Quick Build Cards

By Hawkstrike, in X-Wing

Question in case anyone knows ... on the quick build cards, below the pilot name there is a bar made up of a series of dashes and dots (looks like dashes with zero to five dots). Some of those are highlighted. For example, Luke has three bars highlighted and the Red Squad Vet has two.

Any idea what they are for?

I assume some sort of pricing mechanic to assemble balanced squads, but wondering how this works. Threat level is referenced in the article.

swz01_a1_quick-build.png

Edited by Hawkstrike
Just now, Hawkstrike said:

Question in case anyone knows ... on the quick build cards, below the pilot name there is a bar made up of a series of dashes and dots (looks like dashes with zero to five dots). Some of those are highlighted. For example, Luke has three bars highlighted and the Red Squad Vet has two.

Any idea what they are for?

I assume some sort of pricing mechanic to assemble balanced squads, but wondering how this works.

Its been refered to as Threat in a few of the streams. Its just a way of balancing matches with quickbuilds.

Those bars are the threat level of the ship. so luke has a threat level of 3.

You and your opponent choose a max threat level, say 6. and then each pick quick build ships with a total threat level of the chose value in this case 6.

Boom ready to play, easy quick setup.

I hope they load the Box sets with lots of options for these. It's a whole new playspace where you can do mini-epic quickly...say 10 vs 10 threat. Quick setup and go!

The way they've chosen to show it is dogshite though. just put a number on... basically there's 5 bars and the number of coloured in bars are the threat level, all the pips and stuff seem to be pointless and just confuting. I guess max threat level on a ship and upgrades is 5. That seems a little odd, when you could have a fully kitted out ghost maybe? that's over double the points cost of Luke but still only 2 threat more?

32 minutes ago, Talonbane Cobra said:

The way they've chosen to show it is dogshite though. just put a number on... basically there's 5 bars and the number of coloured in bars are the threat level, all the pips and stuff seem to be pointless and just confuting. I guess max threat level on a ship and upgrades is 5. That seems a little odd, when you could have a fully kitted out ghost maybe? that's over double the points cost of Luke but still only 2 threat more?

There is no reason to assume that all of the upgrade slots will be used for the quick builds. Or that they will be the most optimal build.

I am really looking forward to these but they are not going to be hyper optimised and full synergy tournament lists.

1 minute ago, kayarn said:

There is no reason to assume that all of the upgrade slots will be used for the quick builds. Or that they will be the most optimal build.

No that's true, but it's still a limiting factor to use 1-5 and have those icons, a number printed on these would have given more freedom and made it more clear, so I just think it's a really strange choice to have those coloured bars.

True. The Ghost vs Luke comparison raises a good point. I would hope all of these quick builds are basically the most natural combo of upgrades for each selected pilot, but then that may be expecting too much out of them...

For large ships maybe threat is doubled? That could be a way to work around it.

I have also heard talk that builds made in the app will spit out their own threat level for your custom build so you could save these and expand your options.

If true this could be great.

My guess would be that 1 threat level is roughly 12/13 poimts (~25 points in the new 200pt system). So a near naked tie is threat 1. That red squad would be roughly 26 pts currently (52 in 2.0), and that luke is about 36 (72). This is pretty close to 25pts/threat, especially when you consider that the generic x wing should be a little cheaper, and luke a lot pricier in 2.0.

9 minutes ago, PaulTiberius said:

True. The Ghost vs Luke comparison raises a good point. I would hope all of these quick builds are basically the most natural combo of upgrades for each selected pilot, but then that may be expecting too much out of them...

It's just odd to have the symbols restricting their threat value when they've gone so far as to take away all points and upgrade slots from the cards so they can easily make future changes.

When Epic lands, what If I want 50 threat games, the epic sized ships should have some quick build cards too so i don't have to get confused by all the epic upgrades (a big problem I've had trying to play epic games) and the highest threat an epic ship can have is 5. Well unless they add more pips on to the cards but then what was the point of having 5 uncoloured ones on them to start with?

A kitted out ghost is over 50pts, and it's docked shuttle is about 25. That could be done as 2 builds, at threat 4 and 2 receptively.

Threat 5 is ~62.5 pts currently, and I can't think of any efficient builds much higher than that. They could always add a second row of bars if they really need (epic quick builds anyone?)

This is a purely casual game type. Its likely that balance is just a loose estimate.

36 minutes ago, Talonbane Cobra said:

No that's true, but it's still a limiting factor to use 1-5 and have those icons, a number printed on these would have given more freedom and made it more clear, so I just think it's a really strange choice to have those coloured bars.

I think these are meant for entry players or so that it is easier for a veteran player to put things together to teach new players with. Numbers in this instance seem more abstract. Yellow, Orange, and presumably Red are going to be less so. A number 1 can easily be either the lowest value or represent the most important thing. Yellow with less threat level and Orange with more will be more clear to the uninitiated.

These are also likely meant to be a tutorial in squad-building. More upgrades on a ship pushing into being more of threat and that you're trying to balance between how good one ship is and having enough ships.

I really like this inclusion.

I figure a 7-10 threat level game will be the first thing I try out of the big box. (Assuming there's a wide variety of these quick build cards.)

The only thing I don't like so far about 2.0 is that I can't look at the product and immediately get a sense of what upgrades have synergy with what ship types since upgrade bar is now a mere Force Ghost inside an app.

That said, I'm sure I will have pored over the app long before I crack open a converter box...but man, I really want to try to keep myself unspoiled and enjoy the beginner's-days thrill of slowly flipping through a vast stack of unknown cards and being amazed.

5 minutes ago, PaulTiberius said:

I figure a 7-10 threat level game will be the first thing I try out of the big box. (Assuming there's a wide variety of these quick build cards.)

The only thing I don't like so far about 2.0 is that I can't look at the product and immediately get a sense of what upgrades have synergy with what ship types since upgrade bar is now a mere Force Ghost inside an app.

That said, I'm sure I will have pored over the app long before I crack open a converter box...but man, I really want to try to keep myself unspoiled and enjoy the beginner's-days thrill of slowly flipping through a vast stack of unknown cards and being amazed.

Quick build cards would be a good start there. They will give a good idea of what a ship can take and what would be useful.

For example from the Luke quickbuild we can see he can take Force power, torps, astromech and a mod.