hour ago, thelogicdump said:I’m really excited to see how this threat card mechanic turns out in actual competition. It does make a release tournament so **** easy and quick. And also helps make alternatives like a draft format and escalation really cool as well.
Its gonna be amazing for pickup and learning games too. I cant wait to teach a new player by saying "what ship do you like " and rounding out some threat cards
19 minutes ago, tortugatron said:Correction. I was on the toilet.
I was also on the toilet.
Does anyone have the remaining spoiled cards for SAW's yet?
2 hours ago, catachanninja said:Im sure lightly used components will do well on the secondary market
While true... Just realized I need to be in two places at once Thursday morning, and can't reschedule. I may try to run one of our Q2 kits in this format in September. If product shows up.
I realized I forgot to include the very important phrase "On a TIE Defender" for that Shield Upgrade question earlier.
On TIE Defender (Either Onyx, Ryad, or Rexler)
- What is the added value of each point of health?
- What is the added value of a Shield over a Hull?
- How do we define value?
- You have 2 Modification slots on the TIE Defender. You already took Afterburners. what point costs would you be willing to pay for each of the following mods to take your second slot? Hull Upgrade, Shield Upgrade, Stealth Device, Electronic Baffle, Static Discharge Vanes
- How important is having an odd number of health on your defensive ships?
2 hours ago, Brunas said:Hey! You only get the cards in the core set and conversion kit! So, no defenders or interceptors etc
And no wedge!
Mother eff.
I'm sure I can block both BRs and all three boosts with my two rebel ships.
1 hour ago, Wiredin said:Does anyone have the remaining spoiled cards for SAW's yet?
Is Two-Tubes not enough Tubes for you?
Did you need something more Tubular?
53 minutes ago, Kaptin Krunch said:I realized I forgot to include the very important phrase "On a TIE Defender" for that Shield Upgrade question earlier.
On TIE Defender (Either Onyx, Ryad, or Rexler)
- What is the added value of each point of health?
- What is the added value of a Shield over a Hull?
- How do we define value?
- You have 2 Modification slots on the TIE Defender. You already took Afterburners. what point costs would you be willing to pay for each of the following mods to take your second slot? Hull Upgrade, Shield Upgrade, Stealth Device, Electronic Baffle, Static Discharge Vanes
- How important is having an odd number of health on your defensive ships?
1.) Very hard to say. It depends a lot on the expected attack profile. Somewhere between 6 and 10 points, I think. I feel like I don't have a good handle on points cost in 2.0. I guess I can say against fat opposition, I'd rather have the hit point and bid, against 5-8 ships, points towards my own blocker seems pretty good.
2.) Shield is probably worth 1-4 more, with the high end if the meta is full of Proton Torps, Thane Kyrell, Maarek, and Rexlers.
3.) Value is defined as what you're willing to give up to get it.
4.) I don't know yet.
5.) I think odd HP is a nice bonus that affects some of your mod choices, but I don't think it defines your mod choices. Like, Afterburners are probably always the first thing you take (points being equal). The point tankiness of it is a bonus, it still has to kill stuff to win games.
2 hours ago, Do I need a Username said:Also, Stealth device on phantoms: thoughts? I think you can keep it around for a little bit, and at 5 HP, getting to 6 does help with MOV. Overall, I like stealth on 2 agi. ships with odd health values (and maybe 3 agi ships too), wile I prefer shield on 3 agi with even HP. REaly question: what goes on 1 agi ships and even HP 2 agi ships?
Are you reffering to hull upgrade in that agi conversation?
1 hour ago, Kaptin Krunch said:I realized I forgot to include the very important phrase "On a TIE Defender" for that Shield Upgrade question earlier.
On TIE Defender (Either Onyx, Ryad, or Rexler)
- What is the added value of each point of health?
- What is the added value of a Shield over a Hull?
- How do we define value?
- You have 2 Modification slots on the TIE Defender. You already took Afterburners. what point costs would you be willing to pay for each of the following mods to take your second slot? Hull Upgrade, Shield Upgrade, Stealth Device, Electronic Baffle, Static Discharge Vanes
- How important is having an odd number of health on your defensive ships?
Why no stealth device for the defenders?
4 minutes ago, catachanninja said:Are you reffering to hull upgrade in that agi conversation?
Why no stealth device for the defenders?
I do ask about the value of a SD later in the question. What is the value of SD on a 2.0 defender?
I was following up a discussion in the discord about how comparing an Onyx to a Shield Upgrade+Engine Upgrade 1.0 Defender was not a fair comparison. Among those points made for this was "a 3/3/3/0 Delta is clearly worth more than 16 points" (also I'd be fully erect at my 18 red dice that double-token stack on 3 agility every turn- I wouldn't even need to wait for people to make their way to Fort Delta. )
53 minutes ago, Kaptin Krunch said:Is Two-Tubes not enough Tubes for you?
Did you need something more Tubular?
Now I want a bill and ted crew card
14 minutes ago, Kaptin Krunch said:I do ask about the value of a SD later in the question. What is the value of SD on a 2.0 defender?
I was following up a discussion in the discord about how comparing an Onyx to a Shield Upgrade+Engine Upgrade 1.0 Defender was not a fair comparison. Among those points made for this was "a 3/3/3/0 Delta is clearly worth more than 16 points" (also I'd be fully erect at my 18 red dice that double-token stack on 3 agility every turn- I wouldn't even need to wait for people to make their way to Fort Delta. )
It's a super hard question, because theire shields you get, sort of the less they're worth. You basically want enough high points that you don't have many left at the end of the game. Too many points in defense takes away from attack dice.
1 hour ago, Kaptin Krunch said:Is Two-Tubes not enough Tubes for you?
Did you need something more Tubular?
two tubes * 2 is 4 tubes. Thats pretty tubular.
1 minute ago, Biophysical said:It's a super hard question, because theire shields you get, sort of the less they're worth. You basically want enough high points that you don't have many left at the end of the game. Too many points in defense takes away from attack dice.
I mean, that's basically what I was getting at. Similar to how taking LWF on each of 5 UGR bombers seems silly, since 4 of those 5 copies go unused each turn if your opponent is smart.
How much over the base 72 point cost would(should) we be willing to pay for an Onyx that had a 3/3/3/5 statline vs 3/3/3/4?
Stealth Device and Static Discharge Vanes are an even larger, wormier, can of worms. But maybe figuring out the worms in the first question will answer the second?
1 hour ago, Kaptin Krunch said:I mean, that's basically what I was getting at. Similar to how taking LWF on each of 5 UGR bombers seems silly, since 4 of those 5 copies go unused each turn if your opponent is smart.
How much over the base 72 point cost would(should) we be willing to pay for an Onyx that had a 3/3/3/5 statline vs 3/3/3/4?
Stealth Device and Static Discharge Vanes are an even larger, wormier, can of worms. But maybe figuring out the worms in the first question will answer the second?
It comes down a lot to the list, I think. My guess is it's not worth much on a generic. You're taking those for efficiency so you can get a third meaningful ship. You pay maybe 1-2 points for that. You look at Rexler, you start to pay something real for it because it's keeping your game winner alive, and it's probably protecting a lot more points. I feel like my opinion shifts on an hourly basis, but I feel like 10 points might be okay, but only if it doesn't compromise essential elements of the list. Like, on a supporting Lambda, I'd probably rather have Vader than the 8th Rexler HP.
Dials:
Re-posting some images someone else came up with since im bored. Don't know who put these together but thank you whoever you are. I assume these are correct?
- Has it been confirmed that force users can modify an eyeball while stressed or bumped? I have just been assuming its the case, but was it confirmed anywhere?
- Basically anything with a Force Crew, Gunner, or Pilot can do this right? Is it the same for all three with variation on charges and recharges?
- Beginning the process of trying to change the 1.0 muscle memory for how to approach particular ships and what they will do in specific situations.
- Slower turns seem easier to line up bullseyes with. Are any particular dials better at bullseyes?








Firespray Talon Roll, has a 1 hard turn in 2.0 apparently.






M12 2 Turns!!!!!!!!!!!!!!!!!







Tie Advanced Talon Roll and 1 Forward!!!

Tie Adv Prototype Talon Roll, didnt realize this. Kinda awesome!


Tie Defender has a 2 red k turn as well













