If a ships Dial hasnt changed..

By DiggityDug, in X-Wing

8 hours ago, Tbetts94 said:

I asked on twitch, they said casually sure, tournaments no.

Which for once is reasonable, because a lot of the dials seem to have change, but it is "hard" to keep track of which changed and which are the same, etc

Though I am betting money that some TOs will allow old dials anyway. :)

Edited by SEApocalypse
7 hours ago, Alpha17 said:

True, but TIE Fighter swarms would be hugely benefited by letting the old dials in. Means that a mixed PS/Initiative swarm could be built from just the components from the Core and Conversion sets, along with old dials.

With the core and conversion kits, you can already do 6 TIES. Is it really so terribly to use a few more points to put one different ship in with the swarm? Maybe a single Striker, or a TIE/x1 squad leader?

11 minutes ago, MarekMandalore said:

With the core and conversion kits, you can already do 6 TIES. Is it really so terribly to use a few more points to put one different ship in with the swarm? Maybe a single Striker, or a TIE/x1 squad leader?

I'm wondering if the limit is intentional. Everyone seems to forget that the devs hated how powerful the 8 TIE swarm was and worked really hard to nerf it into oblivion. Now, I think small swarms will still be viable but I'm guessing that squad building will limit TIE/LN's either with a hard cap on ships (6 max) OR making 7-8 very inefficient (i.e., you'll need a support ship or ace to get the most out of your squad).

Same with the Defenders. I wouldn't be surprised if the base model is 67 points so you can't run more than 2.

Edited by impspy
7 hours ago, That Blasted Samophlange said:

The old dials are garbage. The new ones are so nice, being able to look at all the moves.

At least you could rotate the old dials like you were twisting apart an oreo. Now you've got to do that thumb and forefinger squeeze and that's going to drastically affect their life expectancy.

1 hour ago, Chucknuckle said:

At least you could rotate the old dials like you were twisting apart an oreo. Now you've got to do that thumb and forefinger squeeze and that's going to drastically affect their life expectancy.

It could slow down play as well, at least a couple seconds here and there.

why didn’t they go to a (slightly) cheaper plain plastic cover look like in armada? Give us those in the core set, three for reb and Imp, then throw in 6 for the scum convert-a-kit, or maybe 3 in the slave one expac. Or just gray colored universal dial covers, Just something a bit above just two circles of cardboard. Or are those fancy plastic cup holders they sell for extra really they good for sales?

15 hours ago, kraedin said:

Alex said on stream that the only ships with no dial changes are the TIE fighter and Lambda shuttle, so that wouldn't be very broadly applicable.

May I please check: does this mean that the available range of manoeuvres of every single existing v1 ship (bar Tie and Lamda) will change in v2?

If so, do we yet know what any of these new, different dials with different manoeuvres will look like, for comparison? For example, how exactly is the v2 T-65 dial different form the v1 dial? What new (additional? alternative?) manoeuvres are available? Is it simply the addition of two manoeuvres: the left and right talon rolls?

Many thanks in advance for putting me straight, folks.

Edited by hismhs
14 minutes ago, hismhs said:

May I please check: does this mean that the available range of manoeuvres of every single existing v1 ship (bar Tie and Lamda) will change in v2?

If so, do we yet know what any of these new, different dials with different manoeuvres will look like, for comparison? For example, how exactly is the v2 T-65 dial different form the v1 dial? What new (additional? alternative?) manoeuvres are available?

Many thanks in advance for putting me straight, folks.

Well we know the T-65 from the Team Covenant demo video (and possibly other places). It’s basically the same but with 3-Tallon Rolls and 1 or 2 extra green blue maneuvers, IIRC. There are several others that have been spoiled so far, but most of them we still don’t know.

Edited by Herowannabe
Typo
16 hours ago, thespaceinvader said:

Kinda doesn't matter, the base plates are likely to be just as limiting as the dials, and those cannot be proxied with older material.

But you'll have more baseplates than dials. Still a bit limiting as they probably put one generic and one named pilot on each baseplate but I'm sure you could fly 8-10 TIEs with Core + Imp conversion + old dials.
People also forget that most of the people who own more than 6 TIEs have at least 2 of them from the Gozanti expansion. These will be covered by the epic conversion which will also have at least 2 TIEs, 1 X-Wing, 1 TIE Adv., 1 Scyk.

8 hours ago, Frostweasel said:

I'm assuming 1.0 Dice are still viable? I've not seen confirmation that they are the same. I have nearly 12 of each and I'm not keen to replace them.

They confirmed that the dice stay the same.

Edited by RogueLeader42

I'd honestly be surprised if the Epic kits contain anything other than Epic ships.

15 hours ago, PanchoX1 said:

as the person that runs and judges the majority of the x-wing events at our FLGS, I would allow old tie and lambda dials for league nights and seasonal kit tournaments. But not for any higher FFG Tournament.

Why? Why would they be good for one and not the other?

56 minutes ago, DiggityDug said:

Why? Why would they be good for one and not the other?

once you start getting into things like Store Champs, regionals and the like, the rules get a little more tighter, stricter. the other events, league, and store kit tourneys are much more casual events that mainly locals and regulars attend.

12 minutes ago, PanchoX1 said:

once you start getting into things like Store Champs, regionals and the like, the rules get a little more tighter, stricter. the other events, league, and store kit tourneys are much more casual events that mainly locals and regulars attend.

Also, if you don't allow old dials, enforcement is easy. Green instead of blue means there's a problem. If you do allow old dials, you need to remember if the dial changed between editions or not. That's especially hard on new players, and a burden on TOs.

On 5/8/2018 at 4:18 PM, GLEXOR said:

FFG has already said they will be releasing packs with each wave that contain all the new cards for that wave, but no models.

If you have a link, i know a few people who would like to see/hear the official confirmation.

Just now, Lycia said:

If you have a link, i know a few people who would like to see/hear the official confirmation.

I'm rather certain it was stated by Alex in the playthrough with Team Covenant. I would specify when, but I don't have time to sift through 2 hours of video for one line. He actually said there would be "a path" not a pack, but this was my interpretation.

Playing Star Wars: X-Wing Second Edition w/ Co-Designer Alex Davy ...

18 hours ago, Frostweasel said:

I'm assuming 1.0 Dice are still viable? I've not seen confirmation that they are the same. I have nearly 12 of each and I'm not keen to replace them.

This was confirmed in the Hyperspace Report & subsequent Q&A.

As for running old dials, I'm not following the reasoning. For a 7-8 TIE swarm, you'll need cards to apply damage to, and bases (is that the right term, the cardboard that goes on top of the plastic base?) to fly the ships which show arc and bullseye. Unless you're talking about running 6 generics and Howlrunner, in which case she may not be sharing a base and the only thing missing is the dial.

15 minutes ago, Duciris said:

(is that the right term, the cardboard that goes on top of the plastic base?)

No, the cardboard piece is called the "ship token". The plastic base is the base.

On 5/8/2018 at 7:13 AM, DiggityDug said:

Wouldn't the old dial still be usable? even in tournaments? I say let 1.0 dials that have the correct moves on them, still should be allowed in organized play.

As a store tournament organizer, I'll be allowing any 1E components that are functionally identical to their 2E counterparts (green/blue manuever isn't a big enough difference -- they're functionally identical).

It's going to be a little messy for a while, but I want players to be able to jump right into 2E competition.

Just generally, I'm not going to allow card and cardboard shortages to impede players who have the models to put on the table. If that means some players need proxy cards and mismatched names on ship base tokens to make full use of their models, that's no problem.

Don't forget that the rebel conversion kit will have tie dials too thanks to sabine's tie. If you get the rebel and imp kit, plus core, you'll have a full 8 dials.

looks like blue-teal paint is now required to run OT tie swarms XP

1 hour ago, NervousSam said:

Don't forget that the rebel conversion kit will have tie dials too thanks to sabine's tie. If you get the rebel and imp kit, plus core, you'll have a full 8 dials.

5 minutes ago, mad mandolorian said:

looks like blue-teal paint is now required to run OT tie swarms XP

Boo!!! Boo FFG!!!

confounded at every turn

On 5/8/2018 at 11:22 AM, Alpha17 said:

Are judges going to visually check every dial of every player in a tournament to make sure it is 2.0? Or are players supposed to cry "Judge!" if they happen to notice that their opponent's dial has the heretical and forbidden green maneuvers on it? That's the only way to enforce a rule that honestly serves no purpose.

If you're playing in a tournament, you'll have to have the ship base card. If you have that, you'll have a new dial. As stated above, there's only two ships that the devs have said did not have changes to their dials, the TIE and the Lamda Shuttle.

i wonder why they changed it, green tokens get discarded at the end of round, you chose a new maneuver "after" the end of round, ergo manuvers should be green/orange

not even released and ffg is contradicting it'self

10 hours ago, mad mandolorian said:

i wonder why they changed it, green tokens get discarded at the end of round, you chose a new maneuver "after" the end of round, ergo manuvers should be green/orange

 not even released and ffg is contradicting it'self

Not sure if you’re joking or not, but on the off chance this is a legitimate question: they stated the reason right out- it’s more color-blind friendly. With some types of color-blindness it’s difficult to distinguish between green and red (which then begs the question, why do we all still use green/yellow/red for stoplights??? ?)

14 minutes ago, Herowannabe said:

Not sure if you’re joking or not, but on the off chance this is a legitimate question: they stated the reason right out- it’s more color-blind friendly. With some types of color-blindness it’s difficult to distinguish between green and red (which then begs the question, why do we all still use green/yellow/red for stoplights??? ?)

A colour blind person can tell which light on the "tree" is lit so the fact the top and bottom light are the same colour to them matters less. For a maneuver dial where a TIE Defender has a 1 hard red and a TIE Adv Prototype has a 1 hard green, it is nearly impossible for a red/green colour blind person to tell the difference. So yes, while it isn't great that we are still using red and green dice, at least a colour blind person knows when they should be rolling the dice with the hit symbols and when they should be rolling the dice with the evade symbols. They just cannot use colour as a short hand like most of us do.