X-Wing, Miniatures tabletop game from Fantasy Flight

Yes. I saw it.

Poor BFG, you will succeeded at last it seems.

Got a game up against most likely a Millenium Falcon + escorts this Tuesday.
Hope my current setup has the bite to get through that. Should I initially focus on the Falcon or on the pair of X-Wings (Or X/B) that are trailing it?


It really comes down to how the board ends up. But usually your best bet is to wait for the Falcon and its escourts to start pulling apart (Rebel ships have a bad habit of their movement dials being all over the place, and so mixed type flights start developing gaps in the formations.

Or coordinate two formations: Team Murder and Team Explosions. Team murder (Something fast and killy, most TIEs and/or A/E-wings can work here) comes in a an angle and focuses on one of the escourts and forces them to either break off and engage or lose a unit. At the same time Team Explosions (Heavy bomber: Y-Wing or TIE-B with heavy torps of some kind, preferably Adv. Protons) moves in to hit the heavy target (Falcon).

Now the falcon on its own should be unable to really get more than a point or two on Team Explosions. Now if the escorts break of to respond to Team Murder, they've a) abandoned the target and b) allowed Team Murder to dictate the terms of the engagement. If the escourts move to hit Team Explosions: a) They're probably going to start getting shanked pretty good by Team Murder and b) Heavy bombers can usually tank it long enough to deliver the payload and: 1) turn and apply fire to finish off the escourts, or 2) finish off the falcon, or 3) run, dragging an enraged opponent after them focused on finishing them off.

This of course presupposes you have both the right equipment to put together Team Murder and Team Explosions, and also have the experience necessary to run two different forces in concert like that. And of course your opponent will always have a say; but it is always better go into a game with a plan on turn 0 than seeing what comes along and winging it.

Otherwise, experience says to wait to see whichever unit ends up in your sights first and focus fire that until its gone (Because, as I've noted before it can be hard for players (especially newer players)) to judge how to keep their different dialed units together.
 
I have a fairly tanky team: one X, one Y, one B and one Z.
Nothing too fancy, but from the look of it, it works. It's not going to set speed records or out-turn ties, but it's going to fuck up most anything that I can co-ordinate my action on. And that's relatively easy with the IPM. Might also make it a bit predictable when they start wising up around here ;)

In theory I can strip the Falcon down in two turns; the Y ions his nastiest escort, or the one most up front., blount screws the Falcon's next turn. Concentrated fire from the B-Wing and Dreiss will take care of it. He's only got three ships, I have four. The turn after the clash, the "crunch" re-apply concentrated fire from Dreiss and B -if the first volley is at range 3, I am a lot more accurate at it, courtesy of having both Target Locks and Focus where it matters (probably on the B and Dreiss). Dutch then starts locking his fighters out of the fight meaning he either has to start shooting the tank-Y-Wing (puns, yes!) or have 1/3 of his firepower sent down the drain. Blount is by then just going to throw his two dice at whatever offers itself up as a target, the turn after I ion- missile him I can easily get 9 dice against the Falcon. With locks. And focus. Assuming he didn't blow one of my guys out of the void.

Pew-pew.
 
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So I picked up the starter set yesterday. I've already played it a bit with some friends, but now I've anted up.

I really like A-Wings. Is it viable to run a solid A-Wing flight?

Well most people don't want to move their fighters with tweezers...
I don't mind the fighters being on a different scale too much, but the capital ships? I want the CR-90 to be dwarfed by the Star Destroyer.
 
So I picked up the starter set yesterday. I've already played it a bit with some friends, but now I've anted up.

I really like A-Wings. Is it viable to run a solid A-Wing flight?


I don't mind the fighters being on a different scale too much, but the capital ships? I want the CR-90 to be dwarfed by the Star Destroyer.

With A-Wings, not on their own. Backed up by an E-Wing though, and its gold.

Also, on that scale: the Star destroyer does dwarf the CR-90. Look at the pictures on FFGs page, and its easily 5 times the size, if not more.
 
With A-Wings, not on their own. Backed up by an E-Wing though, and its gold.

Also, on that scale: the Star destroyer does dwarf the CR-90. Look at the pictures on FFGs page, and its easily 5 times the size, if not more.
Thanks for the info. So something like an E-Wing and 2-3 A-Wings?

The Victory looks to be around 3 or so times as long as the CR-90 when it should be 6 times as long. The Nebulon-B should be twice as long as the CR-90. I can understand why they did it, as having a CR-90 and an SSD in the same scale would be pretty much impossible, but I am still disappointed.
 
Thanks for the info. So something like an E-Wing and 2-3 A-Wings?

The Victory looks to be around 3 or so times as long as the CR-90 when it should be 6 times as long. The Nebulon-B should be twice as long as the CR-90. I can understand why they did it, as having a CR-90 and an SSD in the same scale would be pretty much impossible, but I am still disappointed.
Thats not a Super-Star Destroyer though, its the Victory class, Which is about half the size of the SSD.

Edit: According to the Wiki (http://starwars.wikia.com/wiki/Victory_I-class_Star_Destroyer#cite_note-TEGTVAV-9), a Victory class is approx 900m long, which is about half the length of the later Imperial class SD, which was the mainstay of the Empire.
 
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Thats not a Super-Star Destroyer though, its the Victory class, Which is about half the size of the SSD.

lolno

A Victory is about 900 metres or so. A Super (Well, Executor) Class SD is either 17 or 19 kilometers (Depending on who you ask)

An SSD is way too big for this game. You could play this game on a properly scaled SSD.
 
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Not to multipost, but the SSD thing made me forget what I was going to say

I have a fairly tanky team: one X, one Y, one B and one Z.
Nothing too fancy, but from the look of it, it works. It's not going to set speed records or out-turn ties, but it's going to fuck up most anything that I can co-ordinate my action on. And that's relatively easy with the IPM. Might also make it a bit predictable when they start wising up around here ;)

In theory I can strip the Falcon down in two turns; the Y ions his nastiest escort, or the one most up front., blount screws the Falcon's next turn. Concentrated fire from the B-Wing and Dreiss will take care of it. He's only got three ships, I have four. The turn after the clash, the "crunch" re-apply concentrated fire from Dreiss and B -if the first volley is at range 3, I am a lot more accurate at it, courtesy of having both Target Locks and Focus where it matters (probably on the B and Dreiss). Dutch then starts locking his fighters out of the fight meaning he either has to start shooting the tank-Y-Wing (puns, yes!) or have 1/3 of his firepower sent down the drain. Blount is by then just going to throw his two dice at whatever offers itself up as a target, the turn after I ion- missile him I can easily get 9 dice against the Falcon. With locks. And focus. Assuming he didn't blow one of my guys out of the void.

Pew-pew.

Remember that the Ion Turret has only range 1-2, so a properly shifty player can dance at the edge of the range of your Ions. If that happens, and your opponents starts hanging back, you can essentially start using the Y as a bubble of space denial. Put it where you don't want them to be. I've noticed that the Ion turret works best when used defensively or as area denial; instead of chasing dudes down to pew, pew.

If you start chasing dudes down ships to Ion them, it's real easy to get your Y poking out somewhere and get it smacked down before it becomes useful. An Ion Y should never be used on its own; it's either the hammer or the anvil.

On that note, If you have someone that your planning to have near the Y-WIng a lot, put Wingman on it so that you can have your Y-wing like, move at 4 speed, Jebus. You poor shmucks, how do you get anywhere? I'm serious. I just bought some rebel stuff because I want some stuff to lend out and because I've been a very naughty, naughty girl and not studying up on the opposition. Anyway, finally able to take a good look at the rebel dials, I was absolutely horrified at how limited they are. And so many red maneuvers, oh. my. god. You poor bastards, no wonder I've only lost one game ever (Well technically I lost two, but that was everyone else on my side dieing and me running my 15pt TIE off the board)

I really like A-Wings. Is it viable to run a solid A-Wing flight?

I'd say go for it. The A and E wings are the really only rebel ships that I've got any respect for. I'd run mainly As (As they are the only only rebel ships that can really keep up with a TIE-I) with an X- (Or better yet) an E to add a little punch
 
*snip*


I'd say go for it. The A and E wings are the really only rebel ships that I've got any respect for. I'd run mainly As (As they are the only only rebel ships that can really keep up with a TIE-I) with an X- (Or better yet) an E to add a little punch
Could I substitute a heavy load of rockets for the extra punch? Especially Proton Rockets?

Alternatively, would a mini-swarm work? Tycho + PtL + A-Wing Test Pilot + Wingman + Assault Missiles (36), Green Squadron + PtL + Chardaan (19), 3 * Prototype + Chardaan (15*3=45). 2 groups, Tycho + Green zipping around doing 2 actions a turn and the Prototypes doing coming in hitting for a good amount.
 
Could I substitute a heavy load of rockets for the extra punch? Especially Proton Rockets?

Alternatively, would a mini-swarm work? Tycho + PtL + A-Wing Test Pilot + Wingman + Assault Missiles (36), Green Squadron + PtL + Chardaan (19), 3 * Prototype + Chardaan (15*3=45). 2 groups, Tycho + Green zipping around doing 2 actions a turn and the Prototypes doing coming in hitting for a good amount.

If you can get used to co-coordinating them, you most certainly can wreck a lot of stuff with them. I would indeed use them them as slightly less capable squints: in a two-ship and three ship elements zooming in at different angles to force them to make a choice of which to focus on, then beaning them upside the head with the one they have to ignore. If they split their focus then they'll get wrecked anyway. And remember the secret to the swarm: Give 0 fucks if one is going to die. As long as it's helped you knock another ship down first, you're golden.

Also, you're running A-Wings: Your speed will generally let you dictate the terms of the engagement, allowing you to pick off the ship that ended up moving a bit too far ahead, or dropped back, or undershot the formation's turn. Boost is a great help here. Always use the boost. Boost can get you to your opponent before they've set up their plans, or get you away after they've realised what's up. You can use it to get out of firing arcs and into ones that you want. I maintain that Boost and Barrel roll are the two best abilities in the game. The fact that the Rebels have only three that can do any of those, and none that can do both is shameful.

TL:DR : Use the boost to get through
 
Yeah, I don't know about boost because I don't have any interceptors yet, but barrel roll is crazy fun. I'm in your firing arc! Now I'm out of your firing arc! In! Out! In! Out!
 
Not to multipost, but the SSD thing made me forget what I was going to say



Remember that the Ion Turret has only range 1-2, so a properly shifty player can dance at the edge of the range of your Ions. If that happens, and your opponents starts hanging back, you can essentially start using the Y as a bubble of space denial. Put it where you don't want them to be. I've noticed that the Ion turret works best when used defensively or as area denial; instead of chasing dudes down to pew, pew.

If you start chasing dudes down ships to Ion them, it's real easy to get your Y poking out somewhere and get it smacked down before it becomes useful. An Ion Y should never be used on its own; it's either the hammer or the anvil.

Yup. It's a support ship with a bite but still a support ship.

On that note, If you have someone that your planning to have near the Y-WIng a lot, put Wingman on it so that you can have your Y-wing like, move at 4 speed, Jebus. You poor shmucks, how do you get anywhere? I'm serious. I just bought some rebel stuff because I want some stuff to lend out and because I've been a very naughty, naughty girl and not studying up on the opposition. Anyway, finally able to take a good look at the rebel dials, I was absolutely horrified at how limited they are. And so many red maneuvers, oh. my. god. You poor bastards, no wonder I've only lost one game ever (Well technically I lost two, but that was everyone else on my side dieing and me running my 15pt TIE off the board)

This is where the whole 'don't dogfight' come in: You don't chase down Interceptors with X-Wings, you use something else to blow ships off your arse. You are unlikely going to win a turnfight against a properly flown Tie with an X-Wing (barring tricks like hitting the brakes and so on).

It's the same tale of US fighters and Japanese Zeroes in WW2.
In this case B&Z is out of the question so it's a case of aplying the Thach weave and the included principle of gunning at your buddy's aggressor. Rebel ships are sturdy enough, just make sure that RB1 is a dangerous place to be around your ships.
 
This is where the whole 'don't dogfight' come in: You don't chase down Interceptors with X-Wings, you use something else to blow ships off your arse. You are unlikely going to win a turnfight against a properly flown Tie with an X-Wing (barring tricks like hitting the brakes and so on).

It's the same tale of US fighters and Japanese Zeroes in WW2.
In this case B&Z is out of the question so it's a case of aplying the Thach weave and the included principle of gunning at your buddy's aggressor. Rebel ships are sturdy enough, just make sure that RB1 is a dangerous place to be around your ships.

Yeah, I need to fly Rebel a bit to really get the full view on things. I cant just semi-arbitrarily dismiss half the game's stuff.

Related note. Bought another Starter so that I can fully equip two sides to play whenever I want. I now have a silver briefcase with everything needed for 100/200 points games, that I keep in my trunk. I am also up to ten (10!) TIES. I may have a problem.
 
You can always trade them off. Probably not 1-1 (though some people are mad enough to do so :p), but with that many you could do a simple "two ties for one blister you want"-thing and have a good deal out of it.
 
You can always trade them off. Probably not 1-1 (though some people are mad enough to do so :p), but with that many you could do a simple "two ties for one blister you want"-thing and have a good deal out of it.

NO

Imma keep going till "why can't I hold all these TIEs?" and play like a 1000 point game with only TIE/LNs

:D
 
Well, that's a brick to throw at people.

I'm not really a fan of large ships in generally, and this one doesn't really fire up my engines.

I'll buy it, but probably stick with how I currently fly.
 
Well that went bad.

Chewed chewie up real good...
And then he just hit everything and I failed to dodge anything and Dreiss and Blount both died in one go.

Also, he broke the B-Wing's weapon systems, so the dice gods decided to end it then and there.
 
Just played my first game.

It was a 60 pt game. I had two tie fighters with Dark Curse and Mauler MIthel and a Tie Interceptor with Turr Phennir the other guy had a Z-95, a B-Wing and an X-Wing. I won!

I know understand why people love Tie Interceptors. :D

While I was there I bought another X-Wing and an E-Wing. So I could have a Rebel Squad for the next game night.
 
I quite like Mauler, though that's entirely from my solo games (due to illness keeping me from game nights), so I can't really claim actual experience with him.

I played my first real game last night, against the manager of my LGS. He was running two named TIE Defenders. One had...I think it's Veteran Instincts? +2 Pilot skill? and a heavy laser cannon, the other had an engine upgrade. I went with Tycho Celchu with Push the Limit, Biggs Darklighter, a Gold Squadron Pilot w/ Ion Turret and a Blue Squadron pilot (B-Wing).

We had to call the game due to time, unfortunately. The highlight was probably me forgetting to account for Koiogran turns (and not knowing that a K4 turn on the Defender is white...) and ending up with both TIEs behind me, which led to Biggs getting vaped, though I managed to pull the same move with Tycho and finish off one of his Defenders.

I am wondering if it's really worth leaving points out for initiative as a Rebel player, considering our stuff gets kind of pricy and the Imperials have the tiebreaker anyways.

EDIT: Also, as a rebel player, what's your choice of fodder unit if you want to try a swarm? Z-95s? Rookie X-wings? El Cheapo A-wings? A mixture?
 
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