The best part about 2.0 is the emphasis on the Bullseye arc

By Biophysical, in X-Wing

37 minutes ago, J1mBob said:

The buffs to TIE swarm I’ve seen so far include Howlie buffing herself (as you point out) and Iden Versio’s Biggs-ish ability:

Before a friendly TIE/ln fighter at range 0-1 would suffer 1 or more damage, you may spend 1 charge. If you do, prevent that damage.

This card I’ve found often gets misread, so I’ll emphasize that it can cancel ALL of the damage, and that it is CANCELLED... Versio doesn’t have to take the damage.

Another indirect buff is that Reinforce only decreases damage to a minimum of one. So the plink-plink effect of a TIE Swarm cannot get negated by a Reinforce action.

Wow, that's great, I hadn't seen that card yet. That's the 3-green blankout insurance.

12 minutes ago, ficklegreendice said:

Oh right can't forget reinforce

Not only does the entire swipe it, but it also no longer utterly invalidates tie fighters

Also heard that reinforce only works if the attacker is completely within the line (bases split in half, attacker can't across the line on the reinforced side for reinforce to apply) but that was on stream

And very limited regen as well, more limited repositioning as a whole, etc.

30 minutes ago, ficklegreendice said:

That's. The. Point

Did we all forgot waves 1-3? The original xwing CANNOT compete with the TIE

Now they're on the same level

These claims of rebel bias are just so off base it's honestly staggering. For all this time, imperials have complained about turrets, bombs, and Regen

Regen? Hard nerfed.

Bombs? All bombs drop before activation. ACTION bombs are dead.

Turrets? DEAD

But no! The Xwing has ONE. MORE. HULL! Imps are getting the shaft!!!!!!!!

Or these complaints are all sarcasm and I suck

You are correct, as you mostly usual are sir. But then you are wrong, in my opinion. Let me explain:

Group 1) In top level play, TIE fighters were more powerful than the X-Wing (early in the game when they were the game) as their maneuverability could be exploited, greatly effecting their ability to get shots and avoid them, whereas the lack of equal maneuverability in the X-Wing chassis limited their attack duty-cycle; therefore making them mathematically unable to consistently outlast the TIE/LNs with average dice rolls despite the X's increased durability, droid assistants, and their native additional attack die. Here, you are quite correct.

Group 2) In new and weekend novice level games, the TIE/LN did not gain its full potential as they required lots of experience to access their maneuverability advantage; experience and practice that is/was typically foreign to casual gamers who enjoy our game as one of many, many games they play. In this realm --in my experience through the years, and I contend is where the vast majority of persons who own the game lay-- the durability, increased attack output and droid additions made the X-Wing squad mathematically equal at worse, but mostly better at best than a squad of TIE/LNs, when dice and abilities averaged out.

If the alterations buffing the X-Wing truly brings it up to assist the balance in group 1 above, it will naturally create an imbalance in group 2. Again, this is logical, but it is limited to my years of experience in the game and is not in any way a reflection of FFG, it's owners or subsidiaries and in no way implicates the members of this form. (my best effort at deflecting salty retorts, haha)

I too may be sarcastic, and I can easily fall into the arena of suck.

1 hour ago, Biophysical said:

Yes, and something people aren't fully considering is that linked Focus->Barrel Roll action that lots of Imperial ships get (though sadly not TIE/lns it seems). That ability to reposition and still get a Focus is pretty huge.

Interceptor's Autothrusters ability allow all of them to barrel roll or boost after an action. So, in theory, they have it on all of their actions.

32 minutes ago, clanofwolves said:

You are correct, as you mostly usual are sir. But then you are wrong, in my opinion. Let me explain:

Group 1) In top level play, TIE fighters were more powerful than the X-Wing (early in the game when they were the game) as their maneuverability could be exploited, greatly effecting their ability to get shots and avoid them, whereas the lack of equal maneuverability in the X-Wing chassis limited their attack duty-cycle; therefore making them mathematically unable to consistently outlast the TIE/LNs with average dice rolls despite the X's increased durability, droid assistants, and their native additional attack die. Here, you are quite correct.

Group 2) In new and weekend novice level games, the TIE/LN did not gain its full potential as they required lots of experience to access their maneuverability advantage; experience and practice that is/was typically foreign to casual gamers who enjoy our game as one of many, many games they play. In this realm --in my experience through the years, and I contend is where the vast majority of persons who own the game lay-- the durability, increased attack output and droid additions made the X-Wing squad mathematically equal at worse, but mostly better at best than a squad of TIE/LNs, when dice and abilities averaged out.

If the alterations buffing the X-Wing truly brings it up to assist the balance in group 1 above, it will naturally create an imbalance in group 2. Again, this is logical, but it is limited to my years of experience in the game and is not in any way a reflection of FFG, it's owners or subsidiaries and in no way implicates the members of this form. (my best effort at deflecting salty retorts, haha)

I too may be sarcastic, and I can easily fall into the arena of suck.

nothing wrong with skill discrepancy accounting for dead TIEs

that's like...all the movies in a nutshell

given the imperials defining themselves on tons of ship-specific abilities and the classic TIE fight swarm, you can expect that they'll be the more skill-dependent faction whereas rebels will provide a more forgiving entry point for players (generalizations, mind). gives both factions unique flavors, provided that better flown imperials triumph over less well flown rebels (theory being imperial ships will be inferior unless proper use of their capabilities are made, especially in the case of the Advance which is just so bleh without its target-lock)

I think we'll be fine, because things like the emphasis on the bullseye arc is very indicative of 2.0's mission to make maneuvering matter far more than it did in 1.0

47 minutes ago, clanofwolves said:

Group 2) In new and weekend novice level games, the TIE/LN did not gain its full potential as they required lots of experience to access their maneuverability advantage; experience and practice that is/was typically foreign to casual gamers who enjoy our game as one of many, many games they play.

My first game ever was 2 generic Tie Fighters vs Luke and R2-D2. I killed Luke in 5 rounds due to superior flying. I just "got" the game (and Tie Fighters). That's when I knew I was quitting WHFB.

2 minutes ago, heychadwick said:

My first game ever was 2 generic Tie Fighters vs Luke and R2-D2. I killed Luke in 5 rounds due to superior flying. I just "got" the game (and Tie Fighters). That's when I knew I was quitting WHFB.

Now imagine Luke could close the s-foils and focus-linked-boost to help run away for the regen. Would that tip the scales?

Don't think so because you sacrifice offense for that. Only experienced player would try it. I just guessed what he would do and rolled OK.

12 minutes ago, heychadwick said:

My first game ever was 2 generic Tie Fighters vs Luke and R2-D2. I killed Luke in 5 rounds due to superior flying. I just "got" the game (and Tie Fighters). That's when I knew I was quitting WHFB.

You sir, in so many ways, are far beyond the average.

27 minutes ago, J1mBob said:

Now imagine Luke could close the s-foils and focus-linked-boost to help run away for the regen. Would that tip the scales?

What? The 3 round max Regen? Yawn

If iden's any indication though, the TIE pilots in the core will be buffed to match

Esp since Luke is going to be more expensive in 2.0 because of the force. On the surface, the ability is the same, but it also lets him modify on offense so it's far FAR better

But then, so is Iden compared to Nightbeast even if it's only one use

Hopefully she's running with Backstabber to teach people the joys of outflying their opponent

Edited by ficklegreendice

Don't forget that regen is now LIMITED IN CHARGES AWWWWW YAHHHHHHH!

2 minutes ago, phild0 said:

Don't forget that regen is now LIMITED IN CHARGES AWWWWW YAHHHHHHH!

And a weapon disabled-ish token!

2 hours ago, gamblertuba said:

Starvipers with swing wings?

Ah crap. So I need another three StarVipers :(

I actually think it's kinda a shame that there's no native benefit to catching someone in the bullseye arc.

30 minutes ago, ficklegreendice said:

Hopefully she's running with Backstabber to teach people the joys of outflying their opponent

If Backstabber remains unchanged . . the YT1300 doesn't have an arc. . so . . extra dice regardless?

Also, I can see TIE Fighter's getting a lot of charge abilities and being decent to begin with. With (rumored mine you) the removal of most five dice attacks, TIES should be able to stick around a bit more and Mauler will finally see some table time again. Additionally, Dark Curse, in a game with limited modifications is going to be back to her old self. . until the First Order comes around again.

I wonder how Youngster and Wampa are going to work? I can see Wampa being Bullseye only if i'm honest and just being a convert a hit to a unavoidable crit instead of facedown damage.

14 minutes ago, Viktus106 said:

Additionally, Dark Curse, in a game with limited modifications is going to be back to her old self. . until the First Order comes around again.

I think curse could be gone. The new girl, Iden Versio, has his artwork.

1 hour ago, clanofwolves said:

You sir, in so many ways, are far beyond the average.

I can't pick the laughing face and the thanks icon, but that's what I want. ?

that and dark curse in a new version where action and token independent modifiers are super hard to come across...yeah, you'd need a jedi to kill the curse

This thread encapsulates my feelings about 2.0. It’s so good that we can argue about what the best part is!

2 hours ago, Viktus106 said:

If Backstabber remains unchanged . . the YT1300 doesn't have an arc. . so . . extra dice regardless?

Also, I can see TIE Fighter's getting a lot of charge abilities and being decent to begin with. With (rumored mine you) the removal of most five dice attacks, TIES should be able to stick around a bit more and Mauler will finally see some table time again. Additionally, Dark Curse, in a game with limited modifications is going to be back to her old self. . until the First Order comes around again.

I wonder how Youngster and Wampa are going to work? I can see Wampa being Bullseye only if i'm honest and just being a convert a hit to a unavoidable crit instead of facedown damage.

Falcon actually has 2 mobile arcs. With the change to turrets, their primary arc will move around.

Dark Curse wasn't a big problem in Wave 1, so I don't think he would be problem with 2.0.

3 hours ago, clanofwolves said:

You are correct, as you mostly usual are sir. But then you are wrong, in my opinion. Let me explain:

Group 1) In top level play, TIE fighters were more powerful than the X-Wing (early in the game when they were the game) as their maneuverability could be exploited, greatly effecting their ability to get shots and avoid them, whereas the lack of equal maneuverability in the X-Wing chassis limited their attack duty-cycle; therefore making them mathematically unable to consistently outlast the TIE/LNs with average dice rolls despite the X's increased durability, droid assistants, and their native additional attack die. Here, you are quite correct.

Group 2) In new and weekend novice level games, the TIE/LN did not gain its full potential as they required lots of experience to access their maneuverability advantage; experience and practice that is/was typically foreign to casual gamers who enjoy our game as one of many, many games they play. In this realm --in my experience through the years, and I contend is where the vast majority of persons who own the game lay-- the durability, increased attack output and droid additions made the X-Wing squad mathematically equal at worse, but mostly better at best than a squad of TIE/LNs, when dice and abilities averaged out.

If the alterations buffing the X-Wing truly brings it up to assist the balance in group 1 above, it will naturally create an imbalance in group 2. Again, this is logical, but it is limited to my years of experience in the game and is not in any way a reflection of FFG, it's owners or subsidiaries and in no way implicates the members of this form. (my best effort at deflecting salty retorts, haha)

I too may be sarcastic, and I can easily fall into the arena of suck.

The TIE swarm was the epitome of MathWing for roughly the first four waves of the game. It didn't start to get pushed out until the TIE Phantom hit. It was the baseline metric for efficiency until all the token stacks, durability and repositioning mechanics finally rendered it extinct.

36 minutes ago, Sithborg said:

Dark Curse wasn't a big problem in Wave 1, so I don't think he would be problem with 2.0.

oooh, boy you do not want to bring that kind of logic into 2.0

anything that was okay then is most definitely not guaranteed to be okay in 2.0, given the sheer extent of changes going on

In Dark Curse's case, we seem to be losing a lot of everything that countered him (token-less mods, a lot of guaranteed damage sources, with those that remain -such as bombs- being made more difficult to land) and getting only the Force

A lot of that stuff wasn't present in Wave 1. In fact, a general change into "cannot spend green tokens" seems okay, given the changes to other tokens.

5 hours ago, HolySorcerer said:

TIEs also have two mod slots, so we will have to see if we get any good TIE only mods.

Can we go back to this? I’ve seen it thrown out a couple times on the forum but haven’t been able to source the claim. Where can this be confirmed?

42 minutes ago, Sithborg said:

Dark Curse wasn't a big problem in Wave 1, so I don't think he would be problem with 2.0.

That's not what my opponents said for the first few waves! Him and Backstabber were cursed many times!