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Games Overview - Star Wars: X-Wing Miniatures Game

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Game Details
Name:Star Wars: X-Wing Miniatures Game
Logo:star-wars-x-wing-miniatures-game.png
Manufacturer:Fantasy Flight Games
Website:http://www.fantasyflightgames.com/edge_minisite.asp?eidm=174
Popularity:The game is played by 18% of the T³-Users.
It's the preferred game of 15% of the T³-Users.
The T³-Users can field a total of 327604 points.
Rating (1-5):
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Average rating 4.7 after 1117 vote(s).

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Armies/Factions
This is a list of all supported armies/factions, their distribution between the players and a statistical review in the tournament field:
Name DP DA TN TS TV
Empire52%40%4543100244
Rebels51%38%425094.63216
Scum and Villainy29%22%240999.09196
Legend:
  • DP: How many players play this army.
  • DA: How big is the percentage of all armies.
  • TN: How often the army was used on a tournament.
  • TS: How strong is the army on tournaments. The strongest army is used for an index of 100 (see army ranking for details). A value of 0 means that we don't have enough data for a classification yet.
  • TV: How often did the army win a tournament.
  • If there is another army/faction behind a name in brackets, the entry is a sub type of this army/faction.
The distribution is based on 1455 players from Germany with 1917 army selections. The tournament data is based on 11202 tournament placements. You can enter your own armies, if you create an account.


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News
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StarViper Mk. II

Published 24 July 2017 | X-Wing StarViper Mk. II A Preview of the Guns for Hire Expansion Pack for X-Wing™ $(document).ready(function() { var opts = { iframe: true, innerHeight: 332, innerWidth: 400 }; $('#146A2').colorbox(opts); }); All the credits in the galaxy won't guarantee you victory in your next space battle. They can, however, help you build a better fighter. With its new ship cards, upgrades, and miniatures, the Guns for Hire Expansion Pack for X-Wing™ will soon offer a host of new tech and advantages to the pilots of the Scum faction's StarVipers and Kihraxz fighters. As we already saw in May's announcement of the pack, many of these new advantages result from the increased versatility afforded to the fighters by their new Title upgrades—the Vaksai $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#8288').colorbox(opts); }); and StarViper Mk. II $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#93E9').colorbox(opts); }); . And while fans received both Titles with fantastic enthusiasm, much of the early conversation revolved around the Vaksai. By allowing you to equip additional modifications and by reducing the cost of each upgrade you add to your Kihraxz fighter, the Vaksai opens an obvious measure of customization. Today, though, we begin our previews with a closer look at the expansion's new StarViper, including its new StarViper Mk. II Title, its new pilots, and some of the dirtiest, Scummiest tricks the expansion's other upgrades afford it. $(document).ready(function() { var opts = { iframe: true, innerHeight: 725, innerWidth: 700 }; $('#D3FD').colorbox(opts); }); A Slippery Ship There is certainly an element to the StarViper Mk. II Title that's every bit as simple as what you find in the Vaksai. Applied to your StarViper, the Title reduces its squad point cost by three points and forces you to perform your barrel rolls with the Speed "1" bank template rather than the Speed "1" straight template. Additionally, it allows you to equip up to two different Title upgrades, meaning you can still field one of your StarVipers in battle as the Virago. On their face, these are all simple things. But once you begin exploring the ramifications of the new barrel roll, everything changes. In X-Wing, ships feel different in battle and on the table because of their unique combinations of stat arrays, firing arcs, action bars, upgrade bars, base size, and maneuver dials. Of these things, the maneuver dial $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 300 }; $('#1E56').colorbox(opts); }); may be the hardest to grasp. After all, it takes a great deal of practice to learn how to judge your maneuvers accurately. But the maneuver dial may well be the single most defining part of a ship's identity. $(document).ready(function() { var opts = { iframe: true, innerHeight: 571, innerWidth: 600 }; $('#B642').colorbox(opts); }); A 360-degree view of the StarViper from the Guns for Hire Expansion Pack. It is the TIE interceptor's wealth of green maneuvers at Speed "2," especially its green "2" turn, that make it feel like a nimble fighter at close quarters. Conversely, it is the Lambda-class shuttle's red "2" turn—and its red Speed "0" stall maneuver—that makes it feel like a large, lumbering target even while it boasts five hull and five shields. And the StarViper, with its wealth of close-range maneuvers, finds a place between the two ships because it lacks the interceptor's ability to transition to high-speed "3" turns and all of its turns are white. Although the StarViper's dial doesn't change with the StarViper Mk. II Title, its ability to maneuver about the battlefield does. Accordingly, the dial starts to feel as though it's weighted differently, and the ship starts to feel different. For example, the Black Sun Assassin $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#C412').colorbox(opts); }); that would have needed to perform a Speed "2" right turn to catch his foe can now dial in a Speed "1" right bank and then adjust his firing arc a bit more with the barrel roll to not only catch his foe in arc, but at a closer range than he would have earlier. And because the "1" bank is a green maneuver, the Black Sun Assassin could plan to perform such maneuvers multiple turns in a row and still gain extra actions from Push the Limit $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#A77C').colorbox(opts); }); . $(document).ready(function() { var opts = { iframe: true, innerHeight: 400, innerWidth: 700 }; $('#3EEE').colorbox(opts); }); The impact of the new barrel roll template is further magnified when you apply the StarViper Mk. II Title to the same ship outfitted with the Virago $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#6A53').colorbox(opts); }); Title and the Advanced Sensors $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#11E25').colorbox(opts); }); system upgrade. With Advanced Sensors, the StarViper Mk. II's new barrel roll allows you to face any of four different angles before you reveal your maneuver—none of which were previously possible—and all of these possible barrel rolls move you slightly further from your original position than a straight "1" template barrel roll would move you. $(document).ready(function() { var opts = { iframe: true, innerHeight: 400, innerWidth: 700 }; $('#88EE').colorbox(opts); }); The result is a highly variable range of movements that all use the same maneuver on the dial—a range of movement that may make it easier to prey upon your foes and to elude them. Accordingly, even without adjusting the StarViper's maneuver dial, the StarViper Mk. II Title makes the fighter a far more slippery ship, but one that's certain to demand—and reward—an active imagination, as well as your patience with its steeper learning curve. $(document).ready(function() { var opts = { iframe: true, innerHeight: 400, innerWidth: 700 }; $('#2F25').colorbox(opts); }); The StarViper Mk. II with Advanced Sensors—when a straight "1" isn't just a straight "1." The Scummiest Tricks The new StarViper miniature from Guns for Hire gains even more versatility from the new pilot abilities introduced by Dalan Oberos $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#6E35').colorbox(opts); }); and Thweek $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#F07D').colorbox(opts); }); . The higher pilot skill of the two unique StarViper pilots, Dalan Oberos is all about positioning. This human bounty hunter first appears in the Force and Destiny™ adventure, Chronicles of the Gatekeeper, where it's made clear he's willing to take gigs from the Empire and cartels alike. Rumors even suggest he has recently taken a job looking for suspicious characters around Cato Neimoidia. His ability to pursue his quarry is reflected in X-Wing with his unique pilot ability to treat any turn, bank, or Segnor’s Loop maneuver that he reveals as a red Tallon Roll maneuver with the same template. If he's also equipped with the StarViper Mk. II and Virago Titles, plus the Advanced Sensors upgrade, he gains an almost unparalleled ability to adjust to the final position of any foe on the battlefield. This means you're likely to see him equipped with the Veteran Instincts $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#66E8').colorbox(opts); }); or Adaptability $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#139EC').colorbox(opts); }); elite pilot talents to boost his pilot skill value of "6" to a level at which he's more likely to be able to react to his opponent's maneuvers. $(document).ready(function() { var opts = { iframe: true, innerHeight: 429, innerWidth: 700 }; $('#67D9').colorbox(opts); }); When Dalan Oberos realizes his speed "1" right bank maneuver would put him in a bad position, he can barrel roll and Tallon Roll to turn the tables on his foe. On the other hand, if you're looking to see what your StarViper Mk. II can bring to battle apart from its maneuverability, you might consider recruiting Thweek as your pilot. This Kubaz spy first appeared in the Edge of the Empire™ adventure, The Long Arm of the Hutt, as a greedy, underhanded, and ruthless associate of Teemo the Hutt. In X-Wing, you'll find him every bit as shifty as he was in Edge of the Empire, even though he lacks an elite pilot talent slot. This is largely because he allows you to assign one of two conditions to an enemy ship during setup, and the way Thweek flies is bound to hinge upon the condition you choose to assign and the ship to which you assign it. If you choose Shadowed $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#16975').colorbox(opts); }); , you can copy the starting pilot skill value of any of your opponent's ships. For the remainder of the game, then, Thweek could fly like a blocker at an Academy Pilot's $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#AD3F').colorbox(opts); }); pilot skill value of "1." Or he could poach the pilot skill value of "12" from your opponent's "Epsilon Ace" $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#112E3').colorbox(opts); }); and stay at pilot skill "12" even after "Epsilon Ace" takes damage and drops back to pilot skill "4." And while Shadowed provides Thweek a great deal of flexibility against lists that aren't heavily focused on unique pilot abilities, it pales in comparison to what the Mimicked $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#501B').colorbox(opts); }); condition allows Thweek to bring to your squad. With Mimicked, Thweek can copy the unique pilot ability of any of your opponent's ships, and the possibilities are a bit staggering—even if they're wholly unpredictable. Against the Rebels, Thweek could serve the same role as Biggs Darklighter $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#432').colorbox(opts); }); , but with a higher agility and the ability to equip Autothrusters $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#17E76').colorbox(opts); }); . He could double-attack like Corran Horn $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#A496').colorbox(opts); }); , gain rerolls like Rey $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#14D5A').colorbox(opts); }); , or dart about the battlefield with boosts and barrel rolls like Jake Farrell $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#906E').colorbox(opts); }); . $(document).ready(function() { var opts = { iframe: true, innerHeight: 401, innerWidth: 700 }; $('#6054').colorbox(opts); }); Against a Rebel list with Biggs Darklighter, Thweek can force your opponent to take shots at him instead of the rest of your squadron. Against other Scum players, Thweek could poach tokens like Genesis Red $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#8440').colorbox(opts); }); , launch fearsome Range "1" attacks like Fenn Rau $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#118DB').colorbox(opts); }); , or fire retaliatory attacks like Dengar $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#C18F').colorbox(opts); }); . And against Imperial players, you might copy Darth Vader's $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#643').colorbox(opts); }); ability, or that of The Inquisitor $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#AE7').colorbox(opts); }); or Countess Ryad $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#17F0B').colorbox(opts); }); . You could even assign Mimicked to "Countdown" to place a hard cap on the amount of damage you can take, and then you could recover that damage with a Pulsed Ray Shield $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#26D3').colorbox(opts); }); . Finally, it's worth noting that while triggering Pulsed Ray Shield should normally make the devious Kubaz a great deal more predictable than he would like, Guns for Hire ensures that anyone flying the Virago is going to get his or her credits' worth. Because the Virago gives your StarViper an illicit slot, you can then pair your Pulsed Ray Shield with a set of Ion Dischargers $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#7F98').colorbox(opts); }); to assign the ion token to your Range "1" opponent instead of yourself. And this forces your opponent to make a difficult choice—discard the ion token and allow you to keep your Ion Dischargers, or discard your Ion Dischargers, retaining the ion token and leaving a ship to limp through space. Send a Message There are many ways you can approach your X-Wing battles. You can take advantage of the numerical superiority of a swarm. You can intimidate your foes with powerful missiles and torpedoes and the retaliatory strikes enabled by pilots like Dengar and "Quickdraw." $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#163').colorbox(opts); }); You can litter the battlefield with bombs. Or you can setup your squad with one or more copies of the red and grey StarViper from Guns for Hire. Placing this new StarViper on the table sends a message. It says you're going to fight dirty, utilizing slippery maneuvers and illicit technologies to hit your opponents when their eyes are turned elsewhere. It says your opponent's going to have trouble predicting your next maneuver, and that you're less likely to be caught by your opponent's best tricks than to turn the tables. What message will you send with your new StarViper? Share your thoughts with our community forums. Then head to your local retailer to pre-order your copy of the Guns for Hire Expansion Pack (SWX73)! Discuss this article in our forums! © and ™ Lucasfilm Ltd.
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New Fighter Regulations

Published 19 July 2017 | X-Wing New Fighter Regulations New X-Wing™ Tournament Regulations Are Now Available The latest version of the X-Wing™ Tournament Regulations is now online! This update contains the usual streamlined language, clarifications, and other minor changes that come with refining the rules. Download the new Tournament Regulations now to see all the changes for yourself!          Download the new Tournament Regulations or the text-only version by clicking on the images above. This update goes into effect 7/26/2017.   Players attending a Store Championship before July 26th can still find the previous Tournament Regulations on the X-Wing page. As always, other rules documents and support materials for X-Wing can be found there as well. Discuss this article in our forums! © and ™ Lucasfilm Ltd.
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New Approaches to Battle

Published 13 July 2017 | X-Wing New Approaches to Battle X-Wing™ Wave XI Is Now Available $(document).ready(function() { var opts = { iframe: true, innerHeight: 242, innerWidth: 600 }; $('#FAC').colorbox(opts); }); "You've been running away from this fight for too long.”      –Maz Kanata There's no more running. There's no more hiding at the edge of the galaxy. There's no mining operation too small to draw notice. There's no starship too old, nor any pilot too insignificant to play a role. There's no escaping the ongoing fight between the light side and the dark… The time has come to face the enemy! The eleventh wave of starship expansions for X-Wing™ is now available! Auzituck Gunship Expansion Pack Scurrg H-6 Bomber Expansion Pack TIE Aggressor Expansion Pack With a trio of starships that excel in multiple roles, Wave XI looks to come in strong from the fringes of the galaxy, blast its way onto the battlefield, and boost all three of the game's primary factions as they continue their wars for the fates of countless star systems. $(document).ready(function() { var opts = { iframe: true, innerHeight: 363, innerWidth: 700 }; $('#12E9A').colorbox(opts); }); From left to right: the Scurrg H-6 bomber, Auzituck gunship, and TIE aggressor. You can learn more about these ships and their pilots from our previews—"Play the Aggressor," "Defenders of Kashyyyk," and "Cry Havoc." And you can find them featured in the new mission, "Outer Rim Raid," which is available now for free download (pdf, 1.2 MB). Behind the Scenes of Wave XI For even more information about the ships, pilots, and upgrades from Wave XI, we turned to X-Wing developers Max Brooke and Alex Davy. FFG: How did you settle on the ships in this wave of expansions? AD: Well, we're always looking to add something new with each wave. We saw that the Scum and Villainy faction was lacking a heavy bomber along the lines of the K-wing, the Empire had nothing with a turret slot, and the background of the Auzituck gave us a chance to adapt the reinforce action $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#DB2B').colorbox(opts); }); for small ships. MB: As always, the decision involved a lot of people. We proposed a number various ships, and got the go-ahead to move forward on some of them. Also, we had wanted to do the Scurrg for a while and had been waiting for the right opportunity. $(document).ready(function() { var opts = { iframe: true, innerHeight: 296, innerWidth: 600 }; $('#CCCA').colorbox(opts); }); A 360-degree view of the Scurrg H-6 bomber. FFG: You mention that you're always looking to add something with each new wave. How heavily do new mechanics weigh upon your design goals for a wave? What other ambitions did you have for these ships? MB: One of our overall goals with X-Wing is to make sure that every ship has something interesting going for it mechanically. In this wave, it was less about pioneering major new mechanics—though there was a bit of that—and more about expanding into niches we hadn't explored in particular factions. We also wanted to play a bit more with double-slot upgrade cards. We had dipped our toes into that space earlier, but still had room to expand upon it. AD: Exactly. New mechanics are just tools to change the game. A ship with no new mechanics that occupies an unexplored area in a faction's roster can be just as much of a game-changer as a ship that introduces new mechanics. When the Rebels got the Z-95 in Wave IV, for example, they got an extremely straightforward ship that nevertheless opened up their list-building tremendously. Of course, the game has grown a lot since then, so these days we sometimes have to dig a little deeper to find those new niches. $(document).ready(function() { var opts = { iframe: true, innerHeight: 395, innerWidth: 600 }; $('#1831E').colorbox(opts); }); A 360-degree view of the TIE aggressor. MB: But sometimes it's not too difficult. I actually hope we'll see the TIE aggressor—and the access it grants the Empire to the Turret slot—help people open up some new Imperial lists, despite the fact it's an incredibly simple addition to the faction's arsenal. FFG: How do you feel these ships meet those goals? MB: The Auzituck is a pretty unique ship to fly. It's very tough, but because it doesn't have a K-turn or another maneuver that lets it flip around 180-degrees, you have to think about its movement patterns differently from those of other small ships. Even so, it gives the Rebels a ship whose arc can be very hard to evade, which means the Rebels gain some really interesting opportunities, such as with crew who care about your firing arcs.           The TIE aggressor is a hybrid turret and ordnance platform, and its double missile slots open up some exciting opportunities, too, like Unguided Rockets $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#12534').colorbox(opts); }); . Despite the role overlap it shares with the Rebellion's Y-wing, it feels very different on the table—it's a lot more evasive and can use Lightweight Frame $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#9CA').colorbox(opts); }); to get a decent agility. But it's much more fragile. $(document).ready(function() { var opts = { iframe: true, innerHeight: 295, innerWidth: 581 }; $('#16306').colorbox(opts); }); FFG: Plus the inherent barrel roll. How much does that change the ship's playstyle? AD: The barrel roll is a great tool for playing with range bands and escaping arcs—exactly what a ship with the turret slot wants to be able to do. FFG: What were some of the craziest uses of these ships and their upgrades that you saw in playtesting that you now look forward to seeing out in the world? MB: Jake Farrell $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1F62').colorbox(opts); }); and the Intensity $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#11ECD').colorbox(opts); }); $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#8F9').colorbox(opts); }); upgrade, from the TIE Aggressor Expansion Pack, is one obvious combo from the wave that raised some eyebrows. Ultimately, it stayed. But we tested it a lot. AD: Minefield Mapper $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#11D0B').colorbox(opts); }); had our playtesters digging around for every bomb token in their collections in order to blanket the play area with a truly rude quantity of mines. $(document).ready(function() { var opts = { iframe: true, innerHeight: 497, innerWidth: 700 }; $('#FDD9').colorbox(opts); }); Minefield Mapper allows you to force your opponents to veer from their intended approach paths. FFG: How did that hold up in testing, and what did players say about the type of games it encouraged? AD: The mine-saturation lists turned out to be paper tigers because they had no follow-through. Minefield Mapper is like any other tool in the toolbox—it's a great support for a variety of strategies, but not necessarily a full strategy in and of itself. It is, however, a ton of fun with the Scum version of Captain Nym $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#14BB0').colorbox(opts); }); , for instance, because it allows you to set up some static defenses for your list to exploit in tandem with his pilot ability. MB: There are some cool tricks people tried with Minefield Mapper and tractor beam tokens—via quadjumpers with Spacetug Tractor Array $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#14F9A').colorbox(opts); }); or other ships equipped with Tractor Beam $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#984D').colorbox(opts); }); . But it's a lot of work to set up, and you're usually trading attack power for the chance to hurl someone's ship onto a bunch of Cluster Mines $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#9EE9').colorbox(opts); }); . It can work out, but it's definitely tough to pull off. AD: It's definitely a card for the restless experimentalists in the community. MB: We also saw some very inventive uses of Minefield Mapper with TIE punishers. AD: It's true; that old war horse enjoyed a resurgence in testing. MB: A lot of the evasive Imperial aces can dodge around mines on the field pretty easily. The TIE Striker was especially good here. And Lightweight Frame and Unguided Rockets make the TIE punisher a bit more formidable, itself. $(document).ready(function() { var opts = { iframe: true, innerHeight: 331, innerWidth: 700 }; $('#11C8F').colorbox(opts); }); The Imperial aces who can successfully evade all the mines strewn by a ship with Minefield Mapper may still have a hard time avoiding the Auzituck gunship's 180-degree firing arc. FFG: Okay, Max, this one's for you. You developed a new mission to highlight the ships from this wave. What can you tell us about this mission that's now available for download? MB: The mission is called "Outer Rim Raid," and it was designed to showcase the fact that the Auzituck, Scurrg, and TIE aggressor all lend themselves to flanking attacks. Accordingly, the mission brings them into play apart from the rest of your squadron and forces you to fly them at a different angle. This creates opportunities that flying your squadron as a single unit wouldn't, and reinforces the idea that they can all cover large areas with their attacks. In the case of the Scurrg, they can even threaten ships behind them with bombs, too. FFG: What do you expect to see as people start to fly these ships? MB: I'm really excited to see how people use the different tools we gave them in this wave. We strove to create ships and upgrades that did a lot with previously established ideas. We've already discussed how the ships explore new niches with relatively few additional mechanics, and as to upgrades, I feel like Unguided Rockets, Intensity, Selflessness $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#101FA').colorbox(opts); }); , and Bomblet Generator $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#17EEA').colorbox(opts); }); are all relatively straightforward cards that are nonetheless going to open up some very novel builds for new and existing ships alike! $(document).ready(function() { var opts = { iframe: true, innerHeight: 400, innerWidth: 700 }; $('#5E4').colorbox(opts); }); Alex Davy (left) and Max Brooke (right), the developers on X-Wing Wave XI No Escape "I've just made a deal that'll keep the Empire out of here forever."      –Lando Calrissian Even at the fringes of the galaxy. Even among the smallest independent mining operations. Even in the Outer Rim. There's no escaping the conflicts between the light and the dark sides of the Force. The Force binds and permeates all things. It draws them together, and if you don't wish to be destroyed by the forces that have aligned themselves with the dark side, you must join the fight against them. Conquer the galaxy or fight for freedom. With the new Wave XI expansion packs, X-Wing and its battles reach farther from the Core Worlds than ever before, and there's no telling whom they might pull into the center of events bound to change the lives of countless galactic citizens. There's no telling what adventures these ships and their pilots might hold in store. You'll have to discover them for yourself. Head to your local retailer to pick up your copies of the Wave XI expansions (SWX64-66) today! Discuss this article in our forums! © and ™ Lucasfilm Ltd.
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X-Wing™ 101: Fly What You Love

Published 10 July 2017 | X-Wing X-Wing™ 101: Fly What You Love 2017 System Open Champion Jeremy Chamblee on Imperials That Are Fun to Fly $(document).ready(function() { var opts = { iframe: true, innerHeight: 400, innerWidth: 700 }; $('#FB22').colorbox(opts); }); "I always wanted to fly one of these things."      –Poe Dameron Take one of the galaxy's greatest pilots, give him a fast starfighter to fly, and watch the magic unfold! The formula worked well for Poe Dameron in The Force Awakens, and it worked well for Jeremy Chamblee at the 2017 Coruscant Open. Invited to the elite, eight-player tournament as the winner of the Mustafar Open, Jeremy demonstrated his mastery of the X-Wing™ maneuver dial by lining up his shots, gunning down his opponents, and claiming the 2017 System Open Series Championship. The System Open Series Championship holds a unique prestige not only because it represents the culmination of a whole series of large and vibrant tournaments, but also because it represents an accomplishment that runs across all three primary factions—Rebel, Imperial, and Scum. Participants bring a partial squad for each of the three factions and then further prove their worth as pilots by drafting their final ship or ships, forcing them to adapt their squads and tactics accordingly. As Champion, Jeremy has proven he can fly anything. But how do you get from novice enthusiast to System Open Champion? How do you learn to pick the perfect maneuver? And what advice does Jeremy have for newer players looking to expand their collections beyond the Core Set? In today's X-Wing 101 article, Jeremy addresses those questions. His advice? Fly what you love. $(document).ready(function() { var opts = { iframe: true, innerHeight: 382, innerWidth: 700 }; $('#2195').colorbox(opts); }); 2017 System Open Series Champion Jeremy Chamblee on Flying What You Love Greetings and salutations! X-Wing is a fun game, right? Whether we’re playing in tournaments, reenacting the Battle of Endor, or rolling dice on the kitchen table, we're all playing X-Wing to have fun with our miniature plastic spaceships. So how do we keep this fun going? By introducing new players and helping them get up to speed on the "pew pew." My favorite aspect of the X-Wing Miniatures Game, besides the game, is the community. We’re lucky enough to have a global community of friendly and welcoming people who make players new and old feel right at home. Game night is about more than practicing for Worlds or earning points for our local league; it’s a social event for friends and friends-to-be. It’s great seeing a player progress from fresh-faced newbie to terror on the tabletop. $(document).ready(function() { var opts = { iframe: true, innerHeight: 457, innerWidth: 700 }; $('#F904').colorbox(opts); }); Jeremy Chamblee poses with his trophy from the Mustafar Open. On Progressing from Fresh-Faced Newbie to Imperial Ace For this X-Wing 101 article, I’m going to take a slightly different approach. Whenever a new player asks what they should purchase, I advise them to fly what they love. In X-Wing, how you play is often more important than what you play, so I’m going to practice what I preach and follow the suggestions I'd offer a new player who is fortunate enough to have the same patrician taste that I do. Sure, the Galactic Empire is evil (it says so right in the title crawl), but I love the look of their ships. So we’ll be building an Imperial squad that we can assemble for under 101 USD. First off, we have to select a Core Set. Since I grew up with the original Star Wars films, it’s got to be the Classic Core Set for me. I started playing X-Wing at the very start. When I walked into the shop and saw a group of TIE fighters engaging a squadron of X-wings, I was hooked. The sight of faceless Academy Pilots $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#5977').colorbox(opts); }); and elite Black Squadron Pilots $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#F73E').colorbox(opts); }); swarming over heroic characters like Luke Skywalker $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#14DB7').colorbox(opts); }); and Biggs Darklighter $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#16E0').colorbox(opts); }); makes me feel like a kid again. On top of that, R2-D2 $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#15E58').colorbox(opts); }); is a great upgrade card. That gives us a pair of TIE fighters, and the only proper Imperial follow-up is… more TIE fighters! Individually, a TIE fighter is no match for just about any other ship in X-Wing. That’s why they fly in numbers. $(document).ready(function() { var opts = { iframe: true, innerHeight: 305, innerWidth: 700 }; $('#3477').colorbox(opts); }); The TIE Fighter Expansion Pack gives us another TIE, along with great named pilots like "Howlrunner" $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#D6E2').colorbox(opts); }); and "Backstabber." $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#444A').colorbox(opts); }); And as much fun as the swarm can be, the named pilots add new wrinkles to your squad with their unique abilities. Plus, since they’re still piloting TIE fighters, they won’t break the bank. Next, we go to my favorite ship in all of Star Wars. Ever. The TIE Interceptor. Ever since I first saw this nimble craft zooming across the screen in Return of the Jedi, I’ve wanted to fly one! To get my interceptor, I’m going with the Imperial Aces Expansion Pack. Not only do we get two of the miniatures, we get two of my favorite interceptor pilots, Carnor Jax $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#14B77').colorbox(opts); }); and Lieutenant Lorrir $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#CD3').colorbox(opts); }); . We also get a slew of useful upgrade cards like Push the Limit $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#77DC').colorbox(opts); }); , Royal Guard TIE $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#6BCB').colorbox(opts); }); , and Hull Upgrade $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#1158D').colorbox(opts); }); . Interceptors are fast, agile, and very fragile. If you can get them in the right spots, they can have a huge impact on the game. If they get caught in the wrong spot or your fickle green dice betray you at the wrong time, they go up in smoke distressingly quick. You’re dancing on a knife edge with this ship—and I love it! Finally, let’s skip ahead to more modern ships. Rogue One was a blast for fans of the original trilogy like myself. Seeing the classic era ships again on the silver screen was a real treat. In addition to the old favorites, we saw lots of new things as well. My favorite was the TIE Striker. With its limited number of upgrades and unique mechanic in Adaptive Ailerons $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#10A48').colorbox(opts); }); , it’s a unique ship with a very old school feel. This ship rewards good flying, and that’s what I’m all about. With those selections, we’ve hit our budget, so let’s make a list! $(document).ready(function() { var opts = { iframe: true, innerHeight: 656, innerWidth: 700 }; $('#15C28').colorbox(opts); }); "Pure Sabacc" $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#63D9').colorbox(opts); }); with Veteran Instincts $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#12E60').colorbox(opts); }); , Lightweight Frame $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#6716').colorbox(opts); }); , and Adaptive Ailerons Carnor Jax with Push the Limit "Howlrunner" with Swarm Tactics $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#A308').colorbox(opts); }); Academy Pilot Academy Pilot                Total Squad Points: 98 On Playing the List We have three ships at pilot skill value "8" to move late and fire early, plus another firing at pilot skill "8" thanks to Swarm Tactics. "Pure Sabacc" hits like a ton of bricks, Carnor Jax can dodge arcs and makes it more difficult for the enemy to modify their dice, and "Howlrunner" makes everyone better when they attack. Finally, the Academy Pilots bring more attacks and, at pilot skill "1," can be very annoying blockers. This list has five ships to maneuver and multiple range "1" effects to manage, making it a fun challenge to keep things together for maximum effect. Carnor Jax wants to be at range "1" of enemies to deny them focus and evade tokens, so you need to use the interceptor’s speed along with the boost and barrel roll actions to get in the perfect position. "Howlrunner" wants to be at range "1" of your other ships to provide them rerolls and to use Swarm Tactics. "Pure Sabacc" doesn’t need to stay at close range, but without the Target Lock action, she really appreciates the reroll from "Howlrunner." And if you can keep your Academy Pilots within range "1" of "Howlrunner," she can boost one to pilot skill "8" in order to attack early in the combat phase. $(document).ready(function() { var opts = { iframe: true, innerHeight: 661, innerWidth: 700 }; $('#3BE4').colorbox(opts); }); On top of that, you present your opponent with difficult choices. Given the option, who do they attack? Carnor Jax is at range "1," denying your opponents their focus and evade tokens, so they have to go after him… But "Pure Sabacc" is throwing four or five attack dice until she takes enough damage, so they have to go after her… But "Howlrunner" is giving another ship pilot skill "8" and the ability for her allies to reroll attack dice, so they have to go after her. And then there’s still two Academy Pilots to deal with! That’s not to say it will be easy to fly the list. Four of its five ships have only three hull, so even a humble Cartel Marauder can destroy a ship in one shot! Even the TIE Striker has just one hull more. Three agility is nice, but we all know it takes just one bad roll to spell doom. Also, your pilot skill is capped at "8," so really have to predict the maneuvers of a pilot like Fenn Rau $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#C4C7').colorbox(opts); }); , or he can dodge your firing arcs and punish you. $(document).ready(function() { var opts = { iframe: true, innerHeight: 382, innerWidth: 700 }; $('#14ECA').colorbox(opts); }); On Having Fun Flying Now, of course, this list is not "Tier 1" competitive, but you can definitely win games with it. More importantly, though, this squadron and the collection from which we built it provides a lot of different pilots to try. They challenge you to master ships that are fun to fly, and you can continue to build from the collection with a wide variety of options. If you want to head down the "ace" pilot route, getting the StarViper Expansion Pack for Autothrusters $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#15570').colorbox(opts); }); is highly recommended to make your interceptors even harder to hit. The TIE Advanced Prototype, TIE Interceptor, and TIE Advanced are great options as well, offering top aces like The Inquisitor $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#6CED').colorbox(opts); }); , Soontir Fel $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#13A60').colorbox(opts); }); , and Darth Vader $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#54FA').colorbox(opts); }); . If you like swarms, grab another Core Set for more TIEs, the Imperial Assault Carrier Expansion Pack for more TIEs and new pilots, or try out the First Order TIEs from The Force Awakens™ Core Set or the TIE/fo Fighter Expansion Pack. If you decide that you really want shields, then you can get bigger, harder hitting ships in the Imperial Veterans Expansion Pack and the Special Forces TIE Expansion Pack. You could even try some of the larger ships like the Lambda-class shuttle, Upsilon-class shuttle, or VT-49 Decimator. But for now, we have a list of our favorite ships, so let’s get playing! In X-Wing, we learn by doing, so there's no better way than to get out to your friendly local game store, find a group of players, and get to it. Win or lose, you’ll learn the most from just playing over and over again. Most importantly, you'll have a good time with some good folks, flying your plastic spaceships. X-Wing is a fun game! $(document).ready(function() { var opts = { iframe: true, innerHeight: 382, innerWidth: 700 }; $('#16DA').colorbox(opts); }); What Do You Love? What is it about X-Wing that you love most? Were you drawn to the Core Set by its X-wing or its TIE fighters? Are you a fan of the game's iconic heroes and villains? Do you rejoice in all the freedoms permitted by the game's rules for squad building? Is there nothing better than plotting a maneuver that just barely skirts an asteroid and positions your ship at range "1," just outside of your opponent's firing arc? Whatever you love, that's what you should fly. If you're a new player, you can't go wrong with Jeremy's advice. If you don't share his tastes in ships and pilots, then we encourage you to figure out what it is you love most. There's no better way to dive deeper into the game. The more you love what you fly, the more you'll fly it. The more you fly it, the better you'll get. Your X-Wing battles all begin with the Classic Core Set (SWX01) or The Force Awakens™ Core Set (SWX36)! Discuss this article in our forums! © and ™ Lucasfilm Ltd.
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Cry Havoc

Published 16 June 2017 | X-Wing Cry Havoc A Preview of the Scurrg H-6 Bomber Expansion Pack for X-Wing™ $(document).ready(function() { var opts = { iframe: true, innerHeight: 732, innerWidth: 400 }; $('#5B4C').colorbox(opts); }); Two words—infinite bombs. Do we have your attention, X-Wing™ fans? You read correctly; the Scurrg H-6 Bomber Expansion Pack is bringing infinite bombs to your favorite starfighter dogfights. Of course, it's bringing a lot of other things, as well. You'll find two non-unique pilots and two aces, including two different versions of Captain Nym—one Rebel and one Scum. You'll find ten upgrades. And you'll find that the Scurrg H-6 is, itself, a bomber with a uniquely flexible maneuver dial $(document).ready(function() { var opts = { iframe: true, innerHeight: 299, innerWidth: 300 }; $('#4231').colorbox(opts); }); . But before we get into all of that other stuff, let's start by looking more closely at the Havoc $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#17DFB').colorbox(opts); }); and its Bomblet Generator and what they might mean for your favorite Rebels, Imperials, and Scum. $(document).ready(function() { var opts = { iframe: true, innerHeight: 526, innerWidth: 700 }; $('#2D4A').colorbox(opts); }); The Havoc and the Bomblet Generator Captain Nym's signature vessel, the Havoc was a modification of the prototype Scurrg H-6 bomber. The ship was designed by the Nubian Design Collective with combat versatility in mind. It was surprisingly fast and maneuverable, and it flew to battle armed with powerful shields and a bristling array of destructive weaponry. The ship featured six forward-facing laser cannons, plus a rotating laser turret. But the most powerful weapon aboard the Havoc was its bomblet generator—a device that could draw upon the power of the ship's reactor core to fashion and deploy an unlimited number of energy bombs. In X-Wing, the Bomblet Generator $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#12895').colorbox(opts); }); is a unique upgrade that costs three squad points and allows you to deploy a bomblet token $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#9FF3').colorbox(opts); }); once each round after you reveal your maneuver. Notably, this potent piece of tech isn't specific to any given faction, but it is limited to ships that can match the two bomb slots it occupies. These include the Scurrg (of course), the K-wing, and the TIE punisher. A Firespray-31 equipped with the Andrasta $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#15E96').colorbox(opts); }); Title can also equip the Bomblet Generator, as can a Firespray-31 or a quadjumper crewed by the infamous bounty hunter Cad Bane $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#1457C').colorbox(opts); }); . Once aboard your ship, then, the Bomblet Generator functions in most ways like several other bomb-slot upgrades— Seismic Charges $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#16C').colorbox(opts); }); , Ion Bombs $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#6FDF').colorbox(opts); }); , and Thermal Detonators $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#93A1').colorbox(opts); }); among them. When you reveal your maneuver, you can place a bomblet token at a speed "1" straight maneuver back from the Scurrg. At the end of the activation phase, the bomblet detonates, and anything within Range "1" of the token may suffer damage. In other ways, though, the Bomblet Generator functions like a primary weapon. It doesn't get discarded. It offers a persistent threat. It heavily influences the way you fly your ship. And on ships like the TIE punisher and the quadjumper—as well as the Scurrg H-6—the Bomblet Generator may very well prove to be your attack of choice, so that you're positioning your ship in battle more to deploy your bomblets than you're trying to line up shots with your forward guns. $(document).ready(function() { var opts = { iframe: true, innerHeight: 507, innerWidth: 700 }; $('#5BEF').colorbox(opts); }); A Karthakk Pirate $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#EC99').colorbox(opts); }); drops a bomblet before racing forward at speed "5," hoping to end up out of the TIE pilots' firing arcs. This may be especially true for the quadjumper, since Cad Bane's presence would mean your bomblet attacks are likely going to be far more consistent than any attack dice you might throw into the mix. Forced to Choose There's another way that the Bomblet Generator functions much like a primary weapon—and that's in how your opponents respond to your ship. In a game about fast-speed starfighter dogfights, bombs have been making an increasingly explosive impact. And while the Bomblet Generator may, at first glance, appear to steer things away from the classic dance of positioning and taking aim, the truth is that it is heavily limited—both by its uniqueness and by its double-slot requirement. $(document).ready(function() { var opts = { iframe: true, innerHeight: 296, innerWidth: 600 }; $('#1D6D').colorbox(opts); }); A 360-degree view of the Scurrg H-6 bomber. It is the second of these facts that forces us to consider what we want from our bombs. Do we want big, high-impact explosions that are likely to cripple our enemies and leave them dead-to-rights for the rest of our squadron to finish them off? If so, the Bomblet Generator is three squad points and two bomb slots in the wrong direction. Conner Nets $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#1582E').colorbox(opts); }); , Ion Bombs $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#15838').colorbox(opts); }); , and Cluster Mines $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#10421').colorbox(opts); }); offer far more synergy with a larger squadron. However, with all things Wave XI, if you're looking to fly your Scurrg H-6 as a flanker, removed from the rest of your squadron, the Bomblet Generator makes for a wonderful and persistent nuisance. It may only deal a point or two of damage in any given round, but those points of damage can add up. And because the Bomblet Generator activates when you reveal your maneuver dial, your opponent will be able to select his or her ships' maneuvers with full knowledge of where the bomblet token would be deployed, meaning its mere presence may redirect your enemy's squadron, just as would the threat of catching an enemy ship in arc and at Range "1" of your primary weapon. $(document).ready(function() { var opts = { iframe: true, innerHeight: 501, innerWidth: 700 }; $('#31BB').colorbox(opts); }); Imperial aces like Darth Vader $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#9DDD').colorbox(opts); }); , Soontir Fel $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#E25D').colorbox(opts); }); , and The Inquisitor $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#13E9E').colorbox(opts); }); may be more maneuverable than the Havoc, but they have to be wary of the constant threat its Bomblet Generator poses. As a result, a Scurrg H-6 outfitted with a Bomblet Generator may be seen as a larger threat than its attack value of "3" might otherwise suggest, and your opponent may prioritize the ship's destruction from the beginning of the match. But there's another reason why you might choose to load your Scurrg H-6 with bombs other than the Bomblet Generator. That's because the Minefield Mapper $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#9955').colorbox(opts); }); system upgrade allows you to discard any number of your equipped bomb upgrades after the "Place Forces" step of setup, and then you can place all the corresponding bomb tokens in the play area beyond Range "3" of enemy ships. Choking off your opponent's planned approach with a Conner Net and a set of Cluster Mines may very well lead them to fly differently, and in many games, that ability to disrupt your opponent's opening strategy may very well outweigh the persistent threat of a Bomblet Generator. $(document).ready(function() { var opts = { iframe: true, innerHeight: 497, innerWidth: 700 }; $('#838C').colorbox(opts); }); Thanks to the Minefield Mapper, the range "2" band at the edge of the battlefield is no longer guaranteed to offer you an unobstructed flight path toward your opponent. Captain Nym In the end, all the questions about the relative values of the Havoc's Bomblet Generator and its other armaments only become material when you've got a pilot at the controls. Without a pilot, the ship is all potential. With the right pilot, though, the Scurrg is one-hundred percent action. While there's much to be said for flying the bomber and dropping Conner Nets with a Karthakk Pirate at pilot skill "1," there's far more that we can share about the notorious pirate Captain Nym, a pilot famed for his heroism in the Clone Wars, his service to the Rebellion, and for leading the Lok Revenants, a band of pirates that was active in the Karthakk system. First of all, the Captain Nym ship card appears twice in the Scurrg H-6 Bomber Expansion Pack—once as a Rebel pilot and once as Scum—and although both ship cards share Nym's pilot skill value of "8," they offer two wildly different, bomb-related abilities. As a member of the Scum and Villainy faction, Captain Nym $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#1D1E').colorbox(opts); }); comes with the ability to ignore friendly bombs. He can fly right over your Conner Nets and Proximity Mines without detonating them, and he can even ignore the damage from your Seismic Charges. This is a handy talent for your pilot to have if you want to litter the battlefield with bombs, but that's not even all that Captain Nym offers you. If you're really choking the battlefield with bombs and mines, such as you may lay with your Minefield Mapper, then Captain Nym adds a measure of defense to your whole squadron. "When a friendly ship is defending, if the attacker measures range through a friendly bomb token, the defender may add 1  result." With this ability—which almost begs to be explored at the top levels of play—Captain Nym ensures that the Havoc isn't just going to make a splash in dedicated bomber lists; it's also going to help skillful players keep their ships unscathed through the initial combat passes at Range "2" and "3" before they devastate their opponents with powerful shots at Range "1." As a Rebel, Captain Nym's $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#3FEA').colorbox(opts); }); ability lends additional value to bombs like Seismic Charges, Proton Bombs, and even your bomblet tokens. His text reads, "Once per round, you may prevent a friendly bomb from detonating." There are two effects folded into this ability. First, you can prevent a bomb from discharging to no effect. If your Captain Nym or Warden Squadron Pilot $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1471F').colorbox(opts); }); should happen to drop a bomb while revealing his maneuver dial only for your opponent to avoid the blast radius, Nym's ability allows you to hold that bomb in place, transforming it into a threat for future rounds. Second, Nym can prevent your own ship from detonating one of your mines. While Scum Nym can fly over his Conner Nets with impunity, Rebel Nym allows any of your pilots to do so—although only once per round. Importantly, there's no limit to the number of rounds Nym can target the same bomb. So if you're looking to choke the battlefield by deploying ordnance with your Minefield Mapper, Captain Nym can hold your Ion Bomb in place indefinitely, so long as he doesn't switch his target. And this means that Rebel Nym can take that Range "1" radius danger zone created by his Ion Bomb or Proton Bombs $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#3E1D').colorbox(opts); }); and apply it to the battlefield as early as setup with his Minefield Mapper—then just hold it in place for round after round until your opponent can no longer escape it and your trap, at last, comes together. Built for War With an armament boasting the Bomblet Generator alongside six laser cannons and a Synced Turret $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#4FA5').colorbox(opts); }); , plus pilots like Captain Nym and Sol Sixxa $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#2457').colorbox(opts); }); , the Havoc and the Scurrg H-6 Bomber are truly built for war. How will you loose these forces upon your opponents? Share your thoughts with the other members of our community forums. Then head to your local retailer to pre-order your copy of the Scurrg H-6 Bomber Expansion Pack (SWX65) today! Discuss this article in our forums! © and ™ Lucasfilm Ltd.
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X-Wing™ 101: I Am Their Father, Part Two

Published 14 June 2017 | X-Wing X-Wing™ 101: I Am Their Father, Part Two Guest Writer Richard Greenaway on Using X-Wing™ to Teach Your Kids $(document).ready(function() { var opts = { iframe: true, innerHeight: 400, innerWidth: 700 }; $('#FAFA').colorbox(opts); }); "Do not underestimate the powers of the Emperor, or suffer your father's fate, you will."      –Yoda The dark side of the Force isn't any more powerful than the light side, but it is, as Yoda says, quicker, easier, and more seductive. And in X-Wing™, the dark side's seductive qualities follow largely from the sleek designs and fantastic maneuverability of the Empire's ships. Whereas the pilots of the Rebellion—the heroes of the light side—fly ships that rely all too often on their shields, the Empire's black and grey fighters can dance about the battlefield with enough speed and agility to duck outside of enemy firing arcs and then dodge a turret shot or two. Imperial ships aren't necessarily stronger than their Rebel counterparts, but they have a lot to offer those pilots who look forward to dancing past enemy fire and exploding their enemies at close range. Similarly, they offer a multitude of riches to those squadron commanders willing to sacrifice waves of allied pilots in wars of attrition—wearing down the limited enemy forces with their seemingly unending swarms. Swarms. Fast and agile starfighters. Powerful weaponry—It's easy to be seduced the dark side of the Force, and it's easy to understand the Empire's appeal in X-Wing. In our last X-Wing 101 article, guest writer Richard Greenaway shared the Rebel list that he's used to encourage his children's math skills and literacy, but that list represented only half of the squadrons he managed to assemble for under 101 USD. As a father and avid X-Wing fan, Richard snuck in a couple of Imperial expansions that would allow him to engage his sons in battles that could decide the fate of the Star Wars galaxy! $(document).ready(function() { var opts = { iframe: true, innerHeight: 341, innerWidth: 700 }; $('#7665').colorbox(opts); }); Richard Greenaway on the Power of the Dark Side After my previous article, it’s now time to explore a very different set of ships as we prepare to fight on the side of the Empire! The only problem with teaching younglings how to play this game is that they take all the best ships and upgrades for themselves. But parents, don’t despair! There are still enough ships left in the 101 USD budget to match the Rebel onslaught, and this list fits alongside the Rebel list from my last article in the sense that none of the ships, upgrades, or pilots are duplicated. You can build them both and fly them against each other. Again, we started with The Force Awakens™ Core Set and complemented it with the Rebel Aces Expansion Pack, TIE/fo Fighter Expansion Pack, and TIE Striker Expansion Pack. $(document).ready(function() { var opts = { iframe: true, innerHeight: 305, innerWidth: 700 }; $('#15A59').colorbox(opts); }); This gives us access to four TIEs. The Core Set comes with two TIE/fo fighters, the TIE/fo Fighter Expansion Pack gives us another, and the TIE Striker adds variety and unpredictability to our TIE squadron. Compared to the Rebel ships, our TIE fighters are considerably cheaper in squadon points, but they also have fewer shields. Also, since we don’t have many upgrade cards left to play with—as a couple of the stronger ones found their way into the Rebel list—we need to take advantage of the "built-in" abilities of our merciless aces to keep the Rebels at bay. Three Fearsome First Order Aces Any Star Wars fan who watched the First Order TIE fighters chase the Millennium Falcon across Jakku will know how nimble these ships can be. And our collection of First Order aces allows us to make the best possible use of this speed and agility, as two of them get the most from the ship's limited firepower while the third is an intimidating and unshakable predator. $(document).ready(function() { var opts = { iframe: true, innerHeight: 514, innerWidth: 700 }; $('#59E9').colorbox(opts); }); "Zeta Leader" $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#16AF').colorbox(opts); }); has a fantastic ability that increases his ship’s primary attack value. If he doesn't have a stress token assigned to him, he can receive a stress to increase his attack from two dice to three—or up to four dice at Range "1." Just be sure to plot your approach with green maneuvers in mind so that you can get rid of that stress token as quickly as possible and increase his attack dice again and again. $(document).ready(function() { var opts = { iframe: true, innerHeight: 400, innerWidth: 700 }; $('#2D38').colorbox(opts); }); Our next ship, "Omega Ace," $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#87BC').colorbox(opts); }); has the same pilot skill value as "Zeta Leader," and his pilot ability is also pretty nasty. If he has a focus token and a target lock on his target, he can spend both tokens to change all his attack dice to critical hits. It requires some setup, but the payoff is fantastic, especially since you can fire first with "Zeta Leader" and your other ships to strip the Rebels of their shields, and if one or two of your other ships still have evade tokens, you can spend them with Swarm Leader $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#1637A').colorbox(opts); }); to add even more critical hits. If any of those critical hits go uncancelled, "Omega Ace" is going to cause your opponent a lot of problems. Our third pilot, "Omega Leader" $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#C444').colorbox(opts); }); is the ship to drive your opponent to distraction, and by combining two of our collection's remaining upgrades, we can transform him into a massive headache for the Rebels. $(document).ready(function() { var opts = { iframe: true, innerHeight: 364, innerWidth: 700 }; $('#304E').colorbox(opts); }); Comm Relay $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#10FBC').colorbox(opts); }); allows "Omega Leader" to hold one evade token past the end of your turn, keeping it with the ship. Then, as long as you don’t spend the token, you can use the elite pilot talent Juke $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#81FF').colorbox(opts); }); to change one of your opponent’s green evade results back to a focus result. Normally, your opponent could then spend a focus token to convert the result back to an evade—along with any other focus results—but this is where we need to read the unique pilot ability "Omega Leader" brings to battle: "Enemy ships that you have locked cannot modify any dice when attacking you or defending against your attacks." This ability stops your opponent from changing that focus back to an evade as long as you have an active target lock, and it also makes "Omega Leader" very hard in a one-on-one dogfight as his ability stops his enemy from converting focus results to hits when he's got that enemy locked. "Duchess" Finally, it’s time to look to the planet Scarif for our fourth and final ship—one of those amazing TIE Strikers that defended the planet against the troublesome Rebels in Rogue One. The most talented TIE Striker pilot available is "Duchess," $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#178E').colorbox(opts); }); and we’ve blown the rest of our squad point budget to recruit her. $(document).ready(function() { var opts = { iframe: true, innerHeight: 331, innerWidth: 700 }; $('#11773').colorbox(opts); }); "Duchess" and her ship are unique in this list because they offer only two green defense dice rather than the three dice we get from the other TIEs. But that’s not the only way "Duchess" stands apart. We’ve also added a couple subtle upgrades to this ship that make it very unpredictable. First, the Adaptive Ailerons $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#179F8').colorbox(opts); }); upgrade is free and grants "Duchess" a free boost left, right, or forward before she reveals her maneuver. Normally, this boost is mandatory, but "Duchess" can decide to switch it off. Just remember that this free boost doesn’t work if you’re stressed. Next, the Lightweight Frame $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#161C5').colorbox(opts); }); modification is a useful two-point upgrade. It adds an extra green die to your defense whenever your opponent attacks you with three or more red dice. This modification and its green die could easily mean the difference between survival and defeat. Battle for the Fate of the Galaxy In the end, we have four Imperial ships to pit against three Rebel aces. $(document).ready(function() { var opts = { iframe: true, innerHeight: 708, innerWidth: 700 }; $('#16D93').colorbox(opts); }); "Zeta Leader" "Omega Ace" with Swarm Leader "Omega Leader" with Comm Relay and Juke "Duchess" with Adaptive Ailerons and Lightweight Frame                Total Squad Points: 94 There’s enough flexibility within our 101 USD budget to enjoy an awesome X-Wing space battle. And once you’ve played these two lists against each other, you could consider swapping some of the upgrades around and seeing what impact the adjustments make. For example, you might give Juke to Jake Farrell $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#17A7C').colorbox(opts); }); and pit him against "Zeta Leader" with the Wired elite pilot talent. Also, once you fly one list against the other, you and your opponent can then swap over. There’s a real diversity of maneuver dials and abilities between the squadrons to challenge you and keep you interested. And even after you’ve learned how to pilot the ships, you will realize how ship setup, asteroid placement, and opening your moves can make a big difference in your initial engagement. $(document).ready(function() { var opts = { iframe: true, innerHeight: 515, innerWidth: 700 }; $('#A984').colorbox(opts); }); Richard's son, Tim, fighting for freedom against an Imperial squadron! Finally, it's educational. At home, we’ve become quite stealthy at incorporating learning into games like X-Wing. In this article and the last, I’ve already addressed probability, math, and literacy, but the lessons the game can teach also include good sportsmanship and respect for your opponent—all of which can be taught over a three-foot by three-foot game mat! The Greenaway family have been playing X-Wing since Richard bought the Core Set as a Christmas present for his children. They can be often found at tournaments across the United Kingdom as Richard vainly attempts to fly better than his two sons, Tim and Simon. Discuss this article in our forums! © and ™ Lucasfilm Ltd.
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