CR-90 2.0 and maneuver tool question...

By Digitalfiends, in X-Wing

EDIT:

Nevermind, apparently I can't read! It says the CR-90 includes a huge ship maneuver tool, right at the top of the product page. My bad.

Move along, nothing to see here... :)

Original Post:

I've had X-Wing 2.0 still boxed up on my shelf since it came out (Armada, Legion, 40k taking up all my gaming time) and I was thinking of cracking it open to play with my daughter this weekend. I noticed that my local shop has a CR-90 2.0 available and was going to pick that up to surprise my daughter (she loves the SSD in Armada). My only concern is I'm not sure if I need anything else to use the CR-90 in X-Wing. I didn't see a the huge ship maneuver tool when looking at this:

swz55_spread.png

Looking at the rules reference online, it seems huge ships have to use this tool. So how do you get this tool? It doesn't make sense to me that I'd need to buy the huge ship conversion kit if buying a 2.0 product.

Thanks.

Edited by Digitalfiends
1 hour ago, Digitalfiends said:

Nevermind, apparently I can't read!

It's a good question though; it's kind of odd they didn't include the maneuver tool in the images. I think the reason was that they wanted to hold it back when that article first went out so they could show it off on the stream. It got us all excited to see it for the first time.

I guess another question I have is whether 2.0 huge ship rules are any more refined/quicker than 1.0. I've heard that 1.0 battles with huge ships could drag on - but is 2.0 any different? I'm going through some of FFG's recently streams on Epic battles, but that has different rules for moving squads of fighters and I don't think I'll be using those rules right away.

Any thoughts?

22 minutes ago, Digitalfiends said:

I guess another question I have is whether 2.0 huge ship rules are any more refined/quicker than 1.0. I've heard that 1.0 battles with huge ships could drag on - but is 2.0 any different? I'm going through some of FFG's recently streams on Epic battles, but that has different rules for moving squads of fighters and I don't think I'll be using those rules right away.

Any thoughts?

Using Fighter Wings does make maneuvering a lot faster, since you move 3-6 ships as one. Huge ships are also much easier to use in 2.0 because they mostly use the exact same mechanics as standard ships, the only difference being energy which is very much simplified in 2.0. It'll still take longer than standard games, but it should move along much quicker; 2 wings, an ace, and a huge ship means you're just setting 4 dials instead of 14 like you would in 1.0. If the ace starts out docked (which is a good idea), you're only setting 3 dials.

1 minute ago, ClassicalMoser said:

Using Fighter Wings does make maneuvering a lot faster, since you move 3-6 ships as one. Huge ships are also much easier to use in 2.0 because they mostly use the exact same mechanics as standard ships, the only difference being energy which is very much simplified in 2.0. It'll still take longer than standard games, but it should move along much quicker; 2 wings, an ace, and a huge ship means you're just setting 4 dials instead of 14 like you would in 1.0. If the ace starts out docked (which is a good idea), you're only setting 3 dials.

Sounds like a nice improvement. Thank you for the info.

Just don't get so frustrated when someone with an Informant crew gets within 0-2 of your Huge ship's rear arc and that pesky starfighter you were trying to run over with a speed 5 Strait maneuver dodged out of the way with a speed 4 K-turn due to seeing what you were planning that you keep forgetting do do things like rotate turrets so you can actually shoot at the enemy.

2 hours ago, Faerie1979 said:

Just don't get so frustrated when someone with an Informant crew gets within 0-2 of your Huge ship's rear arc and that pesky starfighter you were trying to run over with a speed 5 Strait maneuver dodged out of the way with a speed 4 K-turn due to seeing what you were planning that you keep forgetting do do things like rotate turrets so you can actually shoot at the enemy.

haha

That didn't happen to me. I caused it last night.

Speaking of shenanigans against huge ships, can they be tractored, and if so with how many tokens? It'd be fun to throw them around with a wing of quadjumpers. :D

Six tractor tokens, but you can't force the Huge ship to move. The ship will however get the Agility debuff.

But you don't want to tractor huge ships, since you can't throw them and they're infrequently rolling any defense dice anyway. You want to ionize them. Oh, you have to go straight and you can't reinforce or linked-calculate or lock? You can only focus and... nothing else? It's a bad time to be you!

I think Dace Bonearm may have found his calling.

Yeah, Ionizing would be deadly to a Huge ship if they don't have some other way to rotate turrets. It'd still take 6 Ion tokens though

Edited by Faerie1979
On 11/9/2019 at 7:03 AM, ChahDresh said:

I think Dace Bonearm may have found his calling.

oooooooooooooooooooooooooooooooooooooooohhhhhhhhhhhhhh...

Fly him with Ion Kavil and put an Ion battery on your own huge... That could be truly devastating...

On 11/9/2019 at 1:25 PM, Faerie1979 said:

Yeah, Ionizing would be deadly to a Huge ship if they don't have some other way to rotate turrets. It'd still take 6 Ion tokens though

My CR-90 took 6 ions in a single turn off non-ion attacks yesterday. Precision hit crits come up a lot and are brutal. The same turn, the Gozanti took 4 ions, also off non-ion attacks.

True, but at that point your Huge ship has more problems then just being ionized. :)