I'm not thrilled with the idea of charges

By Koing907, in X-Wing

5 minutes ago, heychadwick said:

Also, not all charges replenish.

That's it! I thought "recharge and dials" sounded a little clunky. But another word for recharge is replenish, and probably the best way to replenish ones energy is to eat snacks.

"Snacks & Dials!"

Okay, it probably won't catch on. But I can daydream.

3 minutes ago, ViscerothSWG said:

That's it! I thought "recharge and dials" sounded a little clunky. But another word for recharge is replenish, and probably the best way to replenish ones energy is to eat snacks.

"Snacks & Dials!"

Okay, it probably won't catch on. But I can daydream.

"Arrows and dials!" will be my own catchphrase. Although that sounds a bit more medieval....

24 minutes ago, heychadwick said:

Don't forget that every token is flipped over when used. Shields are like that now, too. Even if you don't have R2, you still have your flipped red shield marker flipped. Flipping tokens is part of 2.0 with or without charges.

Also, not all charges replenish.

If I have acrylic shields from Campaign Against Cancer and someone makes me switch to 2e shields, I will play the "what about St Jude's Children Hospital research?" card.

I get the token spam be somewhat of a problem, after all we got;

  • shields
  • focus
  • calculate
  • evade
  • target lock and target
  • ion damage
  • tractor beam
  • jam token
  • condition tokens
  • charge
  • force

even damage tokens just to remind you that there is a face up damage condition that you have to follow. At least the numbers attach to a base so there is that but then that is another token to put on pilot card/entry to track. Did I miss any?

I see FFG is doing some things on reducing it by including dual sided tokens with shields and charges, and if they don't replenish then you cna jsut put them back into the plano box.

1 hour ago, Koing907 said:

Kinda sorta. Some "once per round" abilities are easier to track than others. Some, I use tokens placed next to the ship to mark that I have used it. I often put a tracking token next to Quickdraw, for example. I don't dislike it, I choose to use the tracking token to make sure I don't accidentally attempt to use the ability twice.

Now, with so many abilities sharing the charge token system, I'm concerned about clutter on the cards, that the tokens are identical, and all will be placed next to each other.

Why not place the tokens on the cards using them? Force is pooled, but charges aren't.

Personally, I'm still hoping for a Combat Utility Vehicle from the PC games. Weak and delicate, but at the beginning of every turn, each friendly craft at range 1 can flip one spent charge.

I'm going to say "Back to your mom's house!"

15 hours ago, wurms said:

charges are awesome. problem in 1.0 was a powerful missile like Harpoons gets two uses no matter the cost because of EM. If 1.0 had charges, they could limit them to 1 charge only, while homing missiles could have 2 charges.

recurring charges will be no different than remembering rebel regen, or rey crew focus, etc. You might forget at first, but after playing with the list/upgrade a few times it will be familiar.

This.

Charge tokens cover a whole multitude of uses:

  • 'Ammo-using' weapons can have varying numbers of multiple shots, which is another way to off-set their power, from Barrage Rockets and Cluster Missiles, which are arguably just "a way to buy a 3-dice attack for most of the game" to one-use advanced protons.
  • It gives you an easy visual reference for once-per-turn effects, or one-use-until-recharged abilities
  • It also works for cool-down abilities like Tarkin, Leia and Jerjerrod (spend multiple charges, get them back at one per turn), giving you powerful, squad-wide upgrades with multi-turn recharge.

My only issue with the new mechanic is that it is going to leave the play area very messy, between bigger cards, charge tokens, effect tokens, templates and dice, often tournaments you get as little as 4-6" of space in front of you to lay out everything you need, and if you are fielding multiple ships, with upgrades, there's going to be a lot of confusion of stuff!

1 hour ago, Dreadai said:

My only issue with the new mechanic is that it is going to leave the play area very messy, between bigger cards, charge tokens, effect tokens, templates and dice, often tournaments you get as little as 4-6" of space in front of you to lay out everything you need, and if you are fielding multiple ships, with upgrades, there's going to be a lot of confusion of stuff!

Two solutions; to minimize table space for your squad.

1. Overlap the upgrades such that the grey left section is hidden under the card to its left. Charges are placed on their cards so no new space taken up there.

swz06-leia-organa-crew.png

2. Run naked ships.

1 hour ago, ViscerothSWG said:

Two solutions; to minimize table space for your squad.

1. Overlap the upgrades such that the grey left section is hidden under the card to its left. Charges are placed on their cards so no new space taken up there.

2. Run naked ships.

1. Yeah ... and those cards and tokens always stay super neat during a game :D

2. More likely ... yes!

The last list I flew had...uh...

Deathrain + ablative (2) + proton bombs (2) + seismics (2) + barrage (5) = 11 charge

Two gamma vets + Jonus with Sat Salvo and barrage = 15 charge

...26 charges...

No problems at all ?, even with Sat Salvo adding variable charge expenditure per attack

**** if I know where to get all those tokens irl, though...

Edited by ficklegreendice
1 hour ago, ficklegreendice said:

The last list I flew had...uh...

Deathrain + ablative (2) + proton bombs (2) + seismics (2) + barrage (5) = 11 charge

Two gamma vets + Jonus with Sat Salvo and barrage = 15 charge

...26 charges...

No problems at all ?, even with Sat Salvo adding variable charge expenditure per attack

**** if I know where to get all those tokens irl, though...

I bought a lot of charge tokens from Curled Paw Creatives to feed the Barrage Rockets beast.

Edited by HolySorcerer

Might do that or wait for barrage to get released in an expac

No idea how many come in the kit, after all

7 minutes ago, ficklegreendice said:

Might do that or wait for barrage to get released in an expac

No idea how many come in the kit, after all

Acrylic >> cardboard

So the charges, as others have said, prevent you from having to track Extra Munitions, "once per round" (all the weird little secondhand tokens such as Palp tokens, C-3PO tokens, etc.), and discarding cards. In practice, they make the game a lot more intuitive. They also allow for more flexible game design that can reduce card bloat moving forward.

The best reason for this is something I actually saw at the GenCon 1.0 tournament. A friend of mine was playing a list that had all the cards and upgrades in binder pages for convenience. To mark where his glitterstims and bombs were, he had a whole bunch of the illicit tokens that come with Jabba, and a whole bunch of Munitions tokens for the bombs. Now, in second edition, you can put your whole list in binder pages for convenient tournament setup and takedown, and track all the charges on top of the pages without having to worry about flipping the cards.

Was thinking more about charges. I wonder if we might someday see a blue recharge arrow, or a red down arrow corresponding to gaining or losing charges based on maneuvers or actions performed. Or multiple up and down arrows for complex earn/loss conditions for a charge.

So much design space!

Quote

I'm not thrilled with the idea of charges

I bet Major General George Pickett felt the exact same way.

On 8/14/2018 at 9:29 AM, ViscerothSWG said:

There was no shortage of 3rd party reminder tokens in 1.0 for /per round abilities and effects. Ffg just stuck an official token to the abilities.

There will probably be 3rd party charge and force tokens with unique looks for popular cards in 2.0 too.

Curled Paw and Highbridge Designs on Etsy are selling 2.0 acrylic templates and tokens. Just search on Etsy for x-wing 2.0 and you should fi d them.

On 8/14/2018 at 12:23 PM, GreenDragoon said:

A charge is no difference from "once per round" abilities. Do you dislike those, too?


False, in the sense that you have more game components to manage. Let's say I'm flying a list that is using 3 Force Points and 12 Charges. When I have to move tables between rounds of a tournament and setup for the next game, I'm now also making sure that I'm distributing 15 double-sided tokens correctly amongst all the cards of my list (including however many double-sided shield tokens I am also distributing). And with upgrade cards larger and requiring enough space to clearly assign their charge tokens too, it won't be as easy for people to move their list in binder pages or 1.0 trays.

Is this a huge pain? Not really, but it means you're potentially lugging twice as many tokens around between rounds and it'll add a couple minutes to set-up between rounds, which always felt rushed at most events in 1.0. I just got done flying a list that used seven Extra Munitions tokens at a big event, and I was slightly annoyed with how much longer set-up between rounds took compared to not having all those extra tokens spread amongst my upgrade cards. So in this sense, there is a real difference between charge/force tokens and 'once per turn' abilities.

It's the kind of change that is almost entirely irrelevant to casual players sitting at their kitchen table, but in tournaments it seems a bit like a nuisance in my head when you're already typically rushing around after pairings go up to try and get a peek at pairings, find your table, spread your cards out, assign all your tokens, find a spot for your templates, deploy obstacles, and deploy fleets all in a couple minutes. Granted, no one has yet played in a physical full 200pt 2.0 X-Wing tournament yet, so who knows how obnoxious it will really turn out to be in practice.

3 hours ago, EastCoast said:

I bet Major General George Pickett felt the exact same way.

Hey, don't forget Brig. General Pettigrew there. Technically, it was the Pickett-Pettigrew charge. It was a dual command. Those lousy Virginians said that NC's held them back and they would've won the day if it weren't for the NCer's, but federal records show that the NCer's got further than the Virginians on that day.

3 hours ago, T70 Driver said:

Curled Paw and Highbridge Designs on Etsy are selling 2.0 acrylic templates and tokens. Just search on Etsy for x-wing 2.0 and you should fi d them.

I have received some very nice Highbridge Design movement templates. They are exceptionally nice. I will say that Curled Paw has helped us immensely when it comes to creating our own 2.0 templates (for my podcast). Both are excellent.