The Imperials in 2.0

By Ronu, in X-Wing

I was thinking about the threat cards for Rebels. Red Squadron Veterans get a threat level of 2 (about 25 1.0 points) and are equipped with Predator and R5 Astromech for an occasional reroll and some repairing ability.

To me, that suggests some interesting things, either:

1.) They filled out a ship's upgrades and pushed it a little over 25 points just to have cards for people to play with.

Or

2.) They are not charging too much for generics and their upgrades. That's a lot of ship for 25 points. You get I4 (Brobot level), an occasional re-roll, 2 points of repair, and the ability to repair ship crits indefinitely. It's certainly more impressive than any X-wing you can get 4 of now.

If 2.) is the route they've taken, that probably says good things for Imperial generic interceptors. Sabers have the same Initiative, an extra AGI, half the hit points, and more maneuverability, but it's hard to say they're on the same level as the Red Vet. That suggests you should be able to get 4 with Predator and a mod and have some points left over. I suppose it all depends on how much they're valuing the Autothrusters ability, though.

3 hours ago, Biophysical said:

I was thinking about the threat cards for Rebels. Red Squadron Veterans get a threat level of 2 (about 25 1.0 points) and are equipped with Predator and R5 Astromech for an occasional reroll and some repairing ability.

To me, that suggests some interesting things, either:

1.) They filled out a ship's upgrades and pushed it a little over 25 points just to have cards for people to play with.

Or

2.) They are not charging too much for generics and their upgrades. That's a lot of ship for 25 points. You get I4 (Brobot level), an occasional re-roll, 2 points of repair, and the ability to repair ship crits indefinitely. It's certainly more impressive than any X-wing you can get 4 of now.

If 2.) is the route they've taken, that probably says good things for Imperial generic interceptors. Sabers have the same Initiative, an extra AGI, half the hit points, and more maneuverability, but it's hard to say they're on the same level as the Red Vet. That suggests you should be able to get 4 with Predator and a mod and have some points left over. I suppose it all depends on how much they're valuing the Autothrusters ability, though.

This also sounds encouraging for the Generic Phantoms. Pointed similar might get 3-4 on a table.

6 minutes ago, Ronu said:

This also sounds encouraging for the Generic Phantoms. Pointed similar might get 3-4 on a table.

You can get 4 naked Sigmas now. I'd expect you can get 4 new Phantom's with a bit of gear as well. The drop to 3 dice is big.

9 minutes ago, Ronu said:

This also sounds encouraging for the Generic Phantoms. Pointed similar might get 3-4 on a table.

I'm.... not sure I want to plan for that many decloaks...

Though I'm actually.looking forward to flying the Phantom again. It might actually be fun now.

Edited by That One Guy

Adv SLAM exists!

Bring on the XG-1s!

1 hour ago, ficklegreendice said:

Adv SLAM exists!

Bring on the XG-1s!

What does Adv SLAM do in 2.0?

1 minute ago, papy72 said:

What does Adv SLAM do in 2.0?

it's nerfed, but xg-1 is buffed

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13 hours ago, That One Guy said:

I'm.... not sure I want to plan for that many decloaks...

Though I'm actually.looking forward to flying the Phantom again. It might actually be fun now.

Dont worry, you could cloak after shooting only if you have an unspent evade token. Somehow you have to survive with 2 greens w/o using evade. To me the Phantom will be worse than 1.0 punisher.

Edited by mitrandil
28 minutes ago, mitrandil said:

Dont worry, you could cloak after shooting only if you have an unspent evade token. Somehow you have to survive with 2 greens w/o using evade. To me the Phantom will be worse than 1.0 punisher.

I dunno, some ships can take that sort of punishment. I've had bombers do so well. Also, if my enemies are lining shots up on my phantoms that well, then I'm not flying well enough.

6 minutes ago, That One Guy said:

I dunno, some ships can take that sort of punishment. I've had bombers do so well. Also, if my enemies are lining shots up on my phantoms that well, then I'm not flying well enough.

You could either cloak and avoid engagement and not attack, or attack and die, not both on the same time. It seems silly to me :)

Edited by mitrandil
9 hours ago, mitrandil said:

Dont worry, you could cloak after shooting only if you have an unspent evade token. Somehow you have to survive with 2 greens w/o using evade. To me the Phantom will be worse than 1.0 punisher.

lol no

3 dice immediately makes it vastly superior, to say nothing of the incredible maneuverability bonus of cloaking (which doubles as an "oh ****!" defense if you get outplayed).

Besides, if 2 greens and 5 health is squishy, then the X-wing at a mighty +1 hull is just about as screwed (except it does not enjoy the extreme decloak maneuverability boost)

People really harp too much on the drop to 3 dice. Welcome to almost every other ship in the game . What we gained in Stygium Array and a probable price drop will more than make up for it, resulting in a superior ship overall in a far less oppressive environment.

If the phantom approaches X-wing prices, it'll probably be among the most powerful generic ships per cost in the game.

Edited by ficklegreendice
20 hours ago, ficklegreendice said:

it's nerfed, but xg-1 is buffed

XG-1 might be buffed but the cannon selection is nerfed. Unless there is some Imperial only cannon the only thing we have is Tractor, Jamming, Ion and HLC. Out of these XG-1 is only really buffed with Ion.

5 minutes ago, mcgreag said:

XG-1 might be buffed but the cannon selection is nerfed. Unless there is some Imperial only cannon the only thing we have is Tractor, Jamming, Ion and HLC. Out of these XG-1 is only really buffed with Ion.

Being buffed with Ion is huge, though. Its far and away the most useful cannon. I'd say with the changes to Missiles and Torpedoes, those are solid alternatives to HLCs anyway.

2 hours ago, Biophysical said:

Being buffed with Ion is huge, though. Its far and away the most useful cannon. I'd say with the changes to Missiles and Torpedoes, those are solid alternatives to HLCs anyway.

Jamming Beam got a heck of a boost. It may now need consideration going into 2.0. Multiple Jam tokens against low agility ships could be soul crushing. Giving you a huge action advantage.

I may look into playing Double Deci. Reinforce, I think, is better against "heavy swarms" of 3 die attack than true swarms of 2 die attack, because the tie fighters will often only roll 1 result anyway. Put a couple force users on patrol leaders (inq and Vader, say) for the free dice mod on offence, some proton bombs to scare off fast-followig true swarms, and you're good.

1 hour ago, Ronu said:

Jamming Beam got a heck of a boost. It may now need consideration going into 2.0. Multiple Jam tokens against low agility ships could be soul crushing. Giving you a huge action advantage.

Jam tokens are now discarded in the end phase so getting multiple on someone is not nearly as good. Only useful against token stackers.

Edit: and mostly pointless if you are low Initiative as they will have used up most of their tokens by the time you shoot at them.

Edited by mcgreag

I'm confident that I'll be flying Bombers like crazy now because now they have a very solid dial. I've never really felt that challenged them because I thought they flew about like they should. I've also heard rumors that their cost dropped, which I believe was actually unnecessary because they were already moderately costed. Slipping in two Unguided Rocket + LWF Scimitars with Aces has been one of my go-to builds and it does nicely and I assume I could make that fit. Their slight increase in flexibility with bombs hopefully makes them a bit more viable as a bomber, but I'll probably continue using them as missile/torpedo carriers, whichever piques my interest.

I'm also excited for the Advanced, Vader looks great. Might try my hand at Interceptors again. Certainly keeping my Strikers as fillers or pocket Aces.

But yeah, Bombers are going to be my jam.

1 hour ago, Ronu said:

Jamming Beam got a heck of a boost. It may now need consideration going into 2.0. Multiple Jam tokens against low agility ships could be soul crushing. Giving you a huge action advantage.

44 minutes ago, mcgreag said:

Jam tokens are now discarded in the end phase so getting multiple on someone is not nearly as good. Only useful against token stackers.

Edit: and mostly pointless if you are low Initiative as they will have used up most of their tokens by the time you shoot at them.

Jamming Beam got buffed, but Jam tokens were nerfed hard, insanely hard. Not carrying over to the next round makes Jamming Beam useless on low PS ships. It might see use if the XG-1 still has double cannons and it is dirt cheap, but I still don't think I'd take it over a Tractor Beam.

Edited by HolySorcerer