Krennic got screwed in 2.0

By drail14me, in X-Wing

Did he get screwed? Maybe, but it's hard to say, because we don't know the cost. 1E Krennic is 5 points, and has to be compared to 1E upgrades like Expertise and Gunner for their value-to-cost ratios. If 2E Krennic is lower than 10 points, then he got cheaper, and in an X-Wing where dice modification has gone down (so relative value to other cards is more uncertain). So a lot potentially depends on how much cheaper. Another thing: we've seen them say different upgrades will cost different values on different ships. Perhaps Krennic is cheaper still if his ship already has a TL action. Is a cheaper Krennic (who gives a TL to a Reaper, for example) bad? Meanwhile, for 1E Krennic, while the OP could spend blanks, 2E Krennic can do something to a ship with shields-down (and spending a Focus you can't convert--lower dice mods--might not be too bad). Flipping damage cards face up is strong. With the way the new Direct Hit works (take an extra damage, then flip this face down), that could be brutal.

I saw that it was weaker too, but that's okay.

It's because he, like MANY other things in this game, has action-economy out the wazoo. Everything like that is getting nerfed in 2.0 to create a balanced game for everyone.

To me it's not even that he's weaker, that's probably fine. And flipping damage cards is pretty **** powerful, gladly spend a focus result for that. It's the fact he has so many more hoops to jump though. 1.0 Krennic just works, 2.0 requires the ship he's on to have a TL on the victim, which it then probably can't spend. And if X-wing has shown us anything it's that combos that require a lot of moving parts don't work. Either ship dies, no longer works. Jammed? Nope. You can't even use him on his own ship like in 1.0, so he's substantially less flexible as well.

When discussing 2.0 stuff we really need to be careful mentioning the point value of things now as if they will be the same in 2.0.

1) We have no idea what will cost what.

2) Even if we did, it can change.

Edited by Boba Rick

You can spend lock of you're lower ps

It's kinda like enabling vessery

But I personally am not excite, esp not next to Palp!

1 minute ago, ficklegreendice said:

You can spend lock of you're lower ps

It's kinda like enabling vessery

But I personally am not excite, esp not next to Palp!

But we don't know how many points Palp is yet ?

Krennic is not as powerful in 2.0 because passive mods and shields have been nerfed overall in 2.0, and he along with them.

Fickle caught it, but those that are complaining about him not having a good ship to fly on are missing the buffs to the Lambda-class including a rear arc, the ability to coordinate, and the title that lets you get a lock on any ship on the board after you coordinate a friendly ship.

So the nerf to target lock doesn't matter, since the Lambda-class with title can lock anyone on the board it never fails, and it has better action efficiency since it gets to lock after passing an action.

Edited by kris40k
14 hours ago, Hawkstrike said:

And here I was hoping 2E killed all Condition cards.

Ion tokens confirmed still in 2.0.

5 minutes ago, Max Teranous said:

But we don't know how many points Palp is yet ?

It's still Palp (2.0 Palp, but still)

Gonna have to be ridiculously overpriced to not be awesome in this version where ANY sort action independent mods are at an absolute premium

Even just an added for-cus will be huge

Edited by ficklegreendice
26 minutes ago, DarkArk said:

Either ship dies, no longer works. Jammed? Nope. You can't even use him on his own ship like in 1.0, so he's substantially less flexible as well.

This is the largest issue right here. He's a two ship combo that falls apart if either ship is destroyed, and he does nothing to enhance the durability of either ship. He has to be cheap to make his restrictions worth it.

51 minutes ago, DarkArk said:

Jammed? Nope.

Just a FYI, 2.0 Jam tokens only work on Green tokens, not Blue (target) Lock tokens, from the info I've seen so far.

Edit: Sorry, forgot that there is no blue lock tokens anymore, just the red lock token on the enemy.

Edited by kris40k
10 minutes ago, kris40k said:

Just a FYI, 2.0 Jam tokens only work on Green tokens, not Blue (target) Lock tokens, from the info I've seen so far.

they don't work on target lock for sure, there isn't any token on the jammed ship to be removed. (I also think this was confirmed in the covenant gameplay.)

16 minutes ago, kris40k said:

Just a FYI, 2.0 Jam tokens only work on Green tokens, not Blue (target) Lock tokens, from the info I've seen so far.

5 minutes ago, Do I need a Username said:

they don't work on target lock for sure, there isn't any token on the jammed ship to be removed. (I also think this was confirmed in the covenant gameplay.)

They devs called out lock by name as a token that jam can discard. Now it could be that they made a mistake, but seeing as the whole point of ECM is to disable target locks, it would be terribly anti-thematic if that was the one token they couldn't discard.

7 minutes ago, HolySorcerer said:

They devs called out lock by name as a token that jam can discard. Now it could be that they made a mistake, but seeing as the whole point of ECM is to disable target locks, it would be terribly anti-thematic if that was the one token they couldn't discard.

I agree with the anti-thematic idea, but iirc there is no more blue tokens that get placed on the friendly. You only place a single red lock token on the enemy ship that is locked. Therefore, when you Jam an enemy ship that has a lock on someone, there is no token on that enemy to remove.

Jam tokens are also orange tokens that get removed at the end of the turn, so the Jam action got nerfed pretty hard since it no longer stays between turns. It does remove reinforce though, so its got that going for it.

Edited by kris40k
15 hours ago, drail14me said:

I was so excited to put the Optimized Prototype on an Empire ship to gain a shield and spend a die roll to remove a shield in 1.0. Looks like the 2.0 version is weaker, Krennic's ride must have a lock on the ship that the Optimized Prototype is on to spend a hit, crit or focus to either remove a shield of flip a face down damage card. So, I guess it kind of works like a light version of Expertise now. No shield bonus to the Optimized Prototype now. I liked the original much better.

Let's be honest, on the Krennic spectrum of being screwed this pales in comparison to having your space station stolen from you by your most bitter rival and then turned against you.

5 minutes ago, EastCoast said:

Let's be honest, on the Krennic spectrum of being screwed this pales in comparison to having your space station stolen from you by your most bitter rival and then turned against you.

Best part is he wasn't even killed by the blast

He just happened to be in the way of the freaking laser

*Blip* gone.

No better way to show how much the empire cared

Edited by ficklegreendice
6 minutes ago, kris40k said:

I agree with the anti-thematic idea, but iirc there is no more blue tokens that get placed on the friendly. You only place a single red lock token on the enemy ship that is locked. Therefore, when you Jam an enemy ship that has a lock on someone, there is no token on that enemy to remove.

Jam tokens are also orange tokens that get removed at the end of the turn, so the Jam action got nerfed pretty hard since it no longer stays between turns. It does remove reinforce though, so its got that going for it.

We haven't seen the new jam rules or tokens, we just have bits and pieces from the devs on stream. They said that it removes locks, which it does in 1.0, so I believe them when they say that the new version also removes locks. It would be pretty mediocre if it couldn't.

Where are you guys seeing the lock requirement for his ability? I'm only seeing that he also give a white target lock action but not that he needs a lock to work. is that mentioned in the vid?

11 minutes ago, HolySorcerer said:

We haven't seen the new jam rules or tokens, we just have bits and pieces from the devs on stream. They said that it removes locks, which it does in 1.0, so I believe them when they say that the new version also removes locks. It would be pretty mediocre if it couldn't.

If jam removes green tokens (focus/evade/reinforce) as implied by feroph's ability, it'll be plenty fine

Not removing tl isn't the end of the world, and it ensures the advance doesn't get a proverbial proton torpedo up the exhaust port

Edited by ficklegreendice
21 minutes ago, EastCoast said:

Let's be honest, on the Krennic spectrum of being screwed this pales in comparison to having your space station stolen from you by your most bitter rival and then turned against you.

thats-a-bummer-vfii0v.jpg

on terms of 2.0 mechanics, krennic is still strong.
He more than likely isnt a 5pt equiv in 2.0 though, since his effect is rather minor now since it requires two ships to cooperate to get the effect off.

But, in a game of less mods it can be quite deadly. Ships are less likely to get solid hit attacks in 2.0 outside of just rolling amazingly in the first place.

Alas, poor Krennic! I knew him, Palpatine, a fellow of infinite ambition, of most excellent villainy.

40 minutes ago, PanchoX1 said:

Where are you guys seeing the lock requirement for his ability? I'm only seeing that he also give a white target lock action but not that he needs a lock to work. is that mentioned in the vid?

From the condition card:

https://youtu.be/3TxiyKlHeSU?t=14m24s

14 hours ago, falveryn said:

Ships that would want to use it: You are more likely to be slapping this prototype on a high ps ace so it is easier to keep the TL'd ship in range and arc, but it would also be a waste to use this on a force user, because force users can just infinitely modify eyeballs.

Eh...I think Force users, like Darth Vader, will like this because then they have the option of spending the Force token on defense. Or, if the enemy decides to go all out against Krennic's ship, Vader can use his Force tokens on offense to quickly eliminate the threat. I think that's Krennic's interesting dynamic - do that take out the week support that really isn't giving that much support, or do they go for the ace, who can now dedicate tokens for defense? EDIT: But if the ship with Krennic isn't providing much more than Krennic, the opponent has nothing to lose by focusing down the ace. TIE Reaper obviously has Jam which it could use to make itself annoying; I like that.

And even when Krennic inevitably chokes on his aspirations, Vader is still a boss.

But yeah, it does look like a lot of drawbacks. It will be interesting to see how it shakes out.

Edited by Parakitor
2 hours ago, DarkArk said:

1.0 Krennic just works, 2.0 requires the ship he's on to have a TL on the victim, which it then probably can't spend. And if X-wing has shown us anything it's that combos that require a lot of moving parts don't work.

The ship ability of the TIE Advanced is basically begging for Krennic to cheer on from the sidelines, on the other hand.