Initiative 5 generics?

By Commander Kaine, in X-Wing

Don't forget the repaints will not be considered for future release. It might be possible there will be noRoyal Guard Pilot.

But I5 generics sound great!!!!

9 minutes ago, Khyros said:

Well, if we take a look at everything we know thus far, as tracked here: https://docs.google.com/spreadsheets/d/1DMqgr3MQPStvLtLQRCLr0b_hcvNz53Sow7IGB7gXN_U/edit?usp=sharing

We know of 74 of the 93 pilot cards for the empire, leaving 19 unknown. Now, let's take a look at some of what we *should* know as far as counts but not specifics. We know there should be:

A second Unique Gunboat Pilot
At least a second Unique Lambda Pilot
Likely a 3rd Unique Lambda Pilot
At least 2 Unique TIE Aggressor pilots
A second Unique Bomber Pilot
A second Unique Striker Pilot
Likely a 3rd Unique Decimator Pilot

That's 8 more pilots on just the uniques we should be missing. But we also know that there should be at least a second generic interceptor (Alpha or Avenger), so that's 3 more cards. I would hazard a guess that there's at least a second generic Defender as well (thus far it seems like wherever there is an "Ace" there is a lower generic choice as well), for 2 more cards. That leaves 6 more pilot cards to be determined.

*If* there was a RGP, that would take 3 of them. And as such, we would be looking at either an incorrect assumption above, or a second set of generic Bombers, Strikers or Aggressors. In which case my money would be on the Bombers.

I am not 100% sure on the accuracy of the total pilot counts per faction, was it not a distributor leaked number with no evidence other than someone saying "I know someone who works at a distributor and they told me"

Also remember that just because they may not appear in the conversion kit, it doesn’t mean they won’t appear when they release the 2.0 interceptor ex-pack.

Personally, I’m hoping that we will see In5 Royal Guard Pilots. RGPs already had the highest PS out of any generics in 1.0, and with the compression of Pilot Skill ito initiative, I would love to see more overlap between generic initiatives and named pilot initiatives.

Edited by Herowannabe

And hopefully a force point on them too. And yes, I'd be willing to pay more points for that.

I wouldn't entirely surprised if some of the ships only had one unique pilots.

17 minutes ago, Jiron said:

Don't forget the repaints will not be considered for future release.

At least the Phoenix Squadron Pilot card in 2.0 looks like the A-Wing in the aces pack. A trivial but kinda' cool thing IMO

Edited by Ambigatos
9 minutes ago, Icelom said:

I am not 100% sure on the accuracy of the total pilot counts per faction, was it not a distributor leaked number with no evidence other than someone saying "I know someone who works at a distributor and they told me"

They were confirmed from FFG's spanish site. They had full descriptions of what was included in each conversion kit. For the imperial kit (and google translated into english):

2 Medium Bases
2 Medium Pegs
48 Ship Indicators
34 Dials
21 Selector Indentification Tokens
93 Pilot Cards
153 Upgrade Cards
2 Status Cards (Condition?)
6 Turret Indicators
41 "Different" Cards

And now that I look at this closer, we know that there are 48 ship bases. Give me some time to figure out if we can gleam any generic pilot information from that.

Edited by Khyros

Okay... So 3 sets of generic interceptors don't line up. We can make the pilot card line up, but the ship tokens do not:

Presumed Quantities Qty Size Dials Generics Uniques Bases Cards Total Dial Sq-mm
Gunboat 3 S 3 2 2 4 8 10875
TIE v1 3 S 3 2 2 4 8 10875
Lambda 2 L 2 1 3 3 5 7250
TIE x1 2 S 2 2 4 4 8 7250
TIE Agg 3 S 3 1 2 4 5 10875
TIE sa 3 S 3 2 2 4 8 10875
TIE d 2 S 2 2 2 3 6 7250
TIE ln 4 S 4 3 4 8 16 14500
TIE in 3 S 3 3 2 6 11 10875
TIE ph 2 S 2 1 2 2 4 7250
TIE pun 2 M 2 1 2 2 4 7250
TIE st 3 S 3 1 2 3 5 10875
VT49 2 L 2 1 3 3 5 7250
TIE Reaper 0 L 0 0 0 0 0 0
Accounted Ship Tokens 50 93 Accounted Pilot Cards
Total Ship Tokens 48 93 Total Pilot Cards

But if we drop it down to 2 generics for the TIE/in, it immediately makes the ship tokens line up, but we're 3 pilot cards short, and we can start chasing a few things. Giving the Striker a second generic fixes the pilot card count, but puts us 1 over on ship tokens. We could say that the Lambda/VT49 only has 2 uniques, but that puts us 1 under on pilots again, so that's not productive. But we can take a look at adding a second generic to the Punisher/Phantom - this puts us 2 cards and 2 tokens over. But then if the Lamdba and VT49 are only 2 unique, 1 generic we end up lining everything up. And our final count of cards looks like:

Presumed Quantities Qty Size Dials Generics Uniques Bases Cards Total Dial Sq-mm
Gunboat 3 S 3 2 2 4 8 10875
TIE v1 3 S 3 2 2 4 8 10875
Lambda 2 L 2 1 2 2 4 7250
TIE x1 2 S 2 2 4 4 8 7250
TIE Agg 3 S 3 1 2 4 5 10875
TIE sa 3 S 3 2 2 4 8 10875
TIE d 2 S 2 2 2 3 6 7250
TIE ln 4 S 4 3 4 8 16 14500
TIE in 3 S 3 2 2 4 8 10875
TIE ph 2 S 2 1 2 3 4 7250
TIE pun 2 M 2 2 2 2 6 7250
TIE st 3 S 3 2 2 4 8 10875
VT49 2 L 2 1 2 2 4 7250
TIE Reaper 0 L 0 0 0 0 0 0
Accounted Ship Tokens 48 93 Accounted Pilot Cards
Total Ship Tokens 48 93 Total Pilot Cards

Edit: I figured out how to make 3 interceptor generics work without being complete bat-*(&SD crazy:

Presumed Quantities Qty Size Dials Generics Uniques Bases Cards Total Dial Sq-mm
Gunboat 3 S 3 2 2 4 8 10875
TIE v1 3 S 3 2 2 4 8 10875
Lambda 2 L 2 1 3 3 5 7250
TIE x1 2 S 2 2 4 4 8 7250
TIE Agg 3 S 3 1 2 3 5 10875
TIE sa 3 S 3 2 2 4 8 10875
TIE d 2 S 2 1 2 2 4 7250
TIE ln 4 S 4 3 4 8 16 14500
TIE in 3 S 3 3 2 6 11 10875
TIE ph 2 S 2 1 2 2 4 7250
TIE pun 2 M 2 1 2 2 4 7250
TIE st 3 S 3 2 2 4 8 10875
VT49 2 L 2 1 2 2 4 7250
TIE Reaper 0 L 0 0 0 0 0 0
Accounted Ship Tokens 48 93 Accounted Pilot Cards
Total Ship Tokens 48 93 Total Pilot Cards

So, if you think that this distribution is better, then you can get your hopes up. But the top one makes a lot more sense to me and is much more consistent throughout the ships.

Edited by Khyros

I think Onyx Squadron Ace is a Glaive Squadron replacement since the red Defender won't be in print and it sits at 4. Same place Ryad sits. Wouldn't be suprised if all generic that sat at 6 become 4 in 2.0.

Edited by All Shields Forward
39 minutes ago, Khyros said:

Okay... So 3 sets of generic interceptors don't line up. We can make the pilot card line up, but the ship tokens do not:

Presumed Quantities Qty Size Dials Generics Uniques Bases Cards Total Dial Sq-mm
Gunboat 3 S 3 2 2 4 8 10875
TIE v1 3 S 3 2 2 4 8 10875
Lambda 2 L 2 1 3 3 5 7250
TIE x1 2 S 2 2 4 4 8 7250
TIE Agg 3 S 3 1 2 4 5 10875
TIE sa 3 S 3 2 2 4 8 10875
TIE d 2 S 2 2 2 3 6 7250
TIE ln 4 S 4 3 4 8 16 14500
TIE in 3 S 3 3 2 6 11 10875
TIE ph 2 S 2 1 2 2 4 7250
TIE pun 2 M 2 1 2 2 4 7250
TIE st 3 S 3 1 2 3 5 10875
VT49 2 L 2 1 3 3 5 7250
TIE Reaper 0 L 0 0 0 0 0 0
Accounted Ship Tokens 50 93 Accounted Pilot Cards
Total Ship Tokens 48 93 Total Pilot Cards

But if we drop it down to 2 generics for the TIE/in, it immediately makes the ship tokens line up, but we're 3 pilot cards short, and we can start chasing a few things. Giving the Striker a second generic fixes the pilot card count, but puts us 1 over on ship tokens. We could say that the Lambda/VT49 only has 2 uniques, but that puts us 1 under on pilots again, so that's not productive. But we can take a look at adding a second generic to the Punisher/Phantom - this puts us 2 cards and 2 tokens over. But then if the Lamdba and VT49 are only 2 unique, 1 generic we end up lining everything up. And our final count of cards looks like:

Presumed Quantities Qty Size Dials Generics Uniques Bases Cards Total Dial Sq-mm
Gunboat 3 S 3 2 2 4 8 10875
TIE v1 3 S 3 2 2 4 8 10875
Lambda 2 L 2 1 2 2 4 7250
TIE x1 2 S 2 2 4 4 8 7250
TIE Agg 3 S 3 1 2 4 5 10875
TIE sa 3 S 3 2 2 4 8 10875
TIE d 2 S 2 2 2 3 6 7250
TIE ln 4 S 4 3 4 8 16 14500
TIE in 3 S 3 2 2 4 8 10875
TIE ph 2 S 2 1 2 3 4 7250
TIE pun 2 M 2 2 2 2 6 7250
TIE st 3 S 3 2 2 4 8 10875
VT49 2 L 2 1 2 2 4 7250
TIE Reaper 0 L 0 0 0 0 0 0
Accounted Ship Tokens 48 93 Accounted Pilot Cards
Total Ship Tokens 48 93 Total Pilot Cards

Edit: I figured out how to make 3 interceptor generics work without being complete bat-*(&SD crazy:

Presumed Quantities Qty Size Dials Generics Uniques Bases Cards Total Dial Sq-mm
Gunboat 3 S 3 2 2 4 8 10875
TIE v1 3 S 3 2 2 4 8 10875
Lambda 2 L 2 1 3 3 5 7250
TIE x1 2 S 2 2 4 4 8 7250
TIE Agg 3 S 3 1 2 3 5 10875
TIE sa 3 S 3 2 2 4 8 10875
TIE d 2 S 2 1 2 2 4 7250
TIE ln 4 S 4 3 4 8 16 14500
TIE in 3 S 3 3 2 6 11 10875
TIE ph 2 S 2 1 2 2 4 7250
TIE pun 2 M 2 1 2 2 4 7250
TIE st 3 S 3 2 2 4 8 10875
VT49 2 L 2 1 2 2 4 7250
TIE Reaper 0 L 0 0 0 0 0 0
Accounted Ship Tokens 48 93 Accounted Pilot Cards
Total Ship Tokens 48 93 Total Pilot Cards

So, if you think that this distribution is better, then you can get your hopes up. But the top one makes a lot more sense to me and is much more consistent throughout the ships.

Well. Thanks for the effort. None of those look very promising sadly. Just one of each generic is kinda a tough bite to swallow.

13 minutes ago, Commander Kaine said:

Well. Thanks for the effort. None of those look very promising sadly. Just one of each generic is kinda a tough bite to swallow.

Yeah, I was originally thinking the same thing. But we don't know how they're going to be handling OP (though there are rumors that high level tourneys will allow everything). And at least on the Rebel side of things, the X/Y wings are getting two, presumably due to them being W1 releases. I fully expect the other ships to gain additional generics upon their release.

The more interesting aspect is what happens when we look at Rebels/Scum. We know about 65/84 rebel pilots, and since there are 37 dials and 43 ship indicators, that leaves very little room for extra ship tokens. Already we know that the X wing and Y wing have 4 bases instead of 2, putting us at 41. And the Falcon has 3 uniques, and there are two A wing generics, putting us at 43 bases but 19 pilot cards short.

And here's the interesting part. We know that there are (at least) 3 uniques in the Phantom II and Sabine's TIE. In theory, that means that they should both have 3 ship tokens U1/U2, U2/U3, U3/U1 (or U4) to allow you to run any combination of the two. However, that puts us at 44 ship tokens. This tells us one of three things. 1) They are not counting the Wave 1 materials in the contents of the conversion kit. From the unboxing, we know that they're in a separate baggie, so it's possible they're not considered part of the count. Implications of that are to be pursued below. 2) On the Unique Only ships, they don't care about ensuring you can run any combination of two pilots and are planning on just using U1/U2 and U3/U4 ship tokens. Which then could lead us to 3) On ships such as the YT-1300, they don't care about ensuring you can run any combination of two pilots or even double generics. As such they are just using U1/U2 and U3/G1. Precedent for #2/3 has been set by the original expansion packs, but those also only provide a single ship, so there isn't that conflict. Implications of this are to be pursued below as well.

So, let's look at what #1 means. If the X/Y counts are not included in the conversion kit numbers, then we're really looking at a total of 100 pilot cards and 51 bases for Rebels. Those numbers are a bit hard to match. The closest I can do reasonable is 95 pilots and 52 bases. With rebels only have 3+ of the A wing and Z95, there's not much space to mess with the generic/unique balance to increase pilot cards without increasing ship tokens. Therefore, it's safe to conclude that the X/Y upgrades are included in the total counts.

If we take a look at #2 exclusively, I can easily get to the right numbers, but we have to ask ourselves "why?" It doesn't make sense for them to not care about the unique only ships being able to fly any combo they want, but not worry about the 3 unique/1 generic ships as is the point in #3. And surprisingly, I'm having an issue getting those numbers to work as well. Honestly, it's making me believe #2 might be the right answer. I guess my analysis is a bit incomplete here since I'm getting in over my head....

Let me step back and look at it from a different point of view. We know that there are 14 extra ship tokens (over dials) for imperials, 6 for rebels, and 13 for scum. We also know the number of pilot cards in comparision to the number of ship token and dials. Each ship token can represent 2 pilot cards, whether those are generic or unique. As such, the imperials have 96 ship token represented pilots (48 ship tokens x2) and 93 pilot cards, so there are 3 extra or duplicates. Which means that if you have 3 unique pilots, 1 generic, and 2 dials, you have 1 of those 3 extra used if you go with U1/G1, U2/G1, U3/G1*, where the G1* is the "extra." But we also know that there are 34 dials and 48 ship tokens, so on average, there are 1.3 ship tokens per dial. So I'm going to look at this from a different perspective for a moment and see where it gets us. While we know that there are an odd number of ship pilot cards, let's assume for a moment that each base = 2 pilot cards... We're better at figuring out the pilot cards than the bases, so let's assume the # of bases based on the number of pilot cards. Let's also assume a few pilots to make the # of pilots even for each ship.

Now then, we can easily get to 45/48 and 90/93 doing this. I intentionally stopped at this point since we have those 3 extra token slots. I believe we might see those on the VT49, Lambda, and perhaps the Punisher. My logic is that these are the medium/large ships and the first two used to be 3U/1G anyways. That gives us the following distribution:

Presumed Quantities Qty Size Dials Generics Uniques Bases Cards Total Dial Sq-mm
Gunboat 3 S 3 2 2 4 8 10875
TIE v1 3 S 3 2 2 4 8 10875
Lambda 2 L 2 1 3 3 5 7250
TIE x1 2 S 2 2 4 4 8 7250
TIE Agg 3 S 3 1 3 3 6 10875
TIE sa 3 S 3 2 2 4 8 10875
TIE d 2 S 2 2 2 3 6 7250
TIE ln 4 S 4 3 4 8 16 14500
TIE in 3 S 3 2 2 4 8 10875
TIE ph 2 S 2 1 2 2 4 7250
TIE pun 2 M 2 1 3 3 5 7250
TIE st 3 S 3 1 3 3 6 10875
VT49 2 L 2 1 3 3 5 7250
TIE Reaper 0 L 0 0 0 0 0 0
34 Accounted Ship Tokens 48 93 Accounted Pilot Cards
Total Ship Tokens 48 93 Total Pilot Cards

This is a logical distribution. It also supports the lack of a RGP. Let's apply the same logic to rebel/scum.

Rebels have 37 dials, 43 bases and 84 pilots. 43*2 = 86 base slots, so two extra base slots. Let's reserve those for the HWK and the YT-1300. I chose those two because we know the YT-1300 has 3 uniques and 1 generic, and we know that the scum HWK has all 3 pilots and 1 generic retained. That gives us the following breakdown:

Presumed Quantities Qty Size Dials Generics Uniques Bases Cards Total Dial Sq-mm
A Wing 3 S 3 2 2 4 8 10875
ARC 170 2 M 2 0 4 2 4 7250
Auzituck 2 S 2 1 2 2 4 7250
B Wing 2 S 2 1 2 2 4 7250
E Wing 2 S 2 1 2 2 4 7250
Ghost 2 L 2 1 2 2 4 7250
HWK 2 S 2 1 3 3 5 7250
K Wing 2 M 2 1 2 2 4 7250
Falcon 2 L 2 1 3 3 5 7250
Phantom 1 2 S 2 0 4 2 4 7250
Phantom 2 2 S 2 0 4 2 4 7250
Sabine's TIE 2 S 2 0 4 2 4 7250
U Wing 2 M 2 1 2 2 4 7250
X Wing 2 S 2 2 4 4 8 7250
Y Wing 2 S 2 2 4 4 8 7250
YT2400 2 L 2 1 2 2 4 7250
Z95 4 S 4 1 2 3 6 14500
43 84 Accounted Pilot Cards
43 84 Total Pilot Cards

And for scum, we have 39 dials, 52 bases, and 99 pilot cards. 52*2 = 104, so 5 extra slots. One goes to the HWK for sure since we know that. The other 4 I'm going to say YV666, JM5K, Shadowcaster, and the Slave 1.

Presumed Quantities Qty Size Dials Generics Uniques Bases Cards Total Dial Sq-mm
YV666 2 L 2 1 3 3 5 7250
HWK 2 S 2 1 3 3 5 7250
IG2000 2 L 2 0 4 2 4 7250
Kihraxz 3 S 3 2 2 4 8 10875
Kimogila 2 M 2 2 2 3 6 7250
M3A 4 S 4 2 2 5 10 14500
G-1A 2 S 2 2 2 3 6 7250
Fang Fighter 3 S 3 2 4 5 10 10875
Jumpmaster 5000 2 L 2 1 3 3 5 7250
Quadjumper 3 S 3 1 3 3 6 10875
Scurrg 2 M 2 2 2 3 6 7250
Shadow Caster 2 L 2 1 3 3 5 7250
Slave 1 2 M 2 1 5 4 7 7250
StarViper 2 S 2 1 2 2 4 7250
Y Wing 2 S 2 2 2 3 6 7250
Z 95 4 S 4 1 2 3 6 14500
Accounted Ship Tokens 52 99 Accounted Pilot Cards
Total Ship Tokens 52 99 Total Pilot Cards

These distributions all make sense. But it does mean that you're not going to be able to run every combination of pilot out there in the same fleet. For example, IG88A/B are going to be one ship token, and IG88C/D another. You cannot run A & B, but you can run B&C. Likewise on the Firesprays, with 4 ships tokens, there will be a single pair of generics you cannot run together. Another issue that I'm seeing right now is that I don't have enough Z95 ship tokens, so i'll have to go back and do a bit or rebalancing to make that work.

Moreso than the number of bases, this is annoying. Even if I buy the conversion kit, I won't be able to play everything contained within it.

That's outrageous. And unfair

2 hours ago, Khyros said:

Okay... So 3 sets of generic interceptors don't line up. We can make the pilot card line up, but the ship tokens do not:

Presumed Quantities Qty Size Dials Generics Uniques Bases Cards Total Dial Sq-mm
Gunboat 3 S 3 2 2 4 8 10875
TIE v1 3 S 3 2 2 4 8 10875
Lambda 2 L 2 1 3 3 5 7250
TIE x1 2 S 2 2 4 4 8 7250
TIE Agg 3 S 3 1 2 4 5 10875
TIE sa 3 S 3 2 2 4 8 10875
TIE d 2 S 2 2 2 3 6 7250
TIE ln 4 S 4 3 4 8 16 14500
TIE in 3 S 3 3 2 6 11 10875
TIE ph 2 S 2 1 2 2 4 7250
TIE pun 2 M 2 1 2 2 4 7250
TIE st 3 S 3 1 2 3 5 10875
VT49 2 L 2 1 3 3 5 7250
TIE Reaper 0 L 0 0 0 0 0 0
Accounted Ship Tokens 50 93 Accounted Pilot Cards
Total Ship Tokens 48 93 Total Pilot Cards

But if we drop it down to 2 generics for the TIE/in, it immediately makes the ship tokens line up, but we're 3 pilot cards short, and we can start chasing a few things. Giving the Striker a second generic fixes the pilot card count, but puts us 1 over on ship tokens. We could say that the Lambda/VT49 only has 2 uniques, but that puts us 1 under on pilots again, so that's not productive. But we can take a look at adding a second generic to the Punisher/Phantom - this puts us 2 cards and 2 tokens over. But then if the Lamdba and VT49 are only 2 unique, 1 generic we end up lining everything up. And our final count of cards looks like:

Presumed Quantities Qty Size Dials Generics Uniques Bases Cards Total Dial Sq-mm
Gunboat 3 S 3 2 2 4 8 10875
TIE v1 3 S 3 2 2 4 8 10875
Lambda 2 L 2 1 2 2 4 7250
TIE x1 2 S 2 2 4 4 8 7250
TIE Agg 3 S 3 1 2 4 5 10875
TIE sa 3 S 3 2 2 4 8 10875
TIE d 2 S 2 2 2 3 6 7250
TIE ln 4 S 4 3 4 8 16 14500
TIE in 3 S 3 2 2 4 8 10875
TIE ph 2 S 2 1 2 3 4 7250
TIE pun 2 M 2 2 2 2 6 7250
TIE st 3 S 3 2 2 4 8 10875
VT49 2 L 2 1 2 2 4 7250
TIE Reaper 0 L 0 0 0 0 0 0
Accounted Ship Tokens 48 93 Accounted Pilot Cards
Total Ship Tokens 48 93 Total Pilot Cards

Edit: I figured out how to make 3 interceptor generics work without being complete bat-*(&SD crazy:

Presumed Quantities Qty Size Dials Generics Uniques Bases Cards Total Dial Sq-mm
Gunboat 3 S 3 2 2 4 8 10875
TIE v1 3 S 3 2 2 4 8 10875
Lambda 2 L 2 1 3 3 5 7250
TIE x1 2 S 2 2 4 4 8 7250
TIE Agg 3 S 3 1 2 3 5 10875
TIE sa 3 S 3 2 2 4 8 10875
TIE d 2 S 2 1 2 2 4 7250
TIE ln 4 S 4 3 4 8 16 14500
TIE in 3 S 3 3 2 6 11 10875
TIE ph 2 S 2 1 2 2 4 7250
TIE pun 2 M 2 1 2 2 4 7250
TIE st 3 S 3 2 2 4 8 10875
VT49 2 L 2 1 2 2 4 7250
TIE Reaper 0 L 0 0 0 0 0 0
Accounted Ship Tokens 48 93 Accounted Pilot Cards
Total Ship Tokens 48 93 Total Pilot Cards

So, if you think that this distribution is better, then you can get your hopes up. But the top one makes a lot more sense to me and is much more consistent throughout the ships.

I don't understand your math, here. If "bases" are the ship tokens, then why are they also counting against the total cards? Total pilot cards should just be Generics+Uniques.

Even at that, your math appears to be off for the Interceptor, since 3+4+8 does not equal 16...

As a side note, "Ship Indicators" might be the ship silhouettes for the dial upgrade kits, rather than ship bases. But even if they are ship base tokens, they're double-sided, so should be able to support twice the number of pilot cards as the number of tokens exist.

Edited by Freeptop

Couple of things. They said in the unboxing Intercepters will still get two mod slots. So that reduces the likelihood of RGPs. Since there is no title there is also currently nothing seen to distinguish the Royals from the Sabers. Further reducing that likelihood. What may happen is either an RGP talent or Crew of some sort to maintain the context while not specifically calling them out as specific ship types.

If we assume "Ship Indicators" are the base tokens, since those tokens are double-sided, it would make more sense to ensure that (# Generics) == (Number of Base Tokens), assuming each copy of a generic counts as 1 (so 2xAcademy Pilot cards counts as 2 pilot cards here). We also need to ensure that (# Uniques) <= (Number of Base Tokens), but that's pretty straight-forward as well.

So let's try updating your table:

Presumed Quantities Qty Size Dials Generics Uniques Bases Cards Total Dial Sq-mm
Gunboat 3 S 3 4 2 4 6 10875
TIE v1 3 S 3 4 2 4 6 10875
Lambda 2 L 2 3 3 3 6 7250
TIE x1 2 S 2 4 4 4 8 7250
TIE Agg 3 S 3 3 3 3 6 10875
TIE sa 3 S 3 4 4 4 8 10875
TIE d 2 S 2 3 3 3 6 7250
TIE ln 4 S 4 8 4 8 16 14500
TIE in 3 S 3 4 4 4 8 10875
TIE ph 2 S 2 2 2 2 4 7250
TIE ca 2 M 2 3 3 3 6 7250
TIE st 3 S 3 3 3 3 6 10875
VT49 2 L 2 3 3 3 6 7250
TIE Reaper 0 L 0 0 0 0 0 0
34 Accounted Ship Tokens 48 92 Accounted Pilot Cards
Total Ship Tokens 48 93 Total Pilot Cards

So I've still got room for 1 more pilot card.

Edited by Freeptop
5 minutes ago, Freeptop said:

it would make more sense to ensure that (# Generics) == (Number of Base Tokens),

That is not necessarily true. For example 2 ships with 2x2 generic + 2 unique pilots needs only 3 ship tokens in order to field any possible combination of the pilots.

token1 = unique1/generic1

token2 = unique2/generic2

token3 = generic1/generic2

2 minutes ago, Ubul said:

That is not necessarily true. For example 2 ships with 2x2 generic + 2 unique pilots needs only 3 ship tokens in order to field any possible combination of the pilots.

token1 = unique1/generic1

token2 = unique2/generic2

token3 = generic1/generic2

True enough. That would leave even more pilot cards available in the updated table I posted.

One thing that people seens to forget when talking about generics, is that on some ships the term "generics" does not fit really well. Interceptor is such a ship, you don't get rookies flying it, and if you are talking about the Royal guard then you are talking about VERY elite pilots, not "generics".

One good thing i think they are doing in 2.0 is ending that ideia that a named pilot must always have better PS than a "generic" one, what difenrentiate him can be his ability, so Carnor can be a force sensitive or have a good hability (like the one in 1.0) and that's be all that the diference between him from another royal guard pilot, he does not necessarily have to fly faster (actually forbiding people to evade alread means that he flys better actually)...

Not much people should be able to fly better that an super elite royal guard pilot, but they cannot be cheap.

12 minutes ago, galahadba said:

One thing that people seens to forget when talking about generics, is that on some ships the term "generics" does not fit really well. Interceptor is such a ship, you don't get rookies flying it, and if you are talking about the Royal guard then you are talking about VERY elite pilots, not "generics".

One good thing i think they are doing in 2.0 is ending that ideia that a named pilot must always have better PS than a "generic" one, what difenrentiate him can be his ability, so Carnor can be a force sensitive or have a good hability (like the one in 1.0) and that's be all that the diference between him from another royal guard pilot, he does not necessarily have to fly faster (actually forbiding people to evade alread means that he flys better actually)...

Not much people should be able to fly better that an super elite royal guard pilot, but they cannot be cheap.

Generic just means a non-unique pilot in the way I've been using it. It's not meant as some sort of evaluation of the non-unique's skill as a pilot...

So, yes, there are generic pilots of the TIE Interceptor in the game. We've already seen the Saber Squadron Ace, for example.

5 minutes ago, Freeptop said:

Generic just means a non-unique pilot in the way I've been using it. It's not meant as some sort of evaluation of the non-unique's skill as a pilot...

So, yes, there are generic pilots of the TIE Interceptor in the game. We've already seen the Saber Squadron Ace, for example.

Yes i know this,that's why i put it between "", but the fact that people seen to find absurd that a generic have the same or better iniciative as a named pilot shows that people usually forget this, and in 1.0 was very rare for a "generic" have the same or better ps that a named of the same category, just see the RGP in 1.0, you have only 2 pilots that have lower PS than them, all the other were better or t least equals to what should be super elite pilot that protect the emperor...

Edited by galahadba
1 hour ago, Freeptop said:

I don't understand your math, here. If "bases" are the ship tokens, then why are they also counting against the total cards? Total pilot cards should just be Generics+Uniques.

Even at that, your math appears to be off for the Interceptor, since 3+4+8 does not equal 16...

As a side note, "Ship Indicators" might be the ship silhouettes for the dial upgrade kits, rather than ship bases. But even if they are ship base tokens, they're double-sided, so should be able to support twice the number of pilot cards as the number of tokens exist. 

Because it's not 3+4+8, it's 3 generic types of pilots, and 4 dials each = 12 generic pilots cards, plus 4 unique pilot cards = 16 total pilot cards. And for 16 total pilot cards, if you ignore the rule about always being able to fly any combination, you need 8 double sided bases. And note - all of the number you're referencing are for the TIE/line not the TIE/int.

1 hour ago, Freeptop said:

If we assume "Ship Indicators" are the base tokens, since those tokens are double-sided, it would make more sense to ensure that (# Generics) == (Number of Base Tokens), assuming each copy of a generic counts as 1 (so 2xAcademy Pilot cards counts as 2 pilot cards here). We also need to ensure that (# Uniques) <= (Number of Base Tokens), but that's pretty straight-forward as well.

So let's try updating your table:

Presumed Quantities Qty Size Dials Generics Uniques Bases Cards Total Dial Sq-mm
Gunboat 3 S 3 4 2 4 6 10875
TIE v1 3 S 3 4 2 4 6 10875
Lambda 2 L 2 3 3 3 6 7250
TIE x1 2 S 2 4 4 4 8 7250
TIE Agg 3 S 3 3 3 3 6 10875
TIE sa 3 S 3 4 4 4 8 10875
TIE d 2 S 2 3 3 3 6 7250
TIE ln 4 S 4 8 4 8 16 14500
TIE in 3 S 3 4 4 4 8 10875
TIE ph 2 S 2 2 2 2 4 7250
TIE ca 2 M 2 3 3 3 6 7250
TIE st 3 S 3 3 3 3 6 10875
VT49 2 L 2 3 3 3 6 7250
TIE Reaper 0 L 0 0 0 0 0 0
34 Accounted Ship Tokens 48 92 Accounted Pilot Cards
Total Ship Tokens 48 93 Total Pilot Cards

So I've still got room for 1 more pilot card.

This makes absolutely no sense. How do you have 4 generic gunboats? Even if you're saying a total of 4 generic pilot cards, then are you saying there are two types and you're only getting two copies of each even though you have 3 dials?

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As a side note, "Ship Indicators" might be the ship silhouettes for the dial upgrade kits, rather than ship bases. But even if they are ship base tokens, they're double-sided, so should be able to support twice the number of pilot cards as the number of tokens exist. 

Oh good call about those chits, I totally forgot about them. I would presume those would actually be the "selector identification tokens" though (23 for Imps). That means the only thing left to be determined are the "41 Different Cards."

1 hour ago, Khyros said:

Because it's not 3+4+8, it's 3 generic types of pilots, and 4 dials each = 12 generic pilots cards, plus 4 unique pilot cards = 16 total pilot cards. And for 16 total pilot cards, if you ignore the rule about always being able to fly any combination, you need 8 double sided bases. And note - all of the number you're referencing are for the TIE/line not the TIE/int.

This makes absolutely no sense. How do you have 4 generic gunboats? Even if you're saying a total of 4 generic pilot cards, then are you saying there are two types and you're only getting two copies of each even though you have 3 dials?

Oh good call about those chits, I totally forgot about them. I would presume those would actually be the "selector identification tokens" though (23 for Imps). That means the only thing left to be determined are the "41 Different Cards."

Okay, now I understand your math better! That wasn't clear from the way it was presented, but now I see how that works.

In terms of 4 generic gunboats (for example), that's 2 types with 2 each. No, I'm not guaranteeing enough of each generic pilot to fill all the bases, though I didn't put much effort into trying to figure out a way to make that happen (one of the problems of writing these posts while waiting for stuff to compile at work is that I don't get the time to really plot all of that out...)

And now that I understand what your table was attempting to portray better, I think I can just agree with your conclusion: I think the conversion kits are going to put more emphasis on providing all of the unique pilots rather than necessarily providing one of each generic for each dial.

2 minutes ago, Freeptop said:

Okay, now I understand your math better! That wasn't clear from the way it was presented, but now I see how that works.

In terms of 4 generic gunboats (for example), that's 2 types with 2 each. No, I'm not guaranteeing enough of each generic pilot to fill all the bases, though I didn't put much effort into trying to figure out a way to make that happen (one of the problems of writing these posts while waiting for stuff to compile at work is that I don't get the time to really plot all of that out...)

And now that I understand what your table was attempting to portray better, I think I can just agree with your conclusion: I think the conversion kits are going to put more emphasis on providing all of the unique pilots rather than necessarily providing one of each generic for each dial.

Which is kinda cheap... How am I supposed to run a list of 3 generic pilots? Buy several conversion sets for the bases alone? I'm not sure that's an alternative.

The conversion kit should contain EVERYTHING necessary to play the ships it converts.

I understand not giving multiple copies of uniques, because why would you, but generics? That's their point.. to play multiple of them.

1 hour ago, Commander Kaine said:

Which is kinda cheap... How am I supposed to run a list of 3 generic pilots? Buy several conversion sets for the bases alone? I'm not sure that's an alternative.

The conversion kit should contain EVERYTHING necessary to play the ships it converts.

I understand not giving multiple copies of uniques, because why would you, but generics? That's their point.. to play multiple of them.

There's still a chance that the numbers quoted are wrong, but I agree that they should include enough of each generic to have one per dial.

For me, personally, it's not likely to make much difference, because the only ship I've got enough multiples of for it to be an issue is the good-ole' TIE/ln Fighter, and I plan on running uniques in those swarms anyway, but I definitely understand others being frustrated over this.

My 2 cents. It'll be an I4 generic with Ept and an I4 Royal Guard generic with a force point like the TAP generic.

The idea of force sensitive generics is too cool to use on only the TAP.

Edited by DXCrazytrain