What to purchase in the next release wave?

By Ranker, in X-Wing

Hey guys, for those of us that only follows the game casually and purchased 1 of each released ship in version 1.0, what are the new ships in the next release wave that we didn't in 1.0?

Are any of the rereleased ships carrying unique upgrade/pilot cards where we would need to purchase them even if we have the version 1.0 of the ship and the conversion set for that faction?

Also, how many of each would you recommend buying (shipping often costs more than 2-3 units for me)?

New in the next wave are the Resistance Firespray and the FO mayor Vonreg's Tie.

The rest are re releases and they dont bring anything you dont get from the conversion packs.

Edit: except for the Houndstooth which will contain Bossk in a Z95 which is new, but the pilot card will also be available and the Aces card pack coming in January

Edited by Revanur

Fireball, not firespray :)

Technically, those are the new things. I’m not convinced I need the fireball though. It’s a slamming torrent that already is at risk of flipping damage cards from the start of the game (see abilities like Optimized prototype or Thane). I don’t know what it does I can’t do better with an RZ2 or Pod.

My preorder to the LGS is just 2x of the FO baron/interceptor. I’m excited to see those because they offer something new, especially to a faction that’s in dire need of more choices.

For the rereleases bosk as a z 95 pilot is new but he will be in the aces and hotshot pack.

The fireball has an interesting mechanic where you can take damage to perform a boost and flip damage cards to remove a disarm token which could be very powerful. It includes a new illicit.

The TIE/ba looks great it has a 6 initiative pilot with a solid power, a great ship ability and a superb dial. As long as its reasonably priced it will be a mainstay. It has a unique talent but we dont know what it does and has power cells whatever they do.

Both ships have mag pulse missiles which are nasty.

I would only recommend 1 fireball till we know more. I see it as a flanker that slams in and fires ordinance and disengages. Rinse and repeat....

I'm getting 2 TIE/ba there dials complement tie sf's and fo's really well. I try to avoid buying more than 2 of ship unless I know I'm going to play it a lot but this is probably a safe bet.

3 hours ago, ScummyRebel said:

Technically, those are the new things. I’m not convinced I need the fireball though. It’s a slamming torrent that already is at risk of flipping damage cards from the start of the game (see abilities like Optimized prototype or Thane). I don’t know what it does I can’t do better with an RZ2 or Pod.

9 minutes ago, reqent said:

Both ships have mag pulse missiles which are nasty.

This. Mag Pulse missiles are going to be super nasty. These with just a lock will hit against 2 agility with focus 70% of the time to deal a guaranteed crit, jam, and (presumably) offensive strain (deplete). They're the kind of weapon that favors you in simultaneous fire, so assigning first player will be a legitimate choice again.

You can also expect they might be priced like Proton Torpedoes.

latest?cb=20190801222547

3 hours ago, ScummyRebel said:

I don’t know what it does I can’t do better with an RZ2 or Pod.

Die in hilarious ways.

I'm all in. :lol:

Yeah the fireball is going to be fun. It definitely seems more casual and that isn't a bad thing. I could see it as the resistance sunny bounder where it can just do weird things or add a matching blank result.....

Not pointed out earlier; the Hound's Tooth comes with a Nashtah Pup painted Z-95 (in addition to the new Bossk pilot), and the A-Wing re-release will be painted up in Phoenix Squadron colors – different ones from the former Rebel Aces pack too, so you can collect them all! Only missing two paint schemes now; the Green one sabine flies, and the grey and red one Hera flies. I'm guessing we'll be getting those eventually too.

1 hour ago, PaulRuddSays said:

They're the kind of weapon that favors you in simultaneous fire, so assigning first player will be a legitimate choice again.

^^^This, I love it.

BiD wAr Is CaNcErOuS fOr X wInG. gIvE uS aLtErNaTiNg StArTiNg PlAyEr!

*Mag pulse warheads announced*

OMFG THIS IS CANCER HARPOONS ARE BACK WHY SHOULD SHOOTING FIRST BE SO OP!

/S

I, for one, welcome the spiciness these missiles introduce. Heightened perception is now a very legit force power. There's some consolation for moving first, especially if you showed the opposing I6 the Darkside....Whoa, Kylo crew could be decent.

Looking forward to using those mag-pulse warheads. Let's hope the pricing is reasonable.

They also make missile slots suddenly worth it on high initiative all-round ships. There's a lot of ships where I've looked at that missile slot and thought "I'm never using that."

Not to mention breathing new life into ordnance platforms.

40 minutes ago, player3010587 said:

I, for one, welcome the spiciness these missiles introduce. Heightened perception is now a very legit force power. There's some consolation for moving first, especially if you showed the opposing I6 the Darkside....Whoa, Kylo crew could be decent.

Kylo crew is wildly overpriced given that you need an expensive caddy and it loses the action to do it. I’m not dropping 69 points so that I can use my 13 point missiles to probably assign panicked pilot *after* shields are down, especially in a meta where ship counts are high.

The overlap of ships with force talents and missiles is not high, so that’s reasonably safe design space.

34 minutes ago, PaulRuddSays said:

Kylo crew is wildly overpriced given that you need an expensive caddy and it loses the action to do it. I’m not dropping 69 points so that I can use my 13 point missiles to probably assign panicked pilot *after* shields are down, especially in a meta where ship counts are high.

The overlap of ships with force talents and missiles is not high, so that’s reasonably safe design space.

Fair enough. Although ISYTDS sneaks beneath shields. It's the next critical they suffer with the keyword "instead". So instead of a shield deactivating as a result of a crit as is the norm, this crit goes directly to hull.

49 minutes ago, PaulRuddSays said:

Kylo crew is wildly overpriced given that you need an expensive caddy and it loses the action to do it. I’m not dropping 69 points so that I can use my 13 point missiles to probably assign panicked pilot *after* shields are down, especially in a meta where ship counts are high.

The overlap of ships with force talents and missiles is not high, so that’s reasonably safe design space.

I don't think those missiles will be priced that high. They're analogous Homing Missiles in that they'll do a max of one damage if they hit. The kicker is that instead of the "4 dice chance, or take one auto damage" that works so well against high agility aces but virtually nothing else, it's the crit, deplete, and jam which works works better overall. It's still only a 3 dice attack which triggers its fanciness if it hits.

I'd expect them in the 6 or 7ish point bracket, honestly.

5 hours ago, player3010587 said:

Fair enough. Although ISYTDS sneaks beneath shields. It's the next critical they suffer with the keyword "instead". So instead of a shield deactivating as a result of a crit as is the norm, this crit goes directly to hull.

Oh, fair. When I was looking at the condition for second edition this afternoon I wasn't sure how suffering damage was defined, but I looked it up and you're right. Still, not a good use of 69 points, since there's pretty good odds you lose half points on an Upsilon in return.

5 hours ago, NakedDex said:

I don't think those missiles will be priced that high. They're analogous Homing Missiles in that they'll do a max of one damage if they hit. The kicker is that instead of the "4 dice chance, or take one auto damage" that works so well against high agility aces but virtually nothing else, it's the crit, deplete, and jam which works works better overall. It's still only a 3 dice attack which triggers its fanciness if it hits.

I'd expect them in the 6 or 7ish point bracket, honestly.

You think these are analogously costed to a R2-3 "if you hit, flip a card up" concussion missiles?

This seems a bit better... "if you hit, they take a crit, and also their focus/lock is jammed, and also they got a weapons failure for their return shot."

Remember, 70% chance to hit even single-modded against 2 agility with focus. Given how easy it is to coordinate for a double mod, this would really push the game back toward high agility ships.

11 minutes ago, PaulRuddSays said:

You think these are analogously costed to a R2-3 "if you hit, flip a card up" concussion missiles?

That should never have been 6-7 points. They deserve to be 4 or 5, no more. The only reason they're ever good is Passive Sensors, and that's because it's already underpriced as-is.

But I definitely do agree that Mag Pulse should be more like Plasma to Proton Torps in price.

Do we know what deplete is yet?

I’m definitely going to get one TIE/ba. More diversity in FO is good! I’ll consider more if it proves itself, but, I’ve already got plenty of multiples of other FO ships that I enjoy flying. I’m also concerned about its limited ability to soak damage; I tend not to do well with ships that can’t take at least a little bit of a beating.

I’m not as sure about the Fireball. The reason is that I’ve kinda fallen in love with the rest of Resistance, and my dance card is already full with a ship that looks iffy on paper but can shine if used well (the Finn Pod), as well as a ship that looks iffy on paper and still has yet to do better in practice (the Transport).

Very tempted to get three /ba's as long as the I3 is priced well.

1 hour ago, CoffeeMinion said:

I’m definitely going to get one TIE/ba. More diversity in FO is good! I’ll consider more if it proves itself, but, I’ve already got plenty of multiples of other FO ships that I enjoy flying. I’m also concerned about its limited ability to soak damage; I tend not to do well with ships that can’t take at least a little bit of a beating.

I’m not as sure about the Fireball. The reason is that I’ve kinda fallen in love with the rest of Resistance, and my dance card is already full with a ship that looks iffy on paper but can shine if used well (the Finn Pod), as well as a ship that looks iffy on paper and still has yet to do better in practice (the Transport).

Yeah, to me the fireball solely exists for people who like the theme of the tv show. I’ve never really gotten into it, so it doesn’t excite me. I can’t figure out what I’d do with it that I wouldn’t rather have one of the other Resistance ships for.

The baron fits a niche of a cheaper silencer. If the silencer was the x1 counterpart, this could be the interceptor Or v1 counterpart. Additionally, it just looks fun to fly. I like flying those sorts of ships, even when I’m not great at it :)

19 minutes ago, PaulRuddSays said:

You think these are analogously costed to a R2-3 "if you hit, flip a card up" concussion missiles?

This seems a bit better... "if you hit, they take a crit, and also their focus/lock is jammed, and also they got a weapons failure for their return shot."

Remember, 70% chance to hit even single-modded against 2 agility with focus. Given how easy it is to coordinate for a double mod, this would really push the game back toward high agility ships.

Sure. I mean, lets look at it in comparison to the other effect missiles: Concs, Homing, and Ion.

Concs cost 6, have the same chance to hit with their 3Atk dice, have three charges, and have an effect that relies on not just other targets to be within range 0-1 of your primary target, but to be carrying at least one damage card already. If they don't have a damage on them, there's essentially no effect. If they're friendly and they have a damage card, tough cookies, the effect isn't optional and you're risking a nasty crit on a friendly.

Ions cost just 4, have the same chance to hit with their 3Atk dice, have three charges, and while not as powerful in only applying a hit instead of the Mag Pulse crit, they do at least have the potential to put an ion or two onto a target. Generally you wouldn't be trying to tag high agility aces with these unless you have some kind of set-up or buff to increase your odds, but against medium and large base ships, they can be kind of handy.

Homers cost 5, get a tasty 4Atk dice, have two charges, but have the caveat of offering your opponent the option of taking the chance against those four dice, or just accepting an auto-hit. High agility, token stacked aces might take their chance with those 4Atk dice against their 3Agi F+E, but there's still a decent chance of a hit landing. Without the token stack, a 3Agi ship might just opt to take the auto damage. This is a rare case where it's literally an almost guaranteed point of damage. Funnily enough, I've found that taking Munitions Failsafe on a ship with Homing Missiles often forces the decision toward the auto damage. Not bad for a point.

Mag Pulse vs Concs - 3v3 attack. Min range R1 vs R2. 2v3 Charges. Mag Pulse limited to one point of damage, vs Concs potential for three. Mag Pulse gets a neat control effect out on a hit.

Mag Pulse vs Ion - 3v3 attack. Min range R1 vs R2. 2v3 Charges. Mag Pulse gets auto control effects against weapons in Jam and Deplete, Ion's get a chance at movement and action control, which can be crucial in setting up a much bigger attack.

Mag Pulse vs Homers - 3v4 attack. Min range R1 vs R2. 2v2 Charges. Mag Pulse damage relies on a hit landing, Homers potentially do it without even rolling. If they do roll, Homing has a higher chance to hit. Mag Pulse is more useful against a broader range of ships than Homers.

I'd happily see it at 6pts. It has a capped damage and one fewer charges compared to Concs and Ions, but has a wider range of use than Homing missiles thanks to it's effects. Depending on the final wording of Deplete, I'd be ok with it going up, but if it's what has been speculated about most commonly (a reduction in primary attack), `then 6pts seems fine. Bear in mind, there's a relatively high chance the main targets you'll have for these will either be high initiative ships that probably already fired, so the deplete (and possibly the jam) is of little consequence, or (in the current meta) low initiative swarm ships that either have token passing or support abilities to bolster them. Jam applying weapons are valued low enough that the Jamming Beam is free, and people still don't take it.
The reason I'm mentioning the charges above too, is that the most likely home for these will be ships that don't have native reload actions, and that makes an charge on the others matter for comparison. You'll want to be firing these higher in the initiative order to get the most value.

Don't get me wrong though. Despite all of what I said there, I actually do like them. I'll likely be using them a lot myself. I dig them on something like Vynder to potentially help with Phantoms, but pilots like L'ulo, Quickdraw, or Grand Inquisitor will love these as approach weapons too.

So just to confirm:

1) Tantive IV - released in 1st edition, 2nd edition has nothing new if we have 1st edition and get the Huge Ship Conversion kit

2) Imperial Raider - released in 1st edition, 2nd edition has nothing new if we have 1st edition and get the Huge Ship Conversion Kit

3) All 7 damage decks - new

4) TIE/in Interceptor - released in 1st edition, 2nd edition has nothing new if we have 1st edition and get the Empire Conversion Kit. However, appears to be Scum faction now

5) TIE/D Defender - released in 1st edition, 2nd edition has nothing new if we have 1st edition and get the Empire Conversion Kit.

6) TIE Reaper - released in 1st edition, 2nd edition has nothing new if we have 1st edition and get the Empire Conversion Kit.

7) Saw's Renegades - released in 1st edition, 2nd edition has nothing new if we have 1st edition and get the Rebellion Conversion Kit.

😎 RZ-1 A-Wing - released in 1st edition, 2nd edition has nothing new (except cosmetic) if we have 1st edition and get the Rebellion Conversion Kit.

9) Major Vonreg's TIE - new

10) Hound's Tooth - released in 1st edition, only thing new with 2nd edition is: 1) Nashtag Pup and 2) Bossk Z-95 pilot card that will be released with the Aces card pack.

11) C-ROC Cruiser - released in 1st edition, 2nd edition has nothing new if we have 1st edition and get the Scum Conversion Kit.

12) Fireball - new

13) Epic Battles Multiplayer Expansion - new

14) Huge Ship Conversion Kit - new

15) Never Tell Me the Odds - new

16) Fully Loaded Devices - new

17) Hotshots and Aces - new

That sums it up. Nevermind I missed some stuff see below

Edited by reqent
Correction
1 hour ago, Ranker said:

So just to confirm:

1) Tantive IV - released in 1st edition, 2nd edition has nothing new if we have 1st edition and get the Huge Ship Conversion kit

2) Imperial Raider - released in 1st edition, 2nd edition has nothing new if we have 1st edition and get the Huge Ship Conversion Kit

3) All 7 damage decks - new

4) TIE/in Interceptor - released in 1st edition, 2nd edition has nothing new if we have 1st edition and get the Empire Conversion Kit. However, appears to be Scum faction now

5) TIE/D Defender - released in 1st edition, 2nd edition has nothing new if we have 1st edition and get the Empire Conversion Kit.

6) TIE Reaper - released in 1st edition, 2nd edition has nothing new if we have 1st edition and get the Empire Conversion Kit.

7) Saw's Renegades - released in 1st edition, 2nd edition has nothing new if we have 1st edition and get the Rebellion Conversion Kit.

😎 RZ-1 A-Wing - released in 1st edition, 2nd edition has nothing new (except cosmetic) if we have 1st edition and get the Rebellion Conversion Kit.

9) Major Vonreg's TIE - new

10) Hound's Tooth - released in 1st edition, only thing new with 2nd edition is: 1) Nashtag Pup and 2) Bossk Z-95 pilot card that will be released with the Aces card pack.

11) C-ROC Cruiser - released in 1st edition, 2nd edition has nothing new if we have 1st edition and get the Scum Conversion Kit.

12) Fireball - new

13) Epic Battles Multiplayer Expansion - new

14) Huge Ship Conversion Kit - new

15) Never Tell Me the Odds - new

16) Fully Loaded Devices - new

17) Hotshots and Aces - new

The stuff bolded and underlined is wrong. The Tie Interceptor as far as I know is still only Empire. Also the Saw and Reaper expansions from 1st edition already have the 2nd edition stuff with them. Conversion kits hence don't have the stuff for them.

49 minutes ago, KiraYamatoSF said:

The stuff bolded and underlined is wrong. The Tie Interceptor as far as I know is still only Empire. Also the Saw and Reaper expansions from 1st edition already have the 2nd edition stuff with them. Conversion kits hence don't have the stuff for them.

Thanks. Looks like Boardlandia linked the wrong image in its 2nd edition listing and I didn't check to see if it was even the right ship.