Coming back to 2.0? Help please

By Surge4tw, in X-Wing Rules Questions

I played alot of Xwing since launch and havent had time to play the last 6 months.

Can someone give me a run down or link      as to what 2.0 is, why I have to spend 150$ to play with my old ships and is it a necessity for continuing to play.

Im really not happy to come back to this. But im happy to see a core rules and game play update.

Please and thank you!   

Edited by Surge4tw

there are a ton of videos on this subject:
https://www.youtube.com/results?search_query=what+changed+in+x-wing+2.0

you can reach all the resources, such as the rule book, the rules reference as well as a lot of extra stuff from here:
https://www.fantasyflightgames.com/en/products/x-wing-second-edition/

the biggest changes are:
the turn structure - there is now a systems phase in which bombs are dropped, ships are decloaked and other stuff (such as docking and undocking). this happens after planning and before activation. the bombs still blow at the end of activation, though.
you generally never add results to your dice rolls. spending an evade token changes one of your focus or blank results to an evade result, it doesn't add it on top.
there is no more push the limit. instead, a lot of ships have linked actions on their action bar, which means they can perform the linked action after the initial action. linked actions are generally red, so they give you stress. some ships even have single red actions, so they receive a stress when performing them.
there are no points costs on the cards. instead, they can be found in .pdfs through the link above - or you can use the official app (i recommend "launch bay next" instead, the official app is a bit clunky) to build squads. this will let the developers change points costs over time to keep the game balanced.
360-turrets are gone! ships with turrets now have a turret arc indicator on the base, which needs to be pointing out the arc they want to shoot out of.
there are new factions! currently, we only have the empire, the rebels and scum. the first order and the resistance will be released soon. there will also be clone wars factions, separatists and the republic
green maneuvers are now blue (for color blind players).
actions can now fail - and when you fail an action, you don't get to choose another action, so there is no more trying to perform a target lock just to measure range. if you perform a lock action, you measure and then choose a ship, device or obstacle to lock. it's possible there are no valid targets to lock within range, the action is then failed - and you missed your chance to perform an action.
the bases and templates now have hash marks on them, which you need to adjust to when barrel rolling, talon rolling or decloaking. it's to much of a bother for me to explain right now, but just watch some videos, read the rules, play the game - and you'll find out soon enough. ;)

i'm sure i missed a lot of important changes (such as charges for some pilot abilities and upgrades, the force, calculate etc.) and even screwed up some of my explanations, but as i've already mentioned, there are a ton of sources to gather information from.

imho, the best way to get going is by playing the game. do you know anyone who plays 2.0 and is willing to show you the ropes`? just go for it, push plastic spaceships around and make pewpewpew-noises when you attack.

welcome back! ^_^ enjoy yourself!

Edited by meffo

Thank you so much!

Glad to hear the quality of life updates. Still sad on the cost... but ty none the less

Good summary, @meffo :)

2 hours ago, Surge4tw said:

Thank you so much!

Glad to hear the quality of life updates. Still sad on the cost... but ty none the less

Honestly, the rules update is really great. Restarting the card set to match and leverage those changes is also great.

You should know that there are going to be at least 7 factions (two prequel, two OT, two sequel, and scum). If you have FO or Resistance ships, those are now their own faction. Most people (based on my anecdotal experience) seem to be investing in one or two of their favorite factions and selling their other ships. So it doesn't have to cost you $150... (But it could cost more if you move into all 5 current factions)

P.s. if you decide to divest in some of your imperial collection, I know a guy... :)