More noob inquiries

By Cpt ObVus, in X-Wing

K. So I got myself a Core Set, a Rebel Falcon, an X-Wing, a Y-Wing (so now I can, quite accidentally, field the “Survivors of Yavin” squad of Wedge, Luke, Han, Chewie, and Evaan Verlaine, awesome),

A TIE Advanced x1, an additional TIE Fighter, a TIE Striker,

And a Fang Fighter and Slave 1. And some Fully Loaded thing that looked fun.

Put NeverTMTOdds and Hotshots & Aces on order.

Felt like a good spread to start with. Gave the rules a preliminary read, and started intuiting some things from the cards. Good start! But I’m lost on two points which seem REALLY IMPORTANT, namely:

1) Where are the upgrade slots for each ship located? Like, how do I know which ship can take Gunners or Ordnance upgrades or an Astromech or whatever? Armada has a handy little upgrade bar at the bottom of each ship...

2) Where do I find the build cost of each ship, upgrade, and pilot? Like, how much does it cost to add (for example) a Trajectory Simulator to a ship, and how can I tell which ships can carry it?

You guys rock, thanks in advance!

Edited by Cpt ObVus

You need to get a squad building app. They are easy and free. There is the official one bit it's due to be replaced soon; there are plenty fan made ones that look quite pro.

Since Luz didn't want to link them, here are the two most popular squad building apps. They will tell you everything you need, and you can even insert your collection into them so that they will tell you what cards etc you have to build with:

Yet Another Squadron Builder 2.0 ( web )

Launch Bay Next ( iOS ) ( Android )

Sounds like you're pretty well set! As a scum player, I highly recommend picking up an m3a interceptor as your next scum ship - cartel spacers with ion cannons are absurdly cheap and really rather good. Sunny bounder with autoblasters is also a decent filler option.

17 minutes ago, gadwag said:

Since Luz didn't want to link them, here are the two most popular squad building apps. They will tell you everything you need, and you can even insert your collection into them so that they will tell you what cards etc you have to build with:

Yet Another Squadron Builder 2.0 ( web )

Launch Bay Next ( iOS ) ( Android )

Sounds like you're pretty well set! As a scum player, I highly recommend picking up an m3a interceptor as your next scum ship - cartel spacers with ion cannons are absurdly cheap and really rather good. Sunny bounder with autoblasters is also a decent filler option.

So, get an app. Ok. But... Do they just not print fleet point costs on cards in this game? Because that... that can’t be true... can it?

Points and slots change. To avoid confusion, that stuff is “out of sight, out of mind” so to speak—you can’t look at the card and say “that’s 4 points, see?” It all lives in the app(s) and pdfs.

1sr edition had it printed on the cards, btw.

9 minutes ago, Cpt ObVus said:

So, get an app. Ok. But... Do they just not print fleet point costs on cards in this game? Because that... that can’t be true... can it?

It is. With the points not being printed on the cards, it allows the devs to make seasonal, or even emergency, adjustments to ship and upgrade costs in order to balance power levels across the game. For example, 3 upsilon shuttles (first order) was a thing. That’s 36 health in three 4-attack dice ships, and there is an upgrade when used with a certain pilot that allowed a 1st turn, double-modded, engagement. An extreme case, yes, but one that was a negative play experience for many. When the devs saw how pervasive this list was because of its efficiency and ability to outlast other lists, they upped the points on that pilot and upgrade so that it’s now Impossible to play the exact same list in a standard game. On less extreme levels, the ability to balance points digitally over time like they have has brought balance to the Force, if you’ll accept the reference.

The costs are in the apps and also stored on the official site as PDFs that are seasonally updated here: https://www.fantasyflightgames.com/en/products/x-wing-second-edition/ , look under “Support” for Points Lists.

Actually they don't. FFG updates the point costs for ships, upgrades etc every 6 months-ish and posts them on the website.

https://www.fantasyflightgames.com/en/products/x-wing-second-edition/

Those apps just consolidates and makes it easy to build squads.

P.S. there is the official FFG App, please don't use it.

Holy crap. That’s wild.

I actually was dreading hearing this (and I’m still sort of disappointed; there’s something about the non-digital permanence of the value of a game piece that I feel like I’m gonna miss)... but the more I think about it, the more convinced I am that it’s probably a brilliant move.

Thanks guys!

You got the full points in pdfs if you care to deal with those.

So I’m messing around in this app, LaunchBay, building an Extended Rebel Fleet and (forgive me, I don’t have the cards memorized), the Falcon seems to lack the proper upgrade slot to equip one of the things I was excited to try... it’s the “something cargo bays” card that creates a debris field. What’s up with that?

3 hours ago, Cpt ObVus said:

Holy crap. That’s wild.

As a fellow Armada player who later migrated to X-Wing, I was also surprised about the lack of upgrades/points printed on cards. But, having now played for over a year, I recognise it certainly has its benefits. You know how in Armada some cards (thinking Commanders here) are just bizarrely overpriced so you never use them? This fixes that problem by allowing developers to occasionally change them to promote better game balance. Suddenly ships that were useless a few months ago become relevant again. It's a good system.

1 hour ago, Cpt ObVus said:

So I’m messing around in this app, LaunchBay, building an Extended Rebel Fleet and (forgive me, I don’t have the cards memorized), the Falcon seems to lack the proper upgrade slot to equip one of the things I was excited to try... it’s the “something cargo bays” card that creates a debris field. What’s up with that?

Rigged Cargo Chute is an Illicit type of Upgrade. Those were removed from the Falcon after a particular list abused it.

It was Han + R2D2 + Kanan Jarrus + Inertial Dampeners.

52 minutes ago, Flurpy said:

Rigged Cargo Chute is an Illicit type of Upgrade. Those were removed from the Falcon after a particular list abused it.

It was Han + R2D2 + Kanan Jarrus + Inertial Dampeners.

Ahhh, that sucks. Seemed like a really fun card. Can any ship use Illicit Upgrades currently? Can you use it in the Hyperspace format, even?

42 minutes ago, Cpt ObVus said:

Ahhh, that sucks. Seemed like a really fun card. Can any ship use Illicit Upgrades currently? Can you use it in the Hyperspace format, even?

For Rebels? No. But it was a slot designed primarily for Scum with some exceptions.

For example both the Firespray and Jumpmaster can use it in Hyperspace.

5 hours ago, Cpt ObVus said:

Holy crap. That’s wild.

I actually was dreading hearing this (and I’m still sort of disappointed; there’s something about the non-digital permanence of the value of a game piece that I feel like I’m gonna miss)... but the more I think about it, the more convinced I am that it’s probably a brilliant move.

Thanks guys!

it really is, it allows the game to be tweaked very easily, certain slots can be removed from ships or even specific pilots, points can be tweaked and there are even plenty of cards that have a different cost depending on the ship or pilot they are placed on.

if you ever played the first edition and saw the triple jumpmasters lists youd really appreciate it!

3 hours ago, Flurpy said:

For Rebels? No. But it was a slot designed primarily for Scum with some exceptions.

For example both the Firespray and Jumpmaster can use it in Hyperspace.

Saw Renegades X-wings and U-wings have the illicit slot.

12 hours ago, Cpt ObVus said:

So, get an app. Ok. But... Do they just not print fleet point costs on cards in this game? Because that... that can’t be true... can it?

Yes, it can. 1E had everything on the cards, but this system is better. Others, as I (and you) can see, agree. For example, by the end of X-Wing 1.0, there were at least 15 cards that had been given "errata" that completely contradicted their original text, so you couldn't actually use them AS THEY HAD BEEN PRINTED! The JumpMaster cards had at least three slots that were no longer valid, so my cards, for example, had little black marks on the upgrade icons that no longer worked.

8 hours ago, Cpt ObVus said:

So I’m messing around in this app, LaunchBay, building an Extended Rebel Fleet and (forgive me, I don’t have the cards memorized), the Falcon seems to lack the proper upgrade slot to equip one of the things I was excited to try... it’s the “something cargo bays” card that creates a debris field. What’s up with that?

Falcon originally had an Illicit slot...again, answered above. Boba can use it, though.

That aside, hopefully some of the other things I was saying in your other threads now make a little more sense. I've been talking about apps and slots, as have others. You would have seen the links to the .pdfs for points in your last thread, as well.

11 hours ago, Xan4du said:

P.S. there is the official FFG App, please don't use it.

I like the official app. It's a generally unpopular opinion, but I don't particularly care. It's always worked for me. It is better used on a desktop or laptop than on a mobile device, so there's that. but generally, I have no other complaints.

Didn't quote the first post, but it sounds like you're good to go for a while. You're definitely well set up to start! Enjoy getting to know the game!

Edited by feltipern1

Welcome to the game! Feels like the questions are well answered already.

Go forth and play some games!

I do recommend the m3a scyk when you want more scum options. Also the jumpmaster 5000 (punishing one expansion) for sure - especially because you have hot shots and aces on order. The hotshots have some cool new pilots for those ships (especially the jumpmaster).

Rebel fleet is off to a good start until you have any other ideas. Which is fine either way.

7 hours ago, feltipern1 said:

I like the official app. It's a generally unpopular opinion, but I don't particularly care. It's always worked for me. It is better used on a desktop or laptop than on a mobile device, so there's that. but generally, I have no other complaints.

YASB 2.0 is so much better on both the PC or a mobile device..... like parsecs better.....

Ok. So I haven’t made my way all the way through the rules yet, but I’ve been goofing with the app. I think I’m getting a handle on the basics. I have a couple questions which I’m sure I can get answered with some more digging, but maybe you guys can speed me along:

1) Ships and other cards with “the Force”:

Is there a generic way to spend Force points that doesn’t require a specific upgrade? For example, Red 5 starts with Force points, regenerates them under certain circumstances, but if I don’t give him an upgrade like Instinctive Aim, can he do anything else with those Force points? Reroll dice? Lose stress tokens? Anything?

2) I’m still pretty lost on quite a few things regarding missiles, torpedoes, bombs, and other devices and special weapons. But I’ve noticed that many of them seem to have Charge tokens that apparently function as ammo. I’ve also noticed that certain cards like Stealth Device and R2 seem to give you Charges. Are these all interchangeable? In other words, if Red 5 is equipped with R2, a Stealth Device, and Proton Torpedoes, does the entire ship have a pool of 6 total Charge which I can use for any of these cards whenever I want to? Or are R2’s Charges only for R2, Proton Torpedo Charges just for Proton Torpedoes, etc.?

3) Proton Torpedoes has text that reads, “Attack (Lock): Spend 1 Charge...” Can I use this text during any attack made by the equipped ship? Or only when using the special attack allowed by the Torpedoes?

4) When can I make a special attack?

5) Is there anything inherently good about attacking an enemy in your... I think they call it a “bullseye arc?” I know certain cards say that you get a special benefit when attacking an enemy in your bullseye, but absent any such effect, do you get some standard bonus, like an extra attack die or anything?

1) While attacking or defending, you can spend a force point to change a focus result to a hit or an evade, respectively. You can spend as many force points as you like, but each force point only changes one focus result. For comparison, spending a focus token will change all focus results. This is the most common use of force tokens, and it is very powerful.

There is also a "calculate" token, which is a green token (like focus) that can only change one focus result when spent (same effect as force). All droid pilots get the calculate action instead of the focus action, but often they also get a calculate-related bonus.

2) Charge tokens are not interchangeable - they remain on the card that they are assigned to (so you can't spend a torpedo charge on crack shot, for instance). Some cards (such as rebel leia crew) have a little triangle by the charge icon indicating that the charges regenerate (one triangle = one regenerated charge at the end of the turn). Charge recovery is only for the card with the recovery icon.

Force tokens do not stay on specific cards - they form a single pool for the ship. All a ship's force tokens go in one pile and can be spent on any of that ship's abilities that use force, or on attack/defence rolls. Furthermore, no matter how many force cards are on a ship, it still only recovers one force at the end of the turn. For example, putting vader and seventh sister on the same ship means you get two force tokens, but at the end of each turn you can only recover 1 force token.

3), 4) Each ship performs one attack when it engages during the engagement phase. This attack may be a primary attack (using one of the primary weapons printed on the pilot card) or it may be a secondary attack (using any upgrade with the "Attack" keyword, such as proton torpedoes). You may measure range before choosing what attack you will use. When performing any attack, the target must be within the arc specified for the attack. When performing a secondary attack , you must satisfy the requirements printed in brackets after the "attack" keyword (if any), as well as the range requirements for the attack. Finally, secondary attack weapons with a "missile" icon ignore range bonuses for range 1 and range 3.

For example, to perform a proton torpedo attack, your target must be in range 2-3 in your front arc, and you must have a target lock on them. Note that if even a tiny bit of their base is range 1 in your front arc, they are too close and you cannot fire torpedoes at them. When you perform the attack, you roll 4 red dice. You may spend your target lock and any other tokens to modify dice, or you may keep them. You must then change one hit result to a crit result. Your opponent then rolls their green dice to dodge, but they do not roll an extra die if they are at range 3.

Each ship may also perform one bonus attack per turn. Bonus attacks are rare and are only granted by certain upgrades or pilot abilities. The ability specifies when the bonus attack may be performed and what weapon(s) may be used. If it just says "bonus attack" you can use any weapon, but if it says "bonus primary attack" or specifies an upgrade to use then you have to use that weapon. Some bonus attacks also specify which arc must be used for the bonus attack (such as veteran turret gunner). Remember, you cannot perform more than one bonus attack per turn.

5) There are no standard bonuses for attacking an enemy in your bullseye.

Edited by gadwag
I accidentally a word
22 hours ago, Cpt ObVus said:

I actually was dreading hearing this (and I’m still sort of disappointed; there’s something about the non-digital permanence of the value of a game piece that I feel like I’m gonna miss)... but the more I think about it, the more convinced I am that it’s probably a brilliant move.

Even in 1.0, I always always used online squad builders (mostly YASB ) for squad building. It's way faster and you can do it anywhere. And as for permanence of value, nothing makes a game fresh and exciting like a changing meta.

22 minutes ago, gadwag said:

Even in 1.0, I always always used online squad builders (mostly YASB ) for squad building. It's way faster and you can do it anywhere. And as for permanence of value, nothing makes a game fresh and exciting like a changing meta.

Yeah, I’ll get used to it. I’m just a very visual learner, so I like spreading a bunch of cards out together and doing deep comparisons on them, which is tough to do on a phone.

I’m sure the benefits are worth it; as an Armada guy, there are plenty of early cards that I personally wish they could rebalance, re-cost and generally fiddle with (oh Tarkin, how I wish you were 12-15 points cheaper!).

It’s just a bit surprising, I suppose, and as a veteran of at least one fantastic Star Wars game that stopped production due to losing the merchandizing license, I’m a bit worried about such a necessary part of the game being online-only. Probably also a sign that I’m a bit of a luddite, and too old, as well. :)

35 minutes ago, gadwag said:

3), 4) Each ship performs one attack when it engages during the engagement phase. This attack may be a primary attack (using one of the primary weapons printed on the pilot card) or it may be a secondary attack (using any upgrade with the "Attack" keyword, such as proton torpedoes). You may measure range before choosing what attack you will use. When performing any attack, the target must be within the arc specified for the attack. When performing a secondary attack , you must satisfy the requirements printed in brackets after the "attack" keyword (if any), as well as the range requirements for the attack. Finally, secondary attack weapons with a "missile" icon ignore range bonuses for range 1 and range 3.

For example, to perform a proton torpedo attack, your target must be in range 2-3 in your front arc, and you must have a target lock on them. Note that if even a tiny bit of their base is range 1 in your front arc, they are too close and you cannot fire torpedoes at them. When you perform the attack, you roll 4 red dice. You may spend your target lock and any other tokens to modify dice, or you may keep them. You must then change one hit result to a crit result. Your opponent then rolls their green dice to dodge, but they do not roll an extra die if they are at range 3.

Each ship may also perform one bonus attack per turn. Bonus attacks are rare and are only granted by certain upgrades or pilot abilities. The ability specifies when the bonus attack may be performed and what weapon(s) may be used. If it just says "bonus attack" you can use any weapon, but if it says "bonus primary attack" or specifies an upgrade to use then you have to use that weapon. Some bonus attacks also specify which arc must be used for the bonus attack (such as veteran turret gunner). Remember, you cannot perform more than one bonus attack per turn.

Ok, so as I’m reading this, it seems that the absolute maximum number of attacks that any one ship could launch in a turn is two, correct? Are there any cards that can allow more?

Also, are devices, like the various Bombs, counted as attacks?

14 minutes ago, Cpt ObVus said:

It’s just a bit surprising, I suppose, and as a veteran of at least one fantastic Star Wars game that stopped production due to losing the merchandizing license, I’m a bit worried about such a necessary part of the game being online-only. Probably also a sign that I’m a bit of a luddite, and too old, as well.

I'm a netrunner player, so I know how it feels to lose a game when a license gets pulled. Don't stress, though - the x-wing community has recorded the points values in various places (including sirjorj's excellend xwing.cgi which shows historical values) and the points are available as PDFs on the FFG website . If the game ever ends, you can still print off the PDFs and use them.