X-wing 2.0 meta predictions.

By Marinealver, in X-Wing

So given force tokens change 1 focus --> hit/evade and, apparently, ships regain 1 at the end of the round

And Luke regains one when defending, before dice are rolled

So Luke can always "focus" his shot and ALWAYS "focus" his defense completely independent of actions

...2.0 Luke is a far superior Poe

Edited by ficklegreendice
1 minute ago, ficklegreendice said:

So given force tokens change 1 focus --> hit/evade and, apparently, ships regain 1 at the end of the round

And Luke regains one when defending, before dice are rolled

...2.0 Luke is a far superior Poe

2.0 Luke gets 1.0 Luke's ability exactly, plus a bit more.

Jan Ors OP plz nerf.

2 minutes ago, thespaceinvader said:

2.0 Luke gets 1.0 Luke's ability exactly, plus a bit more.

Ie far superior Poe

You're running 1 focus --> hit or evade every roll, every round but you don't need to already have a focus token

Or optics

Edited by ficklegreendice
20 minutes ago, wurms said:

Ace + Miniswarm will probably be a thing, or else jouster lists like BBBBZ,etc. Without PTL and the option to boost and barrel roll to avoid arcs, I don't think people will take fragile ships like Interceptors.

Second this prediction. Vader is "Black Leader" so running him with Black Squadron Pilots, Mauler Mithel, and/or Wampa will hopefully be a viable build now.

1 hour ago, Viktus106 said:

From the cards I've seen, there isn't a native action link that is both Focus AND Target lock so we could be looking at old school set up or just praying that the target lock is enough for those torps.

Alternatively, and this is what I am excited about, support ships will have a purpose (like Fickle said) and the coordinate action is even more important now.

Hopefully 2.0 won't have as many native mods and tokens will still matter (if not not more).

Also , I saw something specifically mention "green tokens" so hopefully things like Wes and Jam will be able to remove, focus, evade and reinforce now.

AND another thing. . . . people notice that the TIE Advanced doesn't have native access to the evade action anymore?

(Actually on topic)

I think we will see synergistic Rebels and Swarm-y Imperial lists to start with shades of old school Soontir with a TIE Swarm whilst on the other end of the spectrum we will have Miranda / Low and Fenn knock about, Ghost/Fenn will still be a thing (use Fenn to coordinate the mobile arc on the Ghost for example) and maybe even see a reinvention of Fairship Rebels

Also Calculate tokens, whatever they do are another green token.

1 hour ago, ficklegreendice said:

2.0: Action efficiency cut down (no ptl, very specific action chaining, FCS hard nerfed, FFG mission statement emphasizing base level maneuvering)

Meaning: new meta will have incredible action efficiency...just like the old meta, but hopefully not as extreme

so we're looking at

1.) Support ships becoming more prominent (Hopefully not as broken as the sheathe)

2.) Force powers looking really good (since you can use it as a "focus"), especially Luke who can "Regen" them

3.) Ordnance being HUGE because they don't spend TLs and have multiple charges

just LOOK at pro-torps. 4 dice, TL can be used on attack, free focus --> crit. SELF SUFFICIENT FULL MODS

swz01_a3_proton-torpedoes.png

4.) High initiative + bids , to get that Ordnance off... really hope we pay premium for high initiative or else it's just x-wing 1.0 again

5.) Reaper jam to knock off tokens which seem to have become all the more essential

I am thinking most instances of Coordinate are going red.

I think the Deci will be brutal

Just now, Celestial Lizards said:

I think the Deci will be brutal

maybe, but only against 1/10th of your list

Well played, FGD.

8 minutes ago, Sithborg said:

Also Calculate tokens, whatever they do are another green token.

I am thinking most instances of Coordinate are going red.

Both that we've seen so far have been - but both have been in the faction that gets Tactical Officer to make them white.

I suspect a lot of the special actions will be red. Jam, Reinforce, Coordinate etc.

also, while I don't think he'll be META because Luke just seems so incredible, I really like Thane's new ability (spend a non-blank result when attacking to look at opponent's damage cards, flip one)

with direct hit now being "deal 1 [hit] damage, flip this card" you can actually kill things by constantly flipping the same direct hit

while I believe dice mods will ultimately be king, Thane can be very powerful because you don't actually have to hit with your attack to have a potentially marked impact against your opponent (just need them to have damage cards)

41 minutes ago, ficklegreendice said:

also, while I don't think he'll be META because Luke just seems so incredible, I really like Thane's new ability (spend a non-blank result when attacking to look at opponent's damage cards, flip one)

with direct hit now being "deal 1 [hit] damage, flip this card" you can actually kill things by constantly flipping the same direct hit

while I believe dice mods will ultimately be king, Thane can be very powerful because you don't actually have to hit with your attack to have a potentially marked impact against your opponent (just need them to have damage cards)

I was liking the look of Thane as well as you say, he doesn't actually have to HIT his target, just merely spend a dice.

Also, with the fact that there are now only 5 Direct Hits! in a deck, the chance of flipping one face up is one worth taking. Or Wounded Pilot or Fuel Leak.

Some great crits.

Shame that Jek still can't hold it though. . .

As for another meta prediction:

Howlrunner
Iden Verso
Black Squadron
Black Squadron
3 x Academy

Iden can ignore one alpha strike . . that's huge.

Oh yeah, Iden just has to be in range 0/1 of the target (even if it's herself, assuming ships are still friendly to themselves)

No other restrictions other than limited use

Edited by ficklegreendice
3 minutes ago, ficklegreendice said:

Oh yeah, Iden just has to be in range 0/1 of the target (even if it's herself, assuming ships are still friendly to themselves)

No other restrictions other than limited use

Shooting off topic here slightly but the range thing is interesting because:

Iden is range 0 - 1, as is Biggs, but Garven ability is 1 - 3.

Are you no longer range 1 of yourself? Are you range 0?

BACK ON TOPIC.

I kinda want TIE Swarms to be a thing, or Howl + 3 x Black and Darth to be a thing.

I think it's just range 0-1 means you can bump your friendly and still affect them

Garven probably expects better from his squad

I have also noticed that anything used to simply add results, such as Adv. Target-ting Computer, Fearless, Concord Title, etc now seem to add an additional dice to the dice pool or allow you to change a dice.

I think getting five diced may be a thing of the past for a while, so is hyper defense due to the lack of opportunity for 3 evade dice + focus + evade + something else.

Also, I noticed that turrets now are effected by range bonuses so I'm expecting there to be a shift of people swooning to Han or Quad TLT and then switching back.

3 hours ago, ficklegreendice said:

2.0: Action efficiency cut down (no ptl, very specific action chaining, FCS hard nerfed, FFG mission statement emphasizing base level maneuvering)

Meaning: new meta will have incredible action efficiency...just like the old meta, but hopefully not as extreme

so we're looking at

1.) Support ships becoming more prominent (Hopefully not as broken as the sheathe)

2.) Force powers looking really good (since you can use it as a "focus"), especially Luke who can "Regen" them

3.) Ordnance being HUGE because they don't spend TLs and have multiple charges

just LOOK at pro-torps. 4 dice, TL can be used on attack, free focus --> crit. SELF SUFFICIENT FULL MODS

swz01_a3_proton-torpedoes.png

4.) High initiative + bids , to get that Ordnance off... really hope we pay premium for high initiative or else it's just x-wing 1.0 again

5.) Reaper jam to knock off tokens which seem to have become all the more essential

It also looks like some upgrades come default on pilots. So your upgrade slots are already filled at the cost of the pilot. Changing upgrades will change points (like proton to ion torpedoes).

  1. Maybe, I think synergy would likely be a more faction oriented trait since FFG likes to use that to make the now 5 factions more distinctive.
  2. Yeah in 1st eddition the focus was the all power as in it counts as force, or good skill ect. Now we have force I can see those as sort of superfocus/ship energy. It would be interesting to see how they work.
  3. Also it looks like for many ships secondary weapons are built in. Which means it doesn't add to the cost unless you change something. So torpedoes/missiles won't be so much of a MOV risk.
  4. Yup, and a higher point ceiling to boot means points are not as valuable. Every point has inflated to half its value. 1 point was painful to drop because that meant 1 less crack shot or 1 less VI. I see more 198 and even 190 point lists out there. It all depends on what the base cost of a ship is going to be. Even if Academy Pilots are now 20 points that is still an increase of models (unless they keep the 8 ship restriction).
  5. Also it looks like token stacking isn't a thing. Anotehr thing is now focus also gives you actions (focus to boost) so killing that focus token kills a boost as well.
3 hours ago, Freeptop said:

From the text we've seen so far, ordnance and R2-D2 just provide energy totals, which can then be used by those cards. There's nothing in the text that requires the energy used be from that card.

I'm predicting that cheap ordnance will be taken on a ship carrying R2-D2 just to power more shield regeneration.

Also it looks like may pilots will come with a set for default. AKA proton torpedoes = 0 points on X-wings. Might equal points on other ships.

So that would make even mediocre secondary weapons more viable putting in more of that alpha strike concept. The main reason proton torpedoes was two fold, 1 the probability wasn't much better than a primary attack with the TL, and two those points work against you in the MOV. Proton torpedoes were a liability, I hope with the flexible point cost liability upgrades are a thing of the past.

7 hours ago, ficklegreendice said:

just LOOK at pro-torps. 4 dice, TL can be used on attack, free focus --> crit. SELF SUFFICIENT FULL MODS

swz01_a3_proton-torpedoes.png


The image you have here doesn't have free focus -> crit. That's the old Proton Torpedoes. This one is showing hit -> crit. You still need to do a focus action in order to get full mods (or use a pilot who is Force sensitive).

Still, multi-use and it doesn't spend the target lock to fire? Definitely worth taking. Though I suspect Guidance Chips are another card that's probably not been ported to 2.0...

4 minutes ago, Freeptop said:

The image you have here doesn't have free focus -> crit. That's the old Proton Torpedoes. This one is showing hit -> crit. You still need to do a focus action in order to get full mods (or use a pilot who is Force sensitive).

Still, multi-use and it doesn't spend the target lock to fire? Definitely worth taking. Though I suspect Guidance Chips are another card that's probably not been ported to 2.0...

Yeah i derped there :(

guess it's yet ANOTHER reason to think Luke is amazing

full mods!!!

Edited by ficklegreendice

They mentioned on the stream today that ace pilots (the specifically talked about scum Fen Rau) are going to be very expensive. Could cost close to double the cost of a generic before you even start putting upgrades on it. So if you want a high Initiative pilot with a good skill you are going to have to pay for it.

--- doublepost----

Edited by mcgreag
On 5/2/2018 at 2:28 PM, mcgreag said:

They mentioned on the stream today that ace pilots (the specifically talked about scum Fen Rau) are going to be very expensive. Could cost close to double the cost of a generic before you even start putting upgrades on it. So if you want a high Initiative pilot with a good skill you are going to have to pay for it.

Well in order to keep the balance and prevent the initiative war they are going to have to do something like that. Thanks to action and overlapping pilot skill power was some what of a smile curve where the further to the extremes {0,1,9,10} the better you were. Now with the scale being reduced to |i=1, n=6 each point difference makes a huge difference. However it is expected for a 2 to be better than a 1, but because 5 and 6 are bigger fish point investment to go from 1 to 2 is not worth it.

To make it balance they are going to have to make the middle initiative cost the same as the lower generics. The limiting factor on middle initiative pilots is that they will be unique so you cant swarm a bunch of 3s and 4s as you can with 1s and 2s. Still you don't pay more for a few 3s and 4s than you would for the same amount of 1s and 2s. Initiative 5 and 6 should pull a ship from your list. 5 might force you to down grade a ship to a z-95/academy while 6 should cost a full ship (if not 2) over the rookie/academy initiative pilot.