Conversion Kit Unboxing on 5/18

By Sithborg, in X-Wing

36 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 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

I just got caught up on gunner Luke now.


I'm correct in thinking, since the Falcon has a 180 turret, that gunner Luke = 360 turret? He regens a force every round too?

26 minutes ago, VanderLegion said:

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

I doubt there are actually 700 cards if you exclude the upgrades that are going to come in all 3 conversion kits. 4 pilots per ship, times 36 ships, times 3 factions is 432. But I guess we don't know because we didn't get an unboxing. Maybe FFG will just like, tell us in an article instead of making people take screencaps of a livestream.

Edited by Tvboy
3 minutes ago, Commander Kaine said:

The new deci looks exciting... Now that we maybe have some worthwhile crew, and a less suicidal vader... it is well complimented by the new abilities.

Ciara Ree looks positively bonkers. She's going to make Intercepters even more annoying, which I hadn't realized was possible.

5 minutes ago, Giledhil said:

Still got an awful dial for clearing that stress after that.

You're going to know when you need to use it, though. Do this on the approach when the opponent is going to move into range 3, and you suspect you probably wouldn't be doing something other than a 1 straight or bank.

The other thing: while it represents a worse move next turn, it also represents a better one this turn. For example, if you were planning on focusing anyhow, your Green moves just got free barrel rolls. That's great.

Also: seems like it might be be sweet with Advanced Sensors, depending on how the rules interactions shake out. Cripes, that card already needs a FAQ-for-clarity.

12 minutes ago, heychadwick said:

For those interested in the Quick Build cards, FFG OP stated there will be official events (with prize support) for games played with the Quick Builds. So, if you don't buy new blisters you will only be able to Quick Build what comes in the Starter Set.

That is not at all true by default. Events that are restricted to quick builds may only require building to threat levels / using the quick build options, but may not require you to have the physical quick build card. All of the builds could easily be in the app or available via the FFG website.

20 minutes ago, heychadwick said:

For those interested in the Quick Build cards, FFG OP stated there will be official events (with prize support) for games played with the Quick Builds. So, if you don't buy new blisters you will only be able to Quick Build what comes in the Starter Set.

Do we actually know that the conversion kits won't include quick build cards? Since you know... we weren't actually shown the full contents of the conversion kits. Just saying.

5 minutes ago, Glucose98 said:

I just got caught up on gunner Luke now.


I'm correct in thinking, since the Falcon has a 180 turret, that gunner Luke = 360 turret? He regens a force every round too?

Yep. That, and Han with Falcon title would get an Evade action, double defensive re-rolls, offensive re-rolls (as long as he's around a rock), Force mini-Focus and whatever an EPT can add to that list.

Plus 2 crew slots on top of that...

Just hope it'll be expensive enough that it won't instantly cross out the whole "v2 rewards skillful flying" promise.

Edited by Mef82
5 minutes ago, theBitterFig said:

There's no way that a 4-dice primary turret (2E turret...) ship is going to be anywhere as cheap it used to be.

Use some common sense.

4/2/6/4, even with the die subtraction at range 0-1, isn't a dramatically worse stat-line than a 3/1/8/5. I'd say they're fairly comparable, and both the ships have some sort of red reposition action. They'll surely be a lot closer in price than the current Resistance Sympathizer and Wild Space Fringer.

your previous posts seem to be suggesting that 2.0 yt-2400 is less versatile than 1.0, but from what could still be revealed it may be much more versatile. so maybe wait for release before moaning that they have made your ship worse.

4 minutes ago, Tvboy said:

I doubt there are actually 700 cards if you exclude the upgrades that are going to come in all 3 conversion kits. 4 pilots per ship, times 36 ships, times 3 factions is 432. But I guess we don't know because we didn't get an unboxing. Maybe FFG will just like, tell us in an article instead of making people take screencaps of a livestream.

WHy would you exclude the upgrades?

1 minute ago, Mef82 said:

Yep. That, and Han with Falcon title would get an Evade action, double defensive re-rolls, offensive re-rolls and whatever an EPT can add to that, as long as around a rock.

Plus 2 crew slots on top of that...

Just hope it'll be expensive enough that it won't instantly cross out the whole "v2 rewards skillful flying" promise.

Well Han does need to skillfully fly to get the defense bonus

3 minutes ago, thespaceinvader said:

WHy would you exclude the upgrades?

Because if Crackshot comes in all 3 boxes, then you don't need to show it 3 times, duh. So even though each box comes with X upgrade cards, that doesn't mean there is actually that many distinct upgrade cards that need to be shown.

They could just say something like "here are the upgrade cards that you will see in every faction's conversion kit."

Edited by Tvboy

Overall I'm pumped, living they changed.

Poor Asajj though, we'll make you a force user! But it means you can only use your ability a limited amount and they can choose to discard a token to ignore it, and your arc is only two dice.

1 minute ago, Glucose98 said:

Well Han does need to skillfully fly to get the defense bonus

Are you kidding me?

You only have to keep a large base in range 1 of an obstacle. Of which there are 6 on the table. And you don't care about facing.

So yeah, I hope gunner Luke for any 180 degree turret is really highly priced.

2 minutes ago, Skandranon said:

your previous posts seem to be suggesting that 2.0 yt-2400 is less versatile than 1.0, but from what could still be revealed it may be much more versatile. so maybe wait for release before moaning that they have made your ship worse.

And maybe TIE Defenders will be cheaper than TIE Interceptors. :P *sigh*

1 minute ago, Tvboy said:

Because if Crackshot comes in all 3 boxes, then you don't need to show it 3 times, duh. So even though each box comes with X upgrade cards, that doesn't mean there is actually that many distinct upgrade cards that need to be shown.

They could just say something like "here are the upgrade cards that you will see in every faction's conversion kit."

Still probably a couple of hundred upgrades. Even if there's only, say, 30 that are unique to each faction, there's still 100+ non-limited ones.

2 minutes ago, Mef82 said:

Are you kidding me?

You only have to keep a large base in range 1 of an obstacle. Of which there are 6 on the table. And you don't care about facing.

And you have to hope your opponent didn't bring seismics.

1 minute ago, theBitterFig said:

And maybe TIE Defenders will be cheaper than TIE Interceptors. :P *sigh*

so versatility is only limited to how little a ship costs? there are no other variables to making a ship more useable than they were in 1.0?

Edited by Skandranon
3 minutes ago, Mef82 said:

Yep. That, and Han with Falcon title would get an Evade action, double defensive re-rolls, offensive re-rolls (as long as he's around a rock), Force mini-Focus and whatever an EPT can add to that list.

Plus 2 crew slots on top of that...

Just hope it'll be expensive enough that it won't instantly cross out the whole "v2 rewards skillful flying" promise.

Did they confirm that it still has two crew slots? I'd be surprised if that was still the case, instead of replacing at least one crew member with the Gunner slot.

Also, Luke has to spend a Force point to move the turret, so you won't have the mini-Focus if you had to do that.

Also, you can can drop a Seismic Charge on an obstacle to both deprive Han of his reroll, and also punish him with damage.

So while he'll be strong (as he should be for the cost), there should also be ample avenues for counter-play.

2 minutes ago, LegionThree said:

Overall I'm pumped, living they changed.

Poor Asajj though, we'll make you a force user! But it means you can only use your ability a limited amount and they can choose to discard a token to ignore it, and your arc is only two dice.

She’ll be able to use it as much as she had before as she’ll be recovering a Force token a turn. And she’ll probably be trying to keep people in her three dice primary arc, with her stress as a way to boost her 2 die mobile arc.

Hmm they didn't cover if mobile arc indicators would overwrite primary arcs

Example, han gunner on a falcon can do a tie SF double tap

But what about Han on a Y or VCX? Can you overlap your primary arc and firevtwice at the same target?

Same thing for vet turret gunner at two different targets in same arc

Edited by ficklegreendice
6 minutes ago, LegionThree said:

Overall I'm pumped, living they changed.

Poor Asajj though, we'll make you a force user! But it means you can only use your ability a limited amount and they can choose to discard a token to ignore it, and your arc is only two dice.

On the other hand, Asajj can now improve her strength in the Dark Side by training with Maul.

5 minutes ago, LegionThree said:

Overall I'm pumped, living they changed.

Poor Asajj though, we'll make you a force user! But it means you can only use your ability a limited amount and they can choose to discard a token to ignore it, and your arc is only two dice.

Force regenerates at a rate of 1 per turn.

They have made everything less versatile by making upgrades that were previously optional part of the ship.

Great example is the Reaper. Dropping Ailerons so you are not forced to roar forward every turn is a legit consideration in 1.0 that is not possible in 2.0, the Reaper is always going to be stuck going super fast every turn.

Basically they have just looked at what the most common default setting is for each ship and locked that in. I'm guessing they are doing this to reign in combo potential with ships, basically giving them more control over what each ship can and can't do and less likely that a future upgrade will break an old ship, or vice versa. So while there's less versatility with how each ship can be kitted out, there will be more variety in which ships can be played. It's an interesting trade-off.

Edited by Tvboy
2 minutes ago, ficklegreendice said:

Hmm they didn't cover if mobile arc indicators would overwrite primary arcs

Example, han gunner on a falcon can do a tie SF double tap

But what about Han on a Y or VCX? Can you overlap your primary arc and firevtwice at the same target?

I think so. Veteran Turret Gunner is similar and I took it that you could double tap the same target with him.