Full Rebel conv kit contents on FB

By thespaceinvader, in X-Wing

3 minutes ago, theBitterFig said:

Note: Calculate only converts one focus result, so it only ever reduces the damage by one.

//

Here's the other thing which is just striking to me: C-3PO is used before you roll. Spending a calculate on Focus is used after you roll. There can be a benefit to waiting and potentially saving the token for the next attack. Considering that odds of preventing damage are really close on 2 dice or 3 dice, I think saving the token until the last incoming attack might be the wisest idea.

Certainly, because you can wait and see if there are any eyeball results that would give you a guaranteed damage mitigated by spending the calculate token normally. I did say that multiple incoming shots would have to factor into your decision, and you're right that absent other factors you'd want to hang onto the token for as long as you could to wait for a situation where you can be assured it is not going to waste. But against a single shot that rolled 2+ damage, with your ship rolling 2 green dice, Threepio's ability is (marginally) better than having a calculate token.

I still think he might be taken more for the double calculate, if you prefer the flexibility to a single focus. I also think he'll drop a bit in price and will still be really good on 1-agility ships. Double calculate is obviously better than focus when you're only rolling one die, and his guessing ability is even more straightforward (if this is the last attack, and it dealt more than 2 damage, guess 1; otherwise, save the token).

One thing I really like to know is why they felt the need to make Bistan and Hotshot Gunner turret only

These guys would've been lovely on the ARC, especially Perceptive Garven and anyone using the piddly 2 die primary respectively,

34031903_1428455317255778_84702710392873

34053070_1428455077255802_82455892268804

This is what I mean by 2.0 rebels seeming boring, some cards seem needlessly pidgeon-holed into being turret only. Seems Imperials know how to do things right:

oDmpS2c.png

On 5/31/2018 at 7:29 AM, Arkanta974 said:

Kyle Katarn with no force power ? Come on FFG...

And Corran Horn? What's up with that?

6 hours ago, ficklegreendice said:

One thing I really like to know is why they felt the need to make Bistan and Hotshot Gunner turret only

These guys would've been lovely on the ARC, especially Perceptive Garven and anyone using the piddly 2 die primary respectively,

34031903_1428455317255778_84702710392873

34053070_1428455077255802_82455892268804

This is what I mean by 2.0 rebels seeming boring, some cards seem needlessly pidgeon-holed into being turret only. Seems Imperials know how to do things right:

oDmpS2c.png

I’m going to assume 2e willl add a rule that you can’t choose an affect you can’t perform (remove a green token if you don’t have 1), unlike 1e and Torani. Otherwise he’s significantly less good (though he still gives you a force charge)

As a scum player, the most interesting part of that reveal was Juke for Medium ships. Juke on IG-88 gets me hoping brobots might work in 2.0 even though we loose autothrusters, they can't take afterburners and cannons now give range bonus to the defender. So they loose their r3 jousting sweet spot of 1.0.

I think Trick Shot/Lone wolf Outrider Dash (hopefully not featuring gunner Luke) looks the most powerful so far. Outrider Leebo (with C3PO), Han and Lando all look good too.

My very early prediction is that we will see a lot of fat Dash+Supernatural Reflexes Luke in the beginning of 2.0.

Hwk290 might be the most improved ship. Luke+Wedge+Kyle/Jan Ors will be a cool squadron if points fit.

Happy about the T65, E and B updates. They all look like fun!

Edited by westiebestie

I actually really like Lando's odds of being good, since he's finally learned the key to success (being able to use his ability on himself)

I just hope there's a gunner that escapes gunner Luke's shadow, though mainly I just hope he's properly overcosted into worthlessness

On 6/2/2018 at 2:32 PM, ficklegreendice said:

One thing I really like to know is why they felt the need to make Bistan and Hotshot Gunner turret only

These guys would've been lovely on the ARC, especially Perceptive Garven and anyone using the piddly 2 die primary respectively,

34031903_1428455317255778_84702710392873

34053070_1428455077255802_82455892268804

This is what I mean by 2.0 rebels seeming boring, some cards seem needlessly pidgeon-holed into being turret only. Seems Imperials know how to do things right:

oDmpS2c.png

Well. Several things:

1: Hotshot gunner is a generic card, I don't think it is fair to say that the changes to it are rebel only.

2: Vader is an imperial crew, limited by the ships he can sit on. The dual arc lambda (with still a bad dial) and Decimator are the only non arc-locked ships he can sit on. So yeah, it works on any fire arc, but... He would suck if he didn't. You can really easily dodge him in most cases.

3: Rebels will have the largest selection of available gunners, I'm pretty sure of it. Not just by release, but in every subsequent expansion as well. Limiting certain upgrades to a certain types of arcs (and rebels have an abundance of special arcs) is opening design space. Bistan is probably limited to a certain type of arc, so that some other guy can be assigned to a different one. The bigger problem is that Bistan cannot sit on the U-wing :D

With Vader not doing self damage I can absolutely see him going on a Phantom (Echo) or Reaper too. Sure they're fixed arcs, but good luck dodging them.

Also, force points for defense mods on a phantom seem good - you'd hit cloaked with evade token and force token for mods easily and be really hard to ever hurt.

Edited by Polaritie
15 hours ago, Commander Kaine said:

The bigger problem is that Bistan cannot sit on the U-wing :D

Sitting is all he'd be doing. That blaster was in the crew cab after all.

https://goo.gl/images/eznBfp

?

I like that Wullfwarro got a buff. IF you can find a way to slip damage under his shields, awesome. If not well, take r2d2 crew.

Edited by Orcdruid

Full list of cards from FB.

34599719_1377016099064934_4317585083407034598755_1377016105731600_85293032387620

As expected, we got screwed on the generics numbers. Cards and cardboard are extremely expensive luxury goods so this is completely justified, thank you FFG.

EDIT
And no Maul, so there goes the no-cross faction buying promise. I didn't actually believe that, but also didn't expect them to break it in wave 0.

Edited by eMeM
36 minutes ago, eMeM said:

Full list of cards from FB.

34599719_1377016099064934_4317585083407034598755_1377016105731600_85293032387620

As expected, we got screwed on the generics numbers. Cards and cardboard are extremely expensive luxury goods so this is completely justified, thank you FFG.

EDIT
And no Maul, so there goes the no-cross faction buying promise. I didn't actually believe that, but also didn't expect them to break it in wave 0.

Well TECHNICALLY he isn't a Rebel card, and so if you want to just fly Rebels, you don't need to buy another pack. And he also isn't a generic non-faction card, so again not breaking what they said.

If you want that SCUM card, you buy the SCUM expansion.

4 minutes ago, InterceptorMad said:

Well TECHNICALLY he isn't a Rebel card, and so if you want to just fly Rebels, you don't need to buy another pack. And he also isn't a generic non-faction card, so again not breaking what they said.

If you want that SCUM card, you buy the SCUM expansion.

Harder daddy FFG, harder!

Actually generic numbers are not bad, we get two of most and we can just fly two generic of one type + two of the other type. It's better than 1 i guess.

Also pissed about maul a little, he should have been here, he was introduced in rebel expac.

Yeah the no Maul thing is weird, weirder still is what's going on with the HWK and X-wing? They are the only ones with an uneven number of cards having 5? So if that number correlates to the number of cardboard bases, then what's on the back of the odd-numbered extra base?

So for the 6 pilot cards ships you need 3 tokens, 1 low/high generic one, one low generic/low unique, and one high generic/high unique. The HWK also needs 3, generic/Kyle, generic/Jan, blank/Roark. The 4 cards will get two, which isn't ideal because you won't be able to run certain combinations of uniques (this is where we are getting screwed). The Z-95 will need 4, 1 low generic/low unique, 1 high generic/high unique and 2 low/high generic. The X-Wing needs another 4, which brings us to 45, two over. That does include some blank sides, which may be weirdly shared between ships. I expect not being able to run some fringe combination of generics to be a much smaller problem than not being able to run half the possible combinations of uniques.

The conversion kits still offer a lot of content and I expect that I won't regret my purchase, but scummy FFG is scummy.

43 minutes ago, GILLIES291 said:

Yeah the no Maul thing is weird,

Maybe he's scum only now.

2 hours ago, eMeM said:

And no Maul, so there goes the no-cross faction buying promise. I didn't actually believe that, but also didn't expect them to break it in wave 0.

I've been supportive on 2.0 until this reveal.

We have just caught them in a blatant lie.
Also, what's with the 2 servomotor s-foils? They include 7 x-wing pilot cards and only 2 s-foils? (true, they only promised support for two x-wings)

Only 4 turrets for 6 Y-wings, 4 K-wings, 5 HWK, 4 VCX and 4 Attack shuttles?
They have designed these kits with full intention that people have to buy tons of them to be able to play with all their miniatures even in 200/6 standard format.

Edited by Azrapse
3 minutes ago, Azrapse said:


Also, what's with the 2 servomotor s-foils? They include 7 x-wing pilot cards and only 2 s-foils?

They include 2 x-wings dials. So additionnaly to the named pilots you get 2 of each generic pilot, and 2 servomlotors. I don't see what's different here from what's been announced previously : material for 2 T65s.

Edited by Giledhil
28 minutes ago, Azrapse said:

I've been supportive on 2.0 until this reveal.

We have just caught them in a blatant lie.
Also, what's with the 2 servomotor s-foils? They include 7 x-wing pilot cards and only 2 s-foils? (true, they only promised support for two x-wings)

Only 4 turrets for 6 Y-wings, 4 K-wings, 5 HWK, 4 VCX and 4 Attack shuttles?
They have designed these kits with full intention that people have to buy tons of them to be able to play with all their miniatures even in 200/6 standard format.

Are you planning on running a list with more than 2 dorsal or ion cannon turrets? Unless your planning on just a pure y-wing or HWK list (which you'd need a 2nd box to have enough of the same generics) or a wierd quad attack shuttle list then is it really that big of a deal?

Sure it would be great to have loads more, but this kit doesn't replace all your 1.0 cards in one box.

1 hour ago, eMeM said:

Harder daddy FFG, harder!

The Dark Side force upgrades are also not available in this pack. Probably only in the Imperial pack, so Maul will require all three.

47 minutes ago, Azrapse said:

Only 4 turrets for 6 Y-wings, 4 K-wings, 5 HWK, 4 VCX and 4 Attack shuttles?
They have designed these kits with full intention that people have to buy tons of them to be able to play with all their miniatures even in 200/6 standard format.

You're assuming that all of those ships still have a turret slot. I think it's been confirmed that the K-Wing only has it's primary turret with not secondary turret option, and the same may be true of the HWK.

It's also worth noting that they're not aiming to support 6 Y-Wings, 4 K-Wings, 5 HWKs, 4 VCX and 4 Attack Shuttles with the conversion pack, but rather 2 of each. (As that's what you'll have dials for.)

12 minutes ago, skotothalamos said:

The Dark Side force upgrades are also not available in this pack. Probably only in the Imperial pack, so Maul will require all three.

According to Alex last weekend, no Dark Side or Light Side-specific upgrades have yet been designed - Maul allowing Dark Side upgrades is future-proofing rather than something that is currently functional.

2 minutes ago, Jarval said:

You're assuming that all of those ships still have a turret slot. I think it's been confirmed that the K-Wing only has it's primary turret with not secondary turret option, and the same may be true of the HWK.

It's also worth noting that they're not aiming to support 6 Y-Wings, 4 K-Wings, 5 HWKs, 4 VCX and 4 Attack Shuttles with the conversion pack, but rather 2 of each. (As that's what you'll have dials for.)

Yup, HWK also lost its turret slot, but gained a PWT and the ability to equip Moldy Crow for front guns.

Not to mention that they're also aiming to make a bunch more viable builds of the Y Wing that don't rely on turrets.

54 minutes ago, Giledhil said:

Maybe he's scum only now.

No Maul has been spoiled and he can be in a squad with Ezra same as before.

12 minutes ago, GILLIES291 said:

No Maul has been spoiled and he can be in a squad with Ezra same as before.

Oh, didn't see that, thx. And yes, that may be a problem now... (I also don't play scum :( )