XWing 2.0 more difficult than 1.0

By Schu81, in X-Wing

Hello everyone!

After having read multiple Threads about the upcoming 2.0 XWing edition, I am wondering if 2.0 is going to be much more diffcult than 1.0 ?

There seem to be so many more effects triggering and rules to be considered. There are even completely new attributes (the Force) which have to be dealt with.

And there is often measurement to be done, for example if you want to trigger Solo's abilities (in range 1 of an object).

To be honest, I am really looking forward to 2.0, as there is a solution for many problems of the first edition, but I am wondering if it will still be as playable as the first edition.

What do you think?

I know I need to spend awhile with the new rule book. I am not super competitive though and don’t play the game by the “rules” often. Others may find the changes easy but I know if I didn’t already have ships I’d be a passive collector in this just starting out now.

A good number of the triggers are tied to when you do an action or attack, so I don't think it'll be too bad. Like moving a mobile turret. It's an action you elect to do so shouldn't be something you forget too often. My main concern when playing with my younger kids is its more requirements to touch the arcs to move them, and they are not particularly careful to keep the ship in the same spot. They'll just pick it up, move the arc and plop it back down. Drives me crazy lol

Yes it will be more difficult than 1.0 for the simple fact that actions can fail and you don't get another one. No more, "hmm, I'll TL," then wave around your range ruler checking distances and then realizing oh I'm just out, "I'll boost." In 2.0 you just get no action if you are out of range. Same for boosting and barrel rolling. You are going to have to eyeball way more stuff in 2.0. There are going to be times where one failed action will probably mean the difference in a win or a loss. The amount of decisions you have to make is going to increase dramatically. Which is good. The learning curve for 2.0 will be a lot higher.

I also think the squad building aspect of 2.0 is going to be harder (hopefully). In 1.0 there were just too many auto-includes. Miranda - TLT, Inquisitor- PTL, Title, & ATs, Fenn Rau (sheath) VI stapled to him, Assajj - Latts, etc. Hopefully there will be more choices for each pilot when it comes to Talents and upgrades.

If you just compare the core rules, 2.0 is certainly more complex. If you consider all the FAQ changes, fix cards, and complicated mechanics added on top in 1.0, their complexity is probably similar but 2.0 will be a lot more clear and coherent. For me 1.0 had gotten so bloated that I had lost a lot of interest in the last year. The meat of the game felt like it was in army selection with all the interaction upgrades and the actual flying was secondary. I am not saying that is a bad thing, just that it had moved away from what I liked most about the game. 2.0 is set up from the start as a more complex game that will be more coherent as a base.

1 hour ago, piznit said:

A good number of the triggers are tied to when you do an action or attack, so I don't think it'll be too bad. Like moving a mobile turret. It's an action you elect to do so shouldn't be something you forget too often. My main concern when playing with my younger kids is its more requirements to touch the arcs to move them, and they are not particularly careful to keep the ship in the same spot. They'll just pick it up, move the arc and plop it back down. Drives me crazy lol

I reflexively bit into my own lip reading that last part. I taste blood.

Willing to bet 2.0 is actually easier for new players.

Most new people I introduce to the game get frustrated at how many little cards and pieces of text there are to remember, and forget to use at least half the upgrades in their list. In 2.0, there's fewer cards and the abilities are more self-explanatory.

And then I'm willing to bet it's harder to "git gud" at.

Turrets and bombs might legitimately be harder to fly than aces in 2.0, because there's a lot more thought with the mobile arcs, lining up multiple shots per round from multiple arcs/weapons, and bombs being drop-on-reveal only so requiring more setup.

Tournaments will be flooded with scrubs who only netlisted Dash and other easy-mode stuff in 1.0 and get completely rekt. I seriously would reccomend that anyone who hasn't flown aces do so now, because they're going to be the easiest thing to win with.

Based on things like the System Phase existing, I'm hopeful that a lot of the timing and triggering stuff will be put into very specific framing.

Learning the game will be easier. Some of the overly complex cards are gone : TLT, Lightweight Frame, Harpoons, TIE/SF title. Quickbuild cards are super excellent for newer players.

Mobile arc turrets and failed actions make the game more difficult for sure. Most people will still just joust, but planning dials for the next 2-3 turns is difficult to master. Hopefully average ship count will be higher. Flying 5 ships is more difficult than flying 2 turret ships. List building will be slightly harder hopefully because there are no auto-include pilots like Miranda.

35 minutes ago, Kieransi said:

Tournaments will be flooded with scrubs who only netlisted Dash and other easy-mode stuff in 1.0 and get completely rekt. I seriously would reccomend that anyone who hasn't flown aces do so now, because they're going to be the easiest thing to win with.

3

Yep there is going to be some mega whining that aces are overpowered by people who just not very good at flying and cant just go in a big circle all game shooting.

Im sure it’s going to be harder for players who only ever flew nonsense like Dengaroo and Ghost Fenn. It’ll be a good thing too...

2 hours ago, Schu81 said:

I am wondering if it will still be as playable as the first edition.

giphy.gif

The consequences of making a bad decision in-game will be higher and the consequences of making a bad decision in list building will be lower. I think we’ll all be learning just how bad we’ve gotten at this game over the last few years.

My initial impression is that 2.0 looks more complicated, but that could be because it's different to the rules I already know. I don't think I'll be able to judge until I have the opportunity to play using the 2.0 rules.

This is part of the reason I signed up here: I want to pick the brains of people with greater exposure to the new game.

It's less complicated than it seems. There's just the GIANT 2.0 info dump to get through

But if we avoid stuff like the 8 upgrade SCURRG, the game will be far cleaner overall

After playing Armada, which is like three dimensional chess compared to X-Wing, yes, X-Wing will still be playable. I’m sure FFG didn’t just throw this together in a few months, they’ve been planning this for a long time and have years of development testing to start off with.

I left X-Wing for Armada when Armada came out because X-Wing was saturated with ship that had special rules for new ship alone and it threw the whole balance of the game off. Combine that with all the errat and FAQ that you needed to compile to even play properly it wasn’t as much fun as the first couple of years. Now I will be picking up the conversion kit to put my ships on the table. It will bring back players like me.

It seems like it will be a simpler game to play but a more difficult game to win, if that makes sense. The rules and cards and effects seem simplied but it’ll take great positioning to take down your opponents since actions don’t stack the way they used to.

Of course 2.0 it is easy to play.

Just fly FAT Han+Luke(crew), set your dial at 3 turn and profit!!!

Edited by RedHotDice
6 hours ago, Kieransi said:

Seriously would reccomend that anyone who hasn't flown aces do so now, because they're going to be the easiest thing to win with.

I don't believe this will be the case at all

Not only are aces unlike 1.0 turrets in that they can be outplayed, but they are HEAVILY nerfed from 1.0. either they lost manueverability, or guaranteed defenses, or both

And they seem to be far more expensive. We saw from team cov and stream games that Vader + 4 ties approx.= Steele + feroph + 3 Ties

Vader, at least, is dang pricey

Plus it's only a matter of them until someone remembers Sense and uses it to block your higher initiative pilot before ruining the **** out of them, or uses Inquisitor crew

Looking forward to actually having to block and position now

Edited by ficklegreendice
9 hours ago, Jo Jo said:

Yes it will be more difficult than 1.0 for the simple fact that actions can fail and you don't get another one. No more, "hmm, I'll TL," then wave around your range ruler checking distances and then realizing oh I'm just out, "I'll boost." In 2.0 you just get no action if you are out of range. Same for boosting and barrel rolling. You are going to have to eyeball way more stuff in 2.0. There are going to be times where one failed action will probably mean the difference in a win or a loss. The amount of decisions you have to make is going to increase dramatically. Which is good. The learning curve for 2.0 will be a lot higher.

I also think the squad building aspect of 2.0 is going to be harder (hopefully). In 1.0 there were just too many auto-includes. Miranda - TLT, Inquisitor- PTL, Title, & ATs, Fenn Rau (sheath) VI stapled to him, Assajj - Latts, etc. Hopefully there will be more choices for each pilot when it comes to Talents and upgrades.

This is something I'm excited for, having a bit of variety in squads and getting to make a build feel like your own without sacrificing competitiveness

Already looking at some fun E wing builds!

8 hours ago, Transmogrifier said:

The consequences of making a bad decision in-game will be higher and the consequences of making a bad decision in list building will be lower. I think we’ll all be learning just how bad we’ve gotten at this game over the last few years.

FFG did a similar thing when the took over Legend of the Five Rings. The old CCG was very often won or lost in deckbuilding. When FFG took over, they made it so that timing when you play what cards mattered a lot more, and helped the game considerably. Personally, I like this more tactical direction they're going in with their games.

Harder to learn? I'll let you know when I convert the school games club I run from 1.0 to 2.0. It'll probably play havoc with the campaign we are running, but it'll be interesting at least :D

Image result for younglings gif

32856116_1624114601020692_6547013761067122688_n.jpg

Easy to learn, hard to master.

The gold rule of any game of success!

Overall I think there are more core mechanics in 2.0 - e.g. reinforce, mobile firing arcs, reload, jam, bullseye - but these are not special or one offs so once learnt can be applied to many ships; unlike 1.0. Also 2.0 has significantly increased its iconography, which, once learnt, makes reading cards a lot easier e.g. bullseye firing arc has a symbol. So more to learn but standardisation which should make them game flow better.