hey guys,
now I'm not here to argue the costs of conversion kits...again, because they are a still a significant investment (even if comparisons to GW are so off base that it's actually concerning). Rather, I'm here to drive home why FFG felt the need to re-design all their cards and base templates for 2.0. (i.e WHY we need to convert our stuff to play 2.0, or why FFG felt the need to make our stuff "obsolete")
of course, all this info is available in the current preview articles, but given some are still convinced that 2.0 is just a re-skin of 1.0 instead of a complete balance overhaul. Basically, I will try to summarize why 2.0 is an entirely different game, because some seem unable to look past the surface.

1.) A lot of pilots have different abilities that would be a pain in the *** to errata. Obvious.
2.) So far, Card-bloat seems to have been removed from the game. The Advance sports a modified version its TWO "fix" cards (x1 and ATC) right in the same pilot card. The Phantom has been "fixed" by rolling Stygium instead of ACD into the base card, hopefully lessening its crippling dependency on shooting before the enemy
3.) Action chaining and red actions (TIE Advance, FOCUS --> Barrel-roll). This change is largely to avoid the pitfall of Push the Limit, which lead to problematic situations where you could token stack enemy ships into uselessness (especially 2-die primaries).
Specific action chaining also serves to further distinguish ships. Your double action vader will still be a sprightly fellow, but he won't be able to dance like an interceptor without limited-use afterburners
Red actions by themselves simply add variety to what the designers are able to do to differentiate ships from one another.
coupled with the apparent removal of cards such as engine upgrade, ships should prove to be highly distinguished from one another. For example, EU will no longer turn the Decimator into a **** falcon. It is now its own class of vessel, a (hopefully) reinforced mighty tank of a ship that can live up to its bad-*** appearance.
speaking of reinforce,
4.) redesigned bases

standardized quadrants and arcs on all bases allow designers to implement actions like Reinforce or bullseye-only related abilities on more ships than just the Auzzie and Kimoglia. It also finally turns turrets into what they should have always been (mobile arcs!)
this continues the theme of opening up design space by allowing special actions on ships that would never have been able to perform them otherwise
5.) New Dials
self explanatory. even if some ship dials remained the same (fighter and fang fighter), there have already been many changes revealed for 3 iconic ships and 1 minor change to the Y-wing.
kinda hard to underscore how new dials will change gameplay as dials are kind of determines how ships play in the first place
6.) the dreaded App
Apart from the ease of erratas, the app serves as a crucial balancing tool by allowing FFG to easily scale upgrade costs according to ship-type and (presumably) pilot initiative
any x-wing 1.0 veteran should be able to tell why EU on a ps 2 Advance wasn't worth 4 points, or why Vader loved the dang thing at 4 points, or just how badly it broke several large base ships for a pittance of four points.
ships and pilots were not created equally, and scaling upgrade costs allows us to maintain balance between plucky generics and the far superior unique pilots that can squeeze so much more value out of their new toys
"Points will adjust based on the type of game that you are playing, and the cost of a card could vary under very specific criteria. For example, an upgrade card may cost more for one ship to equip than another ship. The X-Wing squad builder app will also track which upgrades a ship is allowed to equip at any given time. "
7.) TL;DR
it is VERY difficult to begin to illustrate just how much X-wing changes with all the additions made to 2.0, and that's not even getting into the force mechanic and the slew of new upgrades that will use it as a resource, nor how the Charge mechanic keeps before abilities such as shield regeneration or action-independent boosts under control.
by redesigning all this cardboard, FFG has basically turned the game on its head. They have introduced variety and new playstyles by differentiating ships in ways that were simply not possible given the constraints of 1.0. Even if your TIE fighter looks the same, it is entering a world where Kylo bearing decimators won't twinkle-toe across the table like a spooked fawn, or where its X-wing counterpart won't be a mere target might as well be stationary for all the maneuverability it had in 1.0
Despite the very similar core rules, we will be entering a vastly different world of "Tactical space combat"
You can certainly point out that the cost of conversion is significant (and it IS). You cannot with a straight face claim it wasn't necessary to create a vastly different X-wing from the one we now know
Edited by ficklegreendice
