What I learned about 2.0 last night

By Hrathen, in X-Wing

Last night I went to a 2.0 launch party at a local store (Shout Out: Demolition Games). I flew a VADER, REDLINE, and SOONTIR list. This is what I learned.

Vader is a Monster! He needs his Target Locks, but when he has them he hits like a truck.

Redline is really good! His ability to have Lock + Focus on every shot is pretty awesome, my choice load out is Proton Torp, Proton Rocket, so he can shoot no matter the range. I don’t know why I didn’t even think about bombs or the trajectory simulator. (Maybe traumatic memory loss from 1.0)

Soontir feels like a pocket Ace. He flys very much the way he did before Palp existed. My original list was Soontir + 4 Saber squadrons, but I didn’t have enough dials. I need to find some more Interceptor Dials to try this list out.

I wasn’t organized yet, and flipping through giant stacks of cards for the card I needed and digging everything out took forever.

Lastly, I really need to fly better.

Over all had a ton of fun playing 2.0. Can’t wait to fly a bun

The medium base is throwing me off on the punisher.

Im literally the only person in my area that used punishers in 1.0, Deathrain was a beast when bombletts and LWF dropped. I cant play him even remotely the same way both because of different ability and medium base.

Clipped so many dang rocks....

Our launch event last night:

- Swarms are back, and scary. 10 person 3-round event won by the Howl/Iden swarm.

- Phantoms are legit, as are Defenders

- TIE Bombers are really good too (#3 list was 3x bombers, a Lambda, and Whisper)

- Y-wings with Ion Cannon and Veteran Turret Gunners can do some great targeting (#2 was an AXXY list)

- Seismic charges are fun thematically, and you have to think differently about them than old bombs

I learned Vader doesn’t like to get shot by proton torpedos even at range 3.

That after several iterations on a list, that Whisper with Juke, Vader, and Collision Detector is a bit pricey, but that CD is the best 5 points you can put on her. It opens up so much, and forces your opponent into difficult situations (especially if they’re flying aces) because the ability to straight up ignore obstacles twice a game gives her that one thing Phantoms often lack, unpredictability.

Forcing your opponent to take sub optimal choices because of the possible risks is how you can win.