Threat cards from the new core set

By HolySorcerer, in X-Wing

1 minute ago, Icelom said:

I don't think we are getting 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.

With the threat cards you can take 4 blue squad escorts, each with proton torps and R3. The proton torps alone will cost that squad 40 points, plus the four R3 mechs. With this pricing you will certainly be able to take 5 naked X-Wings, though even if you couldn't I would favor the 4 blues over 8 TIEs anyways.

4 minutes ago, Icelom said:


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.

oh-my-sweet-summer-child-19016546.png

6 minutes ago, HolySorcerer said:

With the threat cards you can take 4 blue squad escorts, each with proton torps and R3. The proton torps alone will cost that squad 40 points, plus the four R3 mechs. With this pricing you will certainly be able to take 5 naked X-Wings, though even if you couldn't I would favor the 4 blues over 8 TIEs anyways.

so the two blips are 50 points?

you think the protorps and r3 will total out to 10 points?

if you're off by even 1 point, there will be no chance of getting 5 blue squaddies in a list.

Honestly, I kinda doubt that protorps will remain 8 points for low I generics. They could easily get bumped down to 6/7 given the difficulties of low PS target locks and the ease of implementing scaling point costs with the app.

Either that or R3 could be less than 2 points. I think it infinetly more than 1.0 r3, but it's still just weapon's engineer and that ain't worth a whole lot especially when there's no integrated astro to feed

eh idk, my gut tells me that it wouldn't be a great idea.

Then again...there's that one upgrade card

but on the other hand, no one remembers how stupid scary swarms were

complicated issue

16 minutes ago, HolySorcerer said:

With the threat cards you can take 4 blue squad escorts, each with proton torps and R3. The proton torps alone will cost that squad 40 points, plus the four R3 mechs. With this pricing you will certainly be able to take 5 naked X-Wings, though even if you couldn't I would favor the 4 blues over 8 TIEs anyways.

Except these are rough threat ratings.... They have to round to the nearest 25 points for all you know those builds clock in a decent chunk over 50pts.

I don't think we can use threat ratings to determine points, at least any more accurately then guessing.

Edited by Icelom
2 minutes ago, Icelom said:

Except these are rough threat ratings.... They have to round to the nearest 25 points for all you know those builds clock in a decent chunk over 50pts.

I don't think we can use threat ratings to determine points, at least any more accurately then guessing.

forgot about this

Obsidians and Academies cannot have the same cost, but they're close enough to have the same threat

Thing is, if you're just a single point off of 40, then your Blue Squaddies cap out at 4 per squad

R2 Astromech was a bit meh at 1/100 squad points in 1.0 so R3 Astro at 1/200 squad points doesn't seem unreasonable. 41 point Blue Squadron Escort + 8 point Proton Torps + 1 point R3 Astro = 50 points exactly. I'd be very surprised if they allow 5x T-65 builds in 2.0.

2 minutes ago, Transmogrifier said:

R2 Astromech was a bit meh at 1/100 squad points in 1.0 so R3 Astro at 1/200 squad points doesn't seem unreasonable. 41 point Blue Squadron Escort + 8 point Proton Torps + 1 point R3 Astro = 50 points exactly. I'd be very surprised if they allow 5x T-65 builds in 2.0.

I'm going to go to town on your butts when it is revealed to be the case. THE END IS NIGH

47 minutes ago, Transmogrifier said:

R2 Astromech was a bit meh at 1/100 squad points in 1.0 so R3 Astro at 1/200 squad points doesn't seem unreasonable. 41 point Blue Squadron Escort + 8 point Proton Torps + 1 point R3 Astro = 50 points exactly. I'd be very surprised if they allow 5x T-65 builds in 2.0.

You can (now) fly 5 X-Wings in 1.0, I'll bet you can fly 5 X-Wings in 2.0.

Blue Squad Escort, 40 points or less. Consider it called.

they seem to have removed the rookie pilot from the equation just so that won’t be the case.

I'm not certain that the upgrades attached to each ship are indicative of exactly what upgrades the ships will have in the proper game.

A few reasons I'm considering this:

1. We've been told specifically about two ships that have multiple mod slots, the Khiraxz with 3 and the TIE Interceptor with 2. Giving this feature to a bunch of ships willy-nilly makes them not special and therefore, not really worth mentioning (especially the squints).

2. We know that the threat meters are roughly 25 points. As someone else in thread stated, they may be throwing upgrades on to the ships to get them close or past the next threat level barrier.

So, to me, this means there's a few possibilities for what's actually going on here:

1. They added additional upgrades without concern for actual slots available for the sake of threat level. Basically, threat cards cheat.

2. Both the TIE fighter and X-Wing, as well as the Khiraxz and Squint, and possibly other ships, have multiple modification slots available.

3. Specific pilots get additional modification slots even if the ship they are on doesn't normally have these extra slots.

4. Who flipping knows.

2 hours ago, Ixidor said:

I'm not certain that the upgrades attached to each ship are indicative of exactly what upgrades the ships will have in the proper game.

A few reasons I'm considering this:

1. We've been told specifically about two ships that have multiple mod slots, the Khiraxz with 3 and the TIE Interceptor with 2. Giving this feature to a bunch of ships willy-nilly makes them not special and therefore, not really worth mentioning (especially the squints).

2. We know that the threat meters are roughly 25 points. As someone else in thread stated, they may be throwing upgrades on to the ships to get them close or past the next threat level barrier.

So, to me, this means there's a few possibilities for what's actually going on here:

1. They added additional upgrades without concern for actual slots available for the sake of threat level. Basically, threat cards cheat.

2. Both the TIE fighter and X-Wing, as well as the Khiraxz and Squint, and possibly other ships, have multiple modification slots available.

3. Specific pilots get additional modification slots even if the ship they are on doesn't normally have these extra slots.

4. Who flipping knows.

The devs have stated that TIEs get two mods as a general rule, mostly to make up for their lack of other slots. Why they would give a second slot to the X-Wing is baffling, as they certainly aren't hurting for upgrades.

27 minutes ago, HolySorcerer said:

Why they would give a second slot to the X-Wing is baffling

Building in the effect of renegade refit - only now they can use it because no IA and Servomotors are a Config. Do not be surprised if the U-Wing also has this, though it might not since that wasn't really something it needs even in 1E. Keep in mind, the Kihraxz gets three, and is a ship with similar slots to the X, and a similar profile. We also don't really know what the mechanical purpose of the Mod slot is, now that it's not necessarily a given on every ship.

I'm hoping that if tie will be underperforming ffg will not be resistant to allowing more than 8 in the list via app cost reduction.

18 minutes ago, Zura said:

I'm hoping that if tie will be underperforming ffg will not be resistant to allowing more than 8 in the list via app cost reduction.

Especially now that- with the purchase of the second edition Core Set- many of us will have more than 8 TIEs in our collection.

2 hours ago, HolySorcerer said:

The devs have stated that TIEs get two mods as a general rule, mostly to make up for their lack of other slots.

Citation needed.

7 hours ago, HolySorcerer said:

The devs have stated that TIEs get two mods as a general rule, mostly to make up for their lack of other slots.

When did they state this? I've heard this specifically when talking about Interceptors but not beyond that.

5 hours ago, Aaron Foss said:

Citation needed.

27 minutes ago, Ixidor said:

When did they state this? I've heard this specifically when talking about Interceptors but not beyond that.

I think it was during the TC video. It was on camera somewhere.

Regardless, we know for certain that the Fighter, Advanced, and Interceptor have two mod slots.

6 minutes ago, HolySorcerer said:

I think it was during the TC video. It was on camera somewhere.

Regardless, we know for certain that the Fighter, Advanced, and Interceptor have two mod slots.

Wait, the Advanced as well? Was this also in the TC streams? This does not seem like generally known information.

Just now, Ixidor said:

Wait, the Advanced as well? Was this also in the TC streams? This does not seem like generally known information.

This is not secret information. Vader has two mods on the threat card that FFG posted on the announcement article on May 1st.

Such a big hullabaloo about mod slots when you're probably not putting anything in them

Nothing thus far revealed is even worth glancing at twice outside of Afterburners. Given the prevalence of mods in X-wing (which is to say, not very many if it wasn't EU or thrusters), there's no precedent to believe two mod slots would be terribly relevant--especially as mods still seem to still be rather universally distributed.

Compared to a certain other issue in the game, X-wings v TIE fighters won't be a problem.

Edited by ficklegreendice
3 minutes ago, ficklegreendice said:

Such a big hullabaloo about mod slots when you're probably not putting anything in them

Nothing thus far revealed is even worth glancing at twice outside of Afterburners. Given the prevalence of mods in X-wing (which is to say, not very many if it wasn't EU or thrusters), there's no precedent to believe two mod slots would be terribly relevant--especially as mods still seem to still be rather universally distributed.

Agreed. Unless we get some good TIE / Imperial only mods or TIEs get a steep discount then only aces are going to use those slots. I'll put two mods on Vader, Fel, or a defender, but on a Fighter, not a chance at 1.0 values.

At least this confirms that „threat levels“ are a range and not bound to one exact single point value.

24 minutes ago, HolySorcerer said:

This is not secret information. Vader has two mods on the threat card that FFG posted on the announcement article on May 1st.

So it does.

To me, this still brings into question whether the threat cards are realistic representations. I'll have to see if I can find where they talk about multiple mod slots in the TC videos.

Threat values seem vaguely realistic approximations (that will be thrown completely out of whack come first balance patch).

At 25 points for the Academy/Obsidian, we get a 12/13 point TIE fighter in 1.0 which is exactly what those guys were respectively.

Def gonna be off by a few points when we're dealing with 25 point increments, though

Edited by ficklegreendice
1 hour ago, ficklegreendice said:

Threat values seem vaguely realistic approximations (that will be thrown completely out of whack come first balance patch).

At 25 points for the Academy/Obsidian, we get a 12/13 point TIE fighter in 1.0 which is exactly what those guys were respectively.

Def gonna be off by a few points when we're dealing with 25 point increments, though

But... Is it useful at all?

If we use these Threat levels, I'm confident that the xwings will will almost always against these TIEs.

This is a joke.