Strikers and new turrets

By Commander Kaine, in X-Wing

1 hour ago, ficklegreendice said:

I remember the whole "Swarm counters fat han" from wave 5

didn't work then, and if anything Han is much better suited to surviving swarms

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between this and his ability, he gets 3 chances to score an evade, effectively granting him reinforce (and potentially far more at range 3 and/or obstructed)

and ofc this would be perfectly fine normally, everyone needs to stand some chance against the oncoming swarm, but combined with 1.0 PWT mechanics it's just a recipe for disaster. we've already been here, folks. we know how it ends

there is zero justification for a pre-combat, action independent rotate, especially when 1.0 Autothrusters no longer exist. all it will do is screw over ships like the Interceptor and Striker which require good positioning to use effectively, objectively going against the designers explicitly stated objective for this edition of the game

the only actual solution is Luke gunner not actually rotating at the beginning of engagement. That is the ONLY thing worth waiting to see

Han's ability not counting as a reroll seems so foolish and troublesome. I know cards are exceptions to rules all the time, but "you cannot reroll the same die more than once" was a really easy one, and Han just forks that up.

Luke... I'm less sure about either way. In theory, I don't mind if there are a few "training wheels" lists out there. But that ease of use should come out of somewhere in the list. Certainly, if it was a rotate at a different time than the start of the engagement phase, it'd be fine. Devices phase would be my favorite trigger. Start of Engagement might even have been workable if the opportunity cost was high enough. Say, a card granting a red rotate action like Maketh Tua grants a red Reinforce at the start of the Engagement phase. Taking stress might have been high enough of an impact. But Luke looks relatively low opportunity cost. So I think being worried is appropriate.

But I'm not at all willing to pronounce judgment that Luke's ruined 2E already. Partly because if arc dodging is wholly unstoppable, that could also ruin the game. It's a bad feeling to have the hard work of arc dodging completely ignored by a turret. It's also a bad feeling to slowly have a squad picked apart by a ship you can never get arc on, and for there not to be some degree of counter in list-building.

you don't need turrets to counter arc-dodgers anymore

2.0 has already done most of the work for you with linked actions. Only the interceptor/A can chain boost --> roll and no one can stack defenses like they used to (except arguably defenders, which are hardly arc-dodgers). Even Advanced Sensors were heavily nerfed to keep stuff like PTL kylo from ever cropping up again

then you have stuff like inquisitor crew and Sense giving you the ability to react to higher initiative pilots, which isn't even considering that overlap bombs still exist (even if they are no longer deployed via action)

Turret mechanics aren't a crutch as much as they just run the entire point of the game. We have better options available to us in 2.0, and arc-dodgers will not even approach their old capabilities (apart from fat han, ofc)

Edited by ficklegreendice

Does anyone know if lightweight frame is still a thing? Because I'm concerned if I've picked up a bomb slot but been reduced to the defence of a Z-95...

8 hours ago, ficklegreendice said:

Only the interceptor/A can chain boost

Afterburners gives you access to free boosts, and then you can barrel roll as your action. But that's a limited charge upgrade.

Han with Luke and Millenium Falcon and engine upgrade is worrying.

  • Rerolls are position dependent, but an evade rerolled twice gives you a 75% chance of an evade, without spending tokens, and if you don't need to spend Luke's force token to reposition, you can spend that as a defensive focus without spending the evade. That's not as good as reinforce or Poe Dameron, but it's still not something a swarm wants to see.
  • Luke makes a linked boost barrel roll to evade the arc irrelevant.
  • Boost with engine upgrade is a white boost. Boost plus action-free rotate gives you 1.0 esque Han/Chiraneau arc dodging turrets, with still rerolled dice from han's ability (or a focus too if you don't need the boost)
  • Luke's force token refreshes every turn, meaning whilst they've added 'fully execute' to stuff like the TIE defender's new rule, Han is getting to all intents and purposes a free focus token and offensive and defensive rerolls even if blocked. It's not, on the face of it, as bad as K4 security droid/expertise

I'm really hoping the Outrider has a crew but not gunner slot. Because the Outrider's 4 die turret also doesn't have a range-based blind spot any more - yes, point blank range is only 3 dice, but that's still a lot more than the 1.0 outrider had.

Edited by Magnus Grendel

This is where we will find out how smart the designers have been with differential pricing. Han should already be paying a premium for Init6. Which means engine upgrade on Hand should also be punishingly expensive. GunnerLuke on a Y-wing is good. On a YT, he is freaking brutal. Luke does not need to be a "wasted card" if he is reasonable in some lists and 25 points on Fat Han.

I do not believe there is any salvaging something as fundamentally broken as a 1.0 turret mechanic in a game that, more than ever in 2.0, is focused on maneuvering and tactical positioning

gunner luke should simply not exist as currently spoiled. He would be a very fine, incredible addition to the game if he triggered during the end phase. Beginning of engagement, though, just ruins the game for people who like to fly ships like Strikers or arced-ships in general that cannot stack enough defense to be able to whether your opponent's guaranteed attacks on you.

11 hours ago, Jo Jo said:

People forget blocking is a thing and will matter way more in 2.0 where actions are far more precious. There is no Expertise that laughs at your attempted block and then blasts something with near full dice mods.

Do we know there is no Expertise?

we do not have an overview of all upgrade cards

Edited by RedHotDice
30 minutes ago, ficklegreendice said:

I do not believe there is any salvaging something as fundamentally broken as a 1.0 turret mechanic in a game that, more than ever in 2.0, is focused on maneuvering and tactical positioning

gunner luke should simply not exist as currently spoiled. He would be a very fine, incredible addition to the game if he triggered during the end phase. Beginning of engagement, though, just ruins the game for people who like to fly ships like Strikers or arced-ships in general that cannot stack enough defense to be able to whether your opponent's guaranteed attacks on you.

Even thematically Luke had a hard time hitting those **** TIE fighters, he reacted too slowly.. this should be End-phase

11 minutes ago, RedHotDice said:

Even thematically Luke had a hard time hitting those **** TIE fighters, he reacted too slowly.. this should be End-phase

Gives me a good idea for a little bit of text added on to Gunner Luke's as-currently-understood ability:

"For the remainder of the turn, your [turret arc] attacks roll 1 fewer attack die."

46 minutes ago, RedHotDice said:

Do we know there is no Expertise?

we do not have an overview of all upgrade cards

Right, we don't know for sure that expertise is gone, but judging how Predator is bullseye only and FCS is just a re roll instead of a brand new TL, its safe to say full passive dice modfications gone. You might get an Expertise version that only grants one focus to a hit, kind of like a Force token.

If they are silly and put full blown Expertise in, I would imagine its going to be really expensive. But all my money would be on no Expertise or a much poorer version.

16 hours ago, ficklegreendice said:

Polish Luke gunner spoiler threatens to defeat the purpose of 2.0

That's a little exaggerated. Turrets being nerfed is a huge benefit, but hardly the entire purpose of 2.0.

14 hours ago, Icelom said:

I mean the polish version does not say action anywhere in it....
so you are basing this off what? wishful thinking? all evidence right now says he can just move the turret.

Aren't official rulings based on the English text precisely because there can be variations while translating? If he keeps the text everyone says he had, that would be rather frustrating, but I'm not prepared to get up in arms over a card we don't even know the official text of, yet.

The stated purpose of 2.0 is very much to make manuevering matter over list building and raw mod stacking

A very large part of the significant base overhaul was to allow for ALL 1.0 turrets to transition into 2.0 mobile arcs by marking all ship quadrants

They obviously put a LOT of effort into tackling the 1.0 turret problem

...and gunner Luke ****s it up again. I am legitimately baffled by the decision

Edited by ficklegreendice