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Tell me, what do you think of this silliness:
4 TIE/fo Omega Squadron Pilot with Snap Shot, Shield Upgrade, Advanced Optics.
https://geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!182:205,254:-1:2:;182:205,254:-1:2:;182:205,254:-1:2:;182:205,254:-1:2:&sn=New Squadron&obs=

I actually used Snap Shot Black Squadron TIE Fighters (with The Inquisitor) yesterday against my friend, they worked surprisingly well, but then again my friend flew pretty badly and came right at me.

EDIT Yes, it probably would be better to spend points for better pilots. Or something. But this has nice symmetry to it.
 

Matttimeo

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Oct 26, 2017
762
That looks fun, I played a game against a A-wing swarm that all had Snap Shot and Juke and that was a very nasty combination. The only thing that won me the game was that half way through my Tie Defender made a pact with the devil and started rolling nothing but crits and evades.

I would probably be tempted to drop the Shield Upgrade on each of the ships so you can fit in a Black Squad (with either Snap or Crack Shot). They all share PS so it shouldn't be a major issue flying them together and if you're a confident flyer you can use him as a sacrificial blocker to ensure the Omegas get there Snaps out.
 

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I don't mix FO and Empire for style reasons. If i had 5th TIE/fo... Mixing factions is just so wrong. Really happy 2ed makes the sub factions full ones. Just need more ships for them...
 

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Hypothetically, would XG-1 Assault Configuration for Assault Gunboats be balanced if it allowed use of 3-cost cannons (ie Ion Cannon) without modifying XG-1's cost?

EDIT So damn great 2nd edition fixes this. We can finally use Ion Cannons properly with the AGs.
 

Arttemis

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Oct 28, 2017
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I know, right!? The cannon restriction on the Gunboat are frustrating, and further illustrate just how needed this update was. Still, even with the limitations on the XG-1, two gunboats and a TIE/D Defender make the most fun list I've put together. It's all I think I want to play until September's 2.0 release.
 

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I know, right!? The cannon restriction on the Gunboat are frustrating, and further illustrate just how needed this update was. Still, even with the limitations on the XG-1, two gunboats and a TIE/D Defender make the most fun list I've put together. It's all I think I want to play until September's 2.0 release.

Something like this? https://geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!70:220,22,-1:34:17:;269:27,126,13:-1:25:;269:27,126,13:-1:25:&sn=New Squadron&obs=
I just picked Concussions quickly because they cost 4. I just hate the Harpoons for thematic reasons, fine for Scum but no one else.

Or perhaps 2x2 Defenders and Gunboats: https://geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!270:-1,-1:56:24:U.246,U.247;270:-1,-1:56:24:U.246,U.247;68:-1,-1:33:-1:;68:-1,-1:33:-1:&sn=Unnamed Squadron&obs=

EDIT Not Defender but Interceptor: https://geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!269:140,-1,-1:56:24:U.247,U.23;269:140,-1,-1:56:24:U.247,U.23;28:18:5:15:M.2&sn=Unnamed Squadron&obs=
 

Arttemis

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Oct 28, 2017
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Something like this?
TIE/D Rho Boats (98/100)
========================
TIE Defender: Countess Ryad (34 + 6)
+ Intensity (2)
+ Ion Cannon (3)
+ TIE/D (0)
+ Twin Ion Engine Mk. II (1)
Alpha-class Star Wing: Rho Squadron Pilot (21 + 6)
+ Adaptability (0)
+ Xg-1 Assault Configuration (1)
+ Advanced SLAM (2)
+ Linked Battery (2)
+ Tractor Beam (1)
Alpha-class Star Wing: Rho Squadron Pilot (21 + 10)
+ Adaptability (0)
+ Plasma Torpedoes (3)
+ Xg-1 Assault Configuration (1)
+ Advanced SLAM (2)
+ Linked Battery (2)
+ Flechette Cannon (2)

I've tweaked the cannons and EPTs each of the four or five times I've flown this squad, so I'm really excited to get a run at the 2.0 gunboats.
 
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Kharnete

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On Snap Shot lists, one I loved when I had to face it is ¿Heff? as blocker and three Juke Green A-wings.

Green Squadron Pilot — A-Wing 19
Snap Shot 2
Chardaan Refit -2
Juke 2
Autothrusters 2
A-Wing Test Pilot 0
Ship Total: 23

Green Squadron Pilot — A-Wing 19
Snap Shot 2
Chardaan Refit -2
Juke 2
Autothrusters 2
A-Wing Test Pilot 0
Ship Total: 23

Green Squadron Pilot — A-Wing 19
Snap Shot 2
Chardaan Refit -2
Juke 2
Autothrusters 2
A-Wing Test Pilot 0
Ship Total: 23

Heff Tobber — U-Wing 24
Operations Specialist 3
Jan Ors 2
Ion Projector 2
Pivot Wing 0
Ship Total: 31

I think it was Heff with those upgrades. Ion Projector can be switched with Anti-Pursuit Lasers without any problem. With Empire I guess it could be kinda emulated with the Reaper (or a cheap Lambda) and Elite /FOs.


But on "what the hell is this" lists, my favourite is the Juking Special Forces:

"Quickdraw" — TIE/sf Fighter 29
Juke 2
Fire-Control System 2
Comm Relay 3
Lightweight Frame 2
Special Ops Training 0
Ship Total: 38

"Backdraft" — TIE/sf Fighter 27
Juke 2
Fire-Control System 2
Comm Relay 3
Lightweight Frame 2
Special Ops Training 0
Ship Total: 36

"Omega Leader" — TIE/fo Fighter 21
Push the Limit 3
Hyperwave Comm Scanner 1
Ship Total: 25

With one point for initiative bid or Mk.II Engines on Omega Leader. Deploy him at PS6, give evades on Quick and Backdraft, do not touch their evades unless it's going to die, and enjoy the show. Double taps (either the /SF title or Quickdraw's ability) are something else.
 
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Deleted member 2507

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I think i once tried out Comm Relay Juker TIE/sfs but it didn't work out. Of course, getting blown up during first combat ruins just about any list (yeah, i ended up taking 6-7 damage in one round, fucking dice).
I think i did it with generic TIE/sfs and an Upsilon.
 

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What the hell... i was checking something else on fantasywelt.de when i noticed they have the X-wing wave 14 English expansions for reasonably cheaply. Like, cheap enough that even with shipping from Germany to here makes them still cheaper than buying them here would be.
Well. Guess i know where i'll be buying things in the future, probably including this wave.
EDIT Huh, doesn't seem to apply to 2nd edition though.
 
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Deleted member 2507

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d3tnqy482y411.jpg
So, the Thrust Corrector card from Saw's Renegades.
Interesting, and useful, card, i think.

EDIT There's also PS1 generic U-wing that costs 22 points.
 

Deleted member 2507

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Well well, the wave 14 expansions got released early here, so i went and bought them. Also got myself an E-wing and another gunboat.
 
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Kharnete

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I think we knew everything between the spoiler articles and the Rebel kit leak (for the generic cards) but it may be just my (bad) memory fucking with me.

I'm not sure if I'll get Saw's expansion. The U-Wing still doesn't appeal me at all, but I know I will get some use for that X-wing... and having a medium base is tempting for proxy things (*cof* Firespray *cof*) before September. TIE Reaper will be a no-buy as I've deserted from the Empire ranks :P

So, the Thrust Corrector card from Saw's Renegades.
Interesting, and useful, card, i think.

I really like this one. 4-LOM does it even more.

EDIT: On the 1.0 side there was this one left to be spoiled, and is quite cool for the ordnance era we are at. From FirstEarth's unboxing.

OEdXk1M.jpg
 
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Deleted member 2507

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Interestingly there were no 2nd edition tokens. Condition tokens seem to be the same for both editions.
And naturally the original pic for Saw's Renegade's was wrong. Only 3x Cavern Angel Zealot, Renegade Refit, and Servomotor S-Foils.

EDIT Multispectral Camo doesn't seem to be that great to be honest. Unique, takes mod slot, only 3/8ths chance of working, small ship only.
Not useless, to be sure, but of limited use, few ships can spare the mod slot for this, i think.

EDIT Also, the new X-wing miniature is nice but not a large improvement to the original. The movable wings are a bit tricky and don't open quite as much as the original's wings are. Detail-wise, it has some very minor improvements but nothing noticeable at a glance, and most certainly not during gameplay.
 

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So, gonna take at least till next week before i get to play with the new ships. Not much to do but plan until then...

Thus, some list building and thinking. If you count points, remember Renegade Refit reduces costs of EPTs by 1.

First, the Two-Tubes Attack Team:
Edrio Two-Tubes (24)
Crack Shot (1)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Servomotor S-Foils (0)
Integrated Astromech (0)

Benthic Two-Tubes (24)
Thrust Corrector (1)
Advanced Proton Torpedoes (6)
Magva Yarro (2)
Saw Gerrera (1)
Munitions Failsafe (1)
Pivot Wing (0)

Cavern Angels Zealot (22)
Crack Shot (1)
Renegade Refit (-2)
R2 Astromech (1)
Servomotor S-Foils (0)
Integrated Astromech (0)

Cavern Angels Zealot (22)
Crack Shot (1)
Renegade Refit (-2)
R2 Astromech (1)
Servomotor S-Foils (0)
Integrated Astromech (0)

Total: 100
View in Yet Another Squad Builder
The idea here is the synergy between Two-Tubes' pilot abilities. Benthic creates a focus and feeds it, ideally, to Edrio. Benthic's actions go for focus mostly, so Magva Yarro is there to create target locks, which in turn combines well with Saw Gerrera and the Advanced Proton Torpedo: Defend, gain lock, if at range, fire APT and use Saw's ability to generate multiple critical hits.
Not sure about a good EPT for Edrio, i went with the Crack Shot because it is pretty safe choice. You can free another point by trading the Munitions Failsafe for Guidance Chimps on the U-wing.
The CAZs are there to fill out the team, figure 21 points for a Crack-wing is pretty cost effective. Plus it is thematically appropriate.
Pick droids as you wish, i went with what they're above because R2s are the only generic ones i got two copies of, and figured FAA would be reasonable fit for the list's primary pilot.

I also made a variation of this because i bought the E-wing along with the wave 14 expansions and i wanted to find some use for it.
Edrio Two-Tubes (24)
Crack Shot (1)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Servomotor S-Foils (0)
Integrated Astromech (0)

Benthic Two-Tubes (24)
Thrust Corrector (1)
Advanced Proton Torpedoes (6)
Magva Yarro (2)
Saw Gerrera (1)
Guidance Chips (0)
Pivot Wing (0)

Corran Horn (35)
Push the Limit (3)
Fire-Control System (2)
BB-8 (2)
Multi-spectral Camouflage (1)

Total: 100
View in Yet Another Squad Builder
The Munitions Failsafe and the CAZs traded for Guidance Chimps and Corran Horn. Not sure if ideal or useful build for Corran, but easy enough to tweak.

Not sure how to build a TIE Reaper list, as i don't have Palpatine and i tend to go for thematic builds over meta, TIE Strikers and TIE Reaper are hard to fit in places because they look so different from the usual TIE Fighters.
This one is a Scarif-themed list:
Major Vermeil (26)
Swarm Leader (3)
Systems Officer (2)
Director Krennic (5)
Lightweight Frame (2)
Advanced Ailerons (0)

Imperial Trainee (17)
Lightweight Frame (2)
Adaptive Ailerons (0)

Imperial Trainee (17)
Lightweight Frame (2)
Adaptive Ailerons (0)

Academy Pilot (12)
Academy Pilot (12)
Total: 100

View in Yet Another Squad Builder
Support/attack TIE Reaper, with Krennic buffing it. Generates target locks when it can, otherwise you'll be Jamming enemies or Evading probably. (Jam action has range 1-2 in firing arc, 1 otherwise, gives one Jam Token to target.) The other ships feed evades for Vermeil's Swarm Leader.
If i had third TIE Striker, i'd replace the TIEs with 3xScarif Defenders and maybe swap Systems Officer for a more expensive crew (like Rebel Captive) for one point bid, or just leave it as it is for two point bid.

Some individual ships, some are obvious but still pointing them out:
On paper, Kullbee Sperado looks pretty good. For just 25 points, you can get this:
Kullbee Sperado (26)
Veteran Instincts (1)
Renegade Refit (-2)
Flight-Assist Astromech (1)
Servomotor S-Foils (0)
Integrated Astromech (0)

Total: 25
View in Yet Another Squad Builder
Figure FAA synergizes well with Kullbee's ability. If you are flying with S-foils closed and end up close but not quite at attack range, you can boost with FAA, flip the Servomotor S-foils and then do another action as necessary. Sorta cheap arc-dodging PS9 X-wing, not bad at all.
No idea what to fly with it. Perhaps something like this?

Krennic on TIE Phantom:
"Whisper" (32)
Veteran Instincts (1)
Sensor Jammer (4)
Director Krennic (5)
Advanced Cloaking Device (4)

Total: 46
View in Yet Another Squad Builder
Very thematic in a way as the TIE Phantom is a prototype fighter really, though i don't think Krennic would ever ride a fighter. Anyway, the idea here is that Krennic replaces the usual FCS on Whisper, freeing the system slot while buffing the TIE Phantom neatly by assigning the condition to the TIE Phantom. I picked the Sensor Jammer because i've always found it useful in general, but other options may be more useful or better.

TIE Shuttles with TIE Reaper upgrades:
Scimitar Squadron Pilot (16)
Tactical Officer (2)
Systems Officer (2)
Twin Ion Engine Mk. II (1)
TIE Shuttle (0)

Scimitar Squadron Pilot (16)
Death Troopers (2)
Lightweight Frame (2)
TIE Shuttle (0)

Total: 41
View in Yet Another Squad Builder
The first is a cheap coordinator shuttle that generates target locks and actions for other ships.
The second is a bit like a "tank" in MMO-sense, you either attack it or suffer in some other way.
Figure either one can fit many kinds of builds.
 
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Kharnete

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The detachable scape pod is really neat. I hope (although I still won't buy it :P) the relaunched Ghost will have this trick too.

On the expansion itself, there are some funny things like the Autopilot Drone, but others are weird to say the least. Qi'ra and the Outer Rim Pioneer have a "Create your own Dash!" feeling on them. I suppose they are cards on the same spirit than Luke gunner, as an aid for new guys, but I still don't like them :P. Points beside, at least with Qi'ra you are forced to plan it by advance.
 

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I'm thinking Scum Han with Qi'ra, Outer Rim Pioneer, Trick Shot, and Rigged Cargo Chute should produce some interesting results. A bit tricky, but you can get off 4-dice (5 at range 1) attacks.
Maybe. Logically, Qi'ra should block effects of Han's ability and Trick Shot if you use her to ignore an obstacle. Yeah, sure, the enemy loses the obstacle bonus as well but...

If the Falcon has two crew slots still (plus gunner slot?), one could throw Beckett there as well and move an asteroid to a good position.
 

Arttemis

The Fallen
Oct 28, 2017
6,185
I just read that Wave XIV has printed errors in regards to its wording. People in the FFG forms are considering waiting for reprints with corrections.

Edit - Scum Falcon looks amazing, and those card combos seem super slick!
 

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I somehow doubt there will be reprints or corrections for those.
I mean, special paintjobs like Saw's Renegades won't supposedly get second edition version (i assume the unique cards will be re-released in normal 2ed U-wing), and i doubt first edition ships get reprints anymore. I'd imagine they will try to release 2ed versions sooner rather than later.
 

Tensketch

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Oct 28, 2017
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Wave 14 is an absolute shambles. The model quality of the X-Wing is poor (the wings barely open), the cards seem of a cheaper quality and they obviously didn't proof read the cards. It was so rushed.

The reaper is a fantastic model, though. Love it.
 

Arttemis

The Fallen
Oct 28, 2017
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Wave 14 is an absolute shambles. The model quality of the X-Wing is poor (the wings barely open), the cards seem of a cheaper quality and they obviously didn't proof read the cards. It was so rushed.

The reaper is a fantastic model, though. Love it.
Yeesh. Are there X-Wing models different from the upcoming 2.0 release?
 

Tensketch

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Oct 28, 2017
89
People are claiming that the pre-release X-Wings given out at worlds are of a much higher quality. So hopefully this is a one off. Doesn't take away from the fact that wave 14 is a mess though
 

Deleted member 2507

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Guess their timing about the Wave 14 and second edition is messed up. Like, maybe there was no real plan for Wave 14 but they figured they had to make something between TLJ ships (which were originally supposed to be released earlyish this year rather than with the "previous" ships) and 2nd edition. And then they figured out they would have to add 2ed cards to Wave 14, etc etc.
 
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Kharnete

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I really like the overall token/base design. Quite elegant and clear, with some neat touches like the Lock tokens with each side on a different colour to avoid confusions.

I'll keep using my SOS Target Locks tho :P
 

PanzerKraken

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Nov 1, 2017
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So in the upgrade kits, how many ship dials do you get per fighter, cause I pretty much was buying at least 3 of every fighter in the game and this is now going to cost me a shit ton to upgrade all my ships to 2nd edition.
 

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So in the upgrade kits, how many ship dials do you get per fighter, cause I pretty much was buying at least 3 of every fighter in the game and this is now going to cost me a shit ton to upgrade all my ships to 2nd edition.
2 to 4 dials. Unlikely to have generics for all dials though, in-case of more than two dials. Note how the Rebel kit has 3 A-wing dials but only two Phoenix Squadron Pilots.
http://xwing-miniatures-second-edition.wikia.com/wiki/Rebel_Alliance_Conversion_Kit
http://xwing-miniatures-second-edition.wikia.com/wiki/Galactic_Empire_Conversion_Kit
http://xwing-miniatures-second-edition.wikia.com/wiki/Scum_and_Villainy_Conversion_Kit

EDIT I don't recommend buying more than 1 kit to start with. For one thing, we don't know point costs yet, so in some cases having dials for all minis may end up being pointless (eg we know TIE Defender costs enough that you can't field triple Defenders anymore, so third dial is of no use probably).
Also, there will be trading among players undoubtedly. I know there are bunch of ships i don't need third dials for (not many but some), and many i don't need second dials.
 

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So, eh, the leaked/whatever Rebel conversion kit contents include 2xRigged Cargo Chute. But it does not seemingly include actual loose cargo tokens for those. So, basically unless one has Shadow Caster already, the cards are worthless.
Trying to figure what's the fucking logic here.
 

Arttemis

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Oct 28, 2017
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So, eh, the leaked/whatever Rebel conversion kit contents include 2xRigged Cargo Chute. But it does not seemingly include actual loose cargo tokens for those. So, basically unless one has Shadow Caster already, the cards are worthless.
Trying to figure what's the fucking logic here.
It's a bummer, but the logic isn't impossible to follow. There are two Lancer-Class conversion sets within the faction kit, which include the newly formatted bases, cards, and tokens, but anything that isn't required to be updated isn't included, such as the ship model and seemingly the cargo tokens. You're still expected to already have two of the expansions to use the conversion kits.

I assumed most if not all tokens were updated, though, meaning they will be included.
 

Deleted member 2507

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I assumed most if not all tokens were updated, though, meaning they will be included.
The Core Set seems to be having a mix of asteroids and debris but they look like they're picked from the old ones, not new tokens really, i'd assume this applies to loose cargo tokens.
The content list pic for Rebel kit:
https://i.redd.it/wdl90lho1c211.jpg
No loose cargo tokens listed. (Nor are they visible in just released unboxing video for the kit.)

There's also that the Shadow Caster never was a Rebel ship. Logically the Scum kit will contain two Rigged Cargo Chute cards... meaning, if one gets both conversion kits, you end up with 4 cards and two tokens (from existing Shadow Casters). OK, it might be that the cargo thing got moved to the Rebels as it is sorta Han's iconic hearsay ability, but if so, this makes it doubly weird not to include loose cargo tokens for Rebels.

Are there third party plastic obstacle tokens available? I'm wondering if i should just get such. I have zero interest in getting the Shadow Caster. I will get one loose cargo token from Lando's Millenium Falcon later on for sure, but only one.
EDIT Nevermind that. Looks like there may be, but they're also thicker than normal obstacles, plus i can't find anywhere that would ship to here. So whatever. Guess i'll be stuck with one loose cargo then.
 
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Well well, got a very, very good test for the X-wing upgrades, new U-wing stuff, and TIE Reaper.

My brother flew this, modified from my list above:
https://geordanr.github.io/xwing/?f...;242::48:31:;242::48:31:&sn=New Squadron&obs=

I flew Two-Tubes Attack Team:
https://geordanr.github.io/xwing/?f...140,264,2:-1:34:M.20&sn=Unnamed Squadron&obs=

First kill with APTs: I rolled 5 Focus with the Advanced Proton Torpedoes, turned them into crits with Saw, destroying one TIE Striker instantly (one evade only). Then my brother got revenge by rolling 4 natural crits against... well, something we can't recall anymore. Not that that many hits was needed.
At one point, i was down to Edrio, with two Strikers and Reaper against me, but i got the Reaper shot in one round (1 hull left helped), and then a couple of turns later a combination of FAA-given boost and barrel roll action allowed me to take down another Striker that had one hull. Unfortunately, i ended up moving badly and the final Striker got me, i was concerned about a potential move i ended up disregarding another (basically coin flipping from both sides, hard to predict that).
We went through the entire damage deck +1, that's lot of damage done overall, plus TIE Reaper with Optimized Prototype ate bunch of shields from me.

The X-wing fix is fantastic. Just wish it had been in the game way earlier, not gonna get much use out of it now. Edrio is not terribly useful pilot, the X-wing just doesn't have enough moves to really justify it. Benthic is good U-wing pilot, giving Focus to others is useful. Both Saw and Magva are useful crew, the former is a bit situational but has good potential, and Magva is basically reverse FCS, very useful if you have low pilot skill.
Krennic is damn good, and TIE Reaper sure as hell seems to be interesting fly, especially with Strikers. Vermeil's ability is very good, at least so it feels in the receiving end.
 
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Kharnete

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The X-wing are on a fantastic shape for what's left of the 1.0. I've only tested them on the 5 Rookie pilot list, and both the built-in Barrel Roll and the chance to get extra greens (plus Boost) on certain turns is extremely useful, especially when you combine them with the FAA action. Transforming 3 Turns to Talons is also amazing, but is something that would be even more useful on high PS ships. I need to bring a Rogue Squadron list out there.

On Second Edition they are equally great (points pending, we'll see if they let us bring out 5 ships) but losing the Turn-to-Tallon makes them a bit more predictable.

In other news, 2.0 spoiler article for the sexiest ship on the game.

https://www.fantasyflightgames.com/en/news/2018/7/2/any-methods-necessary-1/

swz16_boba-fett.png
swz16_emon-azzameen.png

swz16_andrasta.png
swz16_proximity-mines.png

swz16_kath-scarlet.png
swz16_krassis-trelix.png
swz16_koshka-frost.png

swz16_marauder.png
swz16_veteran-tail-gunner.png

swz16_boba-crew.png



Emon still have the same ability and Andrasta is better than before <3
 

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Wow, these look nice! Did they mention anything about an updated ship model?
They said earlier it has only new paintjob.
Curiously, the new paint job does not seem to be Slave 1's, unless the... render (i guess?) has wrong colors. Slave 1 is red and green, the model shown in the article has red and brown. But one pic shows it with red and green.


EDIT Pretty sure they indicated most ships retain their old models.
We know Y-wing, Fang fighter, X-wing, TIE Silencer have new models.
I would guess the Millenium Falcon will get a model based on the 3d model from the sequel trilogy even for Rebels, as the former Rebel MF model is apparently hand-made.
I would also guess that T-70 X-wing might get a new model if it will have S-foil configuration but the model is pretty high quality and has little space for wing opening mechanism.
Otherwise, i highly doubt there will be any other model changes.
 
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Kharnete

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I guess it will still have a generic pilot. They have shown 5 unique pilots, so unless they are hiding a sixth until launch, that should be a generic.

The Firespray is the same model but with a tweaked paint job. The blister render is terribly missleading tho (and really crappy, what the hell were they doing?). It can be seen better on the article:

swz16_a1_ship-art.png


For others ships, I totally expect a renewed model for the Millenium Falcon, with both factions (Rebel and Resistance) on it. It would be really cool if they managed to add a dettachable radar dish and put both versions on the box :P. T-70 should have one too.

And I would really love to see a foldable B-Wing (add rotatory cockpit, why not :P). But I think it was confirmed we wouldn't have it.
 

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The article says 6 unique pilots. Go figure.

Also it seems that the renders for the Firespray 2ed expansion pack are wrong. Comments on forum (as does my memory) indicate that the new paintjob should have brighter green to match better what's seen in the films. The render has it brown for whatever reason.
And this image indeed has green rather than brown,
swz16_a1_diagram.jpg



Also, i noticed that Maul will allow "Dark Side upgrades". Weirdly, we haven't seen any Dark Side Force cards yet, not to mention none of the other Dark Side Force users have similar clauses.
 

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Ah, shit. Looks like the component list indicates that you're supposed to use mine and bomb tokens from first edition, this likely applies to loose cargo tokens as well. Same text does appear in the Rebel kit content list as well though, with no mention of loose cargo. But evidently it doesn't have those.

Also, the Imperial kit has new missile type, Barrage Rocket. Presumably new version of Unguided Rockets.

EDIT Ah fuck, the conversion kit doesn't allow for triple Nu or triple Rho. Not that we know if we could have those anyway... Oh, well two generics and a named work just fine.
 
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Kharnete

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Both Tarkin (I didn't expect to see him at all) and Jerjerrod are *great*. Fitting them on a swarm list could be frightening. Seventh Sister crew is a lovely troll. And I really like some minor tweaks to make the pilot/card better without changing it much from 1.0, like the "even if stressed" on Turr (so usable after using the TIE/Int Autothrusters), or Kallus switching targets once the first it's destroyed.
 

Arttemis

The Fallen
Oct 28, 2017
6,185
Holy shit, I'm genuinely in love with everything. The configurations with the Gun Boat are so much more useful, the added survivability to the defender, the way Echo and Whisper work, and every gameplay tweak made to the rules and mechanics.
 

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Sigh, more rigged cargo chutes but no loose cargo tokens.

Also, looks like the Slave 1 title ability does not cost stress. The Firespray article shows a version that does cause stress, but both unboxings show it without stress.

EDIT Looks like Asajj Ventress is the only Scum Force user for now. And Maul of course grants one Force point.
 
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Kharnete

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The stressing Slave 1 is probably an old version (and the classic article error :P). The promo card doesn't give it either.

And there's some fine trolling from FFG:

24a57aa065cc5901b9e76f7a09524ced.png


Also, BT-1 and 0-0-0 as "Scum or squads with Vader only". Seems we'll get Aphra after all.
 

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Ah, this is fucked up.
Noticed people complaining about lack of Afterburner modification cards for 2ed on official forums. And they are very right. The upgrade comes only with the Core set and the new Fang Fighter, 1 copy only in each. None in conversion kits.
On paper, it is one of the more useful and interesting modifications, others are very passive.
It is fucking Autothrusters all over again, in a way. Undoubtedly the Empire and Rebels get expansions that include it but what about those who don't need new ships? The Fang Fighter comes with the card, but the Scum Conversion Kit does not, i figure we can assume the plan is that wave-conversions for veteran players include only unique additions, rest you got from the conversion kit. Basically, unless there will be upgrade booster packs, it will be very, very hard for one to get enough of the upgrade, should it prove to be extremely useful like the Autothrusters were.

http://xwing-miniatures-second-edition.wikia.com/wiki/Afterburners
 

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The more i play, the more i figure some variation of TIE Defender and two Assault Gunboats is my favorite list. Offers a good mix of power, durability, and flexibility. I wish i could have Soontir Fel (or some PTL TIE Interceptor) with these guys, but alas.

Anyway, this is the list i used today against my brother. (I ended up winning more due to incredibly good dice luck than good playing though.)
https://geordanr.github.io/xwing/?f...,-1:56:26:U.23,U.247&sn=Unnamed Squadron&obs=

Maarek is not ideal pilot but incredibly thematic. Predator works with the TIE/D title extremely well, and the tractor beam means i'm likely to score good hits, especially at range 1. This list also offers the possibility of swapping Maarek for Rexler with Veteran Instincts. No potential for double mods, but sometimes higher PS is just good enough in itself (not in our casual games for sure).
The Nus as they are are expensive but very powerful. An argument can be made for cheaper Harpoon/Homing missile boats, using extra points to swap Maarek for Rexler and/or perhaps upping the Nus to Rhos.
 

Mr Paptimus

Member
Oct 26, 2017
1,228
Question for more experienced people. Theres a ship build I've been wanting to play that seems like it would be a lot of fun. Not competitive, but fun. And with 2.0 coming up, i figure its now or never.

Bwing (35 points)
Keyran Farlander
Bwing/E2 Mod
Stay on Target
Fire Control System
Hera Syndula

The Bwing has a nice dial, but a lot of red. This basically embraces all the red. Stay on target is there so in case you need to make a white or green manuver, you can change it to red and stay stressed. If you end up fighting someone with lower ps thats just a bonus. Perma stress, perma target lock.

What would you team with it though? Would you build around it, with lohrick or somehting similar to give him more surivability? Or Should make him support a higher damage ship? THoughts?
 

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Now, i wouldn't call myself experienced but you might want to consider Advanced Sensors to retain ability to do actions before doing red maneuvers. Though you'd then want a mod, like Linked Battery. Expensive though. In a way FCS is kinda reasonable compromise.
I do like your idea, ignoring that i don't have the Ghost and thus no Hera so i can't try it myself.

Personally, i'm thinking this for Keyan:

Keyan Farlander (29)
Rage (1)
Thrust Corrector (1)
Linked Battery (2)
Inspiring Recruit (1)
B-Wing/E2 (1)

Total: 35
View in Yet Another Squad Builder

The idea is that you use Rage to generate stress and grant attack mods, while Inspiring Recruit guarantees you get rid of all the stress at once. Thrust Corrector is there to guarantee evades, while Linked Battery is there for those times when you barrel roll or have executed a red maneuver.