Location, location, position ...

By Voloch, in X-Wing

So, Alex, Max and Frank want to bring us into a refreshed version of X-Wing - awesome.
They want to focus on positioning and good flying - awesome.

Then why is it that almost every single ship and it's mother have some sort of re-positioning action (boost/barrel roll)? It'll be even worse than in v1.0, and many ships had to buy into those actions, forfeiting other upgrades.

I "fear" with so much built-in boost/barrel roll and with a tighter initiative range, bids and higher initiative ships will be even more valuable than 1.0, thus taking focus away from the designers' intentions with 2.0.

Clearly you have thought this through completely, the sky is indeed falling. Let us now raze our cities to the ground and prepare to depart this apocalyptic mudball called "earth".

55 minutes ago, Voloch said:

So, Alex, Max and Frank want to bring us into a refreshed version of X-Wing - awesome.
They want to focus on positioning and good flying - awesome.

I think the idea is that linked actions allow all generics to be more acey and the lack of PtL makes top aces a little less easy-button vs. generics in this 2.0 environment that is much more arc focused. In that environment, what gets dialed in for aces hold more importance.

The lack of repositioning killed off certain ships in 1.0 or required a later modification/title to make them more useful- X-wings and Kihraxz are prime examples of this. The lack of any sort of repositioning mechanic made these ships very simple to predict, even with high PS aces the opponent knew where the ship was generally going to end up. Now, if these ships had been very good at tanking damage or designed as jousters, then that lack of a boost or barrel roll would have been fine, but neither fit that role very well. I think 2.0 is giving these sorts of ships a little bit of a boost- not making them as maneuverable as say, a ship designed to arc-dodge like a Star Viper/TIE Interceptor, but also not limiting their role to simply "charge at the enemy".

The only real issue I see is if more ships start in the Rebel/Scum fleets start to gain both boost and barrel roll, thereby making the advantage that the Imperial fleet has, superior maneuverability at the cost of less ability to weather damage, moot.

Every ship needs reposition or no ships get reposition. Knowing exactly where a ship will be every time and having the ability to boost or b roll yourself is such a big advantage.

2 hours ago, Ikka said:

The lack of repositioning killed off certain ships in 1.0 or required a later modification/title to make them more useful- X-wings and Kihraxz are prime examples of this. The lack of any sort of repositioning mechanic made these ships very simple to predict, even with high PS aces the opponent knew where the ship was generally going to end up. Now, if these ships had been very good at tanking damage or designed as jousters, then that lack of a boost or barrel roll would have been fine, but neither fit that role very well. I think 2.0 is giving these sorts of ships a little bit of a boost- not making them as maneuverable as say, a ship designed to arc-dodge like a Star Viper/TIE Interceptor, but also not limiting their role to simply "charge at the enemy".

This is spot on. The ability before was someone who can PTL and do both a Boost and a BR. Now, very few ships can do that ability. Also, every ship can do some sort of re-positioning, even if red. It makes the game more fluid and less easy to predict. It keeps some ships into the game as they can at least do some sort of special move. You should see more ships moving around, but fewer of them doing ultra crazy stuff.

Alowing low initiativ pilot to reposition is exactly what we needed to avoid Init race. It will open low init build IMO The game will be a little less "squad point optimisation" and a little more "reading the minds of the oponnent". I don't think it is a revolution, even if it will probaly need time to adapt to the new rules.

Having access to boosts and barrel rolls is a part of putting yourself in the best position to win.

If you’re getting beaten by boosts and barrel rolls, then control gameplay may be good for you.

Indeed. I think - so far as we've seen - every single small base snubfighter gets at least one red reposition or better.

But, with Push The Limit no longer being a thing, Aces (especially force-sensitive Aces) and upgrades being - so we're told - proportionately much more expensive, and reposition actions being less flexible (barrel roll being fixed to nailed-down 'points' instead of letting you slide the base, and failed actions just costing you the action instead of letting you change), then the 1.0 era equivalent of "I move after you then roll juuuuust out of your arc of fire" is going to be a lot harder to pull off.

Autothrusters-using Soontir Fel will still be a stone-cold pain in the fundament to get a shot at. But as a 3-hull ship with the green dice contributions of evade tokens, palpatine, and autothrusters all either reigned in or removed entirely, He needs to be.

Equally, assuming the newly introduced 5 X-wings (and its other heavy swarm relatives) remains a thing, there may always be a blind spot but don't underestimate how hard it is to find it.

You are forgetting that large base ships (which were the most abusive of the mechanic) have been massively curtailed in movement actions. I believe the YT-1300 is the only large base ship with a boost and its red to boot. Dash can no longer Boost/Barrel roll and end up who knows where.

1 hour ago, Magnus Grendel said:

Indeed. I think - Autothrusters-using Soontir Fel will still be a stone-cold pain in the fundament to get a shot at. But as a 3-hull ship with the green dice contributions of evade tokens, palpatine, and autothrusters all either reigned in or removed entirely, He needs to be.

I agree with Soontir being a tough one, but with every ship getting to reposition and Soontir not getting to token stack so easy, I see ships being able to get shots on him. Soontir will be fragile and has the possibility of genetics shooting him down. Anyone who flies formations vs high Init Intetceptors is asking to be shot down. Loose groupings will spread the arcs and shots better.

Oh, I'm not suggesting he's impossible to deal with. The nice thing is that in 1.0, "I Got A Shot Off At Soontir" means jack squat, because with Palpatine, an Evade Token and Autothrusters, he can conjour 3 evades out of blank dice, let alone any paint he rolls on 4-5 dice.

With things toned down a bit, he's going to be a lot more hittable - palpatine only provides bonuses that the focus token he should have would cover anyway, for example.

So whilst a 2x2 brick of B-wings can be out-flown, a crossfire of them is much harder to deal with. Getting a shot with a heavy laser cannon is going to require some spectacular incompetence on the part of the imperial player, but avoiding 4+ arcs of fire thrown in a loose web is going to be hard, especially since you now need to boresight soontir to get his free focus, too.