2.0 Design Spaces

By Kilrex, in X-Wing

One thing the designers keep mentioning is the new design spaces they have opened up with the new edition. "New design space" is a magical place and I can't wait to see how this will affect the game. Those 3 words have me more excited than anything else (more so than the HWK and Quadjumper changes).

We know of the following new spaces:

Systems Phase: The phase where all bombs, mines, and __ ? __ happen. I love bombs, as anyone that plays me regularly in the Space Coast X-Wing League will attest to. I am excited they are going into their own phase, even though I am going to sorely miss Quadjumper mine shenanigans. ? I have a feeling there is going to be more content in this phase. Maybe new system upgrades will happen here. Excitement!

Docking: This is going to be a goldmine for crude humor, much of it sexist, creepy, and awkward. But it will also allow for new mechanics to enter the game. Dock and regain charges/Force, repair damage cards (repair, as in the new damage mechanic, not remove), or regen shields? Maybe even swap pilots/crew between the ships? Removing a ship from the battle before it gets destroyed will be a boon if the game is nearing end of time in tournament play. Even docking to avoid hitting a rock, mine, or going off the map may affect a games outcome. Or just clearing a friendly off the map for a turn to declutter the field.

Force Abilities: Yes please! Nothing would make me happier than using the Force to tractor beam a ship (Force Pull), but that seems like it may be a stretch. I like that there will be Light and Dark Side abilities. No Gray though. Maybe other Force traditions may appear in this space. Force Illusion to move a ship similar to a decloak action? Mind Trick to force an enemy to not use 1 of their available actions?

Reserve: A wondrous place where we know Boba hides out until the end of Setup and where Moralo takes a pitstop. Maybe there will be an upgrade that deploys a beacon during the systems phase so a Reserve ship can appear near. Maybe Cikatro exists and he can only choose an Upgrade kept in reserve. Dock on a ship to exchange munition for one from the reserve. Nice design space for Campaign and Epic play.

Conversion Kits: They have already hinted the Lambda has more in store with a future conversion kit. A nice way to get new content added without have to buy ship expansions you already own (looking at you Aces, HotR, etc., which they have already said they aren't doing anymore). When a new movie, game, show, or comic is released, buy the conversion kit for it. <grin, grin, wink, wink, nudge, nudge, say no more> Solo movie

Actions: The design team really cleaned up the actions from what has been seen so far. With the addition of linked actions there is another space to be played with. Actions that can only be taken with a prerequisite action have already reared their head. Maybe crew, mechs, or other upgrades might add linked actions?

List Building: By allowing points to be more fluid, FAQs will hopefully be less prevalent. Customizable points for different styles of tourneys will be fun. Episode 4 tourney? Done! Also, by making it app only, it is easily to make different upgrades cost different for various ships and/or pilots. Maybe X Upgrade works well with Wedge, but worse for the generic. Maybe it is 3 points for the generic and 5 for Wedge? Or a pilot known for their maneuvering, but not their combat ability could have cheaper upgrades that affect movement and more expensive upgrades for shooting.

Templates: Adding a line down the middle of the template doesn't seem like it would change much. I know, right? But we have already seen that barrel rolls have been altered by the middle line. Do talon rolls use the middle line? I am unsure and don't want to rewatch any matches. Other mechanics might be possible now. With bullseye arcs being more important, will we see small ships barrel rolling like large ships? A shorter barrel roll distance would hallmark a talented pilot. Maybe Resistance and First Order might have drift turns (Segnor loop but a 90 degree ship orientation change)? With the addition of the marker on the middle of the 1 straight, they could introduce a slip maneuver or a maneuvering thrusters upgrade. After you place your maneuver marker, place a 1 straight template at the end and placing a ship to the left or right or the 1 straight.

Corner Markers: Adding the ship corner markers to the base set is nice. One of my favorite 3PP item from 1.0 and nice to see it embraced. What else could be done with these? Deflector shields to prevent bumps? A bumping ship would stop movement the distance of the corner marker away, but count as if it had overlapped for movement purposes.

Bullseye Arc: I love the bullseye arc on the Kimogila and I am glad to see it's use expanded on. So far there have been spoilered options for pilot abilities, talents, and weapons that really on the bullseye arc for offense. What about defense? Pilot abilities or talents that let you remove yourself from bullseye arc, effects the attacker like the Enforcer title, or defensive bonus that trigger if when the attacker is in your bullseye arc and/or you are not in their bullseye arc.


Design spaces I would like to see:

Squad Abilities: All ships of the same type gain an ability.

Schemes/Tactics: Once per game effects that may affect 1 phase, grant a token, alter dials, etc. "That's No Moon", replace an obstacle with a reserve ship? Disguise gambit to switch locations for 2 friendly ships?

Altering Setup: Being able to place obstacles closer to the non-starting edges (or even your edge) of the mat. Would allow for more obstacles, larger obstacles, and the benefit of closing off the jousting lanes (my biggest gripe with setup, easily closed off with Minefield Mapper in 1.0). New obstacles like clouds: plasma (no actions can be taken), ion (unable to perform red maneuvers), or dust (reduce range on abilities, weapons, upgrades, etc) or gas (remove 1 attack die).

4 Banks


Any design spaces I missed? Things you would like to see?

Edited by Kilrex
added more shi... ships, yeah that's what i meant...

Having all the arcs printed on the base opens up to some fascinating possibilities.

10 minutes ago, Sithborg said:

Having all the arcs printed on the base opens up to some fascinating possibilities.

Any ideas? Door Gunner, additional attack out of a side arc only? Turrets welded to only 1 arc?

Alternate maneuvers. There are four positions for a ship at the end of each template; we have not yet used all of them.

Tactics: A-Wing Slash You may hide one of your ships in the engine baffle of another ship of the same size or larger during the Setup Phase.The "screening" ship can only execute straight maneuvers, and can not move faster than the "hidden" ship's maximum speed. When the "screening" ship reveals a bank or turn on its dial during the Activation Phase, the "hidden" ship is automatically revealed, at which point it's placed on the board immediately behind the "screening" ship. The "hidden" ship makes it's maneuvers and attacks last in the round in which it is revealed, regardless of Pilot Initiative. Hidden ships cannot take actions in the round in which they are revealed, but can attack.

So it would look like this:

Setup Phase: Player places an X-wing on the board. He also has an E-wing in his list, but the ship is not placed.

Planning Phase 1: The X-wing player plans a-straight maneuver

Activation Phase 1: Proceeds as normal. The E-wing remains hidden

Planning Phase 2:

  • The player plans a 3-bank for his X-wing
  • He also plans the first move for his E-wing

Activation Phase 2:

  • Player reveals a 3-bank for his X-wing
  • He then places the E-wing on the board immediately behind the X-wing
  • The X-wing moves and performs whatever Action the player desires
  • All other ships on the board make their moves and Actions
  • The E-wing makes its move last
Edited by Ambaryerno
2 hours ago, Kilrex said:

Any design spaces I missed? Things you would like to see?

I would have liked to see some time-based stuff.

For example off the top of my head:

Cannon (some kind of charge cannon) Primary Arc, Range 2-3.
Attack: At the start of the next combat phase if the target of this attack is in your primary arc at range 2-3 perform a 4 dice attack against the target of this attack.

Basically, you have to have the target in arc and range for 2 combat phases in a row, thus rewarding strong flying.

I would have liked things like that, stuff that rewarded good flying and setting up combos with ion's

Edited by Icelom
10 hours ago, Kilrex said:

4   Bank  s

The start of 2.0 was the only chance for 4 banks, without it from the start it is not likely to happen ever.

Edited by Andreu

Built in negative ship abilities. Like the YT2400s sensor blind spot. For example a ship with blind spots gets -1 agility when being attacked from within its side arcs.

I often thought of the Scimitar bomber which has side arcs only to attack and drop bombs(devices)

Random in-game scenario-based effects would be fun.

Time/Space Distortion: after dials are placed, roll a green die for each ship and piece of terrain. On an evade result, it will move 1 straight in a random direction (or toward a random board edge for terrain).

Something I would like to see would be something akin to Battlefield cards. Something you pay a few points for but isn't a ship, more like a squad-wide buff. Maybe you can pick something like Imperial Patrol Station, do a cool art with one of those old Platforms on it from the '95 games. And it could have a limited number of charges. Spend a charge at the beginning of whatever Phase makes the most sense design-wise to allow a ship to perform an action. Essentially it'd be an offscreen ship with the ability to Coordinate with any ship on the field X number of times.

3 hours ago, Taiowaa said:

I often thought of the Scimitar bomber which has side arcs only to attack and drop bombs(devices)

A ship with only side arcs could be fun.

And as a mad bomber, I have always wanted to drop bombs out my side arc! Now with the hash marks on the side of the ship token, that can be a thing.

On thing I was hoping to see was an improved setup system like they have in SW Legion. With different cards dealt randomly and the ability for players to veto some of them. The cards in Legion are of three types: deployment zones, victory conditions, and special environment rules. You end up with one of each. While it might not be fair for tournaments, it would be great for casual games.

6 minutes ago, Hedgehobbit said:

On thing I was hoping to see was an improved setup system like they have in SW Legion. With different cards dealt randomly and the ability for players to veto some of them. The cards in Legion are of three types: deployment zones, victory conditions, and special environment rules. You end up with one of each. While it might not be fair for tournaments, it would be great for casual games.

Environment Card: "3,720 to 1". Double the number of obstacle tokens.

I interpereted design spaces differently than, you. Not as new mechanics of the game, but of openeing up the way the game is played in general. It was the announcement thta there will be alternatives to strict 200 pt play for more casual players. I still don’t know exactly what this means, but I am hoping that scenarios with alternate victory goals become a thing. And I hope the the app allows for customizations, such as restricting certain ships or upgrades and even adjusting point costs for some things as part of the build rules for that scenario.

I’m also waiting for epic rules to come out. It is my hope thta Epic gets expanded beyond a format for the huge ships. I’d like it to encompass terrain, and weapons emplacements which will allow for simulating battles against installations or capital ships. Or to perform escort missions, destroying a target, controlling an area or getting ships across the board.

To me, this is an exciting new design space that would really add to the X-Wing game.

41 minutes ago, RookiePilot said:

It was the announcement thta there will be alternatives to strict 200 pt play for more casual players. I still don’t know exactly what this mean  s

Especially because it's easy to just...not worry about point limits in casual play.

5 hours ago, Hedgehobbit said:

On thing I was hoping to see was an improved setup system like they have in SW Legion. With different cards dealt randomly and the ability for players to veto some of them. The cards in Legion are of three types: deployment zones, victory conditions, and special environment rules. You end up with one of each. While it might not be fair for tournaments, it would be great for casual games.

That’s an interesting idea, but I think I would combine it with Armada and have each player bring 1 of each, then have a small pool of points they can use to bid on who gets the choice of each. If you really want to be the one to determine victory conditions you can, but your opponent will then get to pick the other two. Or something.

Am I the only one who doesn’t really love the idea of light and dark side abilities? I am pretty “meh” on the force in general since they will be comprised of a whopping like, 6 or so pilots...? At least there will be some crew that make it more widely available.

But the light and dark side makes it even more restrictive. We will need more info, but all in all, I don’t think any of these force related introductions to the game will be a favorite inclusion of mine.

Edited by Kdubb

Hyperspace ?? .... straight 10 move but can only be used once

I'm still anxious for Huge ships in Epic 2.0 and possible more than 5 factions.

1 hour ago, Kdubb said:

I  am p  retty “meh” on the force in general since they will be comprised of a whopping like, 6 or so pilots...?

Until and unless the Old Republic is added as a faction

Added a few more to the top post:

Actions: The design team really cleaned up the actions from what has been seen so far. With the addition of linked actions there is another space to be played with. Actions that can only be taken with a prerequisite action have already reared their head. Maybe crew, mechs, or other upgrades might add linked actions?

List Building: By allowing points to be more fluid, FAQs will hopefully be less prevalent. Customizable points for different styles of tourneys will be fun. Episode 4 tourney? Done! Also, by making it app only, it is easily to make different upgrades cost different for various ships and/or pilots. Maybe X Upgrade works well with Wedge, but worse for the generic. Maybe it is 3 points for the generic and 5 for Wedge? Or a pilot known for their maneuvering, but not their combat ability could have cheaper upgrades that affect movement and more expensive upgrades for shooting.

On 5/20/2018 at 4:08 PM, That One Guy said:

Something I would like to see would be something akin to Battlefield cards. Something you pay a few points for but isn't a ship, more like a squad-wide buff. Maybe you can pick something like Imperial Patrol Station, do a cool art with one of those old Platforms on it from the '95 games. And it could have a limited number of charges. Spend a charge at the beginning of whatever Phase makes the most sense design-wise to allow a ship to perform an action. Essentially it'd be an offscreen ship with the ability to Coordinate with any ship on the field X number of times.

Space station:

50 points

Charge: 3^

You may spend 1 charge to perform a 3 dice attack at range 1-3 from your board edge.

Spend 2 charges to place 1 academy pilot anywhere at range 1 from your board edge.

2 minutes ago, Commander Kaine said:

Space station:

50 points

Charge: 3^

You may spend 1 charge to perform a 3 dice attack at range 1-3 from your board edge.

Spend 2 charges to place 1 academy pilot anywhere at range 1 from your board edge.

That makes me want laser mines! They are dropped like a normal mine but make 2 dice attacks at all enemies within range 0-1 until they are destroyed.

4 hours ago, Kilrex said:

That makes me want laser mines! They are dropped like a normal mine but make 2 dice attacks at all enemies within range 0-1 until they are destroyed.

Type C mines..... -shudder-