2.0 Gameplay video and notes

By Cr0aker, in X-Wing

Thanks to defkhan1 who posted this in the Krayts thread:

https://www.youtube.com/watch?v=3TxiyKlHeSU

Notes below: More to follow as I have time to watch:

New SAW X-wing pilot spoiled: Edrio two tubes. Before you activate, if you are focused, perform a free action.
RecSpec is now Perceptive co-pilot
Upgrade slot is now a slot. Ship might have 0,1,2 etc.
Ion Cannon: Now has range bonuses. Is mobile arc. Takes 1 token to ionize small, 2 med, 3 large. Ion now does 1 strait blue (green). 3 Red, First damage is damage, each following adds an ion token.
New phase: Device Phase: Between Planning and Activation Phase: Reveal bombs in device phase.
Seismic charge now destroys obstacle (asteroid) at range 1, dealing 1 damage to any ships R1 of roid. 2x charges.
X-wings now get free S-foils.
Proton Torpedoes are Attack TL: don’t spend. 2 charges allowing turn h to c.
Crack shot now only in bulls-eye arc. BE arc on all ships now.
FCS: Now lets you re-roll 1 die if you have a TL on the target, you cannot spend TL if you do this.
Ruthlessness changed as well.
ATC for tie advances are now built in, no upgrade needed.
Took shields back across the board to make damage more of a factor.
Barrel rolls have been toned back for both small and large base. Small base still R1 lengthwise, but cannot move it up and down along the side. Must go center to center (new white line on templates and why this line is required in 2.0).

All round (shape?) tokens leave board at the end of the round. (:/ to funky acrylics)
Commentary on compressing Initiative (Pilot skill). Allows ships to fly better together and removed some of the useless levels. Initiative (PS) matters more?
Medium base is square, just an in-between size. (?!? 1.5 base length per side?)

Edited by Cr0aker

got a lot of cool changes

Except the crackshot nerf. Really don't like them nerfing anti-green dice stuff ?

also find it funny that Krennic is so drastically different from his 1.0 version

(and so much worse)

Edited by ficklegreendice
3 minutes ago, ficklegreendice said:

got a lot of cool changes

Except the crackshot nerf. Really don't like them nerfing anti-green dice stuff ?

also find it funny that Krennic is so drastically different from his 1.0 version

(and so much worse)

Don't worry, literally everythign in the game has Bullseye as standard, green die breaking is real.

Bullseye is hard to orient, though :(

but fret not, im sure FFG has provided something to combat green dice

after all, they've FIXED TURRETS!!!

For that matter, evade tokens no longer add results, only change one to an evade, so green stacking is a LOT harder.

yeah they're doing a lot to curtail action stacking

sensors nerfed, fcs nerfed, no PTL (instead very specific action chaining, like Advance focus --> red barrel-roll)

gotta learn to maneuver again!

I think you are missing that crackshot is no longer single use, use requires the lining up of the shot.

it's governed by charges

it has one charge

swz07_crackshot.png

3 minutes ago, Hujoe Bigs said:

I think you are missing that crackshot is no longer single use, use requires the lining up of the shot.

Crack Shot uses up its one charge token. I'm sure there are ways to refill it, but none spoiled yet. (reload action certainly recharges munitions. I wonder if it recharges other things, too)

I actually didn't see the charge symbol on the individual card, I think I saw it in a fan. I stand corrected, my bad.

42 minutes ago, ficklegreendice said:

Bullseye is hard to orient, though :(

Even harder to orient with centre-to-centre barrel rolls!

Out of likes, but thanks.

Alex: "What are you, the FFG forums?" haha

evade tokens changes dice

putting together the changes to evade, barrel-roll, PTL (which is gone, replaced with specific action chaining) and regen
31727886_1768441966548178_83463830340517

we're losing just about everything that made 1.0 annoying (i.e, hyper-mobile high PS with ridiculous action-independent action efficiency, especially turrets). It seems like quite a return to form, to maneuvering and actual decision making with consequences (ie you cant just go around jousting and regen indefinitely, you have to sacrifice offense and charges)

of course, we've only got the barest glimpse so far

Edited by ficklegreendice