5 hours ago, Commander Kaine said:As we can see from the threat cards 1 Blue squadron Escort with Protorps, R3 and Sfoils is 2 threat, so 50 points.
Protorps are 8 points. (there is a screenshot of the app showing this value)
R3 is basically weapons engineer, so I'm going to assume somewhere around 4-6 points
S-Foils I think will be free.
Which means, approx. 36-38 points for a naked Blue Squadron escort (with S-Foils)
Sounds like a sensible estimate. Bear in mind that a Rookie Pilot (at the moment) costs 19 points if given the various x-wing & partisan specific cards.
5 hours ago, Commander Kaine said:There is still the Cavern Angel, Initiative 1 X-Wing, which I presume will cost less.
Not necessarily. Remember that the Cavern Angels Zealot in 1.0 costs more than a higher PS Rookie, not less, and that one thing already stated is that Partisan units will get access to Illicit upgrades.
5 hours ago, Commander Kaine said:Which means, you can have 5 X-Wings, with some cheap upgrades... Possibly with R4 astromech (if that also keeps a low price)
5 X-wings, I expect. 5 X-wings with an astromech - as you say, maybe, depends on the price of specific 'mechs (but since Integrated Astromech has gone away in favour of +1 hull, it's not exactly a big deal one way or the other).
We know R2-D2 is now 10 points and R5-D8 is now 7, from the same screenshot, so at least the unique 'mechs have gone up in price relative to their 4 point and 3 point costs in 1.0
2 hours ago, GILLIES291 said:I'm ok with 5 X-wings being a thing as long as 10 TIE Fighters is also a thing.
Unlikely. Firstly, adding a 5th ship to a squad is doable - I've been playing a heavy swarm for over a year - but the time impact on the game of exceeding 8 ships on the board is huge. Plus, you start to have difficulty concentrating all your firepower on one target.
That said, it's possible (and the difference wouldn't be visible on the 'threat level' scale), and I wouldn't complain.
Most importantly, though:

Now, the Black Squadron Ace being two threat I understand. Firstly, it's not necessarily an 'optimised' way to spend points so much as 'how the heck do we make a TIE fighter worth 25 points using just the cards in the starter set?'
The more significant thing is the Academy Pilot being one threat. Okay, ten points 'rounds' to twelve, but if the intent was to have ten TIE fighters, I'd have thought they'd have built the quick builds on ten point lumps, not twelve-and-a-half (which they haven't since a squad is eight threat.
46 minutes ago, Commander Kaine said:"How are you expected to win against 5 xwings with the classic swarm?"
At the moment, I'm not sure. I'm sadly out of practice with basic TIE fighters, but it does appear basic TIEs are essentially unchanged in dial and stats.
A lot will depend on the price of the unique pilots. A classic swarm was never 'just' 8 academy pilots, it was a bunch of academy pilots plus a handful of uniques or black squadron aces (I strongly suspect obsidian squadron can still go die in a fire unless there's something I'm missing in their upgrade bars; there's a reason 'mid level' generics have been removed from most ships).
Being able to throw in Howlrunner instantly ups the game of a swarm. Being able to throw in Howlrunner and Iden Versio, even more so, as you can ignore the first kill-shot on one of your TIEs.
Crack Shot is now bullseye only. Which makes it harder to use, but also potentially cheaper.
Essentially, it'll be dependent on what you can fit in to support the academy pilots.
But I suspect that forming up into a 2 x 4 brick and flying at 5 X-wings and expecting to win is probably a bad idea.
With greater numbers and enough warm bodies in the enemy squad that mutual collisions after an unexpected bump are likely, I suspect detailing an academy pilot as a blocker is not a bad idea.
5 hours ago, Commander Kaine said:On the other hand, 2 X-Wings can take down a TIE... If we look at the best case scenario, the whole squad can take down 5 TIEs in a round.
Whilst possible, that's not especially realistic, though.
Assuming you've got rookies sorry, blue squadron, shoot first and are focused at a focused TIE fighter at range 2, with average rolls it takes 3 to 4 shots to bring down the TIE fighter.
That said, with 6 hit points and 2 dice focused versus 2 dice unmodified dice (because in a 'face off' you'll be shooting at someone who spent their focus attacking), you're unlikely to drop an X-wing in the return spread. Which means you then end up with two swarms smooshed together at close range. Being initiative 1 is sometimes an advantage (I know the board state meaning less unexpected blocks) and sometimes a curse (enemy ship is currently sitting exactly where I want to move to). Having all three speed turns is an advantage for the TIEs, having talon rolls an advantage for the X-wings. Range 1 is generally better for 2-dice ships, though, as they get a bigger proportional boost in firepower.
5 hours ago, Commander Kaine said:At this point, the X-Wing has double health, better dial, shields, better actions, better attack value
Yes to the first.
Hmm to the second. Talon Rolls and speed 1 straights and banks versus variable speed K-turns, speed 1 turns and speed 5 straights. I'll accept but I'm not convinced the X-wing dial is that much better
Better actions....again, a bit. Yes, the X-wing can target lock but a jouster both giving and receiving fire is going to focus unless it desperately needs to reposition. S-foils giving it boost (or boost + focus) is an advantage but one you need to lock in before your move; it's not as responsive as a TIE interceptor's boost.
Better attack value - agreed.
In short; I'm not convinced 8 Academy TIE fighters will beat 5 X-wings. I do think they can give them a bloody nose, but without playing multiple games I'm not sure who'll win the attrition fight - personally I'd bet on the X-wings, but I suspect there won't be many survivors, and I'm pretty sure it won't be an easy win for either side whoever comes out on top.
8 Academy Pilots will wreck other squads more effectively (things like an agility 0 decimator or ghost, whose reinforce token is almost irrelevant against 2-dice attacks and who can no longer boost out of arc of the swarm, is now massively fecked against a swarm like that), but I think they might be on the wrong side of a scissors-paper-stone squad matchup against a slightly-higher-but-higher-enough PS heavy swarm.
How 'a TIE swarm' can beat them is a different question; with a lot of very powerful looking unique TIE pilots, all of whom seem to punish you for not firing on them first, it'll depend on how many unique TIE pilots (who have the initiative advantage and often have really powerful damage boosting or deflecting abilities you can pack in an elite swarm.
I don't think the 'crackswarm' is likely to make a resurgence because whilst I expect crack shot to be cheap, and black squadron aces to be cheap, and the combination to be good, swarming them requires concentrated fire and concentrating fire with multiple bullseye attacks is probably a bit too challenging unless you're engaging large based ships (most of whom you probably don't need crack shot to hit).


