Millenium Falcon Arc in 2.0

By Soaring, in X-Wing

but all turrets are now mobile arcs and vice versa. there's no reason to make that distinction anymore

5 minutes ago, thespaceinvader said:

But personally  , I expec  t that 'mobile arc' symbol to be specifically Turret upgrade cards, not  any kind of primary turret/primary mobile arc.                          

Luke has the ‘mobile arc’ symbol, and we all assume he works on the Falcon.

I think Luke is a card intended for the “easy mode” form of the game. He will possibly be too expensive to be competitive, but a young or new player could equip him so that he can roll dice every round. The devs have stated their intent to make the game as easy to join into as possible.

Honestly, I suspect there might be multiple versions of Luke. One for Turret slot ships, one for PWTs.

It would make sense to me for him to be able to turret gun in a Y Wing, and in the Falcon, and for those to be different cards with different prices.

34 minutes ago, Commander Kaine said:

Seismics will ruin Han's day

Just so happens that putting seismic torpedoes on Star Wings is one of my favorite builds! (That way they can clear out some room for the Lambda)

7 minutes ago, thespaceinvader said:

Honestly, I suspect there might be multiple versions of Luke. One for Turret slot ships, one for PWTs.

It would make sense to me for him to be able to turret gun in a Y Wing, and in the Falcon, and for those to be different cards with different prices.

I think we’ve seen the only turret gunner Luke. More likely to me will be a force wielding Luke crew card.

There will probably be a Crew slot variant as well.

I guess we'll find out tomorrow.

1 hour ago, thespaceinvader said:

Honestly, I suspect there might be multiple versions of Luke. One for Turret slot ships, one for PWTs.

It would make sense to me for him to be able to turret gun in a Y Wing, and in the Falcon, and for those to be different cards with different prices.

Aren't they the same slot type?

they are the same slot type

there is also no reason to print several versions of the same upgrade when we have to the app to adjust costs

for example, Luke on the Falcon better cost at least 24 points (12 in 1.0) but he can cost 12 or less on the Y because it still has to invest in a turret to make the most out of Luke. If he's cheap enough, however, he'll still provide a focus for you to use ordnance or something without having to invest in a turret

24 points is a lot dude.

We know turrets were way too much in 1.0 but just be cool, 1 360 turret on one ship isn't the end of the world, I think it's just like people are saying, that some casual players will want to play and not feel useless so Luke Falcon is great for the Star Wars familiarity and not being too difficult to fly.

I have faith that this will be a decent but not too overpowered combo that better pilots in more specialised squadrons will be able to pull apart. But it will be a good fun thing to casual players to fly.

Luke gunner better be a lot

1.0 Turret mechanics are dumb and really have no place in a game about manuevering

Anything approxmiating that stupidity better cost an arm and a leg, especially when it can also provide Forcus when not in use

24 points is more than fair

Edited by ficklegreendice
2 hours ago, LordFajubi said:

Ok translation aside that better be may reroll ALL dice not any or that is kind of stupid. I have always had a problem with a pilot affecting hit rolls on a completely different person using an independent gunner chair. How exactly is that happening?

The pilot has a lot of impact on how easy a time the gunners have tracking their target, as the pilot is the one who's controlling when the ship make a sudden maneuver to avoid fire vs stays steady to assist aim, as well as timing changes relative to the target's movements.

At the extreme you get how Rey flew the Falcon so Finn could fire the broken turret like a fixed gun in Force Awakens, but the same principle works even when the gunner is more than a glorified trigger puller with the gunner having an easier time making the shot if the pilot is flying the ship to favor the shot and a harder time making the shot if the pilot is ignoring them and assuming they'll cope with whatever maneuver the pilot chooses to pull "because turret".

6 hours ago, thespaceinvader said:

You've understood correctly. It, and all Primary Weapon Turret ships, get two diametrically opposed mobile arcs, so they can either shoot front/back or side/side.

ALL Primary Weapon Turret ships?

I mean, it makes sense for ships like the YT-1300 and the Decimator, because they have top and bottom turrets. But, do all of them have two turrets?

4 minutes ago, DarthEnderX said:

ALL Primary Weapon Turret ships?

I mean, it makes sense for ships like the YT-1300 and the Decimator, because they have top and bottom turrets. But, do all of them have two turrets?

Makes sense if they're primary weapon turret only

Not if they're like the shadowcaster and already have a primary

Though apparently jump only gets 1 mobile arc indicator (makes sense, given its silly little single battery)

Edited by ficklegreendice

Interesting idea would be for the p1 title to add the second arc if that is the case.

Trying to glimpse the short lived Y in the team cov game

Seems it only gets a single mobile arc indicator

Then again all secondary weapon turret ships (outrider doesn't count, smart asses, it turns a cannon into a turret) only seem to have 1 turret regardless

Edited by ficklegreendice
6 hours ago, __underscore__ said:

Someone on one of the podcasts had some 'hearsay' (nudge nudge wink wink) that different turrets can have different arc types. Apparently the Jumpmaster will only have a 90 degree turret.

Fingers crossed we find this kind of stuff out tomorrow.


Makes sense, as it only has one (dorsal) gun, whereas the YT-1300, YT-2400, and Decimator all have two guns, one dorsal and ventral. It's a little weird that they always have to point in opposite directions, but I guess it was a balance thing.

It should be noted, that having a forward primary and a single rotating arc like on the 1.0 Shadowcaster is a lot better than having two opposite arcs, because you just set your mobile arc adjacent to your front arc for ~180 degrees of coverage and loop the board without ever really needing to move your arc. These "firespray" like new turrets will have easier to avoid fire lanes and will be needing to move their arc far more often.

Everyone worried about Luke Crew ruining the changes to turrets in 2.0 are forgetting about two things:

- We already know that at least two of these turreted ships are Initiative 6 (Han and Dengar), so they'll be able to know where they should point their turret for most targets anyway. Luke only helps Han in the event of stress or blocking.

- There are still situations where even Luke's perfect-knowledge rotating turret could end up without a viable target. For example, you could have two enemy ships in different firing arcs. You could bring your guns to focus fire on one target, only to kill it before the Falcon activates, and end up without anyone else to shoot by the time your turn comes around. In 1.0, you would have easily been able to switch to the other ship.

I just hope we end up in a situation where the biggest drawback to taking Luke Gunner is you miss out on flying Luke as a Pilot. How cool would that be.

9 minutes ago, PhantomFO said:

Everyone worried about Luke Crew ruining the changes to turrets in 2.0 are forgetting about two things:

- We already know that at least two of these turreted ships are Initiative 6 (Han and Dengar), so they'll be able to know where they should point their turret for most targets anyway. Luke only helps Han in the event of stress or blocking.

- There are still situations where even Luke's perfect-knowledge rotating turret could end up without a viable target. For example, you could have two enemy ships in different firing arcs. You could bring your guns to focus fire on one target, only to kill it before the Falcon activates, and end up without anyone else to shoot by the time your turn comes around. In 1.0, you would have easily been able to switch to the other ship.

1.) Rotate costs action (yt can't boost and rotate); can be stopped because it is an action

Luke does not; can not

2.) Luke still gives forcus (action independent mod)

Edited by ficklegreendice

The dial says "Modified YT-1300," which is interesting... Maybe the Falcon title gives you a better dial?

Rotating arcs is a band-aid solution. A big ship should have a 360 degree turret because it should be harder for a big ship to outmanuver a small ship. On the table, this isn't the case. The YT-1300 came out of the box with a 1 speed turn, which even the Y-wing and X-Wing didn't have. Adding boost and barrel roll to large ships compounded the problem.

2 hours ago, skotothalamos said:

The dial says "Modified YT-1300," which is interesting... Maybe the Falcon title gives you a better dial?

That could be a future-proofing due to the Solo Movie

When (not if) we get that version of the YT1300 it will probably be inferior but also cheaper.

On 5/17/2018 at 10:23 PM, Vineheart01 said:

That could be a future-proofing due to the Solo Movie

When (not if) we get that version of the YT1300 it will probably be inferior but also cheaper.

But also probably scum?

I want there to be Force using Luke!

He can be the I'll be in my Bunk image from ESB, Sans hand, all Daddy can feel me emo, and he grants you a target lock!