Everyone's thoughts on 2.0 so far

By Ayleron, in X-Wing

13 minutes ago, ficklegreendice said:

Scum: Moldy Mux

As much as I love Moldy Mux with stealth and cloak I don't see him sticking around as decent for long. His 0-3 range init debuff will be murder against lists centered around a strong Ace since, other than focusing Torkil down which is what the def boosters are there for, the only firm counter is a Heightened Senses force user that goes second. It is likely that he'll be nerfed. :(

eh, I love Moldy Mux but he ain't no Moldy Palob

you can 1v1 Mux pretty easily, initiative drop or no, by getting into his mobile arc and just chucking more dice at him

Moldy Palob...well good luck with that when you don't have any mods to throw

Either way, they're both 5 health low I 58 point ships. Granted, I cannot justify a list without them, but I have to imagine someone will kill my Moldy Crow eventually...

funny thing about 2nd ed is I can gush on and on about a LOT of pilots...but they'll all die in like a round if you **** up. This is a wonderful thing, just something we'll all have to keep in mind for 2nd edition. No one is invincible anymore.

Edited by ficklegreendice

If you're 1v1ing Moldy Mux the player flying him screwed up. :) He's best setting up an enemy pilot to get hammered by Mux's squad mates before that pilot can respond. The higher the init of the pilot affected the better. :) The 3 dice in the bonus arc is just a bit of sweet gravy on top.

While I haven't played 2.0 yet and I'm excited to, I can express my thoughts on list building: I'm having more fun with the limited upgrades than I was prior to 2.0 being announced. Ships I wrote off as not worth the points now have new life and I want to give them a shot! Even if they still aren't up to snuff, I know there are more upgrades to come out that will give them the tools they need to shine! (or they'll be reduced in cost to make up for their poor performances!) The fact that proper flying is going to be so crucial is fantastic and I'm really interested in trying out mobile arcs as I never flew the Lancer.

Very much enjoying 2.0 so far. Only played a few games, most of them with Whisper in various configurations, though I'm going to finally start playing Echo instead for a while.

Inquisitor Tie Advanced V1s are awesome. That force point is pretty strong, fly them with Homing Missiles at 43 points and you are golden. I think the next list I fly will be 2 of those, Juke Echo, and Soontir.

I think the thing I like best so far is that 4 ship lists feel good and viable. The thing I'm most worried about is that support ships aren't particularly good.

Darth Vader crew card on Phantom is nuts.
Dash + Jan Ors list will be a new cancer.
Aces are horribly overpriced.
TIE Bomber overshadows almost all other Imperial ships.
TIE Defender is the most tanky ship right now and despite the price worth taking.
Emperor Palpatine is not a good card with current price.
Dutch Vander, Thane Kyrell and Garven Dreis are great rebel pilots.
There is much less hard counters than in 1.0, flying can still save you even in unfavourable match-ups.

9 hours ago, SOTL said:

Force is overcosted and rarely worth taking,

That was my thoughts, but I begging to change a little bit my mind. I have played some v2 flycasual virtual games ( I know it is incomplete, but still) and Vader and Luke was absolute brute.

I have been also very impressed the new defender.

9 hours ago, SOTL said:

Never seen an expensive Ace worth their points,

Concerning no force ace, maybe Wedge worth it. He is in my short v2 experience the most reliant ace I tryed.

9 hours ago, SOTL said:

never seen an expensive fat Turret worth its points.

Totally agree.

Edited by player2422845
3 hours ago, ficklegreendice said:

eh, I love Moldy Mux but he ain't no Moldy Palob

you can 1v1 Mux pretty easily, initiative drop or no, by getting into his mobile arc and just chucking more dice at him

Moldy Palob...well good luck with that when you don't have any mods to throw

Either way, they're both 5 health low I 58 point ships. Granted, I cannot justify a list without them, but I have to imagine someone will kill my Moldy Crow eventually...

funny thing about 2nd ed is I can gush on and on about a LOT of pilots...but they'll all die in like a round if you **** up. This is a wonderful thing, just something we'll all have to keep in mind for 2nd edition. No one is invincible anymore.

Truth. I’ve played against Palob a lot. He is every but as much of a pain as he was in 1.0, but he still dies. He might be too cheap for what he does but it’s still a game and that’s what matters.

Everything is flying. That’s what is cool about 2.0.

giphy.gif

7 hours ago, Micanthropyre said:

The thing I'm most worried about is that support ships aren't particularly good.

Admiral Sloane. Wow! She just may be all the support you need. I've been flying 4 heavy fighters + support for a looong time (eg. 4 strikers/interceptors + shuttle). Admiral Sloane is the card I've been waiting for! She messes with the opponent's actions (do I really want to stress myself for the locked action to enable rerolls against my ship?), and she makes them hesitant to kill anything except Sloane's ride because of the double stress penalty.

Captain Feroph. This Reaper pilot's ability is okay, but it becomes fantastic when you have a crew member you really want to keep safe. I can't imagine running Sloane on anybody but hey at the moment.

5-ship squads are a thing. A very scary thing! 3-ship squads will fall unless they have some way to work together synergistically, and I mean that literally - the whole must be worth more on the table than the sum of it's parts or they cannot overcome sheer numbers. Everything is vulnerable, so you have to fly smart.

Also, because of variance and reduced attack power across the board, I am able to take time to regroup my TIE fighters for a focused attack. Regrouping in first edition was a liability because generics just dropped so fast. Here, I can tactically decide that if I send my ships one at a time against a fat turret, they'll likely get initiative killed, so I need multiple shots so in case one dies, I'm still shooting.

Oh and large ship boost is still REALLY good.

Support ships are still incredible, so long as they're self-sufficient and ESPECIALLY if they support themselves

Howlrunner and Jonus might be my picks for simply best pilots in the game

Serissu has fast become a staple in my scum lists

Even guys like Dutch, who don't work on themselves, can still pack enough punch to be relevant in combat. Guys like Kyle, who rides in the almighty Moldy Crow atop his ability, are especially potent.

Edited by ficklegreendice
7 hours ago, Embir82 said:

Darth Vader crew card on Phantom is nuts.
Dash + Jan Ors list will be a new cancer.
Aces are horribly overpriced.
TIE Bomber overshadows almost all other Imperial ships.
TIE Defender is the most tanky ship right now and despite the price worth taking.
Emperor Palpatine is not a good card with current price.
Dutch Vander, Thane Kyrell and Garven Dreis are great rebel pilots.
There is much less hard counters than in 1.0, flying can still save you even in unfavourable match-ups.

Dash and Jan seems inefficient vs what else is out there. What build have you seen that makes you think it'll be cancer?

I don't really count "Support Pilot Abilities" I guess in Support Ships, so things like the Lambda I have a feeling will suffer. That being said, there aren't really that many "pure" support ships out there so maybe it isn't really an issue.

I do agree that Sloane is amazing. I have not yet done it, but Sloane on a phantom with 4x Strikers is a list I'm itching to try. Honestly, there just isn't enough time to fly all the things I want to fly these days.

Its also worth mentioning that in 1.0 I was a one-faction player, and will likely for the broader events continue to only play Imperial (I'm probably going to go Scum for Wave 1 because I'm not really a fan of TIE Fighters or Advanced) so things like Moldy Anything aren't really on my radar right now so I could be totally off.

1 hour ago, FriendofYoda said:

Dash and Jan seems inefficient vs what else is out there. What build have you seen that makes you think it'll be cancer?

Some context here: for me cancer is a list with style of play that will be despised by large group of players, not list with biggest objective strenght. Anyways here is the list:

https://raithos.github.io/?f=Rebel Alliance&d=v4!s!39:133,-1,77,54,-1,157,-1:-1:-1:;46:133,-1,52,-1,-1,156:-1:-1:&sn=Dash %2B Jan&obs=

Dash's player takes big debris and the fun begins. It reminds me playing against TLT - you are on the clock taking two shots from 6/5 or 5/4 dice per turn.
I got nothing against this style of play but a lot of people didn't like this type of lists - thus my point about "cancer".

Five. Cartel. Marauders.

Destroying large ships and Aces alike with them. 15-18 red dice of focused punishment with dangerous blockability when flown correctly at initiative 2. The white barrel roll is all the difference in setting up the engagement and alpha round as Kihraxzes were much more predictable in their 1.0 approach. The one extra hull is gravy on the scum biscuit. Amazing how one singular change to an action bar completely made a ship viable. They will most likely see a 1 point cost increase within the first 6 months. Howlferno swarm is its' only nemesis right now. It is the list so far in 2.0 after some 25+ games that has shown me that upgrades are not a necessary as they were in 1.0. Ship count FTW.

9 minutes ago, Cloaker said:

Five. Cartel. Marauders.

Destroying large ships and Aces alike with them. 15-18 red dice of focused punishment with dangerous blockability when flown correctly at initiative 2. The white barrel roll is all the difference in setting up the engagement and alpha round as Kihraxzes were much more predictable in their 1.0 approach. The one extra hull is gravy on the scum biscuit. Amazing how one singular change to an action bar completely made a ship viable. They will most likely see a 1 point cost increase within the first 6 months. Howlferno swarm is its' only nemesis right now. It is the list so far in 2.0 after some 25+ games that has shown me that upgrades are not a necessary as they were in 1.0. Ship count FTW.

which means ship cost needs to go up or upgrade costs need to come down

16 minutes ago, Darth evil said:

which means ship cost needs to go up or upgrade costs need to come down

They don't need modifications. Modifications are a trap on the Kihraxz. If they price up the base chassis by 1-2 points, but then allow in the app for all mods to cost -1 to -2 then I think they'll achieve what the intent was. But as it stands, to have a 3 primary 1 white turn barrel rolling ship with init 5 (the oft maligned Talonbane) for essentially 25% of your squad cost, with his considerable ability, it just screams "NO UPGRADES NEEDED."

I feel the same about TIE Phantoms. Two Sigma Phantoms, with a decked out Vader, I think is just an insane list to deal with in 2.0. You can even field an Echo-Whisper-Vader squad now. Think about how formidable that is for a second now, when flown right.

I love 2.0 in the way Anakin from the prequels hates sand.

OH WOW! Second Edition sweet!

Woof...ok....50 dollars for a conversion...that's kinda rough, but that's not too bad.

Oh,...wait....it's 50 dollars for 1/3 of my collection. Ouch...that's pricey, but I guess it could be,..

huh?...they are splitting resistance and rebels and the Empire and first order. So it's only some of 1/3 of my collection, AND I have to buy 2 more different conversion kits. I am getting a bad feeling about this.

Oh BOY,.. they released the list for the kits,..let's see what's in the inside.....wait,...where is Tycho, Hobbie and Tarn? So the conversion kit is only converting some of some of 1/3 of my collection?

Wait,...I can fly 4 xwings pointwise,...how come the conversion kit only has 2? So,...I have to buy 2 each of all the conversion kits to be able to fly a complete list?

Well...let's see what the cards actually look like....it's the same old tired retreaded artwork they have quintuple dipped with on all their games? They couldn't even

be bothered to change the artwork or use screen grabs for pictures of the pilots,...since those alt art's have always been the ones that everybody wanted? Don't they even look at ebay?

So,....what are my thoughts on 2nd ed?

I think Lando said it best,...

This deal keeps getting worse all the time.

On 8/25/2018 at 9:21 AM, Embir82 said:

Dutch Vander, Thane Kyrell and Garven Dreis are great rebel pilots.

Actually Garven sucks right now, since you can't use his ability anymore if you roll no focus results.

3 hours ago, napoleonWilson said:

... screen grabs for pictures of the pilots...

God no. Please ffg never do this (outside of the occasional promo).

Screengrabs look cheap and tacky.

1 hour ago, Giledhil said:

Actually Garven sucks right now, since you can't use his ability anymore if you roll no focus results.

You can't? He does not look so hot then.

Edited by Embir82
29 minutes ago, Embir82 said:

You can't? He does not look so hot then.

Looks like you definitely can't.

That's kinda sad.

5 hours ago, napoleonWilson said:

So,....what are my thoughts on 2nd ed?

I think Lando said it best,...

This deal keeps getting worse all the time.

I've spent $190 on 3 conversion kits and a new Core. It's money well spent in my opinion (and I'm a cheap @$@$#). I was about to quit the game, but this investment pretty much means the game is still worth playing for a few more years.

18 hours ago, Cloaker said:

Five. Cartel. Marauders.

Destroying large ships and Aces alike with them. 15-18 red dice of focused punishment with dangerous blockability when flown correctly at initiative 2. The white barrel roll is all the difference in setting up the engagement and alpha round as Kihraxzes were much more predictable in their 1.0 approach. The one extra hull is gravy on the scum biscuit. Amazing how one singular change to an action bar completely made a ship viable. They will most likely see a 1 point cost increase within the first 6 months. Howlferno swarm is its' only nemesis right now. It is the list so far in 2.0 after some 25+ games that has shown me that upgrades are not a necessary as they were in 1.0. Ship count FTW.

I would like to try this, but I only have 3....and only 3 come in the conversion kit. I don't really want to buy ANOTHER conversion kit for it. I'll probably have to change out 2 of them for something else. Any suggestions?

3 hours ago, heychadwick said:

I would like to try this, but I only have 3....and only 3 come in the conversion kit. I don't really want to buy ANOTHER conversion kit for it. I'll probably have to change out 2 of them for something else. Any suggestions?

Casually, just use the 1.0 dial and base.