Been out since V1, anyone want to catch me up?

By MacchuWA, in X-Wing

So, just before 2nd edition launched, me and my wife had our first kid, which meant I went from being a fairly active player and consumer of X Wing content (videos, podcasts etc.) to essentially zero time to play, and a corresponding decrease in other X Wing content.

I'm planning on buying into 2.0 this week, and was hoping for a bit of a primer On what's been going on. What's good, what should I be looking out for, what's changed the most and, maybe critically, what should I buy? I have a decent but not exhaustive list of 1.0 ships, and tended to play mainly rebels in 1.0. my favourite 1.0 ships were X Wings (T-65 and T-70), Y wings, Z-95 Headhunters and K Wings. My current shopping list is a core set, resistance and rebel conversions - will probably pick up scum and imp later. Any cards I need from other packs? And is the Resistance A Wing worth getting?

The first points update is supposed to be out tomorrow, so any specific discussion about what is good or not might not be accurate 12 - 13 hours from now.

However, I'd say that the biggest change is how much variety I'm seeing in ships at each game. Lots of people playing lots of things, which makes the advice of "fly what you like" pretty spot on. Other big changes: upgrades are not nearly as necessary as in 1.0 so flying more ships with only 0 - 1 upgrades per ship is fairly common. Some rules work differently than in 1.0 (e.g. no more spending locks just to fire ordinance). Oh and with soon to be 7 factions, specializing in only one or two factions is a valid choice.

And the Resistance A-wing is worth getting if you are going to fly Resistance, seeing as the Resistance only has 4 ship types at the moment. :) Beyond that, it's a fun ship and the "turret" arc makes for some interesting flying.

Edited by Nspace

Both X-wing platforms are versatile and effective. The Resistance A-wing aces are hot fire (L'ulo is love. L'ulo is life!).

Edited by Hand of Vecna

I feel you. I played a ton of Warmachine/Hordes and they started the 2.0 open beta when I had my first kid. It was too much change to keep up with. I think you will fair better with XW 2.0.

Seems like it will be easier to focus on one or two factions now. FFG indicated that they will not horde given upgrades in a single ship/faction (think 1.0 thrusters or Rage), but that remains to be seen.

In 1.0, fixes came through errata and title cards. 2.0 cards don’t have points. They are only availible via app and pdf. Point cost changes should be the prime avenue for rebalancing.

@MacchuWA All I can say is buckle up, you're in for a treat! 2.0 is so much better and more fun than 1.0 ever was, I can't even describe it. You just have to experience it for yourself. :D

Your purchase choices are sound ones. If you don't already have it you may want to add Saw's Renegades to your shopping list, too, mainly to round out your collection. But if not, it's not a big deal- the best X-Wing pilots come in the core/conversion kits anyway.

Welcome to 2.0!

In short, the major changes:

-There’s an app now

-FFG balances the game by adjusting point cost via the app

-first major points adjustment is tomorrow

-Evade tokens only mod a die now, not add a die result

-turrets have arcs, and rotate

-game is out of 200 points

-Pilot skill is now called initiative and normally ranges from 1-6 (0 and 7 being the extremes)

-as far as tournaments go, everything is half points

As for buying:

-conversion kits are absolutely worth it. And no, you don’t have to buy outside the faction for upgrades*, at least not normally anymore.

*(there are 3 fringe cases to this: scum hwks need moldy crow only found in the rebels conversion kit, Rebels need Maul and dark side force upgrades only found in the scum kit (to go with Ezra), and empire wants BT-1 and 0-0-0 also found in the scum kit to go with Vader. These are situational, you don’t necessarily need any of these upgrades, although they would be nice to have. )

1 hour ago, FlyingAnchors said:

Welcome  to 2.0!

In short  , the major changes:

-There’s an app now

-FFG balances the game by adjusting point cost via the app

-first major points adjustment is tomorro  w

-Evade tokens only mod a die now, not add a die result

-turrets have arcs, and rotate

-game is out of 200 points

-Pilot skill is now called initiative and normally ranges from 1-6 (0 and 7 being the extremes)

-as far as tournaments go, everything is half point   s 

Add to this list:

-Barrel rolls (and Tallon rolls) are more limited now- you line up the template with the center line, pick up your ship and move it to the other side, then line up either the front edge, the back edge, or the center line

-If you attempt an action and are unable to do it then it’s a failed action- you do not get to switch and do a different action.

-enemy ships, friendly ships, and obstacles can all be targeted by target locks. When you perform the lock action you no longer declare your target first- instead you measure range to as many things as you want and then pick one target in range and assign it a red lock token.

-Medium based ships are a thing now. When performing barrel rolls they use the side of the 1-straight template, just like a large based ship.

-small based ships require 1 ion/tractor-beam token to be ionized/tractor-beamed (respectively), medium require 2, and large require 3.

-when you are ionized you perform a BLUE 1-straight maneuver (not white as before), and during your perform action step the only action you may perform is focus.

Welcome to this new, yet familiar, world of 2.0!

First off, we have our first new point adjustment later today. Secondly, First Order and Resistance have been splintered off into their own factions and no longer play with their older brothers. Thirdly, X-wings of both flavors are a joy to fly and the new models have flappy wings!

I haven't seen anything absolutely dominate or be dead on the table yet (although the Rebel A-wing is as close to useless as it gets... poor little fella needs his double talents like the Resistance A-wing has...) so, fly your favorite ships and have some fun! (Once you convert, of course)

What else... oh, all ships have bullseye arcs now. If you didn't pay attention to the Kimogila in 1.0, it's a narrow forward arc the basically lines up with the nubs. This is used for a few upgrades and pilot abilities, but doesn't do anything special on it's own.

There's a new phase of gameplay called "system". It falls after setting dials and before activation. Basically, this is when you drop bombs and do your cloaking shenanigans.

Last thing: if your favorite list was triple TIE Defenders, I have some bad news for you... its impossible to make a legal list with more than 2.

I'm so proud of all of you. Not a single snarky or dismissive comment. We need to bring people back into the game, and this sort of willingness to inform makes it much easier.

Cheers to all.

4 hours ago, FlyingAnchors said:

*(there are 3 fringe cases to this: scum hwks need moldy crow only found in the rebels conversion kit, Rebels need Maul and dark side force upgrades only found in the scum kit (to go with Ezra), and empire wants BT-1 and 0-0-0 also found in the scum kit to go with Vader. These are situational, you don’t necessarily need any of these upgrades, although they would be nice to have. )

I think there's one more fringe case: the force powers Hate and Predictive Shot are both currently available exclusively through the First Order conversion kit. Both will likely come to the other factions in future expansions, but for now that's the only way to get them.

Vader with Hate is really fun. The previous weakness of Vader was that he could only recover one Force point per turn. Hate allows him to regain Force points equal to damage suffered. It makes for a very Pyrrhic victory for the opponent, as the hit they just landed on a spent Vader also restores his power.

Now that new points are here, I'm going to leave a little present:

Wedge Antilles (52)
Swarm Tactics (3)
Proton Torpedoes (12)
Servomotor S-Foils (0)

Dutch Vander (39)
Swarm Tactics (3)
Proton Torpedoes (12)
R3 Astromech (3)

Miranda Doni (45)
Proton Torpedoes (12)
Han Solo (14)

Total: 195

YASB 2.0 Squad


This is a list I've been wanting to try out for a while, but haven't put it on the table yet. Luckily for me it didn't get priced out with the points changes. You get one fat alpha strike with 3 Torpedoes at I6 + Miranda's I7 3 dice turret shot. You can drop R3 and your bid to put Saw Gerrara on Miranda if you want to front load more firepower on the initial engagement, and try to utilize Han Gunner + Miranda's ability to regen shields at the start of engagement to mitigate Saw's damage before firing double modded Torpedoes loaded up with crits.

Thanks everyone, sounds like there's nothing super dominant or cancerous to watch out for, oruch of anything to completely avoid (bar rebel A Wings). Looking forward to some pew pew again in the near future. 😀

3 minutes ago, MacchuWA said:

Thanks everyone, sounds like there's nothing super dominant or cancerous to watch out for, oruch of anything to completely avoid (bar rebel A Wings). Looking forward to some pew pew again in the near future. 😀

Well Rebel A-Wings got the boost we all thought they needed. Points drop, double EPT, and look to be at least playable. Before their pricing, equal or greater than the RZ-2, was obscene. Now? They have a place.

It also helps that before the named pilots were competing with an equal, or cheaper, priced Sabine who could lay out far more potential. But she went up, A-wings went down, and now they can fit that sub 40 pocket ace role.

Time will tell, but I think they’re worth at least a look now.

On 1/28/2019 at 8:08 AM, FlyingAnchors said:

*(there are 3 fringe cases to this: scum hwks need moldy crow only found in the rebels conversion kit, Rebels need Maul and dark side force upgrades only found in the scum kit (to go with Ezra), and empire wants BT-1 and 0-0-0 also found in the scum kit to go with Vader. These are situational, you don’t necessarily need any of these upgrades, although they would be nice to have. )

I'd also point out that all the fringe cases so far are in the conversion kits. They're legal in Extended, but they haven't actually been re-released yet, and aren't currently in any ship packs.

It's still completely acceptable to go "Reeeeeooooowwwww" when moving your TIE Fighters.