This was put out by one of the developers of 2.0:
"Changes to Sub Systems:
Pre-Game - Massive changes to Fleet Selection, Tabletop Engagement, Tactical Action Card Use, Flanking/Reserve/Advance Forces
Movement - Collisions Table is added and all Collisions [including Rams] have been tidies up. The principle of the Path of Least Advantage has been added to stop gamey-prats from trying to cheat movement out of models, an additional Heigh Level has been added - Deep Diving...where only the largest behemoths dwell. The creation of Low Speed Manourvres and Evasive Manourvres have been added to allow models to exist in the game in a more realistic fashion.
Firing - The creation of the Linking Pool System [something I made for Firestorm] has VASTLY improved the speed with which Attacks are calculated. In the new game Models don't Link - Weapons do..... this means that a player able to fire 4 weapons from a squadron at an enemy target no longer links with themselves to link later.
eg. 3x Augusta Frigates are at RB1 firing at a EoBS Battleship with DR6 and CR11
One August has suffered -1HP. The process works this this..
Choose 1 WEAPON to be the Lead Weapon [presumably one of the weapons on an undamaged vessel] = 4AD
Then build the Linking Pool by adding up all the other weapons firing, reducing EACH WEAPON that has suffered damage by the appropriate amount...... 4+ 4+4+ 3+3 = 18 AD..... now half the Linking Pool rounding up! and add it to the Lead Weapon 4+9=13AD.
Its fast and errs on the side of the Firer in terms of AD levels. This means more stuff gets blatted too!
There are a number of other changes regarding Indirect Fire, Munitions Types, the Linking of Mines, various special rules surrounding the esoteric weapons of each nation...... but its the Linking Mechanic that has revolutionised the DW2 gameplay.
Boarding - Boarding has been separated into two types : Aggressive and Firendly Boarding.
Friendly Boarding allows certain vessels to repair others, and also allows ALL vessels to board memebrs of their own squadron to re-crew after a bad critical hit, or violent boarding action.
Aggressive Boarding is as the name implies a slug fest! Assault Marines jetting through the air with murder in their hearts...etc
The Core Mechanics of Boarding have not changed, but we have made pains to ensure that the system is far clearer and better explained.
However there ARE a number of critical areas to be aware of. Victory Points no longer translate immediately so Boarding Players can no longer simply end a game in this phase...they have to keep a Prize until the End Phase. This proves problematic for many Boarding Rush fleets as the enemy has time to re-board the model, and take it as a Salvage instead.
Prizes are worth DOUBLE VP in the End Phase
but..... Salvaged vessels are worth only HALF VP in the End Phase
Boarding Players need to be more clever in how they Board, isolating a target, and waitng until towards the end of the Activations before swinging in for the kill......all this gives the target player more time to respond and react.
End Phase - In this phase the changes are most important. Game Effects like Fire and Corrosion tear apart vessels from the inside, Disordered [the new Broken Mechanic] Squadrons suffer AP or HP damage depending on their circumstances
Derelict Model lose HP as they break apart....
And of course Victory Points are announced. Both players must keep a running total of the VPs they have Lost and announce to their Opponent at this point.....and if the Opponent has achieved their Field Orders, the game is won....or lost depending on your point of view!
Support Aircraft Squadrons
Support Aircraft Squadrons [SAS] are a replacement for TFTs. Their mechanics have changes so profoundly that I'll wait before diving into the whole why+what of it. Suffice it to say the focus we had on SAS was to ensure they found their place in the game and given the feedback from our Betas I'm very pleased with the result.
Terrain
Terrain has had a complete re-do so allow us to build an actually system on top of it. With the game expanding at a frightening rate, the Terrain Rules were a real problem in 1.1..... so we rebuilt them...we have the technology.
Infantry
<sigh> We were over-ruled on our original rules for Infantry long ago..... but stubborn as we are, we replaced the 6-page old rules for infantry with a single page of rules that clears out all the silly stuff that previous designers insisted on putting in.
1 - They are models. 2 - They are cheaper. 3 - They are able to form into larger battalions and regiments as desired.
Expanded Model Functions
This section allows us to introduce 'weird stuff' that previously would have been a MAR, but COULD have been expanded to allow more flexibility - Wave Lurker for example"