2.0 Points Values & Slots

By Innese, in X-Wing

1 minute ago, Force Majeure said:

I count 5 Generic Gunners that Imps can use and 11 Generic Modifications. Are these too few?

What, you dont want to have a random 5th Brother in your Punisher to give it a force rating?

Just now, thespaceinvader said:

OK so... I know Force is amazing and recovering it is amazing but... HOW on EARTH (or elsewhere) is Maul worth THIRTEEN points?

A free mini focus that can be used everyturn is very powerful. It's why Luke costs more than Wedge.

I'm not denying that. But I'm struggling to see it being worth that much, even with the additional regen ability.

Well, testing and time will tell I guess.

So if you have a Force user as crew, you can use their Force charges as though the pilot had Force ability?

2 minutes ago, Force Majeure said:

I count 5 Generic Gunners that Imps can use and 11 Generic Modifications. Are these too few?

when you look deeper and realize that the only mods that will be generally used will be Afterburners and shield upgrade, then yes it's too few

1 minute ago, thespaceinvader said:

OK so... I know Force is amazing and recovering it is amazing but... HOW on EARTH (or elsewhere) is Maul worth THIRTEEN points?

That's the same as Palp, but instead of giving everyone your force rating, it gives the ship he's on an extra slot for the powerful force abilities.

Anything that is labled "dark side" can go on ANY Scum or Rebel ship with at least 1 crew slot.

1 minute ago, Rakaydos said:

That's the same as Palp, but instead of giving everyone your force rating, it gives the ship he's on an extra slot for the powerful force abilities.

Anything that is labled "dark side" can go on ANY Scum or Rebel ship with at least 1 crew slot.

and Palp seems OC

4 minutes ago, Force Majeure said:

So if you have a Force user as crew, you can use their Force charges as though the pilot had Force ability?

Yes.

3 minutes ago, Rakaydos said:

That's the same as Palp, but instead of giving everyone your force rating, it gives the ship he's on an extra slot for the powerful force abilities.

Anything that is labled "dark side" can go on ANY Scum or Rebel ship with at least 1 crew slot.

No.

Maul doesn't give you the Force slot, he just enables you to take Dark Side upgrades if you have it. C.f. the wording on Virago or the Scyk.

(And Scum will be able to equip Dark Side anyway, Alex confirmed at euros that whenever they eventually happen, they'll break on faction lines, Rebels/Resistance get light, Scum/Empire/FO get dark.

E: yeah, Palp is a good comparison. Maul can get his Force back, so he can use it multiple times per turn, potentially, but at a HIGH cost, Palp can be used ANYWHERE. Palp is a huge amount better, but Maul costs the same.

Edited by thespaceinvader
1 minute ago, Darth evil said:

and Palp seems OC

Reaper Palp is 54 points, or 29 1.0 points. For that, your aces dont have to save focus for defense or worry about Jam, Vader, or Hotshot Gunner, because Palp will cover them on defense.

7 minutes ago, Force Majeure said:

I count 5 Generic Gunners that Imps can use and 11   Generic  Modifications. Are these too few?  

The slots that are good surprise to me are for bomber punisher and striker. for them, there is only BT1, skilled bombardier and fifth brother that are relevant.

5 minutes ago, player2422845 said:

The slots that are good surprise to me are for bomber punisher and striker. for them, there is only BT1, skilled bombardier and fifth brother that are relevant.

I mean, skilled bombadier is pretty darn relevant.

3 hours ago, Rakaydos said:

FCS is good. Free evade is good. I'm just not sure it's "Reactively turn your white 4k into a white 6k, white 6 sloop, or white 4k 2 bases to the side" good.

I'm genuinely not sure which I like better, given the points disparity and jousting effects.

2 hours ago, Commander Kaine said:

Yeah. There is a reason why people didn't put engine and shield upgrades on defenders.

I did.

2 hours ago, HolySorcerer said:

Eh, the Krayts did a double defender list vs TIE swarm on vassel a while back. The defender list was very expensive and included mods (which they don't have any more), and it got stomped. It may just be one anecdote, but those guys are good players, and it wasn't even a close game.

1 hour ago, All Shields Forward said:

Also they used Defenders with mods. Did they know Defenders could take system slots? Sounds like this example completely and totally reflects 2e not at all like it really is.

So the list was Defenders that were effectively without pilot abilities, probably the 3rd best EPT for them, and no system slot vs a TIE Swarm that was about 10 points more (and above the 200 limit). The swarm also had most of its ships on fire. I know because it was me playing the Defenders. Ill happily replay that game with well built Defenders with currently known upgrades and expect to have a reasonable chance at victory.

1 minute ago, Biophysical said:

I'm genuinely not sure which I like better, given the points disparity and jousting effects.

Did you include AS bank boost 1-hards and 2ks in your calculations? AS has no drawback on red moves or speed 1-2.

I knew buying 2 Punishers and 3 Bombers was a good idea!

Overall I'm pretty excited by this so far. There are likely a few weird costings in there but at first glance it seems OK. Force is expensive, as expected, but I'm surprised how cheap Wedge and Soontir are, especially after Alex Davy said IN6 would be costed at a premium. Soontir actually looks OK at 54 points with Predator. He's no longer so expensive that losing him is a major setback.

Defenders look monstrous. FCS and Juke would be my go-to combo on them. Not convinced by Advanced Sensors, as it's 8 points and turns off Full Throttle. I think people are underestimating the power of a pair of FCS-modified 3-dice attacks with Juke. They won't blow you apart in one round but they will outlast you and wear you down over time, easily winning a battle of attrition.

1 hour ago, Darth evil said:

have you ever rolled 3 dice, no way having 1 more agility is balanced versus an extra hull, boost and possibly regen

I agree that the X1 isn't so bad compared to the T-65. It's not just 1 green die for all the bonus stuff and nothing else.

As Bad Idea Comics points out, the reliability of those shots will be higher as you will get modification. Also, the ability to turn a hit into a Crit is going to help quite a bit. The T65 has more hull these days and it won't be able to stop all the Crits from getting through.

The T-65 can't Boost and BR in the same turn. It can only Boost if it does that config that modifies it's attack dice. It's situational and can be exploited.

Blue Squadron Escort

  • 41pts
  • +6 for R2 droid
  • Total 47 pts

Tempest Squadron Pilot

  • 41 pts
  • +3 for FCS
  • Total 44 pts

Are they really the same cost?

Just now, Jike said:

I knew buying 2 Punishers and 3 Bombers was a good idea!

I knew buying 2 Punishers and 6 Bombers was a good idea! Well, maybe not that many Bombers. I got 4, and then 1 in Imp Vets. Then one was a gift.

I will say that I am really liking the Tie Aggressor! It's priced......aggressively. Only 30 pts for the base model and only 36 pts for the top gun? Very nice!

My 2 cents:


I'm mildly annoyed they categorized the pilots by points, but the upgrades in alphabetical.

8 minutes ago, Rakaydos said:

Did you include AS bank boost 1-hards and 2ks in your calculations? AS has no drawback on red moves or speed 1-2.

Oh, definitely, it just depends on how it fits in the squad. Those extra points matter.

At least initially, I'll probably end up with FCS/Juke on one and AS/Lone Wolf on the other and see how it goes.

I feel the Jumpmasters are overcosted. Serious dial nerf, title nerf, upgrade nerf (lost crew) rotate arc is red and the dial has less green and more red. I was expecting them to be much closer to 40 points. 40-43 was my hope.

7 minutes ago, Scum4Life said:

I feel the Jumpmasters are overcosted. Serious dial nerf, title nerf, upgrade nerf (lost crew) rotate arc is red and the dial has less green and more red. I was expecting them to be much closer to 40 points. 40-43 was my hope.

I agree, it's painful to see them like this. The contracted scout, which also lost it's EPT, is 2 pts less expensive than Scum Han base. And for those 2 pts you get a better initiative, pilot ability, dial, 2 more hull, 1 less defense dice, trade red barrel roll for red boost, white rotate (no linked actions, though), trade missile for torpedo, two crew slots, a gunner slot, and a bow-tie turret.

1 hour ago, ClassicalMoser said:

Yeah I mean I think they got this wrong. Because if you look at the art on the Scimitar Squadron Pilot, there's a torpedo or missile coming out of that hexagon. Did it just punch through the gunner? Or Maybe there's a gunner behind the pilot's seat? It just seems wrong to me.

(I did see the Rebels Episode. According to Wookieepedia, that craft had the ordnance pod removed and a crew bay put in, but we shall see. Such craft are often modular.)

Here is the thing; the old lore which the card art is based on, which I believe was recycled from 1.0, that opening was for launching and it had the ship as one occupant.

Rebels has shown on two seperate occasions and different TIEs as having a gunner station.

Also, Wikipedia is not a reliable source as anyone can change it. That makes any info unreliable at best. There is a reason when writing a paper you shouldn't cite Wikipedia as a source.

So, given actual canon examples seen on screen versus minor liscencee card art, I go with the canon info.

I can genuinely see them having purposefully overpriced the Jumpmaster generally, just because there's been SO much backlash against it for SO long. Give it a year or so we might see it coming back down.

@Brianish and @dadocollin

But we do not have enough cargo Chute tokens to be able to use that? Inertial dampeners are cheap too, but probably not worth a Jabba, esp as more ships now have stop, and people are prepared for it. Jabba even in 2.0 doubtful if he is worth it.

@thespaceinvader Maul at 13? We do not even have dark force powers. Very strange pricing.

-Robot Squad of Guri+IG88+4Lom for calculate fun at 181points. Could be viable!

-Marauder only 3pts...

-Kihraxz slightly cheaper, but no discount on mods, and boring mods. Sad panda instead.

1 hour ago, Bad Idea Comics said:

Or really expensive Mod options.

That's right, all the fanciest-- Dijon Mod options! Mmm!

Interesting that FFG no longer feels compelled to make the highest IN pilot be the most expensive. That's good, as it shows they're now costing based on the abilities more than they used to. It also opens up a lot more design space.