Hello fairly new to the game here, I own the original and a few ships extra but just bought the 2.0 core set. trying to set up a game with my son. I am using the quick builds cards that came with it. you need to choose carefully because theres not enough upgrade cards to field any combo you want. my main question is... why does the quick build card allow 2 x modifications on Jek Porkins X-wing for example... when the squad builder only allows one Mod. I noticed this on many of the quickbuilds on the site as well. the reason I discovered that is because I was being picky and wanted to see the squad points of my quick builds to see who had first player. thanks!!
quick builds upgrades Vs. Squad builder version question.
Quick builds are a completely different set of squad building mechanics than points and slots. They are not playable together, and QBs are explicitly designed to create some builds which wouldn't be legal using the points-and-slots rules.
QB games should assign first player randomly.
that's what I thought, thanks for the reply!!
To add, As long as you can reference what the upgrades do on the quickbuilds, you dont necessarily need to have the card itself on the ship (tho it helps). Quickbuilds are a completely casual style of play (and interesting too) so you dont have to be held to tournament rules.
as far as "illegal upgrades" go, There are a couple reasons for this that i speculate.
1. Its a fun way for FFG to let ships have abilities they couldn't normally have (one of the u-wings has an ion turret, for example).
2. Its another way to balance out ship threat levels without being restricted to what the ship could normally take
Quickbuild is also a pretty good way to play games with limited number of ships (especially if you do escalation).
5 hours ago, Lyianx said:as far as "illegal upgrades" go, There are a couple reasons for this that i speculate.
1. Its a fun way for FFG to let ships have abilities they couldn't normally have (one of the u-wings has an ion turret, for example).2. Its another way to balance out ship threat levels without being restricted to what the ship could normally take
It's also a nice way to get combos on the table that wouldn't be worth it when all the upgrades are costed individually. E.g. Juke has to be real expensive because otherwise it's too good on ships that get free evades, like Defenders or Phantoms, but that makes it way overpriced for ships that don't get free evades.
There are also some ships (or specific pilots) that can't have certain upgrade slots because it would enable broken nonsense, but you can stick a non-broken upgrade that requires that slot on them in a quick build and it's fine.