small thing, but I had really wanted Tycho Celchu to be made a x-wing pilot
Game changes you DID want from v1 that aren't in v2
Bumping friendly ships - roll an attack die for each ship, and the overlapping ship loses it's action. Fortressing, really annoys me.
Fix dice.
Entire matches have been ruined by crazy dice variance. One opponent rolling all blanks consistently doesn't make for a great game for either of the players.
Also, it's hard to get new people interested on the game when in their first games they manage to line a great shot, get a focus, and they roll blank blank blank. It's very anticlimatic.
I know it's random, and I know it's what makes roll modifiers important.
But still, it makes action economy more important than maneuvering, and action economy comes from the squadbuilding phase, so again we are winning or losing at the squadbuilding phase.
On 5/5/2018 at 8:02 AM, Xcapobl said:
This.
Just have a pilot card with a nice image, a Pilot Skill / Initiative value, maybe add a restriction on whether the pilot can be attached to small, medium and/or large ships. Then add a certain special action or ability to strong pilots. The Force could also be a part of the pilot cards instead of the ships with a baked-in pilot.
indeed, Luke could fly a Y-Wing if you wanted, just like he did in the Star Wars Holiday Special. Have Han as a pilot card with a restriction to only large ships (possibly medium as well) to restrict him from engaging the enemy in Sabine's TIE (and give him the all-powerful ability to always perform the first attack in any given round, of course).
A missed opportunity?
I would restrict them even more, allowing some pilots to use only a few ships (sometimes only one or 2).
What I would love is seeing the pilot picture.
On 5/5/2018 at 12:02 PM, Xcapobl said:
This.
Just have a pilot card with a nice image, a Pilot Skill / Initiative value, maybe add a restriction on whether the pilot can be attached to small, medium and/or large ships. Then add a certain special action or ability to strong pilots. The Force could also be a part of the pilot cards instead of the ships with a baked-in pilot.
indeed, Luke could fly a Y-Wing if you wanted, just like he did in the Star Wars Holiday Special. Have Han as a pilot card with a restriction to only large ships (possibly medium as well) to restrict him from engaging the enemy in Sabine's TIE (and give him the all-powerful ability to always perform the first attack in any given round, of course).
A missed opportunity?
A good decision in hindsight - either you're so proscriptive with 'who can fly what' that it's essentially the same thing as you have today on more card, or you add an extra level of balance (almost any ship with any pilot ability) which is very hard to compensate for.
Star Trek Attack Wing went down this road and frankly paid for it in game balance and variability of lists, with just about every second ship you saw being commanded by Picard during the initial waves.
1 hour ago, Magnus Grendel said:A good decision in hindsight - either you're so proscriptive with 'who can fly what' that it's essentially the same thing as you have today on more card, or you add an extra level of balance (almost any ship with any pilot ability) which is very hard to compensate for.
Star Trek Attack Wing went down this road and frankly paid for it in game balance and variability of lists, with just about every second ship you saw being commanded by Picard during the initial waves.
It this game we would have Vader piloting anything Imperial, Corran or piloting anything rebel, etc
I would have liked to move away from agility as a mechanic for ships that only have 0-1 dice anyways. Give them Hull dice or just rework the whole shield system to give you shield dice to roll to prevent damage. It could have opened space up for the Reinforce mechanic to work for everyone, and maybe the Azituck could have a special bonus on top of that.
I don't fully know the answer to this because I don't know all the new rules yet but(for example, I wanted there to just be one kind of Astromech upgrade, but for different Astromechs to be "Rebel only" or "Scum only" and no idea if they did that or not):
1. I REALLY wanted Turrets and Cannons to no longer be upgrades. I feel like being able to mix and match guns like that really hurts individual ship identity.
I just want ships to come with the guns they come with. The only thing letting you change guns would be Titles, switching from one specific loadout, to another specific loadout.
2. I also wanted ships attack values to be directly related to number of guns. So a TIE Fighter has a 2 attack. A TIE Interceptor, 4 attack. A TIE Defender Elite, 6 attack, etc.
And obviously, there would have needed to be an overall higher and wider ranger of Agility values to compensate.
On 5/4/2018 at 11:09 PM, xanderf said:Breakout of to-hit from damage. This would have allowed, for example, torpedoes that are more difficult to hit with...but do a lot of damage; or missiles that hit very easily, but do very little damage.
100% wanted this for Missiles and Torpedoes.
Edited by DarthEnderXi was hoping for bloated numbers a bit to diversify things more.
One of the larger issues with 1.0 is "medium fighters" dont exist. Everything is pennies cheap filler spam or super strong half your list hitters.
Which is one of the reasons the Xwing/Kfighter were so bad. Theyre in that mid-range price that theyre neither a filler nor a powerhouse, and those always suck w/o a REALLY gnarly ability.
On 5/4/2018 at 9:05 PM, Commander Kaine said:Imperial only upgrade slot
“Tie” requirement is functionally the imperial upgrade slot in 1.0
The ship abilities are very interesting for the imperials in 2.0
Aside from from objective play as the basic game mode the one thing I would change is to make all base token inserts generic and rely solely on the ID tokens. Organizeing pilot tokens is a pain and I feel the benefit of the pilot name and initiative on the token is less then the pain of organizing them.
spliting pilots from ships adds yet another card to the game in a game with too many cards (I’m talking about cards needed to play. It could possibly lower the total in a collection but even that is unlikely.)
you can already make more accurate less potential damage weapons with rerolls.
2 minutes ago, TylerTT said:“Tie” requirement is functionally the imperial upgrade slot in 1.0
... What?
You know that having a TIE only upgrade prevents you from taking another upgrade of the same type? Imagine if you could put either an astromech, or a modification on an X-Wing, but not both.
It's so not the same, I really have trouble understanding how can you say they are even similar. It's the slot that is missing, not just the upgrades.
Nothing.
I think they have done a good job of getting it to a point where 2 red dice ships can have a chance again, as well as reeling in much of the boost/barrel roll arc dodgers by doing the linked actions.
As an alternative approach, not necessarily that I think it would have been better might have been simply upping the stat lines of all ships up by 1. 2 attack goes to 3, 3 agility goes to 4, etc. Since reds have one more positive side than greens, this would have been an overall increase in offense which would have helped out ties, A's, etc. Also, the more dice you roll, the more often you tend to be closer to an "average" roll, so it would make the extreme rolls more unlikely. More dice also means focus tokens get stronger vs all other actions compared to where they were before, especially compared to evade. Lastly, upping all stats means that yiu open design space for higher ability ships without putting quite as much distance between the lower ability ones, so more flexible design space.
Again, not so much as I would rather have this as I would have been interested to see how it played out.
14 minutes ago, Boba Rick said:Nothing.
Actually, I changed my mind.
I would have liked to have seen a Solo scum Falcon in the Scum Conversion Kit, and maybe one or two other new crossovers from existing ships (if that's possible?).
Bomb detonation and token information to actually feature on the bomb upgrade card, especially now that Charges mean they're not discarded.
With Barrel-Rolls becoming relatively common (X-Wings, Z-95s, Y-Wings), and Y-Wings getting a red Reload, I was kind of hoping the B-Wing might get a bit more love.
1-speed T-Rolls are interesting, and yes it can Focus into a red Barrel-Roll, but the dial is still filled with red and not a lot of stress-shedding blue maneuvers. I know, I know... upgrade cards, system slot, cannons, etc. could make the difference. But as it currently sits, 4 Hull and 4 Shieds with a very red dial and “meh...” action bar, does not excite me much. This is doubly so now that Ten Numb seems to have Farlander’s old ability, suggesting that Farlander has now moved to the country with the other missing pilots.
On 5/4/2018 at 11:44 PM, Dosiere said:1) similar to your point 1, I wish there was a better way to have ships with low attack values remain viable. It’s better than 1.0 seemingly, but I was hoping for something more like legion when it came to defense dice. One of the things I like about Armada is that the fighters feel “right”. A wings and tie fighters don’t have a high max damage, but they still do damage. In x wing, a wings and tie fighters don’t just do less damage, they have a hard time doing any damage at all. As long as defense dice are a set value based on the defender as opposed to the attack being made, I think it’s going to be an issue.
2) I’m with you on the missions and scenarios. I don’t know if I’m alone in this, but I actually played the little missions that came with the expansions and they were fun, but not really meant to be played over and over again. I’m perfectly fine with the major tournaments remaining 100/6 (well, 200/6), but a more varied selection of standard pick up game type formats would be most welcome along with a campaign or two.
Actually, this makes me think of an interesting phenomenon in this game, but I'm not typing it on my phone. I'll have to remember for later...
On 5/5/2018 at 4:08 PM, LordFajubi said:Well true but what we would have is a pilot game then and you could just proxy ships. FFG sells a ship game so that kinda shoots them in the foot.
You know you can proxy cards too, right?
16 hours ago, DarthEnderX said:I wanted there to just be one kind of Astromech upgrade, but for different Astromechs to be "Rebel only" or "Scum only" and no idea if they did that or not):
That is exactly what they've done.
'R2 Astromech is' a shield regeneration droid who lets you spend a charge and take a disarm (weapons disabled) token to recover a shield.
'R2-D2' is essentially the same thing, but with more charges, and 'Rebel Only'.
Ditto R5 Astromech and R5-D8

I like that the named Astromechs are a 'better' version of their generic equivalent. I hope R3-A2 will be the same - and R4 agromech and R4-B11, similarly.
15 hours ago, Commander Kaine said:You know that having a TIE only upgrade prevents you from taking another upgrade of the same type? Imagine if you could put either an astromech, or a modification on an X-Wing, but not both
Yes, but one thing that is apparently the case is that multiple modification slots is a fairly common thing for TIE fighters - meaning that access to multiple modifications, or a 'TIE only' modification and something else, is possible.
More to the point, most of the TIE only modifications were essentially fixes (TIE/x1, TIE/x7, TIE/v1* Lightweight Frame**, Twin Ion Engines MkII), which should either be baked in or not available in 2.0.
* Not a 'fix' per se so much as 'the format of the card won't let us put five actions on a ship's action bar'.
** Essentially a TIE/sf fix.
1 hour ago, Magnus Grendel said:That is exactly what they've done.
'R2 Astromech is' a shield regeneration droid who lets you spend a charge and take a disarm (weapons disabled) token to recover a shield.
'R2-D2' is essentially the same thing, but with more charges, and 'Rebel Only'.
Ditto R5 Astromech and R5-D8
I like that the named Astromechs are a 'better' version of their generic equivalent. I hope R3-A2 will be the same - and R4 agromech and R4-B11, similarly.
Yes, but one thing that is apparently the case is that multiple modification slots is a fairly common thing for TIE fighters - meaning that access to multiple modifications, or a 'TIE only' modification and something else, is possible.
More to the point, most of the TIE only modifications were essentially fixes (TIE/x1, TIE/x7, TIE/v1* Lightweight Frame**, Twin Ion Engines MkII), which should either be baked in or not available in 2.0.
* Not a 'fix' per se so much as 'the format of the card won't let us put five actions on a ship's action bar'.
** Essentially a TIE/sf fix.
The problem presented by the lack of a unique imperial slot does not go away from 2nd edition. Yeah, we do not need fixes anymore, but having less slots to work with is still a problem.
Which is why, supposedly, multiple mod slots is a common imperial 'thing' - whilst there is no unique class of imperial upgrades, the interaction between multiple stacked modifications is more or less unique to them, and apparently quite common on most TIE fighter classes (i.e. not a TIE interceptor only thing anymore).
On 5/5/2018 at 11:36 PM, theBitterFig said:his would whiff almost every time against something like a TIE Defender or Interceptor, but would tear the everloving **** out of B-Wings and low agility ships. Personally, I don't think that's great. First, with a TIE Interceptor as an example, I think it'd feel terrible to have to roll off against a 2-dice attack, that likely misses, but blank out and you've just been one-shotted.
Hmm. For me, that's exactly what I want. Having weapons that specialise against specific targets would diversify list building. And it goes both ways too: A 2 shot gun that deals three damage, but also a four shot gun that deals one damage. It introduces a double-bluff into the list building where you can take one to counter ships that have a high agility, but if you run into B Wings you'll be punished, or you can take the one to counter ships with low agility but you'll never hit anything with three green dice.
Also, it's not QUITE as binary as evade or die. Because it wouldn't be "cancel these results and deal three damage". All weapons would just have a two value split, like 3/3 for a standard X Wing attack. Roll three dice to hit, and if you hit, then roll three dice to damage. A Proton Torpedo might be 2/6. Roll two dice to hit, and then roll six dice to damage. Obviously that would require a change to the way all ship stats are calculated, but if ever there was a time to do it, it was with an edition change when everything is changing anyway.
3 hours ago, Chucknuckle said:Hmm. For me, that's exactly what I want. Having weapons that specialise against specific targets would diversify list building. And it goes both ways too: A 2 shot gun that deals three damage, but also a four shot gun that deals one damage. It introduces a double-bluff into the list building where you can take one to counter ships that have a high agility, but if you run into B Wings you'll be punished, or you can take the one to counter ships with low agility but you'll never hit anything with three green dice.
Also, it's not QUITE as binary as evade or die. Because it wouldn't be "cancel these results and deal three damage". All weapons would just have a two value split, like 3/3 for a standard X Wing attack. Roll three dice to hit, and if you hit, then roll three dice to damage. A Proton Torpedo might be 2/6. Roll two dice to hit, and then roll six dice to damage. Obviously that would require a change to the way all ship stats are calculated, but if ever there was a time to do it, it was with an edition change when everything is changing anyway.
I bolded the key phrase. The changes required by a complete damage/attack dice split would be massive. Personally, I've got little interest in the Warhammer style "roll to hit, roll to wound, roll to save" sort of effects. I think it slows things down in a way which isn't really necessary. The Warmachine/Hordes way of "MAT or RAT vs Def/POW or P+S vs Armor" is a bit better.
If it was in X-Wing, every attack would need accuracy and damage numbers, as well as evasion and reinforce numbers (not sure how reinforce would work, but maybe just reducing damage dice rolled against you... that said, the reinforce action works a lot cleaner then). The B-Wing rolls a low evasion, but has a higher reinforce number. They're easy to hit, but perhaps that 6 dice Proton Torpedo is reduced to like 3 vs a B-Wing's heavy shielding. TIEs and Interceptors have high evasion numbers, but incredibly low reinforce. I guess that's thematic, but the current system is just so much faster, and so much clearer.
One thing which really sucks about WarmaHordes is the feeling that your army might just be entirely useless against certain lists. Starter-set Trollbloods run into this problem hard. They don't have enough strength to meaningfully damage high-armor opponents (which almost every other starter set has...). Run into an armor skew without high enough P+S? It's just game over before things even start. And that kind of hard-countering just sucks bad. X-Wing has a dice system where it's hard to feel entirely hard-countered. To me, the 1E exception is TLT, which really thrashes low agility. I'm really glad that wasn't baked into all of 2E.
Corran in x wing
23 hours ago, Magnus Grendel said:That is exactly what they've done.
Excellent!