Epic ships in 2.0

By Gallanteer, in X-Wing

The introduction of huge ships in 1.0 brought in things such as power generation (now a version of that seems to be how Force works in 2.0), jamming, reinforce etc which wound up on normal ships toward the end if 1.0 and in the standard rules for 2.0. In other words, late 1.0 mechanics and 2.0 mechanics owe a bit to the epic ships.

I know they mentioned that they hadn't forgotten them at 2Ed launch but has there been any other mention of them since then? My favourite play style is epic with 400-500 pts on a 6x3 board with huge ships and loads of fighters (and yes I love playing Armada as well). Until then I will have my two most expensive ships gathering dust.

Nothing official yet.

But until there is, nothing stopping you from playing 1.0. Your old cardboard will not spontaneously combust on 2,0 launch day.

5 minutes ago, kayarn said:

Nothing official yet.

But until there is, nothing stopping you from playing 1.0. Your old cardboard will not spontaneously combust on 2,0 launch day.

I know, but was looking for any more news.

I'm looking forward to 2.0 because 1.0 was messed up through power creep. I'm looking forward to try 2.0 as it'll help the game but I'll be annoyed if, after enjoying the improvements in 2.0, that I either have to go back to 1.0 to enjoy epic ships especially if they take ages to look at epics for 2.0. My fear is that they won't get looked at till mid 2019.

No word, but I am massively looking forward to 2.0 epic. Once they get to it, epic will probably be an even bigger overhaul than standard was.

In the meantime, once we actually get the full rules for 2.0, it shouldn’t be too difficult to homebrew huge ships into it.

My initial thought for epic in 2.0 would be for both players or teams to agree to an epic ship point total and a fighter point total, and use 1.0 huge ships with 2.0 small/med/large.

13 hours ago, Gallanteer said:

I know, but was looking for any more news.

I'm looking forward to 2.0 because 1.0 was messed up through power creep. I'm looking forward to try 2.0 as it'll help the game but I'll be annoyed if, after enjoying the improvements in 2.0, that I either have to go back to 1.0 to enjoy epic ships especially if they take ages to look at epics for 2.0. My fear is that they won't get looked at till mid 2019.

Epic was not messed up through power creep but nervous design and the competitive scene. The dev team back in Wave 2 and 3 wanted some huge ships for story but didn't want them to be more powerful than fighters. You had a very restrictive energy system, a limited maneuver set. The first huge ship the Rebel Transport had no weapons , only an upgrade that can turn stress into damage, and some new actions specific to huge ships, one of them giving out stress. When the Tantive IV came out sure it had firepower 4 and a range from 3 to 5 but range 1 and 2 were blocked off. Further more ranges 4 and 5 added more green range bonus dice than range 3 making the longer range completely useless against anything with 2 or more agility. A Academy Pilot would be rolling 5 or 6 dice.

As for the competitive scene and how it affected epic, basically what was good in tournaments was also good against huge ship with Aces being the only exception, but not because of huge ships, but because there were more firing arcs on the table. Compile that with the deficiencies of huge ships mentioned prior and yeah TLTs were good against Huge Ships.

As for concerns about Epic, you are correct to assume Huge Ships won't get a look at until all of 1.0 standard is converted over to 2.0. But the good news is that Huge ships will likely get much better treatment and a whole new rule redesign that will make them formidable in 2.0 Epic. So for the meant time yeah 1.0 is a little annoying but I stopped with 1st edition competitive, but still had fun in Epic. If I were to make any suggestion try some of the custom 1.0 home brew cards with epic just to shake things up a bit. Unless you want to take your hand at tryign to come up with concept for 2.0 epic ships. Great part you can forgo the costing of it and just focus on gameplay mechanics. I have a few ideas for Huge Ship 2.0.

I have long predicted that Epic ships will get more actions than 1 per section. Might be crew slots that you add, but they will get them. My guess.

34 minutes ago, heychadwick said:

I have long predicted that Epic ships will get more actions than 1 per section. Might be crew slots that you add, but they will get them. My guess.

Well, to be honest, with stuff that's been moved from Epic into 'normal' games, you can expect epic to be a lot 'closer' in practice to a normal game of X-wing, because there need be very few rules specific to epic:

  • Co-ordinate, Reinforce and Jam are now standard game elements. Reinforce and Jam are arguably weaker than their epic equivalents were, but then nothing stops you providing those actions as linked freebies and/or giving you upgrades to boost their effectiveness.
  • Charge tokens which recover at X-tokens-per-turn gives you weapons with a default cooldown cycle.
  • 'Reload' actions let you place extra charge tokens on weapons to accelerate cooldown of energy weapons or reload hard rounds ordnance racks.
  • Every ship (and hence, one would assume, every section of a huge ship) has all quadrants defined, with mobile arcs for turrets.
  • Linked actions lets you do the action economy without needing specific upgrades (linking any action into a white rotate, for example, gives you the ability to freely set turret direction to counterbalance mobile arc rules, or co-ordinate/linked jam for a support ship)
  • Giving a section a shield value with a '1-up' triangle marker gives you one-per-turn shield regen without needing to do anything else
  • Keeping Hardpoint and Team upgrades is sensible as that allows you to have 'huge ship only' stuff without wondering if it's going to break standard play, but that's simply a matter of having two extra icons which aren't used elsewhere; there is no inherent problem with any given expansion introducing a new upgrade type other than backwards compatibility.

Epic 2.0 is probably a year or two out. Best answer is figure out a way to adapt the huge ships to 2.0 point costs, or just only use 1.0 elements for an epic game.

I eagerly await epic 2.0. And I plan on getting some 1.0 epic out of my system between now and 2.0 release.

I'd honestly expect that you could just double the points of most Epics and carry right on as before. Epic was never particularly well balanced anyway, and going with the old-style turret mechanics is probably fair given that Epics move last anyway.

I'd also expect that 2e epics will use Charges instead of Energy, and the core mechanic will be that they gain a certain number of Charges by moving, and can distribute them among equipped upgrades as they currently do Energy.

3 hours ago, thespaceinvader said:

I'd   honestl  y expect  that you could just double t  he points of most Epics and c  arry right on as  before.  

Honestly, huge ships were weak enough I’m not sure you even need to do that. Just charge the un-doubled points for epics and then huge ships are worth taking.

On 5/22/2018 at 11:54 AM, kayarn said:

Nothing official yet.

But until there is, nothing stopping you from playing 1.0. Your old cardboard will not spontaneously combust on 2,0 launch day.

Mine will, they're getting a funeral pyre befitting a fallen Jedi