Conversion Kit Unboxing on 5/18

By Sithborg, in X-Wing

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 don't see why he couldn't. His crew card says he can perform an attack with a Turret, and cannot fire from that specific turret again this round. It doesn't say anything about limiting a second attack from a fixed primary weapon, so you can treat your Ghost as a quasi-TIE/D or 1.0 BTL Y-Wing if you really wanted.

1 minute ago, PhantomFO said:

I don't see why he couldn't. His crew card says he can perform an attack with a Turret, and cannot fire from that specific turret again this round. It doesn't say anything about limiting a second attack from a fixed primary weapon, so you can treat your Ghost as a quasi-TIE/D or 1.0 BTL Y-Wing if you really wanted.

Would make for a ****-off horrific vcx, wouldn't it?

...rebel bias?

Edited by ficklegreendice
Just now, PhantomFO said:

I don't see why he couldn't. His crew card says he can perform an attack with a Turret, and cannot fire from that specific turret again this round. It doesn't say anything about limiting a second attack from a fixed primary weapon, so you can treat your Ghost as a quasi-TIE/D or 1.0 BTL Y-Wing if you really wanted.

I thought it was same arc?

I also play armada so was excited to ciena ree, really hope we also get her as a pilot.

1 minute ago, SabineKey said:

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

You'd need to line up your shots for this to work. Turret Gunner specifically doesn't allow you to attack the same firing arc again, so you can only double-tap if the target is in both your primary arc, and also in the side-arc where your turret is pointing.

1 minute ago, ficklegreendice said:

Would make for a ****-off horrific vcx, wouldn't it?

Less horrific than eating 4 tlt shots every round.

1 minute ago, Nyxen said:

I thought it was same arc?

It's just the turret symbol, and the card says you cannot fire again from that same "turret symbol." They explained in the stream that double-turrets could still attack again similar to the SF's double-tap, but it also stands to reason that any weapon that is not the turret you just fired should be fine.

6 minutes ago, Tvboy said:

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.

THe Reaper can do a stop turn 1, then do white moves until it's ready to engage. Or just set up side on.

It does mean you're a little less flexible, but honestly, I'll take it to avoid massive piles of extra cards thrown everywhere.

6 minutes ago, Tvboy said:

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.

Or in future 2.0 expansions of those ships, they could include upgrade cards that "turn off" or change the current effect in some way. Plenty of room to modify in the future

1 minute ago, thespaceinvader said:

THe Reaper can do a stop turn 1, then do white moves until it's ready to engage. Or just set up side on.

It does mean you're a little less flexible, but honestly, I'll take it to avoid massive piles of extra cards thrown everywhere.

It also allows them to design the dial and pilots with the expectation that the Ailerons are there, which they couldn't do before.

And there's still Duchess if you want to be able to choose.

1 minute ago, piznit said:

Or in future 2.0 expansions of those ships, they could include upgrade cards that "turn off" or change the current effect in some way. Plenty of room to modify in the future

Yeah, there's still plenty of room to put out alternate Configurations that will change the ship ability.

1 minute ago, piznit said:

Or in future 2.0 expansions of those ships, they could include upgrade cards that "turn off" or change the current effect in some way. Plenty of room to modify in the future

True, I expect if there still is the tie/d title for the defender it will turn off the tie/x7 baked in ability since they are different versions of the ship

7 minutes ago, PhantomFO said:

You'd need to line up your shots for this to work. Turret Gunner specifically doesn't allow you to attack the same firing arc again, so you can only double-tap if the target is in both your primary arc, and also in the side-arc where your turret is pointing.

Yes. I didn’t articulate that well, but that’s basically what I meant.

24 minutes ago, Tvboy said:

Do we actually know that the conversion kits won't include quick build cards?

It was explicitly stated via the FFGLive broadcaster account that the kits do not contain any quick build cards. It is reasonable to assume that not all of the quick builds / included upgrades for every expansion that existed prior to second edition has been finalized.

1 hour 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

Brilliant idea! Let's just have arc dodgers rule the game, because there's nothing that's as much fun as moving, moving your turret arc, catching someone and then them going "Lol, no."

Luke is an insurance policy against arc dodgers for one ship in your fleet and as someone who has come up against arc dodgers in non-turret ships. They can be a f***ing b**** to nail down and can be very frustrating to fly against if you just spend an entire game trying to get a shot while they just "Oh...barrel roll, boost...lol out of arc!"

I agree turrets in the old game were bad, but they had their place as anti-arcdodging ships. The problem was they were too good at that.

As for the EU, yeah. I am concerned about that, boosting large ships were also a pain to nail down for the same reason as arc dodgers. However, they might have it so EU costs considerably more to equip depending on your base size. Since there are points in the game, there is an economy. Luke too power? Raise his cost. Engine Upgrade seeing play on all falcons, yeah let's make that 15 more points.

32 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.

You’re already 72 over the number I gave, and that ignores that some ships have more than 4 pilots (X-Wing, tie fighter and interceptor were all mentioned as having more). And ignoring upgrades entirely.

31 minutes ago, theBitterFig said:

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.

Advanced sensors doesn’t work with linked actions. It lets you do an action and says you can’t perform anymore during your activation, so no linking.

14 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.

I mean, you do care about facing to an extent. Luke lets you do a rotate turret action, so unless you also pay for Engine Upgrade, you can't use Luke to change facing in the same turn you red boost. The big strength of Fat turrets wasn't just ignoring facing, it was being able to do that while also dodging arcs through the really strong large base boost. I'd be willing to bet Han + Luke Gunner + Engine Upgrade is prohibitively expensive in regards to having anything else in the list, given how the point of moving everything to mobile arcs in the first place was how powerful firing outside your arc was. And hey, if they somehow managed to screw it up, they have a way to fix the points now to make it incredibly expensive.

4 hours ago, Tvboy said:

Ghost is still 4-dice attack and end-of-round turret attack, and has Reinforce action now, 2 less shields. AND IT CAN REDOCK THE PHANTOM O__O.

Looking forward to making people rage with the Ghost in 2.0.

End of round attack is rear arc only, not turret.

So 3 dice with Phantom docked or 2 dice with Phantom II docked.

can only use HLC in bull eye arc it very hard get that best way is large ship range 1 on wait can not use range 1 they have killed this card in favor of torpedoes

3 minutes ago, Ebak said:

Brilliant idea! Let's just have arc dodgers rule the game, because there's nothing that's as much fun as moving, moving your turret arc, catching someone and then them going "Lol, no."

Luke is an insurance policy against arc dodgers for one ship in your fleet and as someone who has come up against arc dodgers in non-turret ships. They can be a f***ing b**** to nail down and can be very frustrating to fly against if you just spend an entire game trying to get a shot while they just "Oh...barrel roll, boost...lol out of arc!"

I agree turrets in the old game were bad, but they had their place as anti-arcdodging ships. The problem was they were too good at that.

As for the EU, yeah. I am concerned about that, boosting large ships were also a pain to nail down for the same reason as arc dodgers. However, they might have it so EU costs considerably more to equip depending on your base size. Since there are points in the game, there is an economy. Luke too power? Raise his cost. Engine Upgrade seeing play on all falcons, yeah let's make that 15 more points.

if your insurance policy isn't "fly better" then you have some improving to do

apart from the interceptor, NOTHING arc-dodges as well as it used to

even the interceptor has a fiddly barrel-roll to contend with

1.0 turrets are a **** mechanic and they have no place in any game based on manuevering and tactical positions

there is no excuse that can properly justify their existence

6 minutes ago, PhantomFO said:

Yeah, there's still plenty of room to put out alternate Configurations that will change the ship ability.

With the advent of the app, I would have hoped 2.0 was moving past the need to purchase additional upgrades to improve existing ships.

I'm honestly fine with ship abilities and traits being more locked-in in 2.0, I'm just pointing out it's an interesting trade-off that to allow more variety in ship selection, there needs to be less variety within each ship. That is to say, each TIE Advanced is going to feel very similar regardless of what upgrades you put on it, whereas in 1.0 a boosting, advanced sensors TIE would operate much differently to a Shield Upgraded Accuracy Corrector TIE, but the designers have identified that that kind of ridiculous variance being allowed by upgrades made upgrades problematic in keeping the game balanced, thus the power level of upgrades is being significantly toned down and instead baked into the actual ships themselves.

27 minutes ago, PhantomFO said:

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.

The confirmed it's currently 2 crew 1 gunner. That is of course subject to change now if they feel it ends up too strong.

2 minutes ago, Stevey86 said:

End of round attack is rear arc only, not turret.

So 3 dice with Phantom docked or 2 dice with Phantom II docked.

It’s not even end of round. It’s after performing a front or turret attack, so you can’t even double tap with the rear arc. (Unless mobile is pointed back for turret and you do one turret and one primary)

I am very scared of the YT-2400

YT-2409.jpg.9f7d2424a9e633462d1183ae716ea867.jpg

Massive buff to still have a 3dice shot in range 1.

If this thing has a gunner slot and access to luke or Han gunner.... well it better be coasted through the roof. Even without the gunner slot its a **** of a damage dealer at all ranges. Should have had a red rotate imo... but again who knows until we know the point costs but even with 0 upgrade slots this thing is a monster.

Its my only "wtf did they do" moment from the stream.

3 minutes ago, Tvboy said:

With the advent of the app, I would have hoped 2.0 was moving past the need to purchase additional upgrades to improve existing ships.

That’s the idea. Ships that are too good (or too bad) will have points adjusted first. If adjusting points isn’t enoufh, upgrade slots can change. It’d take something extreme I imagine to require new aces style fix packs or straight errata