Threat cards from the new core set

By HolySorcerer, in X-Wing

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Looks like the X-Wing got double mods just like the TIEs, can't say I'm pleased about that.

Edited by HolySorcerer

Def gonna have to take these threats with a casual grain of salt

No way in **** are any of those TIEs worth even a naked xwing

Edit: actually, it's possible they are

Forgot to note shield upgrade, which will be overpriced enough so that it isn't autoinclude on everything

Edited by ficklegreendice
4 minutes ago, ficklegreendice said:

Def gonna have to take these threats with a casual grain of salt

No way in **** are any of those TIEs worth even a naked xwing

Edit: actually, it's possible they are

Forgot to note shield upgrade, which will be overpriced enough so that it isn't autoinclude on everything

Yeah, this is likely an artifact of the threat values being in 25 point increments. They are loading the TIEs down with expensive upgrades to bump them up to the next threat value.

It's interesting to try and estimate the point costs of individual cards based on these threat levels. Looks like a lot of the costs are pretty close to their old values.


3 minutes ago, Transmogrifier said:

It's interesting to try and estimate the point costs of individual cards based on these threat levels. Looks like a lot of the costs are pretty close to their old values.


I'd bet that most reprints are within a point or two of their original values. We know that Black Cracks are one point cheaper, and we can assume that the Phantom got a lot cheaper, but most stuff is probably pretty close.

1 hour ago, HolySorcerer said:

Looks like the X-Wing got double mods just like the TIEs, can't say I'm pleased about that.

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1E is gonna give X-Wings double mods (even if that's probably only ever gonna be used for Servomotors and IA, it's more flexible on U-Wings), no reason to lose that functionality. Also there's quite a few sub-models of X-Wings. However, I suspect the Rebels will probably have less ships with 2 mods slots, and probably not any with 3 (That might be unique to Kihraxz, though I could see some TIEs also getting it) where as given their normal lack of upgrade slots I suspect the default of many imperial ships will be double mods.

Did they ever say the typical threat value of a 200 pt list?

I vaguely remember hearing 8 somewhere

2 minutes ago, WookieHairdresser said:

Did they ever say the typical threat value of a 200 pt list?

I vaguely remember hearing 8 somewhere

Each threat is approx. 25 points, so 8 threat would be approx. 200 points.

Edit: Ninja'd

Edited by Stealthcmc1974
18 minutes ago, Commander Kaine said:

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The Emperor and I are on pretty good terms, I already have the purple tattoo.

1 hour ago, HolySorcerer said:

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I really hope we get some more synergistic options for Modifications for the TIE-s,

I mean... Giving them extra slots is only halfway there, if there is nothing worthwhile to put there.

Spending extra points on a shield upgrade doesn't help TIE-s at all. They just lost efficiency.

I'm also struggling to see how any of these TIEs are able to compete with these X-Wings. X-Wings do everything better.

Why tf is Academy Pilot the same cost as Obsidian? I don't like it. Or do you have to pick all the pilots from the single card?

Edited by Zura
4 minutes ago, Zura said:

Why tf is Academy Pilot the same cost as Obsidian? I don't like it. Or do you have to pick all the pilots from the single card?

I was noticing that the total threat on each card adds up to 5. That’s probably not a coincidence. There are probably formats- especially within the Core Set- that mandate using all the pilots on a single card. They did mention in one of the streams or interviews that one of the ways they are enhancing the Core-set-only experience is by introducing mechanics for “reserves,” where when one of your ships dies you can bring in a reserve ship to replace it. The threat-cards should tie in to that pretty well, especially with the Core Set where you only have one X-wing and two TIE fighters.

3 hours ago, Transmogrifier said:

It's interesting to try and estimate the point costs of individual cards based on these threat levels. Looks like a lot of the costs are pretty close to their old values.


I can't imagine much reason to wildly alter point costs. Much of the rebalancing of 1.0 ships was done by the introduction of linked actions and heavily nerfed/changes upgrade cards

With the exception of the ships becoming WILDLY different from their 1.0 versions (mainly E but it might now justify its 1.0 cost, the yt2400 baked-in outrider, and the ubermensch Defender)

The ship costs I expect to change the MOST are old turret ships. Apart from the yt2400 (which gets baked-in hlc outrider), prices should all be coming down since they're losing nearly infinite coverage

The devs said even the Y was cheaper :)

Edited by ficklegreendice
1 hour ago, Commander Kaine said:

X-Wings do everything better.

I mean, they should do everything better, they cost more to get more out of them. The idea with TIEs is never that they had a huge margin of any particular strength on rebel fighters (any superiority they've had has really waffled over the years and often been caused by needs to balance mechanisms), but that you can usually throw 2-3 TIEs for every 1 rebel ship. The quick build cards are probably using the Mods to show off the TIE capabilities and keep their prices inflated to match fully kitted X-Wings, I suspect with just talents or even naked generics you can get your classic swarm numbers, 7-8 ships to probably at most 5 generic X-Wings (more likely ~3 with full kit) which a swarm player will use to block, focus and out-maneuver X-Wings. Also, even in the timespace without Integrated, I don't think running perfectly naked X-Wings was completely ideal. You almost always want to put even a basic ***** Astro on them.

39 minutes ago, ficklegreendice said:

I can't imagine much reason to wildly alter point costs. Much of the rebalancing of 1.0 ships was done by the introduction of linked actions and heavily nerfed/changes upgrade cards

With the exception of the ships becoming WILDLY different from their 1.0 versions (mainly E but it might now justify its 1.0 cost, the yt2400 baked-in outrider, and the ubermensch Defender)

The ship costs I expect to change the MOST are old turret ships. Apart from the yt2400 (which gets baked-in hlc outrider), prices should all be coming down since they're losing nearly infinite coverage

The devs said even the Y was cheaper :)

I guess it's just weird to see the ships and upgrades changed so much but somehow end up at pretty much the same point values as before - it's a weird adjustment since the power level of the game has changed so much. Proton Torpedoes 2.0 look fantastic and it's weird to see them land at a similar point cost as 1.0 Proton Torps (which admittedly were only worth the points after stacking about 3 free fixes on them).

25 minutes ago, UnitOmega said:

I mean, they should do everything better, they cost more to get more out of them. The idea with TIEs is never that they had a huge margin of any particular strength on rebel fighters (any superiority they've had has really waffled over the years and often been caused by needs to balance mechanisms), but that you can usually throw 2-3 TIEs for every 1 rebel ship. The quick build cards are probably using the Mods to show off the TIE capabilities and keep their prices inflated to match fully kitted X-Wings, I suspect with just talents or even naked generics you can get your classic swarm numbers, 7-8 ships to probably at most 5 generic X-Wings (more likely ~3 with full kit) which a swarm player will use to block, focus and out-maneuver X-Wings. Also, even in the timespace without Integrated, I don't think running perfectly naked X-Wings was completely ideal. You almost always want to put even a basic ***** Astro on them.

It will be hard for a TIE to outmaneuver an X-Wing when the X-Wing has boost, barrel roll, and a better dial.

1 minute ago, Transmogrifier said:

I guess it's just weird to see the ships and upgrades changed so much but somehow end up at pretty much the same point values as before - it's a weird adjustment since the power level of the game has changed so much. Proton Torpedoes 2.0 look fantastic and it's weird to see them land at a similar point cost as 1.0 Proton Torps (which admittedly were only worth the points after stacking about 3 free fixes on them).

Well the app mockups have proton torps at 8 points, so same as before.

Edited by HolySorcerer
42 minutes ago, UnitOmega said:

I mean, they should do everything better, they cost more to get more out of them. The idea with TIEs is never that they had a huge margin of any particular strength on rebel fighters (any superiority they've had has really waffled over the years and often been caused by needs to balance mechanisms), but that you can usually throw 2-3 TIEs for every 1 rebel ship. The quick build cards are probably using the Mods to show off the TIE capabilities and keep their prices inflated to match fully kitted X-Wings, I suspect with just talents or even naked generics you can get your classic swarm numbers, 7-8 ships to probably at most 5 generic X-Wings (more likely ~3 with full kit) which a swarm player will use to block, focus and out-maneuver X-Wings. Also, even in the timespace without Integrated, I don't think running perfectly naked X-Wings was completely ideal. You almost always want to put even a basic ***** Astro on them.

First of all, no, TIEs should be more maneuverable.

Then, 2-3 TIEs for each rebel ship is at least 10-15 TIE fighters for 5-Xwings. If that was the case, I'd shut up. It is not.

Integrated astromech is probably gone, but you got an extra health which is better. You take an extra hit, and you keep your drood.

If it is possible to bring 5 X-wings, and if the TIE fighters haven't received an as of now unspoiled buff, they will stand no chance at all.

Also this:

18 minutes ago, HolySorcerer said:

It will be hard for a TIE to outmaneuver an X-Wing when the X-Wing has boost, barrel roll, and a better dial.

TIEs are now less manuverable ships. The importance of this cannot be overstated.

27 minutes ago, HolySorcerer said:

It will be hard for a TIE to outmaneuver an X-Wing when the X-Wing has boost, barrel roll, and a better dial.

It's actually really easy. You just gotta do it the same way as the TIE does anything...with greater numbers!

Someone's gotta outmanuever that x-wing sometime!

28 minutes ago, Transmogrifier said:

I guess it's just weird to see the ships and upgrades changed so much but somehow end up at pretty much the same point values as before - it's a weird adjustment since the power level of the game has changed so much. Proton Torpedoes 2.0 look fantastic and it's weird to see them land at a similar point cost as 1.0 Proton Torps (which admittedly were only worth the points after stacking about 3 free fixes on them).

there's the ticket

we're on the same points scale (adjusted for added granularity) but everything is (theoretically) costed appropriately and shouldn't be contributing to crazy-whacko-out-of-control snowball synergies

1 minute ago, ficklegreendice said:

It's actually really easy. You just gotta do it the same way as the TIE does anything...with greater numbers!

Someone's gotta outmanuever that x-wing sometime!

8 TIE/LNs vs 5 X-Wings is not in the favor of the TIEs.

24 minutes ago, HolySorcerer said:

It will be hard for a TIE to outmaneuver an X-Wing when the X-Wing has boost, barrel roll, and a better dial.

If an X-Wing is boosting, its trading down on of it's advantages (attack dice). Plus, X-Wings have been able to B-roll (using upgrades) since they existed, Expert Handling was in the X-wing pack. Only Luke can really pre-maneuver BR using that one Force Talent, in other cases you can use the fact that you can get more TIE on the field to block it, box it in and gum up it's actions. The Dial improvements to the X-Wing is some extra blue 2s and they can 3 T-roll now. The X can slow-roll, but TIEs are faster, and still have two types of K-turns to work with. And they can still 1-turn.

1 minute ago, Commander Kaine said:

First of all, no, TIEs should be more maneuverable. 

Image result for lies deception

6 minutes ago, Commander Kaine said:

but you got an extra health which is better. 

Not necessarily. You get +1 hull, and now can't lose crits.

7 hours ago, HolySorcerer said:

8 TIE/LNs vs 5 X-Wings is not in the favor of the TIEs.

I don't think we are getting 5x x-wings in 2.0

I could be wrong.

Saws is giving us 20pt version 1.0 x-wings. The 2.0 x-wings have a bunch fo the 1.0 stuff built in, such as the +1hp from integrated (integrated is free but you need at least 1pt worth of droid for it)

I would be very shocked if the 2.0 x-wings with there extra hitpoint, better dial, and flexible configurations are going to be costed at a base of 40pts.

Edited by Icelom

Looks pretty good to me,

I would take nightbeast vs those 2 threat cost ships.

Also if this is from the same leak as the other stuff in the core its all outdated and could be wrong.

*also these are a fun guideline for quick games and new players they are not going to be competitively balanced that's impossible.

Edited by Icelom