Ive found one of the new thoughts on list building in 2nd is "Unit Leader", basically a ship or upgrade that improves your whole squad. Its a lot more common than in 1st ed. It's a type of synergy, but not as limited. Example: Gavin Darklighter, swarm tactics, FCS, R3 Astromech; 3x Blue Squadron Novice, S-Foils
Hi. Thanks so much for the detailed explanation of upgrades here! This video is over a year old and currently has 0 thumbs down. That just shows how well you've explained and made points clear. Thanks
Thank you Nick for all these tutorial vids! I've played x wing for 2 years, only casually, but your input has clarified many different rules. Thank you again!
Hi, I just want to say I was really impressed with the way you explain things, examples and evidence without making it boring. Thanks a lot from a new x-wing player! :)
Great video! I have a slightly different impression that an "Ace" is merely a 5 or 6 Pilot Skill pilot, whereas an "Arc-Dodger" is the platform you speak of regarding Intercepters and manoeuvrability. The reason Supernatural Reflexes is so great on Vader is it essentially allows him to be an "Arc-Dodger Ace".
The term is used by FFG to denote pilots with high initiatives, but for many players it refers to highly adaptive arc dodgers. I tend to use colloquial terms when I'm talking about conceptual topics like ship roles.
Couple things I like to do, and while not gospel are: Matched PS/Initiative values (I like everyone to have the same initiative value or at least pairs of ships). Redundancy (It's hard in two ship builds but y-wings, Zs, M3as, Ties, etc. having two or more ships with the same role is great, cause a good opponent knows what your ships can do. And you're likely to lose a ship or two. If your list is predicated on ions and you only have one ship that can ionize stuff and it gets blown out of the water...then...you're going to have an uphill climb.), And finally I think about what my list needs to be doing turn one. My favorite list from 1.0 was Jostero/Nym/Dalan, by turn one I either want to have launched harps at something big and scary (like a Ghost) and sent a cruiser from Jostero at it's support ship that hopefully got splashed (or assault missile if I'm feeling cheeky...depends on upgrades.) In 2.0 I haven't yet found the best way to do this yet, but the point remains. Think about what your turn one goal is with your list.
That's an interesting discussion on synergy, I don't think I've seen anyone approach it from the benefit vs drawback angle before. I would offer as a counterpoint, that the drawback of synergy can work to your advantage at times. Take the example that you gave of scum-Falcon + 000. Yes, your opponent can shut down the Falcon's extra die by never choosing the stress from 000. But they also have to avoid red moves or linked actions to prevent that trigger, which both limits their capabilities, and you can better predict their movements too. Also, if your opponent never takes the stress, you can pick your own actions knowing you'll get a calculate - for example, locking to maximise offence (if the opponent tries to trick you by choosing the stress instead in response, you're getting them with the extra red die instead!). Upgrades can often help you even if they don't actually get to trigger, because they affect your opponent's decisions. For example, in 1.0 one of my early tournament squads was Boba and a miniswarm of Z95s with Feedback Array. I remember one game vs Imperial aces (Soontir being one of them). He never got feedbacked all game, but flying to avoid range 1 of all my Z95s meant that he never got to do very much and I probably won the game because of it.
Lando's Falcon title works better with Ventriss (I cringe typing that due to how much of a points dump she is for a list) or 4-Lom Mist Hunter with a Tractor Beam to set it up (toss them in to debris IF 4-LOM is not at range 1 and stressed) than with 0-0-0 (one calculate token granted with out an action.. Whoop de doo. Have it, it does less for you than a stress does to me). On the latter example 4-LOM is skipping his chance to deal 3+ damage, but the payoff might be a Han Falcon dumping a single 6 dice (A stellar alignment of Han Pilot, Trick Shot, Obstacle obscuring, and at range 1of the stressed target with Lando's Falcon title equipped on Han) attack into an annoying enemy ace or keystone of your opponent's list instead of getting a 4 die and a 3 die both with facing red and green dice RNG. Edit: Roles, where would you put the Scyk? I see it as a multi role ship that is able to specify depending on what it takes in upgrades. Proton Torps for alpha strike. Cluster missiles for a mix of control and alpha against swarms. Tractor beam, Ion weapons, and Jamming Beam for control. HLC and Prockets for a mix of general alpha and control (your opponent really does not want to be in your bullseye at the range band needed so maneuvers and performs actions to stay out of it). Toss on one of the weapons above and an Afterburner and you have a limited use arc dodger (except Quinn, as long as you don't mid shooting for a round you can recharge the Afterburner). Secondary + Stealth Device on Quinn, hit the target, recharge the SD if you got hit as you reposition...
These are great videos and thank you for taking your time to create them, however as a new player I am having issues with how and exactly what time to use the upgrade cards. I wish someone would do a hooked on phonics video of using the upgrade’s in play. Hairy Nick can you please help with this? Thank you
Given that the rules just had a major overhaul I intend to revisit these videos and update a lot of the info. I will certainly look at a more broken-down introductory to using upgrades in the future. :)