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A buddy and I got in a 500 v 500 game last night and had a great time. He played a Refit C-ROC with two wings (3 Scyks and 4 Mining Guild TIEs), Moralo and Torkil. I had an ordnance Raider, Jendon, and 2 wings (3 Interceptors and 2 Inquisitors in v1's). We played on a 3x3 mat and by turn 2 were fully engaged and trading shots. I don't want to go into a blow by blow but by the end of Round 4 the CROC was off the table after dealing 5 crits to two of the members of the TIE Intercpetor wing by running them over and blowing the third away! The Raider focused on the CROC and took very little damage in return since his wings didn't focus fire on the Imperial Huge ship. We quit at the end of round 5 due to the late hour but walked away very excited to play with more huge ships and wings - and to try out the scenarios next time.
A few overarching thoughts on huge ships after a game.
-It is clear that the designers attempted to bring huge ships more in line with regular ships. They succeeded. Huge ships work 100% better than 1.0. They are intuitive and friendly to the players. Players really shouldn't be intimidated by them if you've never played them before. If you played 1.0 and found it too clunky, 2.0 fixes sooo many of the problems (like sections). More than anything, it was ridiculously fun.
-The action efficiency and firepower felt right. They cost a lot but can do a lot. If you don't focus them down they will shrug off any plinking damage and murder you. If you get crits on them they are going to suffer.
-The new huge ship maneuver tool is awesome. It really improves the maneuvers of the ships and makes 3x3 a totally viable space. The zero bank is my new favorite.
-2.0's improvements are apparent in this format. Turret indicators, charges, and the base hash marks really shine here and make the game easier to play.
-WINGS ARE AWESOME. The wing mechanic is a godsend in this format. we spent 3 turns only setting like 4 dials each even with tons of ships on the table. It makes things go so much faster! It's also a ton of fun to see where ships end up. The wing tool really changes the dynamic of the game and I am in love with it.
-The pegs and bases are a huge improvement. They are much more secure than 1.0. But...The cardboard for the Raider and CR90 bases seems a bit short and has issues when putting the pegs in. However, I found that it occured most when I pressed one of the pegs all the way down into the base without the turret indicator. Once I installed indicators and the pegs weren't so tight I was able to get it in and put a ship on top. It still wasn't perfect, and was annoying to figure out, but the pegs, ship, and base held together for a game and the indicators swiveled fine. Not perfect but playable. The bases and pegs continue to be the worst part of the game.
Try it out!

