X Wing 2e, A New Hope?

AMG have effectively scrapped the Armada game (except they did reprint the Raider allowing me to complete my set!), but they do seem to be interested enough in the X Wing game to keep working on it. Realistically, X Wing is on the decline. For example of the two main stream games shops in Hobart I visited this week, only one actually stocked anything and that was not front and centre.

With fresh eyes, the game is being changed fairly dramatically at its roots and apart from the resentful sniping of the early weeks, things seem to be starting to be accepted.

ROAD (Random initiative Order After Dial selection) has its good and bad points, but every argument against it seems to highlight dissatisfaction with the current system or the bulk of the alternatives.

Constant discussion keeps the game in the minds of the gaming community, but too much and it may seem unfixable….again.

My take, for what it is worth.

I really, really like the 20 point squads with limited loadouts. This brings the game back into the same place for me as 1e’s simpler form, simpler even, which is something I can accept for casual and tournament games. If anything, it seems to be the more logical way of representing the specifc pilots within the system and a perfect balance between the “quick pick” cards and the 1e points dynamic.

I even made a 1/5th scale point system myself, but this was rudimentary, time consuming and not ideal. This should also reduce constant micro managing of points lists, while still leaving room to correct unforseen “super” builds. The previous system seems in retrospect like trying to control a car by only using the accelerator, the new one is more gas and breaks together.

Scenarios are more in line with my play style, but time will tell. More scenarios would be cool, but I understand the balance that has to be struck.

Play has been changed with new obstacle rules, so good flying is more important than ever. Less predictability equals fairer play, less funnelling of builds into “one fits all” and allows the game mechanic itself to add variety, without having to add more and more ships into the mix.

Change the field and you change the team.

As to the new rules for bumping etc, I cannot really comment as I am no expert. They seem to be well intentioned, but I worry AMG is re-learning the lessons their predecessors learned, going down the rabbit hole, maybe never to come back. KISS principal is probably the best way here.

Love them to death in 1e, but 2e has its own appeal.

Crabbok on his YouTube channel has pointed out that overall, the changes seem at odds with the companies statement to “take the game back to it’s roots”, but aside from that specific complaint, I feel the changes are mostly good.

Overall, the desire to fix and change is mostly good and seems to be addressing the communities spoken and sometimes unspoken desires.

*

On another note, I may be dipping my toe into the earlier period of X Wing. I cannot and will not force myself to go down the Clone Wars road entirely (although with my time over, I would have instead of the curtailed Armada route!), but I have intentions of collecting all the ships with Scum connections.

This allows me to cover all the in-fighting through the entire scope of the Star Wars saga, without having to field the main players and lets face it, the rogues are where the fun lies. I can have the Razor Crest, the Rogue fighter and others and they can all basically fight each other. Outer Rim, X Wing style if you will.

Few other ships are appealing, although I will keep getting new TFA era ships as I am only doing these only in 2e as representatives of the best mechanics, coverage and in turn these are I feel the better factions to call these out, but Scum keep adding in names and ships with a fun element I would like to tap and time in this space is less defined.