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Posts posted by CoffeeMinion
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#MakeJammingBeamGreatAgain 👺
In all seriousness, are there any viable jamming beam carriers who could actually make it worthwhile? I’m thinking maybe a dirt-cheap M3A (or even Sunny?) with someone like Swarm Tactics Fenn Rau boosting its Initiative sky-high...
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27 minutes ago, Stoneface said:^ This is what happens when your player base becomes your playtesters. "Get the ship's out, let them figure it out and we'll change the points accordingly."
At risk of being snarky, what’s the alternative? Bulletproof advanced playtesting? First edition showed the pitfalls of relying on that. At least FFG built-in the ability to make adjustments based on how things play out this time.
However, I’ll grant that better advanced playtesting is an entirely reasonable thing to ask for.
2 hours ago, Maui. said:One of the Torrents actually has an excellent ability, but like the others, it's just not worth what you have to pay to get it.
However, if the Torrents drop in price like they should, then whenever General Skywalker charges into battle upon his trusty Republic Y-wing steed, you'll see faithful squire Tucker riding at his side.
I hope you’re right! Named Torrents make me sad right now.
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Thanks for the info!
I’m looking forward to this. A lot. I mostly enjoyed TFA & TLJ, but I think they need a strong third film to cap off their story—they feel less like two films and more like two parts of one very long film.
Punning Pundit and ClassicalMoser reacted to this -
I have yet to field Kylo in 2E but I can confirm that Hate is very nice on Asajj. There’s nothing like regenerating defense, and the cost is cheap as heck.
ClassicalMoser reacted to this -
I am so unreasonably jazzed about this. Way back when X-Wing first came out, flying this beauty was a far-off pipe dream. Now it’s not only coming, but it’s got a whole freakin’ Grand Army of the Republic at its back, and it even looks pretty good stats-and-abilities-wise.
I look forward both to flying it, and to bothering EP1 haters with its memeness.
Now that’s podracing! 😄
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“And you get a Palpatine! And YOU get a Palpatine! And you get a Palpatine!!”
Marinealver reacted to this -
2 hours ago, ficklegreendice said:Quad arcs is probably strong, I just didn't find it enjoyable
Too many medium bases made it difficult to fly in the manner I wanted to. Last time I played them they got outjousted by 3 strikers and a Reaper...******* awful time
Also, Sinker is THE **** but idk the actual math. I'd personally never fly without him because rolling bad without rerolls feels bad, man
On the other hand, Jag and Wolfe are already 50% rerolls so maybe...
Then again,
Republic Beef
(51) "Wolffe" [ARC-170 Starfighter]
(3) Clone Commander Cody
Points: 54(54) "Sinker" [ARC-170 Starfighter]
Points: 54(42) 104th Battalion Pilot [ARC-170 Starfighter]
Points: 42(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
Points: 25(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
Points: 25Total points: 200
Can't imagine playing without Cody. I've never hit 3 agi without him
OMG I just played this very list last night, except I didn’t have Cody! The bid was a huge help, though, because my opponent had 2 2s and a 4. I can confirm that Sinker was amazeballs while he lived, and he represented the top kill priority for my opponent.
Boy do ARCs burn fast under concentrated fire! And crits are devastating—almost enough to make me want astromechs to help compensate! Torrents are interesting but not amazing... need to keep flying & experimenting.
Definitely a solid list though, and a fun introduction to Republic!
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44 minutes ago, infyrana said:I was happier with the 1.0 prices and far more pleasing with the discounted stuff, the only reason I could afford 2.0 was due to a little help and a LOT of trading in of other stuff I had. If the prices went up any more, I'd call it a day with what I have. The only way I could afford anything beyond that would be to sell off a faction at a time to reduce any further needing of ships to fund whatever faction remains.
I’m there already. The 2.0 price increase, coupled with the greater number of factions, have moved me to take a hard look at new acquisitions and start paring down old things I can live without. I also feel more willing to hit up the secondary market than the FLGS for new stuff these days, just to take some of the sting out of the cost.
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Man, lots of you guys are splashing across the various factions. For those buying all-of-the-above, do you truly fly all of the factions enough to make it feel worthwhile?
In my case, I know Seps and Resistance are still early enough & small enough as factions that I could try to get into (or stick with) them, but I frankly don’t get enough games in to justify flying more than 3 or 4 factions!
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I’m eagerly looking forward to buying exactly one N1.
Stingy, perhaps. But I’m done chasing cards. I’ve been endeavoring to get back into the game recently after a hiatus around the 1E/2E jump, and it’s downright sobering how much stuff I’ve already got & what it costs to get it all fieldable again. I’ve only just made peace with divesting my Rebel & Resistance stuff for sanity’s sake, and making small inroads into Republic because I’m only human.
So I’ll be happy with my Scum main, First Order secondary, new small Republic force... and the metric truckload of Empire that I still need to convert one of these days. 😧
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29 minutes ago, kempokid said:At $7, is the Hound's Tooth even worth it?
I've yet to come across it in 2e. But it's one of the few Scum ships I don't have... just it and the jumpmaster.
If you’re already invested in Scum, and you’re not otherwise daunted by the prospect of having to store it somewhere, I’d say go for it. I mean, they’re practically giving the thing away. Even if it’s not amazing now, the pendulum will doubtlessly swing back—and it’s bound to be fun for a casual jank night.
ClassicalMoser reacted to this -
I’ve switched up my storage a little bit for 2E. Ships and baseplates still go in my 3 heavily reconfigured two-layer red-and-clear Plano cases (the ones that were popular toward the beginning of 1E). I used to keep the dials with the ships as well, but to save space I’ve moved them out to some beautiful empty Magic “From The Vault” boxes that I (mostly) found cheap at my FLGS; these are notable for having both a flip-top where I can drop in dials I’m done with, and a little slide-out drawer with a magnetized cover for when I need to dig around and prep for a game. Upgrade cards get sorted by type and stuck in individual old empty Magic The Gathering card boxes from the FLGS, which then in turn go in old empty Magic “Fat Pack” boxes (also from the FLGS). Pilot cards get a similar treatment. And everything but the Planos fits inside a very reasonably-sized lidless cardboard box (regrettably my only legit recycled component).
For games in 2E, my goal was to be able to fit absolutely everything I needed for a game into one case, and for setup/tear down to be FAST. So I picked up a bright blue plastic tackle box with 2 trays that rise up from the main body when flipped open. The upper trays have dividers that let me fit all my templates sorted by speed, except for the 4-speed and 5-speed that have to bunk together with the 2-range, and the 3-range that only really fits at the bottom. There’s a slightly bigger space in the middle of the top tray where I have my damage deck in a little holder for easy access during the game, and this rests just on top of my obstacles. Dice and a token holder are also all right there on the first or second tray respectively. A separate small box down below holds bomb tokens, loose cargo, and spare parts. I also keep it stocked with enough bases and pegs for most lists. Plenty of room for ships in the bottom as well.
Now all I need is to get more games in with this fanciness!!
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1 hour ago, ClassicalMoser said:The cheapest conversion kits are $21.99 + $4.57 shipping = $26.56 x 2 = $53.12, which isn't such a good deal.
Where are you finding them that cheap?! I’m seeing mid-thirties to forties through the usual suspects.
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18 minutes ago, Alarum said:Determined to find a way to use all the Firespray pilots I came across this for Krassis it doesn’t look like much on paper but is surprisingly potent.
Krassis, Trick Shot, Tractor Beam, Cluster Missiles, Perceptive Copilot, Andrasta, Proton Bombs, Proximity Mine, Munitions Failsafe.
Old Teroch, Fearless.
Captain Seevor, Squad Leader.
Seevor can give Krassis the Focus action and Krassis can use his action to Lock to have a reroll and focus for both Cluster Missile shots. If Krassis has his Lock already he can take the Reinforce action to limit damage from swarms. Also can be used on Old T for a pre movement Barrel rolling to red focus and then Blue move to clear stress and get a Lock or Boost. His ability is used to strip a green token from one of Krassis’s targets.
I know that you can buy a decent Boba for the same points but Krassis gets a lot done and has way more tricks for your opponent to consider. And jumping the engagement and firing Cluster missiles out the back while your opponent dodges bombs is fun to watch!
That sounds like a fun Krassis! So, I’ve got 2 Firesprays and I’d like to get them both on the board for giggles. Any chance this would be a good wingman for him?
Krassis Trelix (70)
Trick Shot (2)
Tractor Beam (2)
Cluster Missiles (5)
Perceptive Copilot (8)
Proton Bombs (5)
Deadman’s Switch (2)
Munitions Failsafe (1)
Andrasta (4)
Proximity Mines (6)Koshka Frost (71)
Lone Wolf (5)
Jamming Beam (0)
0-0-0 (5)
Seismic Charges (3)
Deadman’s Switch (2)
Marauder (6)
BT-1 (2)
Total: 199 -
30 minutes ago, KiraYamatoSF said:Snoke on a teeny Upsilon instead of a capital ship that is crazy big? Saw Gerrera flying alongside Luke? Biggs flying with E-Wings from a possible future? Kyle Katarn and Jan Ors in the same squad as Cassian and Jyn? Maul working alongside Dooku, Grevious, and Assajj?
I think this is really the crux of it. X-Wing enables both Awesome Team-Up Fun Time as well as more thematic play—if you want it. But for the most part, the factions represent a logical chunk of more-or-less allied forces set during a given (fairly broad) time period; it’s up to players to decide how much they want to be sticklers for reflecting sequences of events that would prevent or enable certain team-ups within their lists.
Maul/Dooku is a great example—Dooku was still Light-Side until Maul’s defeat, and Maul didn’t resurface until after Dooku’s death. They wouldn’t have fought alongside each other, but both did fight for what was essentially the same side during the late Republic era, just at slightly different times.
So let us have our Republic N-1s! 😁
(And can I get a Qui-Gon crew card plz?)
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32 minutes ago, Okapi said:TIE Fighter is great too. Either you're as squirrely as a superforce user, or you have focus + evade behind three green dice. At 31 points! If I'm playing Extended Rebels I never leave home without that yellow horror.
Speaking of TIEs, I wonder if Scorch in the FO would be another good platform for Afterburners/Composure abuse. Then throw in Advanced Optics and he’s extra ridiculous...
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8 hours ago, Koing907 said:Crazy bastards actually did it.
I like it that we’re not just getting the prequel ships, but also some of their corny sense of humor.
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I almost don’t care about the details—I am just so stoked that I’ll get to fly this beauty soon!
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8 hours ago, millertime059 said:I’ve taken basically any mix I wanted of a Jedi, an Arc, and a third Jedi/Arc with named pilots and upgrades to taste and felt it worked.
Just curious: when you say “upgrades to taste,” does that ever include torpedoes? I’ve been getting my butt handed to me by ProTorps since starting to dip my toes back into 2E. Not sure if they would help back up the Delta by posing a bigger threat, or if they would throw off the squad’s viability by sucking up too many points.
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I’ve been playing Scum thus far in 2.0 (just a couple games, just got back in). What I can say up to this point is that some of the fun is still there, but I’m having a bit of trouble adapting to how hardcore a trio of high-init ProTorp T-65s is this edition. Initiative was always important in 1E but it feels less forgiving against these monsters.
I’m also still pants at fancy-flying medium-base ships through furballs and around rocks. I can still do all right with larges and smalls, but inevitably I park my mediums on a rock at some clutch moment during each game.
But I think it’s still a good “home” faction. Lots of variety, lots of shenanigans. The only thing I absolutely hate thus far is that they nerfed Feedback Array to be 0-range. That pretty well nukes one of my favorite lists from 1E: 5x “bug zapper” Z-95s backing up a semi-credible threat.
Greedo_Sharpshooter reacted to this -
16 minutes ago, pakirby said:Can you sub Mace for Obi with Delta 7B? Might have to downgrade Sinker to an 104th...
I appreciate the suggestion! Unfortunately I’m stuck running at least one ARC as something other than a 104th. One of my ARCs is a salvaged 1E Rebel with a scavenged 2E dial, paired with the contents of a fresh 2E Republic ARC pack. Also, Obi looks a little too expensive to work as a 7B.
I could do something like this, though?
Saesee Tiin (44)
Delta-7B (16)Gold Squadron Trooper (25)
Gold Squadron Trooper (25)
104th Battalion Pilot (42)
Squad Seven Veteran (47)
Total: 199 -
I took close to a year off X-Wing after the 2E announcement. Recently I’ve been starting to get back in, and I’ve picked up some Republic stuff that I’m excited to get on the table:
- 1 Guardians of the Republic set
- 1 Republic ARC
- I also have a 1E Rebel ARC that I’ve finagled a 2.0 dial for
I’ve been trying to figure out a good starting list for these guys. Been debating trying to put all of them on the table at once, just to get some experience flying them. But that doesn’t leave much room for upgrades... and I’m still not sure what’s good or not in 2E. As an aside, my usual gaming buddy seems to have settled on 3x I5-plus T-65 X-Wings with ProTorps as his go-to, which has been absolutely brutal in our first few games, and which I fully expect to keep facing until I can beat it. (IMO Thane’s pilot ability is frickin’ BROKEN GOOD)
Here’s an idea, going with my instinct to put em all on the table to start learning them. Also I can’t fly 2x 104ths because one ARC is scavenged from 1E. Please share any feedback!
Mace Windu (46)
Calibrated Laser Targeting (6)104th Battalion Pilot (42)
“Sinker” (54)
Gold Squadron Trooper (25)
Gold Squadron Trooper (25)
Total: 198 -
For now at least, I’ve settled on Scum, First Order, and Republic.
Back in 1E, I tried to keep up with the game’s evolution by buying one of each ship, and I enjoyed playing a variety of lists from all of the factions. But following 2E’s separation of the sequel factions from the OT factions, and then the announcement of the prequel factions as well, it just didn’t seem feasible to keep up with everything anymore—nor even to convert all my 1E stuff. 5 conversions plus a new starter is too much to ask IMO.
My primary reason for choosing Scum and First Order is that my favorite ships and/or pilots from 1E landed in them (specifically Krassis Trelix Firespray and the TIE/fo). As for Republic: pure and simple, I’ve loved the N1 since Phantom Menace debuted and I’m excited to finally get to fly it in X-Wing!
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Hey folks. Longtime X-Wing 1.0 vet staring at 2.0 from a distance here, trying to figure out how to get back in.
I started 2018 with big plans to fly all the ships and cards in my 1.0 collection at least once this year—even the bad ones. Then my year took a number of turns that I didn’t see coming. One of them was X-Wing 2.0! But others kept me from tracking many of the changes in 2.0 from 1.0, or playing either 1.0 or 2.0 for most of the year.
I’m at the point now where I might be able to dive back in, but I’m kind of overwhelmed trying to figure out where to start. I used to enjoy playing all the factions and would flip back and forth between them freely, but that’s a lot less viable now that we’re going to have 7 instead of 3—I probably need to start over with 1.
How did you guys approach this with your own stuff? What are the factions even “about” these days? Or what list archetypes are worth being aware of? I get the sense that things are more balanced, which is good; but it also makes it less obvious what kinds of things to take into consideration. Plus, a lot of upgrade cards have the same name but do different things now, so it’s not as easy to follow conversations.
Thanks, and help!

booboo's with your stuff
in X-Wing
Posted
It’s a minor example, but I’ve always regretted throwing out the packaging from the very first expac I bought. Since then, I’ve taken to snipping out the part of the packaging where the ship rests and inserting that into my storage case, because that helps cradle the mini & keep it from knocking about.
That mini just keeps getting more and more beat up, despite a couple rounds of storage case customizations & improvements focused on shoring-up its compartment. 😓