Thoughts after watching the Covenant play through video with Alex

By BlodVargarna, in X-Wing

1 minute ago, Kehl_Aecea said:

They were equipped with a new version of crack shot where the defender rolls one less green die if they're within the bullseye arc.

I think it was regular crackshot, but bullseye arc only.

6 minutes ago, Kehl_Aecea said:

They were equipped with a new version of crack shot where the defender rolls one less green die if they're within the bullseye arc.

That was not bad and he did not fly them well, split swarn is a bad swarm. And it killed me not taking a target lock to use Krenick's ability.

Edited by Cusm
9 minutes ago, Cusm said:

That is incorrect. It takes one charge to use and the hit to crit is the action of the torpedo, the period is after spend a charge and the Hit->Crit is a new sentence. They also said the torpedo icon means no range bonus on the defense dice.

Yeah, you are right. I was reading it as "Spend 1 [charge], change 1 [hit] result to a [crit] result."

Not "Attack (requires [Target Lock]): Spend 1 [charge]"

9 minutes ago, Cusm said:

That was not bad and he did not fly them well, split swarn is a bad swarm. And it killed me not taking a target lock to use Krenick's ability.

I didn’t want to be snarky, but another of my thoughts was neither of them seemed to be particularly good at x wing. ?

8 minutes ago, kris40k said:

Yeah, you are right. I was reading it as "Spend 1 [charge], change 1 [hit] result to a [crit] result."

Not "Attack (requires [Target Lock]): Spend 1 [charge]"

I read it the same way initially.

4 minutes ago, BlodVargarna said:

I didn’t want to be snarky, but another of my thoughts was neither of them seemed to be particularly good at x wing. ?

It was a great demonstration of some changes in the game, it was not the greatest demonstration of high level X-Wing haha

1 hour ago, BlodVargarna said:

-I am hyped for 2.0. Honestly it’s hard to want to play 1.0 at all while I wait for 2.0.

I know, right? Do we have to finish the Vassal League now? ?

I guess I'll try out more stuff I bought that I never used in 1.0 before 2.0 hits. Like Expertise TIE/D Glaives. I'll try to have some fun for the rest of the league.

Edited by Parakitor
10 minutes ago, BlodVargarna said:

I didn’t want to be snarky, but another of my thoughts was neither of them seemed to be particularly good at x wing. ?

I don't know about that. They may not be hyper-top tier players normally, but Zach was learning the rules and Alex was answering questions. Wasn't exactly the best environment for high-level play.

50 minutes ago, gamblertuba said:

If you are looking for an excuse to NOT buy into 2.0, then do not watch the video. Seeing X-wings and TIE fighters flying around while deploying weaponized joy and happiness was great. Second edition feels like it is simultaneously a grown-up for reals attempt at a competitive miniatures game and also a return to basics: Set dial, move ship, blow stuff up.

Agreed. I was mostly against 2.0 and had written it off but then I watched the gameplay video and it made me really excited.

Yeah. And for what was essentially a beginner's game, maybe Krennic was a little too complicated a mechanic for demonstration purposes.

Also, did they forget to move Jek Porkins one turn?

Hrm. So I priced out similar lists in current (pre-Saw's X-Wing prices, so no Renegade Refits), using things about as close as I can:

The rebel list (Jek + Torpedos, Grey + Ion Turret + Seismic, Benthic + Advanced Sensors + Recon Specialist, Tarn Misan) works out to 111 points.

The imperial list, using closest equivalents (Maarek + Ruthlessness + title + ATC, Feroph + Elusiveness + Tactical Officer + Krennic, 3x Black Squadron with Crack Shot) works out to 109.

I guess I don't really have conclusions to draw from that. Just seemed interesting to me.

Probably can conclude that overall they lowered point cost on old stuff to buff it rather than increasing cost on current power players. i.e. some of today's most efficient 1.0 lists might still fit but old stuff has been made cheap enough to compete.

"so you cant easily walk someone off the board with stress/ion combo"

uh...but being limited to a focus action makes it even easier? lol....
The reason stress/ion was required was due to repositional actions after the ion. If you limit my actions to a Focus only, dont even need the stress to attempt to walk you into a rock/off the board lol....

That actually make me choke a bit on my food i laughed so hard at that comment....

Edited by Vineheart01
42 minutes ago, Elrodthealbino said:

Yeah. And for what was essentially a beginner's game, maybe Krennic was a little too complicated a mechanic for demonstration purposes.

Also, did they forget to move Jek Porkins one turn?

There was a turn where the Reaper bumped Porkins, and Porkins' maneuver would not have moved him at all (1 forward, maybe), and he also got no action due to bumping.

Edited by kris40k
1 hour ago, dotswarlock said:

I really liked the "PTL"-like mechanic that they introduced. Yes, you can do 2 specific actions and the 2nd one will earn you a stress, but not all ships can do any combo of actions.

So some ships will have boost, other barrel roll, some will have both, but only a few of them may be able to chain both and truly be arc dodgers. Of those arc dodgers, I'm willing to bet that they will not be able to chain focus and target lock, so you end up with a great arc dodger that cannot (easily) one shot kill a target. Again, cool stuff.

This is my favorite bit of new design so far. I love Intensity and this is taking that idea further.

1 minute ago, Vineheart01 said:

"so you cant easily walk someone off the board with stress/ion combo"

uh...but being limited to a focus action makes it even easier? lol....

That actually make me choke a bit on my food i laughed so hard at that comment....

Maybe with low agility ships, but high agility ships can dodge it now. With an ion cannon turret, I only need to dodge 2/3 to prevent the ion.

2 hours ago, Do I need a Username said:

Maybe with low agility ships, but high agility ships can dodge it now. With an ion cannon turret, I only need to dodge 2/3 to prevent the ion.

Yeah, I think it was more about the way Ion tokens were assigned, though I'm not entirely sure how it's going to work if Ion tokens still all go away after moving. Will you be able to get an action coordinated to you later, do ion tokens remain until the end of the next round after being ionized? No idea.

Just now, mdl0114 said:

Yeah, I think it was more about the way Ion tokens were assigned, though I'm not entirely sure how it's going to work if Ion tokens still all go away after moving. Will you be able to get an action coordinated to you later, do ion tokens remain until the end of the next round after being ionized? No idea.



I think we need to wait for the rules to find out, but color me excited!

I'm having a hard time motivating myself to play 1.0 at all now. Gimmie the deuce!

2 hours ago, Do I need a Username said:

Maybe with low agility ships, but high agility ships can dodge it now. With an ion cannon turret, I only need to dodge 2/3 to prevent the ion.

But it is much Harder. Evades are worse, double mods on defence are hard to get.

1 minute ago, Commander Kaine said:

But it is much Harder. Evades are worse, double mods on defence are hard to get.

sure, but possible now, and I get what amounts to one free evade in terms of the ion. In combination with the focus, doing it is easier. Makes ion a lot less reliable.

The best part of this video is at 38:30.

Zack, reading a critical damage card: "While you defend, roll 1 fewer defense die. Hmmm, it does not say to a minimum of zero. Can you get a negative number of dice ?"

Alex: "What are you ? The x-wing forum ?"

14 minutes ago, Cartchan said:

The best part of this video is at 38:30.

Zack, reading a critical damage card: "While you defend, roll 1 fewer defense die. Hmmm, it does not say to a minimum of zero. Can you get a negative number of dice ?"

Alex: "What are you ? The x-wing forum ?"

Nope. Totally Tubular. Saws renegade's can't arrive fast enough for me. Also, 2.0 explains why the preview articles were so full, and card spread images weird.

I'm not seeing how the barrel roll is now more limited for large base ships. It seems like they're back to moving the full length of the template, and only having three positions to align with doesn't feel like it addresses the original issue of them moving their entire base width left or right.

14 minutes ago, DailyRich said:

I'm not seeing how the barrel roll is now more limited for large base ships. It seems like they're back to moving the full length of the template, and only having three positions to align with doesn't feel like it addresses the original issue of them moving their entire base width left or right.

Apparently, and I didn't catch this at first either, the 1-straight template has to START aligned with the center of the base, and then the ship's final position can be either half a base forward, half a base backward or centered. I'm not sure if it works the same for large and medium base ships, but in the TC game, Alex consistently was lining up the hashmark on the base insert with either the center or one end of the 1-straight template. On the small base ships, that was no different than lining up with the edge of the base, but on the larger bases, if that is how it works, they will only be moving the same distance forward or back as the small ships because it is a fixed point on the base that is being lined up with the TEMPLATE.

I THINK that is what is going on.