So for the most part, X-wing 2.0 will play a lot like X-wing 1.0. There are some differences but initiative, firing arcs and dice will remain the same. So here are some predictions based upon what I saw and a few assumptions coming form the articles.
Assumptions
- Pilot skill is now 1-6 (overlapping still cancels actions)
- Turrets are changed to MFA mechanics
- Higher point limit in compassion to model point cost
- Maybe a reserve mechanic
and now Predictions
Initiative will matter a lot!!!
So the scale being reduced from 0-12 now down to 1-6 (as far as we know) means that each point increase for pilot in initiative is a big deal. a 5 will beat a 4 no matter what. Also you will still see the smile curve in effectiveness and initiative with low pilot skill being good at blocking. Instead of 4 and 5 being the middle of nowhere pilot skill now 3 and 4 is the middle. This could be mitigated by an exponentially growing point cost to initiative curve instead of the rather linear one 1st edition where replacing a basic Black squadron with a dark curse cost no extra points but getting howlrunner at skill 5 is nearly double the point cost.
Fat Han's Return
Assuming PWTs go route of MFAs then segwaying from the last topic the only turrets that would be competitive are those with a higher initiative. The Goldie swarm with turrets would probably be just as big as they were back in 1st ed wave 1. Tie interceptors will be able to simply move to the side the arrow is not pointing. Now if turrets are more like Blaster where you need to spend a focus to fire out of arc (or spend a focus to move MFA).
Higher Model Counts
So you still might have the limit 8 of a single ship but 8 might not be the maximum number of ships a player could have on the table. That being said a higher number of ships could offset the Ace power that Arc Dodgers like soontir fel would be getting. Just like how in Epic more ships meant that arc dodgers had a harder time finding gaps and the glass cannons could easily be taken out. Still now since there is no PTL the combo of BoostBR out of any firing arc is no longer there. So maybe swarm meta instead of Ace meta? Well at least we will get more than just 2 on 2 clash of the flying fortresses like we had with Wave 5.
Possible Reserves
So there was an interview on team covenant where they said in the core set they put in a reserve token so that the starter missions were not over after the loss of a single ship. I can see this as a great mechanic to keep the initial buy in cost down with a higher model count. In a way you won't need 8 TIE Fighters to run an 8 TIE Swarm as you can make do with 6 TIE Fighter models. Have 4 at the start and have 4 in reserves (giving you 2 extra fighter models). That being said it could also be a way to shelter those fragile aces from a more intensive Alpha strike attack since now many secondary weapons such as torpedoes are built in and come with multiple shots instead of the single bullet derringer that they use to be.
So what are your predictions? Agree or disagree (of course you don't). Put your predictions below.
Edited by Marinealver