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Made in gb
Longtime Dakkanaut




 streamdragon wrote:
I see they're taking the "it's easier to balance slots if we give all the slots to every faction" approach. I'm curious which Imperial ship will eventually get the illicit slot.


The really interesting thing about that is they stated only Saw's Renegades get the Illicit slot, so there's flexibility within the squad-building app to have each individual ship have different slots available to it. I had assumed that would be the case but it's nice to get confirmation.
   
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Guarding Guardian



Surrey

Speaking of Saw's Renegades, apparently they & Tie Reaper are for June 21 release.
   
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[MOD]
Villanous Scum







A friend just sent me this, thought it might interest those who have not seen it yet;

On parle toujours mal quand on n'a rien à dire. 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





Scotland, but nowhere near my rulebook

Huh. Quite a lot of x-wing and a-wing pilots retired. Not sure about elsewhere.
   
Made in us
Douglas Bader






 Graphite wrote:
Huh. Quite a lot of x-wing and a-wing pilots retired. Not sure about elsewhere.


I suspect that the answer is that some of the missing pilots are being saved for the re-released expansions. I mean, how else do you justify removing Tycho (a canon character from ROTJ) in favor of Jake (an old EU character from an obscure video game)?

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





Scotland, but nowhere near my rulebook

Wait, I thought Jake was the guy in an A-wing in RotJ who didn't smash into an SSD?

Anyway - this does seem fairly likely. But a third A-wing isn't necessarily something I'll object to!
   
Made in gb
[MOD]
Villanous Scum







I don't see Thane Kyrell on that list (who comes in the 2.0 X-wing expansion pack), nor Nora Wexley (who comes in the Y-wing pack) so I don't think that the list is complete and is missing the contents of the extra bag that contains the pilots from the expansions.

Only 2 of most generics is going to really annoy some people.

On parle toujours mal quand on n'a rien à dire. 
   
Made in us
Douglas Bader






 Graphite wrote:
Wait, I thought Jake was the guy in an A-wing in RotJ who didn't smash into an SSD?

Anyway - this does seem fairly likely. But a third A-wing isn't necessarily something I'll object to!


Oh, you're right, I thought the a-wing who splits off to draw the TIEs away in the death star was Tycho, apparently it's actually Jake. Pretty lame though, Tycho was a character and not just a generic NPC in an obscure video game.

This message was edited 1 time. Last update was at 2018/06/07 11:37:24


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Longtime Dakkanaut





Is Ahsoka Tano arbitrarily missing? My wife is going to be bummed.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in au
Liche Priest Hierophant







NewTruthNeomaxim wrote:
Is Ahsoka Tano arbitrarily missing? My wife is going to be bummed.

She is, they replaced her with Ezra.
   
Made in gb
Executing Exarch





NewTruthNeomaxim wrote:
Is Ahsoka Tano arbitrarily missing? My wife is going to be bummed.


I hoping Peregrine's deliberately holding back pilots for re-release theory is correct, although keeping Zeb seems utterly worthless

"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Lincolnton, N.C.

 Graphite wrote:
Wait, I thought Jake was the guy in an A-wing in RotJ who didn't smash into an SSD?

Anyway - this does seem fairly likely. But a third A-wing isn't necessarily something I'll object to!


The guy that smashed into the SSD was Arvel.

My beloved 40K armies:
Children of Stirba
Order of Saint Pan Thera


DA:80S++G+M++B++IPw40K(3)00/re-D+++A++/eWD233R---T(M)DM+ 
   
Made in us
Decrepit Dakkanaut





The Battle Barge Buffet Line

I haven't kept abreast since the first couple of days after the announcement so I apologize if this is old news. I know they had some lengthy unboxing videos of the faction upgrade sets but I was curious if anyone had a link to a simple list of the contents.

We Munch for Macragge! FOR THE EMPRUH! Cheesesticks and Humus!
 
   
Made in gb
[MOD]
Villanous Scum







Not that I have seen, trawl through this thread and most of the information is here.

Copy of the FFG AMA taken from the FFG forum;
Spoiler:

AMA with Frank and Max

Can you talk about your vision for how the TIE Phantom will play on the table in 2.0 and why some of these changes were made?

MB: At three attack dice, the TIE Phantom is able to be cheaper, which expands the list building opportunities for it. We found in testing this made it an interesting addition to a lot of Imperial lists. With the Cloak action, it remains a unique piece for the Empire to use. By contrast, the VCX and YT-2400 are much more the cornerstones of the list they're involved in, because they have so much hull. Having four attack dice is necessary for them to function at their cost.

How frequently can we expect a re-balancing of points? Outside of scheduled updates, if something is quickly shown to be unhealthy for the game, is the option of an emergency update to the app/points something you are willing to do?

FB: We are planning on making point adjustments on a scheduled basis. Only a handful times of year. We are still settling down on how often, but the numbers we are looking at right now are between 3 and 4. You shouldn’t run into a problem where in the time between when you leave your house to go to the event and when you arrive, points have changed.
MB: In terms of emergency updates, we would very much like people to be confident that the point values are accurate, so this isn't something we would want to use unless it was absolutely necessary, but never say never!

What are some of the themes that you felt you needed to attach to the factions and how do you plan on preventing these identities from blurring together with the expansion of the game?

MB: Splitting the Resistance and the First Order off means that the core factions of the game are smaller. As a result, we don't have to worry about as much of one faction being able to do absolutely everything, but certain factions do overlap in some ways. For instance, Rebels and Scum both have access to Illicit slots, but the Resistance does not, which helps anchor the thematic differences and similarities between those three factions.
FB: The Empire plays up a bit more of having commanders issuing orders that the other pilots need to follow. The First Order on the other hand, does so much more aggressively, possibly to the detriment of said pilots.
MB: Access to Force users and high-initiative pilots varies by faction and can be seen as another defining feature.

Is getting more named ships (even the cheap ones) on the table a design goal, or would you like to see more generics on the table in second edition? What does a fun squad look like for you? Half generics? 75% Generics? 25% Generics? Or is not a design concern at all?

Basically, is variety in lists for generics/named pilots something that you go out of your way to influence and design, or just let the community figure out as we go? And if you do have goals for seeing generics in competitive play, how often do you like seeing them appear?

FB: With our ability to adjust point costs, at different times in the game's life, generic pilots and named pilots will fill different roles. Different game modes will encourage different builds. Some game modes will have a limited card pool and will force players to try builds they would not have played before.
MB: Keep in mind that the ability to alter upgrade slots available also gives us a lot of flexibility in adjusting generics up or down, compared to named pilots. Some generics in first edition would have benefited from a talent slot or an extra mod slot, and we can make these sorts of changes to incentivize or balance generics as necessary. And we can take away slots if certain generics or named pilots prove too powerful with them.

How will you distinguish between strong squads/cards and squads/cards that need to be changed or nerfed?

FB: This is a pretty subtle distinction. It honestly comes down to the fact that we don’t want a specific ship, upgrade, or list to dominate for too long. We want to keep things moving and shifting—a stale meta-game is a boring meta-game. That said, we don’t want to it be a hurricane of changes that make the game difficult to follow and impossible to plan for. New content being added with new waves certainly shift around what’s good, but we are not afraid of shifting point costs of things that were staples of the meta-game just to make people have to adjust their thinking.

As an aside, some events will force players to rethink what cards are useful by shifting which cards are allowed.

There are a number of ships such as Rebel Fenn Rau that no longer have range requirements on abilities that require you to be in arc. Is there something in the rulebook that makes stating range requirements unneeded?

FB: This is an easy one: yes. Since the only measuring tools provided by the game are the range ruler and the maneuver templates, rather than constantly restating “inside your (firing) arc at range 0–3” (since a firing arc can’t be measured with those components beyond the range ruler), we just put a rule in that says measuring inside your arc goes to the end of the range ruler (i.e. up to range 3).

Are you still open to the idea of occasional FAQ posts for the sake of changing a card's text rather than just clarifying it, or do you think that kind of situation only clutters the game and belongs in 1.0?

FB: Getting the opportunity to rewrite the game's language, we had the entire backlog of first edition content to explore all of the abilities we are going to explore in second edition, and therefore, could write the language anticipating a lot of these game effects. Ideally, this will mean we don't need as much clarifying FAQ. Additionally, the app will include the most up-to-date versions of cards in cases where we might need to do errata.

Can you talk a bit more about Force Powers and Light Side/ Dark Side powers and how you see these influencing the game in ways that differ from Pilot Talent upgrades?

MB: Light side and Dark side Force Powers give us a lot of ability to evoke the theme of the unique Force abilities we see in Star Wars. And then of course we have characters like Maul, who can let characters access powers they normally couldn't (he's a bad influence on Ezra).
FB: Force Powers tend to be more paradigm-breaking, allowing pilots to do things that no other upgrade would let them do. Talents tend to reward you for good flying, or give you interesting tricks that reflect experience in the cockpit.

Will Force Users have a serious point premium?

MB: Yes, Force Users will pay a significant premium. The Force is the greatest power in the Star Wars universe, and you'll have to pay for it.

if you're stressed and reveal a Red maneuver, what happens in 2.0?

FB: The ship does a white 2-straight maneuver.

Do you plan on expanding the smaller factions more aggressively than others to try and make them similar sizes again? Are there any thoughts or ideas about future implementation of new factions?

FB: In the game mode for only re-released ships in second edition, we plan on keeping the factions at similar sizes. In the long run, we'd like all the factions to grow towards the same size, but this will be influenced by the specific ships that exist.

Are you balancing the calculate action through a reduction in point cost or will we see situations in which calculate possess advantages or interactions not possible through focus? If the latter, will these advantages and interactions be a possibility for all droids, or only for certain droids with the advantage baked in (like all the droids with access to multiple calculate tokens)? Will we see advantages that are drastically different to multiple calculate tokens?

FB: Hecks yeah! We have a lot of fun ideas in mind on how to use calculate. The ones you've seen so far are typically generating multiple calculate tokens, but we have a lot of fun ideas coming up. :]
MB: (That's a droid smiley face.)
FB: Occasionally, ships will be cheaper if they have calculate instead of focus. Of course these will be droid pilots rather than organic pilots.

Can you comment on your design thoughts for rule breaking upgrades? For example, a gunner that would allow you a free action to turn the mobile arc without spending an action is 'effectively' the same as the old 360 degree turrets from first edition. Does your design mantra afford the ability to break these fundamental rules with limited cases? Was the goal to drastically reduce 360 turrets, but not eliminate the possibility completely?

MB: Clearly, you're talking about Luke (Gunner). Obviously, this card has been contentious. There are a number of interesting factors at play in the design of this card, some of which people have picked up on and others we want to highlight here:
1). Some cards are calibrated more for certain modes of play than others. Luke (Gunner) is a great example of a card that is targeted—and costed toward—use at the casual level. It helps new players get a handle on the mechanics of turrets, but rewards them for “proper” use of the rotate action and good flying (because they can spend the Force point on modifications instead of rotation). However, its high cost means that taking it at a tournament level probably isn’t optimal for many builds.
2). Speaking of cost, one thing that has changed enormously in Second Edition is the thought process behind costing upgrades. Simply put, upgrades can cost a lot more than they did before. Previously, individual upgrades only very rarely cost more than 10-20% of a ship’s cost. Now, an upgrade that brings as much benefit as an inexpensive ship (such as Luke (Gunner)) will cost as much as an inexpensive ship.
3). Many people have pointed this out, but it bears repeating: Luke (Gunner) interacts differently with the core conceit that flying ships is important, but it doesn’t invalidate it, because Luke (Gunner) is always better if you don’t need to use his ability to rotate the turret, which you accomplish by flying your ship correctly.
4). Finally, and this gets most to your point, one thing people haven’t picked upon as much is that Luke (Gunner) fits in very closely with the mechanical theme of the Force in Second Edition. The Force allows characters to do things that would normally be “impossible” (yes, even for a computer). Force powers and Force user characters get to do things nobody else can—but they have to choose which tricks they want to be able to do, and they pay for this flexibility in points.
FB: What he said.

What are some of the less obvious lessons you've learned from the first edition and how have they shaped X-Wing 2.0?

MB: Players really like dice modification effects, but too many dice modifications that don’t require particular conditions or flight patterns make the game less healthy overall. Dice randomness might feel bad in the moment, but dice certainty makes for a weak game experience overall. So, to this point, we wanted to make sure that you can still get dice mod effects, but you have to engage with the core activity of the game to get them or they cost some sort of diminishing resource. You'll notice a lot of dice modifications (like Predator) are now restricted to the bullseye arc, or are now charge-based like Elusive.

What role do you see for control (stress, jam, ion, tractor, etc) mechanics of X-Wing Second Edition?

FB & MB: Good question!
FB: We felt that certain effects (such as Ion and Stress) become incredibly negative play experiences in large quantities. We want to keep a cap on these effects and are carefully dishing them out.
MB: Ideally, we would like to see Ion, Jam, Tractor, and other de-buff effects as part of a toolbox of options that a list has, but not as the defining feature of a list. We have calibrated them and costed them as such.
FB: I like your answer better than mine.

Now that you have the ability to modify the point costs of upgrades on a per ship level, do you plan to use this ability more as a reactionary measure, or a proactive measure?

FB: We will be doing both. If we anticipate a card doing too well with new content, we will preemptively increase its cost. In contrast, we will certainly also take reactionary measures to bring balance to the Force—er... game.

What was your favourite design epiphany in 2.0?

FB: Making all turrets behave as mobile firing arcs. Also to account for ships that relied on that mechanic, we added the double turret arc.
MB: We made a prototype and left it on Frank's desk as a proof-of-concept that the smaller base could accommodate a mobile arc so that it would be the first thing he saw when he came back from vacation.
FB: And I said, "Let's do it!"

You've mentioned with the App the ability to ban cards from list building; is this intended to create a upgrade/pilot card rotation for competitive play or mainly as a last resort if a certain card becomes too dominant?

MB: It's not so much banning as certain events will have a list of specific cards that will be allowed. This might be based on theme, such as the Battle of Scarif, or it might be based on other considerations. X-Wing is a game with an enormous amount of possibility for different modes of play, and we are excited to explore them.

Can you explain the design decisions that kept known force users such a Corran Horn from having the force ability in X-Wing 2.0?

MB: Having a Force rating is not the only possible reflection of being a Force user and many Legends characters (but some canon characters too) do not have a Force rating in all of their incarnations. They do, however, have abilities that reflect their connection to the Force. For instance: Corran's second attack breaks a fundamental paradigm of the game (attacking once per round) much as a Force power would. Similarly, Leia (Crew) does not add a Force rating to her ship, but her ability does reflect her Force potential in addition to her prowess as a commander.

On parle toujours mal quand on n'a rien à dire. 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





Scotland, but nowhere near my rulebook

Clean, shiny Scum and Villainy Falcon on its way!
   
Made in us
Douglas Bader






Ugh, that AMA. I wasn't expecting them to answer any difficult questions (and mine were downvoted off the page because I dared to question our lord and savior 2.0), but this is some GW-level nonsense.

Some game modes will have a limited card pool and will force players to try builds they would not have played before.
..
As an aside, some events will force players to rethink what cards are useful by shifting which cards are allowed.


IOW, my concerns about tournaments getting GW-style "fun" rules that randomly ban stuff are looking a lot more valid. People keep coming up with rules like this, and they almost inevitably suck.

New content being added with new waves certainly shift around what’s good, but we are not afraid of shifting point costs of things that were staples of the meta-game just to make people have to adjust their thinking.


This is sheer idiocy. The goal of a developer is to make a game that is balanced, as the game converges on balance changes should get smaller and smaller because there are fewer balance issues of smaller magnitude. But here we have FFG talking about change for the sake of change, deliberately changing game balance just to make people use different lists. Expect GW-style change for the sake of change, where the quality of changes is less important than keeping a constant supply of changes.

1). Some cards are calibrated more for certain modes of play than others. Luke (Gunner) is a great example of a card that is targeted—and costed toward—use at the casual level. It helps new players get a handle on the mechanics of turrets, but rewards them for “proper” use of the rotate action and good flying (because they can spend the Force point on modifications instead of rotation). However, its high cost means that taking it at a tournament level probably isn’t optimal for many builds.


JFC this is amazingly bad design. FFG is openly admitting to deliberately making a card that is too weak to play outside of newbie teaching games, and wasting one of the main characters in the setting for it! Apparently in 2.0 you aren't just going to buy ships and get cards that go straight into the trash can because of accidental balance issues, you're going to be throwing stuff away because FFG deliberately sold you unplayable trash. This is almost worse than GW, since at least GW has the decency to pretend that they're trying to get it right even if they're utterly incompetent at it.

Dice randomness might feel bad in the moment, but dice certainty makes for a weak game experience overall.


This is the exact opposite of the truth! Dice are the least interesting part of X-Wing, and the source of a great deal of frustration when the winner is determined by dice luck rather than superior flying. Heavy use of dice randomness is GW-style trash, where the main goal of the game is marketing to 10 year olds who don't know how to play a real game and can only hope to win (or have any fun) by lucking their way into a good result. But they keep buying, because they can win enough by sheer luck. It just sucks to be the veteran player and lose games because, despite out-flying your opponent decisively, the dice go against you. But I guess FFG is no longer concerned with making a quality game for veteran players.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in gb
Executing Exarch





whilst I'm usually on the wait and see fence, the AMA seems to, like P suggested, be a major swerve in design direction that seems to miss that part of why the game took off is that it wasn't 40k, that 40k was also in the gak vortex of suck that was mid-7th was a big boost early on, and like Solo (decent 3 star shenanigan's) proved there's some brand weariness floating about meaning that just being a Star Wars thing wont push a weak or average game (and I dont think TLJ or KK are to blame, the film and a bit each year dilutes the brand)

This message was edited 2 times. Last update was at 2018/06/08 12:42:39


"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." 
   
Made in gb
Longtime Dakkanaut




 Peregrine wrote:
Ugh, that AMA. I wasn't expecting them to answer any difficult questions (and mine were downvoted off the page because I dared to question our lord and savior 2.0), but this is some GW-level nonsense.

Dice randomness might feel bad in the moment, but dice certainty makes for a weak game experience overall.


This is the exact opposite of the truth! Dice are the least interesting part of X-Wing, and the source of a great deal of frustration when the winner is determined by dice luck rather than superior flying. Heavy use of dice randomness is GW-style trash, where the main goal of the game is marketing to 10 year olds who don't know how to play a real game and can only hope to win (or have any fun) by lucking their way into a good result. But they keep buying, because they can win enough by sheer luck. It just sucks to be the veteran player and lose games because, despite out-flying your opponent decisively, the dice go against you. But I guess FFG is no longer concerned with making a quality game for veteran players.


I disagree. The current level of dice certainty is ridiculous, to the point that it marginalises piloting ability. We've had things like Dengar/K4/Unhinged/Expertise, or Miranda with LRS/Rey, or Super Dash who can consistently get Focus and Target Lock, often getting at least one without actions, often regardless of bumping or stress. Moving away from that isn't a bad thing and it's a long way from saying removing dice certainty = luckiest player wins. What we'll likely see is that the more skilled players will be better at getting modified shots, better at making the right decisions about which actions to take and better at deciding when to spend tokens offensively or defensively. All of those incremental advantages gained through such good play will ultimately be the difference between winning and losing. Swings of luck might happen, but they'll be nowhere near as common as people think and rarely be the determining factor in games any more than they are at the moment.
   
Made in us
Douglas Bader






Slipspace wrote:
The current level of dice certainty is ridiculous, to the point that it marginalises piloting ability. We've had things like Dengar/K4/Unhinged/Expertise, or Miranda with LRS/Rey, or Super Dash who can consistently get Focus and Target Lock, often getting at least one without actions, often regardless of bumping or stress.


All of those are issues with 360* turrets, not dice modification. Take away the turret and force those ships to fire in arc like everyone else and it's back to being about piloting ability. Automatic maximum hits on your red dice doesn't mean anything unless you're good enough to get a target in your arc. Consider my beloved HLC gunboats. With a focus and re-roll on every shot (and crack shot to make those hits count) they very consistently roll maximum hits and rarely worse than 3/4. But they still require a lot of skill because they have no k-turn and no out of arc shot. If I out-fly you and get a target in their arcs I'm probably going to kill it. But if you out-fly me those gunboats are target practice and none of their dice modification matters.

Moving away from that isn't a bad thing and it's a long way from saying removing dice certainty = luckiest player wins.


It doesn't mean only that, but it sure pushes the game in that direction. Try playing the quick start rules as a veteran, you'll find that against anyone but the most clueless newbies (the kind of player who regularly makes a turn the wrong direction and flies off the board or onto a rock) skill is barely relevant and the winner is whoever gets dice luck at the right time. The 2.0 rules aren't bad to that extreme, but there will be a lot more games where the dice decide the outcome instead of player skill.

What we'll likely see is that the more skilled players will be better at getting modified shots, better at making the right decisions about which actions to take and better at deciding when to spend tokens offensively or defensively. All of those incremental advantages gained through such good play will ultimately be the difference between winning and losing.


Of course skill will matter, but the increase in randomness puts a lower ceiling on skill. And in some situations no amount of skill will help you, you will have to rely on unmodified dice and sheer luck. For example, an x-wing simply can't keep up with a TIE interceptor without using its own repositioning action (or red maneuvers that deny actions) to counter the interceptor's free repositioning action. You will have to roll unmodified dice, and success will be determined by how well you roll those dice. Roll all hits and you win. Roll 0-1 hits and you lose. Situations like this will become the norm, instead of only rolling unmodified dice when you screw up your maneuvering or have been forced to spend your modification resources and finally get overwhelmed.

And remember, the reward for flying well is a single token. It's very difficult to stack multiple dice modification effects, and normally requires a support ship to give up its own dice modification. The level of randomness in basic "everyone gets a focus" 1.0 dice is now the high-skill play in 2.0. Even when you fly well you still have a fair degree of randomness and vulnerability to bad rolls.

Swings of luck might happen, but they'll be nowhere near as common as people think and rarely be the determining factor in games any more than they are at the moment.


Strongly disagree. Luck is already a determining factor in a lot of games, and that's with much greater ability to mitigate luck. I can't even count the number of games where I've out-played my opponent completely and still lost because I rolled blanks turn after turn. Or the number of games where I've been completely outplayed and lucked into a win because the dice favored me. Hell, I just had one of those last night, my 1 HP gunboat had the green dice of god and removed two of my opponent's ships with its HLC long after it should have been dead. My opponent did everything right, set up quality shots where the odds of a PS kill were near-inevitable, and none of it mattered because my dice were too good. 2.0 is reducing luck mitigation, so these games will become more common. It doesn't take much for luck to swing a game when a single attack can cripple or destroy a ship.

This message was edited 4 times. Last update was at 2018/06/08 13:39:35


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

Wanna switch dice, Peregrine?

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in gb
Leader of the Sept







If you want to.play an entirely unrandom game then there is chess. Xwing is a dice based game and hence the dice should mean something. If the effect of randomness goes up then the mitigation is having contingency measures in place and setting up.multiple shots with some flexibility in case the roll flubs. There is still.skill.in that.

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
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Calculate continues to be a garbage mechanic that fully demonstrates why fluff shouldn't be used to justify mechanics.
   
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Executing Exarch





 streamdragon wrote:
Calculate continues to be a garbage mechanic that fully demonstrates why fluff shouldn't be used to justify mechanics.


It nearly makes sense for Astro's and other lower class' of droid but for self-aware meatbag deleting artists like IG or 4-LOM it seems a downgrade, hopefully it'll come with a points drop (as rumours suggest you can squeeze 3 barebones IG's in a list)

"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." 
   
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I have 0 faith in FFG's ability to balance via points. Companies that have been doing it longer than FFG has even existed still struggle with it.
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

Is this considered part of 2nd Edition news?

https://www.fantasyflightgames.com/en/news/2018/6/6/optimize-your-squadron/

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in gb
Longtime Dakkanaut






Unlikely - some places have already had Store Championships, though most that I know of are taking place in the next 2 months, which is before the new edition is released. Pretty neat that the cards are useable in 1st and 2nd edition though.
   
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[MOD]
Villanous Scum







X-Wing 2.0 pack preview;
https://www.fantasyflightgames.com/en/news/2018/6/11/symbol-of-the-rebellion/

Not going to post over the cards because we have seen everything already.

On parle toujours mal quand on n'a rien à dire. 
   
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[MOD]
Villanous Scum







Y-Wing article, again nothing new.

https://www.fantasyflightgames.com/en/news/2018/6/18/begin-attack-run/

On parle toujours mal quand on n'a rien à dire. 
   
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Legendary Dogfighter




england

It was already expensive in the UK due to how FFG converts $ into £ on a 1-1 basis.
2nd makes it entirely pointless.
   
Made in us
Knight of the Inner Circle






Was in my FLGS today and they still had a ton of X-Wing stuff..

Do you think FFG will exchange 1st edition stuff for 2nd edition stuff or should we expect a big sale off here soon

 
   
 
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