The Imperials in 2.0

By Ronu, in X-Wing

No idea, I suspect I'll change around depending on what I feel like at the time. But I think the Reaper will feature pretty heavily.

Staple Ship: TIE Striker - of course.

Not Sure About: The TIE Bomber - if the TIE punisher becomes the ordnance monster it deserves to be, and the TIE striker gains the slot to act as a light bomber that can actually dogfight, the TIE/sa risks being squeezed in between other imperial ships and being left without a role. Nimble bomber looks nice, I guess.

Wild Card: We'll need to see how much they cost, but the Inquisition looks like it has the potential for serious mayhem. I'm not sure if we'll get a missile 'swarm' per se (consider a force point function as a free mini-focus-token not a million miles from old-style push the limit, predictive shot more or less deadeye and the missiles themselves having multiple shots in the can and hence including a point or so for that and I suspect you might struggle to field 4), but even without missiles they should be a pretty impressive unit if 2-dice attacks actually start mattering again and you can bring 4 or even 5.

The TIE advanced....well, at the moment it's the Darth Vader Ship, really, isn't it - and with The Force looking so darn scary, I expect it'll pretty much remain so. Action economy, we are told, is harder to come by, but the TIE/x1 really needs it to feed Advanced Targeting Computer.

Edited by Magnus Grendel

I'm pinning a lot on the TAP, actually. I could see generic Inquisitors with Cluster Missiles being absolutely vicious. 6 attacks in one round, 2 per target, all with a mini-focus, some with locks if you can get the init game right.

Paaaaiiiin.

Indeed. 13th Nephew, 7th Auntie and 45th Grandson are potentially going to be a scary squad.

Force Talents allowing to you give a swarm of low(ish) initiative ships an inbuilt intelligence agent (sense) is not something to overlook, either.

1st father's brother's nephew's cousin's former roommate.

Gunboat looks unchanged, so that should be interesting. Disappoint with the changes to the Defender. They mix in some good with the bad. Not thrilled that they went with the X7 title to bake in as opposed to the TIE/D, which was the Defender's primary selling point for me. I'm more than willing to give it a try, but I'm not overly confident the 2.0 Defender will earn the same place in my heart as its 1.0 counterpart.

Staple: Tie Fighter, Tie Advanced

Not sure: Tie Aggressor

Wild card: Tie Interceptor

I'm a little surprised at people talking about the Tie Punisher and the Tie Bomber as if the Bomber will be stealing the Punisher's thunder. Just recall that they came out at different times and the Bomber came out when Ordnance was really expanded. People always said that the Bomber didn't actually have Bomb slots. If we look at the special rule for the Bomber we can see that it's probably going to be more of.....an actual bomber! The Tie Punisher will be the ordnance carrier. That will be the main take away. Also, the Tie Punisher gets that white reload option? That is going to be pretty sweet. Deathrain is also going to be good as you can fire a Missile...and then reload it back! Personally, I think we will also see their special powers come in the costs for ordnance and bombs.

The Tie Fighter is getting such good boosts. Admiral Sloan is going to be crazy good! This is especially the case if you are facing Rebels with a Fat Turret. If the Rebels have just a few very powerful ships, then I see Sloan being someone who they will hate. Fat Han gets 2 Stress and everyone who shoots at him gets a re-roll? Man, that ship will die pretty fast. Iden Versio and Howlrunner are others that will help. I am betting that the named low Init uniques will be affordable. Reinforce was nerfed to the point that you will always get damage in. these guys are goign to be so good!

I've seen a number of people bagging on the Tie Adv X1 and loving the V1. I'm more the other way. The V1 has the dial, but not the offensive power or the stamina. Yes, the Inquisitors are cool with the Force Point, but I'm more of a fan of the X1. They get their TL and give them FCS. That means that they ADD a crit to their die roll....and get to re-roll one of their 2 attack dice! The chances of them getting damage through is going to be pretty high. Also, the chances of it being a CRIT is also high. I look at people waxing on about how powerful the YT's will be, but those guys won't be able to arc dodge and they don't have the super defense. A number of Tie Adv will start to put so many crits on that thing it won't be funny. OK....I can see C-3PO running around spouting about how many systems are down. That's funny. I see the X1 as a pure brawler and I love it.

The interceptor is my wildcard as I was still into my standard Tie Fighters when it came out. People loved them so much when I was more than happy with the Tie Fighter. Yes, they look good and I will probably try them out. I bet they will be good. I might even love them unlike I did in first version of the game.

Staple Ship : TIE Defender. Its gonna be a beast, but since I assume its gonna be expensive af it'll need some good wing-men/support

Not sure about : TIE Punisher. Sure it looks good (and the re-balance will help it) but it doesn't seem to have gotten any cool gimmicks so idk how survivable it'll be; have to wait and see.

Wild Card : TIE Bomber. No one is talking about it but the new bomb system for 2.0 and their ability to use the 2-speed maneuvers 1 banks to drop them could make them good fillers depending on what I wind up facing.

Edited by impspy
Bad memory
Just now, impspy said:

Staple Ship : TIE Defender. Its gonna be a beast, but since I assume its gonna be expensive af it'll need some good wing-men/support

Not sure about : TIE Punisher. Sure it looks good (and the re-balance will help it) but it doesn't seem to have gotten any cool gimmicks so idk how survivable it'll be; have to wait and see.

Wild Card : TIE Bomber. No one is talking about it but the new bomb system for 2.0 and their ability to use the 2-speed maneuvers to drop them could make them good fillers depending on what I wind up facing.

They don;'t have the ability to use 2 speeds?

THey can use 1 banks or 1 straight, but not 2s.

Just now, impspy said:

Not sure about : TIE Punisher. Sure it looks good (and the re-balance will help it) but it doesn't seem to have gotten any cool gimmicks so idk how survivable it'll be; have to wait and see.

I knew this was going to happen when that Tie Punisher thread went on about how people felt the Punisher was going to get all these crazy powers. I don't think it really needs them. I also think a lot will come down to pricing. I think you will be able to load up a Punisher with a ton of ordnance for cheap. I think the pure offensive firepower is going to be good. The WHITE reload action will be good. The BOOST and then TL will be good. Yeah, not game breaking, but good. Remember, it's not so much the Punisher as the ordnance it will be firing that will be good. Just think of all those Missiles and Torpedoes that don't need to use it's TL. Think of a Punisher that will get FCS to keep the TL and adjust one die. It can fire from round to round with different types of ordnance because it will be able to stack multiple kinds cheap.

2 minutes ago, thespaceinvader said:

They don;'t have the ability to use 2 speeds?

THey can use 1 banks or 1 straight, but not 2s.

You are correct; edited post lol.

6 hours ago, That One Guy said:

Staple Ship: Honestly, I'm really eager to get back to just handling a swarm or miniswarm of TIEs. I love the iconic ship, can't wait to scream through space with my boss-*** engine sounds, picking my targets and withering them down with concerted fire before breaking formation in a fast and furious furball.

Not sure about: The TIE Striker. I never got a lot of practice with it, it has bombs now which I like, I know it has potential but I've yet to get a game where it does really what I want it to do.

Wild Card: Not a lot of people talking about the TIE/sa. I can't wait to play with it. I wanna run a game with a full flight of generic Bombers and TIEs. Like, whatever would be the equivalent of a 200 point game in 1.0.

I really want to play a Tie Swarm + Admiral Sloane list. Having there be real penalties for killing Ties will be fun.

Edited by Glucose98
2 hours ago, thespaceinvader said:

1st father's brother's nephew's cousin's former roommate.

Which points wise is absolutely nothing.. quite the initiative bid.

Staple: TIE Swarm with Howl or Sloan. These guys get great offense and defense for the points if you fly them right. Iden Versio makes it all that much better.

Not Sure: TIE/Defender. It's an unequivocal powerhouse, but it's effectiveness will depend a lot on what kind of offensive upgrades it has access to. Single modded 3 dice attacks aren't killing things very fast. Even if it's unkillable it has to do damage. If nothing else, Defenders will be the hard Gunner Luke counter, because even if you can shoot them with a fat freighter, you probably won't hit often enough to matter.

Wild Card: Interceptors. At the right price point, a fast, maneuverable generic with 3 dice and linked actions has a ton of potential, but you'll still need the bodies to take some hits.

33 minutes ago, Glucose98 said:

I really want to play a Tie Swarm + Admiral Sloane list. Having there be real penalties for killing Ties will be fun.

Oooh, yeah. I forgot about her. What do you think a good carrier will be? One that allows for having lots of TIEs? Lambda shuttle maybe?

Staple Ship: Tie fighters. Going to enjoy seeing them on high tier lists again. They have been overshadowed far too long.

Not Sure About: Tie interceptors. I am a little worried about their cost and fragility considering they can't focus/evade anymore. Low PS arc dodgers have always been worthless..

Wild Card: Tie defenders. They have made them more expensive and added on a shield. I hope they are not going to be made too expensive for a sensible list. Also very worried about the missing double tap functionality, which I absolutely loved.

2 minutes ago, william1134 said:

Wild Card: Tie defenders. They have made them more expensive and added on a shield. I hope they are not going to be made too expensive for a sensible list. Also very worried about the missing double tap functionality, which I absolutely loved.

How do you know they got more expensive?

3 minutes ago, That One Guy said:

How do you know they got more expensive?

I base my theory on the fact that they have the x7 title baked in, an additional shield, and the fluff on the card that has the word "expensive" on it.

57 minutes ago, That One Guy said:

Oooh, yeah. I forgot about her. What do you think a good carrier will be? One that allows for having lots of TIEs? Lambda shuttle maybe?

I'm imagining the shuttle yeah, with the rear arc and coordinate really helping out with sticking with the swarm too.

Pretty much... they talk about how the ship is going to be cream of the cream... best of the best...

Adding an additional shield and more actions means it is going to get it more expensive for sure.

slightly worried about the advance needing locks, making it a mite rough for non-Vaders

note that if they're priced correctly (i'd say 36 points, def cheaper than the x-wing) you'll get a nice skill-dependent ship that is more efficient than most if you land the lock, and less efficient otherwise

of course you can always alleviate the burden of needing to TL, on both the Advance and anything else that needs it (Bomber), with our old friend palp

Staple : TIE Defender and Gunboat (cannons) [These are proven ships for me and I don't see the core of what makes them great being taken away in 2.0]

Not Sure : TIE Advanced and the Inquiz TIE [In 1.0 there is only one pilot worth having for both of these ships. I need more information to know if the cheaper pilots are going to be good enough to run]

Wild Card : The missile fighters of the Empire (Punisher, Bomber) [I have a strong feeling that these ships are going to have some support fuctions that will make them more than the sum of their parts. If not, I know for sure that they will be able to at LEAST dish out tons of damage before they go down.]

Staple: TIE fighters for sure. I hope to have some swarm or swarm+ace play in the early days at least.

Not Sure: Interceptors. I believe they stated this would have two modification slots. I'm really intrigued by how that will shake it, depending on modifications that we haven't seen yet.

Wild Card: Bombers and punishers. Both having useful linked actions could be a big deal in how useful they are. The bombers built in bombing ability seems really fun as well.

23 minutes ago, Ixidor said:

Interceptors. I believe they stated this would have two modification slots. I'm really intrigued by how that will shake it, depending on modifications that we haven't seen yet.

If this is the case, then Afterburners will be an interesting one - getting even limited charge move-boost-focus-autothrusters-barrel roll is going to be impressive from a generic pilot , especially if you can still have another mod if there's something useful to take.

35 minutes ago, BDrafty said:

Staple : TIE Defender and Gunboat (cannons) [These are proven ships for me and I don't see the core of what makes them great being taken away in 2.0]

I will just quickly say that Gunboats will have a harder time with cannons as the HLC is bullseye only, which is tough for the gunboat as it doesn't have barrel roll.