Conversion Kit Unboxing on 5/18

By Sithborg, in X-Wing

For the record on the ghost vs decimator reinforce comment....

Ghost was a powerhouse, Decimator was "decent" at best. Hence why the Decimator didnt sacrifice anything to get reinforce because it drastically needed help. Outside using it for kylo/palp bs you NEVER saw it, and even then it was iffy.
Ghost was all over the place since it popped up, disappearing for a couple months at best.

Also ghost using the attack shuttle has a 3die rear, not 2, it uses the docked attack value. Which is what its SUPPOSED to be doing per fluff

Edited by Vineheart01
4 minutes ago, Tvboy said:

So they spoiled a bunch of pilots, dials and upgrades in a random order.

But they didn't actually show us every card or how many of each upgrade comes in the box? Does FFG not understand how an "unboxing" actually works?

Someone hasn’t taken his daily salt content yet....

Just now, piznit said:

Yes, sorry that's what I was trying to ask. Flying him off my left edge then putting him behind your ships on your right edge seems pretty cool. Assuming you'll get to angle him however you want. I suppose it adds some more strategy for your opponent when they see you lined up anywhere near the board edge

By your right edge you mean your opponent's right edge. Then yes. That really wasn't clear.

4 minutes ago, VanderLegion said:

He goes back on whatever board edge you flew him off. So if you fly him off the left edge, he goes back on within range 1 of the left edge. If you start him sideways and fly off your own board edge, you could come back on the opposite side of that edge. Or you could fly off the left or right edge and put him back on at the far side of the table behind your opponents ships if they started across from you.

It's worth noting that starting him on the left side pointing left is a stupid move. You could easily do the same thing by starting on the left side, point forward, and then choose whether to fly off the board or not rather than telegraphing your move during deployment.

turrets being strong or not is beside the point

the 1.0 mechanic is stupid, and if we're taking away the decision between having to action for a mobile arc rotation or do something useful (like boost) then we're approximating that stupidity

gunner Luke is a game design problem regardless of his actual competitiveness as he defeats the whole purpose of turning turrets into something that require actual decision making and have actual consequences

not happy about that at all. He better be really awfully, horribly overpriced

The deci is the ideal turret. Has to guess and can't boost. If rotate, no reinforce.

the falcon would also be perfect, if it didn't have access to Luke or white boosts with EU

Edited by ficklegreendice

I'm sorry, but they could have easily flashed every card in the boxes on the screen in under 2 hours, they didn't need to spend 2 minutes talking about each card in detail like they did, and a ton of the upgrades would be in all 3 boxes so no need to show those cards for each unboxing. I've watched other unboxing videos show full game contents in 20 minutes or less for games of equal or greater size than these kits.

I'm fine with them doing the "random spoiler show", but don't call it an "unboxing" if it's not an unboxing, just like they shouldn't describe their hyperspace report as being for all of their Star Wars games when it's only going to be about X-Wing. FFG needs to learn how set expectations.

Edited by Tvboy

I missed the B-Wing dial. did someone say 1 Tallon Rolls?

Edited by skotothalamos

i just realized they never mentioned how reinforce tracks if you are front/rear half

I wonder if they fixed it so its not basically 80% fronthalf....

2 minutes ago, ficklegreendice said:

turrets being strong or not is beside the point

the 1.0 mechanic is stupid, and if we're taking away the decision between having to action for a mobile arc rotation or do something useful (like boost) then we're approximating that stupidity

gunner Luke is a game design problem regardless of his actual competitiveness as he defeats the whole purpose of turning turrets into something that require actual decision making and have actual consequences

not happy about that at all. He better be really awfully, horribly overpriced

The deci is ideal. Has to guess and can't boost. If rotate, no reinforce

Or maybe the opportunity cost of using Luke instead of another turret gunner OR using Luke to move your arc and not obtaining the mod from the Force

Just now, Tvboy said:

I'm sorry, but they could have easily flashed every card in the box on the screen in under 2 hours, they didn't need to spend 2 minutes talking about each card in detail like they did. I've watched other unboxing videos show full game contents in 20 minutes or less for games of equal or greater size than these kits.

I'm fine with them doing the "random spoiler show", but don't call it an "unboxing" if it's not an unboxing, just like they shouldn't describe their hyperspace report as being for all of their Star Wars games when it's only going to be about X-Wing. FFG needs to learn how set expectations.

So you wanted to just see card abilities and pilots with no context, therefore for some not knowing what they do at all? Rather than seeing some but really getting to know that they do?

Oooookay...

Also I'm not worried about Luke. Like all Force user cards like him, you may not always want to sacrifice that force ability JUST to move your arc. And he'll be expensive.

3 minutes ago, PhantomFO said:

It's worth noting that starting him on the left side pointing left is a stupid move. You could easily do the same thing by starting on the left side, point forward, and then choose whether to fly off the board or not rather than telegraphing your move during deployment.

It was just for purposes of framing the question.

As as an additional bonus, it's seems a nice way to turn the lumbering YV around without stress. Just fly off the edge, redeploy in the same spot of you want facing the other way :)

1 minute ago, Vineheart01 said:

i just realized they never mentioned how reinforce tracks if you are front/rear half

I wonder if they fixed it so its not basically 80% fronthalf....

It's been mentioned previously that Reinforce only works if the attacker is fully within either the front or rear half. If they are overlapping the ship's center line, they are flanking and Reinforce does not affect them at all regardless of front or back.

3 minutes ago, DerRitter said:

Or maybe the opportunity cost of using Luke instead of another turret gunner OR using Luke to move your arc and not obtaining the mod from the Force

the ability to use another gunner is insignificant next to the power of the PWT

it's a **** stupid benefit that will only EVER make sense in 2.0 if it's during the end phase

otherwise, someone on the development team must've lodged a sharpie WAY up their nose and is still huffing it to this very day

******* pwts, I thought we finally got away from that nonsense

Edited by ficklegreendice
1 minute ago, Tvboy said:

It's been mentioned previously that Reinforce only works if the attacker is fully within either the front or rear half. If they are overlapping the ship's center line, they are flanking and Reinforce does not affect them at all regardless of front or back.

eww, thats even worse...thats really really easy to pull off....

Just now, GamerGuy1984 said:

Umm Whisper was 32 Points and Echo was 30. Or do you mean 31-35 points AFTER upgrades?

...

...

After upgrades, obviously. A lightly-built, no-crew Whisper is 39 points, which could have been a different ace with a missile, while in bad matchups the Phantom is a massive liability. A cheaper Whisper or Echo, if only 3 red dice, but comparable in price to the Inquisitor would be a lot easier to fit into a list, and probably be a lot better as a result. Imagine if you could fly Yorr, Whisper, and Quickdraw (even if only a lighter, 34 point QD). I'd certainly give up a red die for that.

Say, a 1E title which gave... -3 points, -1 point per upgrade, and did the stat switch.

Just now, Vineheart01 said:

eww, thats even worse...thats really really easy to pull off....

Yes, it makes Reinforce much much worse because it's so easy for the attacker to overlap the Reinforce ship's center line and deny the Reinforce effect. Reinforce also cannot be used to cancel the last point of damage, so it will always take at least 1 point of damage unless it's naturally evading.

i fully expect Phantoms to basically be Intercepters + maybe 20% the pricehyke (for +2 shields and cloak)

Slightly more expensive, completely different dodgy-mindset, cheap enough to be in a strong 3ship list or potentially quad cheaper ship lists

Just now, InterceptorMad said:

So you wanted to just see card abilities and pilots with no context, therefore for some not knowing what they do at all? Rather than seeing some but really getting to know that they do?

Oooookay...

Also I'm not worried about Luke. Like all Force user cards like him, you may not always want to sacrifice that force ability JUST to move your arc. And he'll be expensive.

What crucial context did we get that couldn't have been said in an hour while flashing cards for 10 seconds each? The only new spoken info we got that wasn't printed on the cards is that bonus attacks are limited to once per ship per turn, and how tractor beam tokens work, and undoubtedly that is printed on the insert that comes in the conversion kit that they showed on screen.

Too bad the YT2400 gets forced HLC. Having more options would be so much better.

can't see running 4 phantoms as being a bad thing

have to imagine they cost the same as 1.0 pre-buff x-wings, as they are stated accordingly (but they don't SUCK because they get stygium array)

edit: wait, found the rebel bias

merkkbN.png

arvel is hilariously awesome

Edited by ficklegreendice
1 minute ago, Tvboy said:

What crucial context did we get that couldn't have been said in an hour while flashing cards for 10 seconds each? The only new spoken info we got that wasn't printed on the cards is that bonus attacks are limited to once per ship per turn, and how tractor beam tokens work, and undoubtedly that is printed on the insert that comes in the conversion kit that they showed on screen.

10 seconds each for an hour is still only 360 cards. More than we saw, but well shy of everything.

2 minutes ago, Tvboy said:

Yes, it makes Reinforce much much worse because it's so easy for the attacker to overlap the Reinforce ship's center line and deny the Reinforce effect. Reinforce also cannot be used to cancel the last point of damage, so it will always take at least 1 point of damage unless it's naturally evading.

But on the other hand, it's a defensive damage reduction effect that lasts the whole round. There are not many things in 2.0 which provide enduring defensive bonuses, and it could easily save the Decimator 4-5 points of damage in a round against a swarm.

1 minute ago, VanderLegion said:

10 seconds each for an hour is still only 360 cards. More than we saw, but well shy of everything.

Also a lot of stuff had a explenation of "this is like this now because of this, this and this that you can't see on the card". So they totally did it the right way for me.

2 minutes ago, Giledhil said:

Too bad the YT2400 gets forced HLC. Having more options would be so much better.

its much better than hlc, doesnt have to change its crits, can shoot at range 1 at the cost of 1 dice. only downside is the enemy gets its range bonus against it.

What's the use of R5-TK? Aside from simply being awesome!