Reaper Article!

By dewbie420, in X-Wing

Krennic will have uses depending on his price. If hes cheap he'll be used.

The ability to flip cards over is lethal, imagine if you put this on another ship while also having Zertik or Brath in the list? Double card flips.
But the dualship synergy is dangerous. One goes poof, card is useless.

Also worth noting the 1.0 reaper dial had 2bank greens and 3bank reds while the 2.0 has 1bank greens and 3bank whites. So the 1/2 banks swapped and the 3bank/1turn swapped difficulties.

I'm not really sure which i prefer, but i do know that red 3banks is obnoxious. It makes having the ship keep up with other ships kinda difficult.

Edited by Vineheart01
9 minutes ago, HolySorcerer said:

Krennic is just bad now. He's a two ship combo card that might help your attack do a little something if you rolled poorly. I don't see anybody using him unless he becomes dirt cheap or the Empire gets a ship that can shoot multiple times out the front with its primary guns.

edit: Maybe a phantom takes him just so they can get access to FCS.

Yes, I was astounded by how much worse Krennic/OP is now! 1.0 was absolutely killer.

1 minute ago, PaulRuddSays said:

Sorry, the Reaper expansion overall. We knew Krennic would get nerfed (necessary), but the rest of it looks actually surprisingly OK, even with the nerfs to the dial. Vizier in particular is crazy more useful than the 1e version.

I don't really know what you mean...

The dial is worse, Krennic is worse, Jamming is worse, LWF is probably gone... I don't think 2.0 Reaper has any chances against 1.0 Reaper.

Compare it with the T65, which lost nothing from its new fixes, they are pretty much identical, if not better.

8 minutes ago, Greebwahn said:

Yes, I was astounded by how much worse Krennic/OP is now! 1.0 was absolutely killer.

Yeah i haven't pre-ordered the reaper i'm glad now i didn't.

1 hour ago, HolySorcerer said:

If  it   will bother      you that much you can always wait for the Reaper to get a reprint, which will almost certainly  be 2.0 only and have the updated template design  .                

I'm not even an imperial player, but a rebellious scum. BUT situation like this during the game's overhaul edition change that has been worked on for a YEAR makes me question FFG'S capability to keep their poop together. Again.

4 minutes ago, Commander Kaine said:

I don't really know what you mean...

The dial is worse, Krennic is worse, Jamming is worse, LWF is probably gone... I don't think 2.0 Reaper has any chances against 1.0 Reaper.

Compare it with the T65, which lost nothing from its new fixes, they are pretty much identical, if not better.

Thought experiment: give me a 1e squad with a Reaper that you think is marginally competitive. I've tried - if Jam is R1 only, the Reaper probably is worse than other current Imperial options. It's much more on the power curve in 2e just because I can imagine there are points costs where I want to take it.

You also have to consider that the medium base changes how you're going to want to play this a lot. I imagine that it will actually need to sloop routinely to keep fire duty cycle high, so my headsim suggests that I'll be taking actions roughly every other turn. In this case, the pilot abilities are more useful than they are in 1.0, where your crew / actions might be more valuable than the chassis.

Edited by PaulRuddSays
1 minute ago, PaulRuddSays said:

Thought experiment: give me a 1e squad with a Reaper that you think is marginally competitive. I've tried - if Jam is R1 only, the Reaper probably is worse than other current Imperial options. It's much more on the power curve in 2e just because I can imagine there are points costs where I want to take it.

Are you saying that compared to the 1st edition meta, the reaper is in a better place in 2e, because everything is worse now?

Because that is not the same as the 2.0 Reaper being stronger than the 1.0 one. You said the 1.0 Reaper is stronger than the 2.0 Reaper. That is just not the case.

5 minutes ago, Commander Kaine said:

Are you saying that compared to the 1st edition meta, the reaper is in a better place in 2e, because everything is worse now?

Because that is not the same as the 2.0 Reaper being stronger than the 1.0 one. You said the 1.0 Reaper is stronger than the 2.0 Reaper. That is just not the case.

Maybe just a misunderstanding, then? I don't think it makes any sense to do a direct comparison when you move to a new rule-set... seems like comparing my Mass Effect 1 Shepard to my Mass Effect 2 Shephard. ('I'm Commander Shephard, and the Gunboat is my favorite ship in the Citadel!') So yes, I think it's only fair to compare them versus their relative positions on the power curve, hence my comment that it might only be an indictment of 1e.

Edit: obviously I would rather have 1 white turns, but that seems probably too strong in 2e for a ship like this. I'm still annoyed every time that Dash or a JM5k pulls a 1-turn / broll because the 1-turn is so good when you have that size footprint. I'm excited for the few months of 1e reaper shenanigans, but I'm well aware that it's not actually good. If I run to any of the store champs in this area, I'm definitely not bringing it.

Edited by PaulRuddSays

Side note: are we legit only getting the pilots, two crew cards, and Krennic crew/condition? That seems wildly light on cards!!

Fair enough

1 minute ago, PaulRuddSays said:

Side note: are we legit only getting the pilots, two crew cards, and Krennic crew/condition? That seems wildly light on cards!!

I hope not. But they haven't revealed everything from the 1.0 version either, and IIRC, they rarely reveal 100% of the cards

1 minute ago, PaulRuddSays said:

Side note: are we legit only getting the pilots, two crew cards, and Krennic crew/condition? That seems wildly light on cards!!

No, it's coming with the same compliment of cards that the 1.0 version is. Presumably the same 10 cards shown in the 1.0 spread.

3 minutes ago, HolySorcerer said:

No, it's coming with the same compliment of cards that the 1.0 version is. Presumably the same 10 cards shown in the 1.0 spread.

I haven't looked at the 1.0 spread recently, but I wonder whether all those cards are even making the 2.0 transition. The Rebel Conversion kit list that was spoiled makes it look like we're getting fewer cards in general.

Looks like we're losing Ailerons, Systems Officer, Decoy, and the unspoiled camo card. Makes sense to lose ailerons. I wonder if we'll get the other three?

swx75_spread.png

Edited by PaulRuddSays
1 minute ago, PaulRuddSays said:

I haven't looked at the 1.0 spread recently, but I wonder whether all those cards are even making the 2.0 transition. The Rebel Conversion kit list that was spoiled makes it look like we're getting fewer cards in general.

Why would they design a 1.0/2.0 expansion and then not have the same cards for each? I'm fairly confident we're getting the same upgrades for each edition.

1 minute ago, HolySorcerer said:

Why would they design a 1.0/2.0 expansion and then not have the same cards for each? I'm fairly confident we're getting the same upgrades for each edition.

Because it's not actually the same game? If we're worried about combo wing, why would they keep giving us so many cards that they have to consider interactions between? I expect we will get fewer cards overall in 2e.

you can tell in both the reaper and the saw box that they knew 2.0 was coming and didnt care.

So much stuff in the 1.0 side is outright nutty, especially in the reaper box, but surprisingly tame without being bad in 2.0.

Also i suspect this wasnt a full 2.0 reveal, whatever that camo card is might still be there.

1 minute ago, PaulRuddSays said:

Because it's not actually the same game? If we're worried about combo wing, why would they keep giving us so many cards that they have to consider interactions between? I expect we will get fewer cards overall in 2e.

Well they said that it comes with 10 upgrade cards. The 1.0 spread shows 10 upgrade cards (if you count Krennic and OP as two cards). Sure, the cards will likely have different text, but why design a brand new upgrade for 1.0 (that nobody is really going to field anyways) and then abandon that for an entirely different card for 2.0?

3 minutes ago, PaulRuddSays said:

Because it's not actually the same game? If we're worried about combo wing, why would they keep giving us so many cards that they have to consider interactions between? I expect we will get fewer cards overall in 2e.

But that is not a sustainable design goal. There WILL be more cards. That's guaranteed. Why would they have a goal of decreasing the upgrade card pool, if they are going to be back at square 1 in a few waves?

They reduced the cards to eliminate clutter, save costs etc... Not because too many cards are bad for the game. If they were, there would be no way to fix it, and keep their business model. Everything they do, is to ensure that they will have the tools to handle lots of cards.

2 minutes ago, HolySorcerer said:

Well they said that it comes with 10 upgrade cards. The 1.0 spread shows 10 upgrade cards (if you count Krennic and OP as two cards). Sure, the cards will likely have different text, but why design a brand new upgrade for 1.0 (that nobody is really going to field anyways) and then abandon that for an entirely different card for 2.0?

I count 11 in the 1e spread, actually, but when you pull out ailerons it's 10. I missed that line in the article, but you're definitely right. Now I'm really curious about the others, because I've assumed that the Camo card is essentially a 1.0 fix card and wouldn't transfer. You could very well be right that everything transfers, though!

7 minutes ago, Commander Kaine said:

But that is not a sustainable design goal. There WILL be more cards. That's guaranteed. Why would they have a goal of decreasing the upgrade card pool, if they are going to be back at square 1 in a few waves?

They reduced the cards to eliminate clutter, save costs etc... Not because too many cards are bad for the game. If they were, there would be no way to fix it, and keep their business model. Everything they do, is to ensure that they will have the tools to handle lots of cards.

I mean, you're at least partially right? There will definitely be more cards. Every wave will generate a few new unique cards. But overall I expect we might get fewer than we have in the past, because the system is much easier to optimize points-wise for balance when you have fewer inputs. If we retain the current levels of cards, you run the risk of finding a wildly over-powered combination that needs more frequent point adjustments to keep players from a massive NPE for long stretches. The alternative is that they're more active in restraining what upgrade slots are available, and obviously they'll need to do this to some degree as well. 1.0 Reaper has only the crew slots (and some EPTs), and I wouldn't be surprised if this is more representative of some ships in 2.0.

Edit: I disagree that they reduced cards to eliminate clutter / costs. If this is true, we won't all have ten million tokens in the future... the core set would provide all the shields and focus tokens you need for a standard game, and the expansions would skip them. That would save massive costs through the value chain, because then you can pay less for printing / shipping / distribution. To my mind, they're clearly doing it for design reasons and balance, which is another reason that it makes total sense to split out the FO/Resistance (fewer ships = fewer permutations = easier balancing).

Edited by PaulRuddSays

Atleast HALF of the 1.0 cards are either auto-include cards that enable the ship to even function at a basic level (which are now null and void due to bakedin ship abilities and rebalanced numbers/dials) or hot steaming garbage nobody used.

i'm glad to see a TON of upgrades go away.

15 minutes ago, Vineheart01 said:

Atleast HALF of the 1.0 cards are either auto-include cards that enable the ship to even function at a basic level (which are now null and void due to bakedin ship abilities and rebalanced numbers/dials) or hot steaming garbage nobody used.

i'm glad to see a TON of upgrades go away.

Honestly when i go to play xwing i almost get a hernia carting around the cards in binders, i aint gonna cry over them being reduced.

The only anoying thing with this preview is that without point cost, we cannot discuss any upgrade. But i feel like the devs want the Galactic Empire to use the most of the coordination potential, and i think it is thematic.

Also Can someone explain me again the mechanic of the jam token in V2.0 ? coz i am Lost.

Edited by player2422845
ponctuation
1 minute ago, player2422845 said:

The only anoying thing with this preview is that without point cost, we cannot discuss any upgrade. But i feel like the devs want the Galactica Empire to use the most of the coordination otential, and i think it is thematic.

Also Can someone explain me again the mechanic of the jam token in V2.0 ? coz i am Lost.

When a jam token is assigned the attacker chooses a green token or a lock and discards that token and the jam token. When a ship with a jam token acquires a green token or a lock discard that token and one jam token. At the end of the round discard all jam tokens.

1 hour ago, Hobojebus said:

Yeah i haven't pre-ordered the reaper i'm glad now i didn't.

This.

I did, and I'm now sad I did.....maybe I can cancel it.

1 hour ago, ryfterek said:

I'm not even an imperial player, but a rebellious scum. BUT situation like this during the game's overhaul edition change that has been worked on for a YEAR makes me question FFG'S capability to keep their poop together. Again.

This too.

Yeah, and this ship was designed in 1.0 while 2.0 was being designed. What? If anything it should be made for 2.0 and just been a bit weak in 1.0 as it was to be pretty much retired by the time it got into players hands anyway. This was not smart. Bad design and nerf in the same box. Bad optics. Bad everything.

...where's my tea? err, uh, pint?