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2.0 Points Values & Slots

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6 minutes ago, thespaceinvader said:

I can genuinely see them having purposefully overpriced the Jumpmaster generally, just because there's been SO much backlash against it for SO long.  Give it a year or so we might see it coming back down.

We can only hope

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Tie-Phantom - Imdaar test pilot 「44 points」
Darth Vader - 14
Stealth Device - 6

Total : 64

stay cloaked all the time, focus, and deal unavoidable damage to ships with higher Init than you (or bring a reaper/lambda to taste). The real gatekeeper now is to be able to hit a ship with 5-6 green dice and focus. When you've killed their ace, you can decloak and kill the lower ps by bouncing from place to place.
I'd give it a try!

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1 hour ago, Parakitor said:

Yeah, the part about the TIE advanced that makes me nervous is that rolling an extra defense die doesn't help as much if it's not modified, but the TIE advanced will be going for offense with the target lock. Other than that, I'm pretty happy with the cost comparison. If both have Lock + Focus, I think it's anybody's game, which makes me really want to bring Colonel Jendon along with 3 Crack Shot Storm Sq. Pilots.

Or, Jendon with debris gambit pilots. get your advanced targeting computer and fire control system up and running, then start evading as you close to combat range.

The problem is going to be one of getting that target lock. But Imperials do have support ships with help with that.

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I don't remember what enough of the upgrades do off the top of my head to really dive in, but my base of:

Lando + Nien Nunb

Wedge + Proton torps

for my Battle of Endor list coming in at 158, with 42 points left to play with upgrades and other additions, seems pretty solid. Wedge getting relatively cheaper, while his ability gets relatively better* has got me excited; I can finally play him and not feel like I'm wearing an anchor around my neck.

*given how evade tokens work, within range 2 just about everything is capped to at best dodge 2 damage from him now. And, more of an edge case, but even if it's just at range 3 he at least does something against 0 Agility ships now.

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48 minutes ago, heychadwick said:

I agree that the X1 isn't so bad compared to the T-65.  It's not just 1 green die for all the bonus stuff and nothing else.

As Bad Idea Comics points out, the reliability of those shots will be higher as you will get modification.  Also, the ability to turn a hit into a Crit is going to help quite a bit.  The T65 has more hull these days and it won't be able to stop all the Crits from getting through.  

The T-65 can't Boost and BR in the same turn.  It can only Boost if it does that config that modifies it's attack dice.  It's situational and can be exploited.  

Blue Squadron Escort

  • 41pts
  • +6 for R2 droid
  • Total 47 pts

Tempest Squadron Pilot

  • 41 pts
  • +3 for FCS
  • Total 44 pts

Are they really the same cost?

Well, let's stack it up to equal, then.

  • Storm Squadron Ace (43)
    • Crack Shot (1)
    • Fire Control System (3)
  • Blue Squadron Escort (41)
    • Servomotor S-Foils (0)
    • R2 Astromech (6)

That seems like a closer fight.

 

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25 minutes ago, Managarmr said:

@Brianish and @dadocollin

But we do not have enough cargo Chute tokens to be able to use that? Inertial dampeners are cheap too, but probably not worth a Jabba, esp as more ships now have stop, and people are prepared for it. Jabba even in 2.0 doubtful if he is worth it. 

I mean, you might, if you're a crazy person. You might also borrow some. I wasn't thinking of the practicality, just which would be useful in the abstract. 

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3 hours ago, thespaceinvader said:

I'm not denying that.  But I'm struggling to see it being worth that much, even with the additional regen ability.

Well, testing and time will tell I guess.

Used on offense, a force point is statistically equivalent to 1e Predator, so about 6 points up front, before counting the added flexibility of using it on defense.

Some stuff does seem pricey to me, though.  5th Brother, for example, just lets him use his force to get a crit instead of a hit when attacking.  Hrm.  I guess when you star with the 10 point cost of a Perceptive Copilot for an extra focus, and add in the 2e equivalent cost of Calculation, that'd add up to 12 points.  The more I think about it, that kinda checks out.

2 hours ago, Scum4Life said:

I feel the Jumpmasters are overcosted. Serious dial nerf, title nerf, upgrade nerf (lost crew) rotate arc is red and the dial has less green and more red. I was expecting them to be much closer to 40 points. 40-43 was my hope.

That may have been a misprint.  I downloaded the PDF later in the day, and they had their crew slot in that version of the PDF.  I can agree Jumps do seem a little pricer than they deserve, however.  3x Scouts with Proton Torpedos and Contraband Cybernetics will fit, though, and that'd be an interesting squad.  Maybe some crew would be better than ContCyb.

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1 minute ago, theBitterFig said:

That may have been a misprint.  I downloaded the PDF later in the day, and they had their crew slot in that version of the PDF.  I can agree Jumps do seem a little pricer than they deserve, however.  3x Scouts with Proton Torpedos and Contraband Cybernetics will fit, though, and that'd be an interesting squad.  Maybe some crew would be better than ContCyb.

Yeah the PDF was defined updated which is weird, although Fang fighters and A-wings still don't have Mods.

 

We will just have to see them on the table, and I guess if it's not balanced, points can now be adjusted twice annually :) or even upgrade slots added.

 

These forums will be rife with requests for nerfs and buffs ?

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2 hours ago, DarthSempai said:

Tie-Phantom - Imdaar test pilot 「44 points」
Darth Vader - 14
Stealth Device - 6

Total : 64

stay cloaked all the time, focus, and deal unavoidable damage to ships with higher Init than you (or bring a reaper/lambda to taste). The real gatekeeper now is to be able to hit a ship with 5-6 green dice and focus. When you've killed their ace, you can decloak and kill the lower ps by bouncing from place to place.
I'd give it a try!

Even meaner: it works at range 0 so if they block you, you can still activate it.

Getting good jams or stripping tokens etc is gonna make or break this I think. Seems fun!

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10 minutes ago, Dr Zoidberg said:

12 pages and no one has mentioned Dash + Luke (gunner) yet?

After all that concern and angst?

That's 130 points for two cards so I think the prohibitive cost will keep it from being too powerful...

 

CRAZY HOW THAT WORKS (not a dig at you, but at the sky is falling crowd)

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37 minutes ago, theBitterFig said:

That may have been a misprint.  I downloaded the PDF later in the day, and they had their crew slot in that version of the PDF.  I can agree Jumps do seem a little pricer than they deserve, however.  3x Scouts with Proton Torpedos and Contraband Cybernetics will fit, though, and that'd be an interesting squad.  Maybe some crew would be better than ContCyb.

They also added in the Moldy Crow title for scum.  K-wings got a gunner slot, and fixed some spelling errors like "Heff Tober" 

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3 hours ago, That Blasted Samophlange said:

Here is the thing; the old lore which the card art is based on, which I believe was recycled from 1.0, that opening was for launching and it had the ship as one occupant.  

Rebels has shown on two seperate occasions and different TIEs as having a gunner station.  

Also, Wikipedia is not a reliable source as anyone can change it.   That makes any info unreliable at best.  There is a reason when writing a paper you shouldn't cite Wikipedia as a source.  

So, given actual canon examples seen on screen versus minor liscencee card art, I go with the canon info.   

I guess it just begs the question, then, of where the missiles and Torpedos launch from? There are new canon sources claiming those are equipped.

And don’t get me wrong. I much prefer the new canon. I’m just a bit confused about this configuration 

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I wouldn’t expect the ships that don’t have all of the slots available to them in the quick build cards to accidentally be missing them. That is part of the allure of the quick build cards. You can let them break the standard build requirements.

 

And with their plans to adjust things in the future anyways, there would eventually be a quick build card that wasn’t legal for standard play anyways.

 

Quick build and standard are being treated as totally separate. Quick build cards don’t have an upgrade bar. They do what fits and feels good.

Edited by Kdubb

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The E-Wing seems just bad.

You pay an extra 20 points to get a X-Wing with +1 agility, better offensive mods and a bunch of gimmicks you will almost never use. Ten billion actions are useless without PTL, it's linked actions are made redundant and unusable by it's ship ability and it is not particularly good at arc-dodging nor does it get any defensive mods, so unlike the "oh, so overpriced" Defender it can not out-dual anything. I Just do not see what you are supposed to do with that ship beyond playing it for Corrans ability.

If we still had R7 or M9-G8 we might be able to get something out of all those free target-locks, but as it stands it seems just as overpriced as it's 1.0 counterpart.          

Edited by Duskwalker

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I assumed the 2.0 Hound's Tooth title is supposed to work like 1.0 did... but from the spoiled card I read, that's not how it actually works.

hounds-tooth.jpg

nashtah-pup.jpg

I might read the title plus the core rule book and think that I could dock any regular Z-95 per normal docking rules during a game with just the 1 pt title, or the Nashtah Pup using its conditional text for a total cost of 7 pts.

 

1 point to hide any of my Z-95s in reserve for a turn or two sounds interesting.

This is possible by the way it's written, right?

 

The rules released thus far for reference:

DOCKING AND DEPLOYING

Some abilities allow a ship to be attached to or

ride inside another ship. If a card ability instructs a

ship to Dock with a carrier ship, the docked ship is

placed in reserve. A docked ship is able to

Deploy from its carrier ship during the System Phase, or

make an emergency deployment if its carrier ship is

destroyed. These rules are described in further detail

in the Rules Reference.
 

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7 hours ago, Duciris said:

They were 36 ea. before.

Also, they just won Worlds.

Indeed, there was speculation from an unboxing video where one of the team mentioned 3 bots in a list.  But like some other things, it's not currently happening.  Just an observation. 

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3 hours ago, HammerGibbens said:

Even meaner: it works at range 0 so if they block you, you can still activate it.

Getting good jams or stripping tokens etc is gonna make or break this I think. Seems fun!

Or you intentionally go for bumps?

Edited by Polaritie

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58 minutes ago, ViscerothSWG said:

I assumed the 2.0 Hound's Tooth title is supposed to work like 1.0 did... but from the spoiled card I read, that's not how it actually works.

hounds-tooth.jpg

nashtah-pup.jpg

I might read the title plus the core rule book and think that I could dock any regular Z-95 per normal docking rules during a game with just the 1 pt title, or the Nashtah Pup using its conditional text for a total cost of 7 pts.

 

1 point to hide any of my Z-95s in reserve for a turn or two sounds interesting.

This is possible by the way it's written, right?

 

The rules released thus far for reference:

DOCKING AND DEPLOYING

Some abilities allow a ship to be attached to or

ride inside another ship. If a card ability instructs a

ship to Dock with a carrier ship, the docked ship is

placed in reserve. A docked ship is able to

Deploy from its carrier ship during the System Phase, or

make an emergency deployment if its carrier ship is

destroyed. These rules are described in further detail

in the Rules Reference.
 

RAW, yes. RAI... Doubtful? 

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1 hour ago, ViscerothSWG said:

I assumed the 2.0 Hound's Tooth title is supposed to work like 1.0 did... but from the spoiled card I read, that's not how it actually works.

hounds-tooth.jpg

nashtah-pup.jpg

I might read the title plus the core rule book and think that I could dock any regular Z-95 per normal docking rules during a game with just the 1 pt title, or the Nashtah Pup using its conditional text for a total cost of 7 pts.

 

1 point to hide any of my Z-95s in reserve for a turn or two sounds interesting.

This is possible by the way it's written, right?

 

The rules released thus far for reference:

DOCKING AND DEPLOYING

Some abilities allow a ship to be attached to or

ride inside another ship. If a card ability instructs a

ship to Dock with a carrier ship, the docked ship is

placed in reserve. A docked ship is able to

Deploy from its carrier ship during the System Phase, or

make an emergency deployment if its carrier ship is

destroyed. These rules are described in further detail

in the Rules Reference.
 

Yeah, this works. 

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1 hour ago, ViscerothSWG said:

I assumed the 2.0 Hound's Tooth title is supposed to work like 1.0 did... but from the spoiled card I read, that's not how it actually works.

hounds-tooth.jpg

nashtah-pup.jpg

I might read the title plus the core rule book and think that I could dock any regular Z-95 per normal docking rules during a game with just the 1 pt title, or the Nashtah Pup using its conditional text for a total cost of 7 pts.

 

1 point to hide any of my Z-95s in reserve for a turn or two sounds interesting.

This is possible by the way it's written, right?

 

The rules released thus far for reference:

DOCKING AND DEPLOYING

Some abilities allow a ship to be attached to or

ride inside another ship. If a card ability instructs a

ship to Dock with a carrier ship, the docked ship is

placed in reserve. A docked ship is able to

Deploy from its carrier ship during the System Phase, or

make an emergency deployment if its carrier ship is

destroyed. These rules are described in further detail

in the Rules Reference.
 

I'm pretty sure they've said that you can dock any Z-95 now, so it is just a matter of if you want to keep a Z-95 safe at the start paying the full price for a ship but not using it until later in the game and not getting to make use of it attacking your opponent OR you can dock the Nashtah Pup if want to use the pilot ability of a YV-666 if the ship gets destroyed or just have 7 points left over as a contingency plan. 

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