Thursday, April 17, 2014

X Wing Tournament Roundup

Well unfortunately I did not get to take any pictures but we had an X-Wing tournament a couple weeks ago and it was quite the fun event. Our local store, Frontline Games provided the venue and the prizes. We had a good turn out and the event was decided with four rounds of play.

 I will attempt to briefly describe how each of my games went but it has been a few weeks so bear with me. My list was based on the durability of the YT 1300 and the hard hitting power of B-Wings.


Dagger Squadron B-Wing with Fire Control System (26)
Dagger Squadron B-Wing with Fire Control System (26)
Chewbacca with Engine Upgrade and Expert Handling (48)



 



So at 100 points my idea was to send in Chewbacca, eat up some opening shots and while people start focusing on him, my B-Wings sit back and lay on the fire with target locks. So this is how it went:


Round 1:
Opponent: Alex
Four A-Wings including Tycho Celchu, three of them had missiles and only the last one did not. I believe Tycho Celchu had Push the Limit as well.


My opening thoughts: The first thing I thought was this was going to suck and Chewie was going to die pretty fast. I immediately thought that the A-Wings would outmaneuver me and just tear me apart. I decided to stick with the plan and go for it.

Setup:
I put Chewie in the middle, with my two B-Wings supporting each other next to Chewie.
My opponent scattered all his A-Wings and it was at this time that I thought I might just have a chance. His units weren't really supporting each other.

The Game:
Well, what happened was my opponent failed to use his missiles and only got off one shot. He went for Chewie and kept chasing him around. The engine upgrade really helped me out and force my opponent to come after me while the Dagger pilots just kept knocking him down. About turn 4 he realized what was going on and turned his A-Wings on the Daggers. This didn't work out too well because Chewie was still going and had four hull points left which left me pretty confident that he could still fight. This round allowed me to test my list and it did quite well. I did not think that my opponent would get stuck in going for Chewie the whole time but he did and I had a total victory and I did not lose a single ship.

Victory 3 points awarded. Win:1 Lose 0

Round 2
Opponent: Cant Remember His Name
This list had two B-Wings, Ten Numb and Ibtisam along with Garven Dreis. He had some good equipment as well, including an autoblaster on Ten Numb. He had some other equipment as well but I cannot remember what it was.




 

My Thoughts:
I really didn't take the time to examine his list which I should have but I knew it was going to be a hard fight. I basically was hoping he would try to go after Chewie and I knew I would have to take out those B-Wings.

Setup:
I deployed the same way as before taking a middle of the board approach.
He countered and did the same thing keeping his ships supporting each other.

The Game:

This was a nail biter. I was not ready for that autoblaster and he just tore up Chewie on the first round of fighting. All his shields and two hull were gone. By the third round Chewie was flying around using his engine upgrade and barrel roll to stay out of firing arcs. The positive point was that he started chasing him with Ten Numb but Garven and Ibtisam stayed on my Daggers. I was able to knock out Garven and Ten and my opponent realized that it wasn't going well. He took out a Dagger but my other Dagger still had shields. Chewie was down to two hull so he stayed flying around. Ibtisam was finally taken down by my Dagger and I claimed another major victory.

Points awarded 3: Win: 2 Lose 0

Round 3

Opponent: Scott
Dual YT-1300
Han Solo and Chewie with some upgrades


My Thoughts:
Well my opponent said he just googled " What list to use to upset X Wing players" and he came up with this. I was not upset at all and I wanted to play it because up until this point he was undefeated. I wanted to target Han first so that was the plan.

Setup:

I did the same setup while he put both his ships in the middle as well

The Game:

This was a very close game, I was unable to target Han first and Chewie had to go down. I lost a Dagger for Chewie and this was pretty crucial. My opponent was rolling very well and I did not roll a hit with Chewie until round 5. But as Han started taking damage and more importantly critical damage the tide started turning. My opponent made the same mistakes that the others did and he was going for Chewie. He realized that this was the wrong idea and started going for the Dagger. I took a chance since we were reaching the time limit and moved Chewie into range three with one hull left. My opponent was at range 1 with my Dagger who had two hull left. He went for Chewie and the end result was two hits. I rolled two evades and he was in awe. The B-Wing laid into him and took him out after Chewie took off some hull points. This game was very close and probably the closest.

Victory Points: 3 Win: 3 Lose:0

Round 4
Opponent: Brendan
My friend Brendan and I made it to the final round. He was running Wedge with Ibitsam and Ten Numb, with some equipment of course that was very effective.


My thoughts:
Well I know Brendan is a great player and he places very high in our local tournaments. I decided to stick with what I knew and played the list I had. I knew that he was going to try and focus his B-Wings and Wedge on Chewie early on to knock him out. So that kind of worked out since that is what I was hoping for.

Setup:

Usually Brendan uses the corners, which is usually what I do as well but he decided to mirror my deployment and we both knew that this would be a fun game.

The Game:

This was the most fun I had at the tournament and Brendan is a great player. He took out Chewie in round 4 but at the lost of Ten Numb. This exchange worked in my favor because was out of place and Ibtisam was no match for two B-Wings firing on him the next turn. Ibtisam was down to two hull and Wedge came in to save the day. He shot up my Dagger pilot but failed to knock either of them out. The next round I was able to knock Wedge out with both Daggers. Now it was down to both of my Daggers and Ibtisam. While we were maneuvering I took a range three shot that had two hits and a critical. Ibtisam rolled one evade and the game was over. That game only lasted about 20 minutes because Brendan and I were in the zone.

Victory Points: 3 Win:4 lose: 0


Final Thoughts:

The Tournament was a blast and I walked away the champion undefeated but feeling like I could have lost any of the four games I played. I literally put my list together the morning of the Tournament but that is the joy of X-Wing. I basically thought that everyone would go for Chewie since he is a tank. All four of my opponents shot at Chewie for at least three rounds before working on the Daggers. Brendan was the only opponent to destroy Chewie and the engine upgrade helped out a ton. The Daggers getting free target locks was just awesome. This helped me barrel roll or focus which either helped them stay out of firing arcs or if it was inevitable then I would focus and make my shots count. The list did well and it is by no means unbeatable but it was fun. This was a great time and our local store really supported us. Thanks again for reading up on this Tournament and next time we will get pictures.

Rob

Thursday, March 20, 2014

Rebel Aces

Here we go again, another Fantasy Flight Release on the horizon that will be sure to be a winner....

“Proceed with the countdown. All groups assume attack coordinates.”
    –Admiral Ackbar
Fantasy Flight Games is proud to announce the upcoming release of the Rebel Aces Expansion Pack for X-Wing!
Rebel Aces features one A-wing and one B-wing miniature, both of which come with alternate paint schemes. You’ll also find four highly skilled unique, new pilots; thirteen upgrade cards; maneuver dials; and all the tokens necessary to launch these starfighters into the thickest action of your space battles against the evil Galactic Empire. It also includes a new mission, which thrusts some of the Rebellion’s finest pilots into a desperate rescue effort that highlights the B-wing’s durability and the A-wing’s agility.
Heroic New Paint Schemes
Fly with the best! The alternate paint schemes on the starfighter miniatures from the Rebel Aces Expansion Pack allow you to battle for the Rebellion’s cause while representing the heroic efforts of the pilots who first flew its A-wings and B-wings as experimental prototypes.
Only ace pilots were granted the right to fly prototypes for the Rebel fleet. Piloting the agile A-wing required tremendous focus and lightning fast reflexes. Still, by helping the Rebel Alliance develop and improve upon its original designs, their efforts benefitted everyone dedicated to the cause of galactic freedom, and the A-wing ultimately proved its worth during the Battle of Endor by helping to cripple Star Destroyers.
To honor those prototype pilots who first flew the ship, the A-wing in Rebel Aces features the paint scheme depicted on the Prototype Pilot ship card, with a bold blue central stripe and red and yellow highlights.
Meanwhile, with its heavy weapons array and resilient shielding, the B-wing quickly established itself as one of the Rebellion’s most formidable assault fighters. The fighter’s unique gyrostabilization system ensured that its cockpit always remained stationary during flight, better enabling its pilot to coordinate complex flight and attack maneuvers. However, its rotating cockpit and complex Fabritech ANv-9q sensor system could only be mastered by seasoned veterans, and it took the Rebellion longer than it had initially anticipated to qualify pilots who could fly the ship in battle.
The pilots of Dagger Squadron were the first to be equipped with the B-wing in its experimental stages, and they were the first to be activated and sent into battle with the starfighter. Accordingly, Rebel Aces features a B-wing painted white with red highlights to match Dagger Squadron’s color scheme.
Both the A-wing and B-wing included in Rebel Aces share the same 1/270 scale sculpt as the miniatures found in the A-Wing Expansion Pack and B-Wing Expansion Pack, respectively.
New Pilots and Upgrades
Just as each A-wing and B-wing is merely a powerful tool within the Rebel fleet, the expansion’s variant starfighters are just the beginning of what it offers players.
To fly a starfighter, you need a pilot. to fly one of the galaxy’s most challenging starfighters, you need one of the galaxy’s greatest pilots. In Rebel Aces, you’ll find four unique, new pilots who not only rise to the challenge of flying these demanding vessels, but who can make them dance.
For example, Jake Farrell came out of retirement to teach Rebels how to fly against Imperial forces and was recruited to help design the A-wing. In X-Wing, he appears as one of the game’s most focused pilots. Every time he performs the focus action or receives a focus token, he may perform a free boost or barrel roll action.
Similarly, the tremendously skilled B-wing pilot, Keyan Farlander, enters the game with a potent ability of his own. Any time he attacks, he may remove a stress token in order to change all of his  results to  results. This not only allows him to convert a detrimental effect into a positive attack modification; it also permits him to perform stressful red maneuvers with impunity. If he chose, Keyan Farlander could potentially perform the difficult Koiogran-turn maneuver every round.
Additionally, Rebel Aces introduces thirteen upgrade cards that may very well reinvent the ways in which these ships are used in battle. You’ll find a new missile, a one-cost system upgrade, Title cards for both starfighters, two Rebel only crew, and the game’s first upgrade with a negative squad point cost, Chardaan Refit.
With all these upgrades, your A-wings and B-wings will be more customizable, more versatile, and more useful than ever.
Jump to Subspace
Additionally, Rebel Aces introduces a dramatic new mission, Jump to Subspace, in which a Rebel operative has captured a high-ranking Moff. However, that operative and his captive also happen to be adrift within an escape pod headed toward an asteroid field. As Imperial forces close in on the escape pod, the Rebel Alliance races to the rescue, relying upon the agility of its A-wing and the resilience of its B-wing.
The Rebels begin this mission with more squad points than the Imperials, but they’ll need all those squad points – and the elite skills of their A-wing and B-wing aces – in order to fend off wave after wave of Imperial fighters, even as they must guide the escape pod through a jumble of asteroids.
Don Your Flight Gear
Do you want to prove your piloting skills? Then, here’s your chance to suit up as one of the elite pilots the Rebel Alliance calls upon to fly and perfect its prototype starfighters. The Rebel Aces Expansion Pack is scheduled to arrive at retailers and intensify your X-Wing battles in the third quarter of 2014!

Thursday, March 6, 2014

Straight From FFG Here Comes the new X-Wing Pilots

From Fantasy Flight Game's Website here is the preview of the New X wing pilots.
“I’m right with you, Red Three.”
    –Jek Porkins
In an earlier preview of the upcoming Rebel Transport Expansion Pack for X-Wing, we took a closer look at the pack’s miniature GR-75 medium transport, as well as the new rules, maneuver template, and upgrades that go with it. Today, however, we turn our attention toward the expansion pack’s second starship miniature, an X-wing escort with a variant paint scheme.

A 360-degree view of the Rebel Transport Expansion Pack’s variant X-wing
We’ll also look at the unique new X-wing pilots, new astromechs, and new torpedo that appear in the expansion, all of which will be legal for the game’s Standard Play format, as well as Cinematic and Epic Play.
Rogue Squadron
“Two fighters against a Star Destroyer?”
    –Derek “Hobbie” Klivian
The GR-75 medium transports that the Rebellion used to evacuate its troops from Hoth would never have made their way through the Imperial blockade were it not for the coordinated fire of planetary ion cannons and the valiant efforts of a handful of daring X-wing pilots, many of whom were from Luke Skywalker’s Rogue Squadron.
The Rebel Transport Expansion Pack features six X-wing ship cards, including four unique pilots that are all new to X-Wing. Among these four pilots are three members of Rogue Squadron, all of whom proved themselves during the Battle of Hoth: Wes Janson, “Hobbie” Klivian, and Tarn Mison.


















The pilot with the highest pilot skill of the trio, Wes Janson will fire before his foes in most situations. Then, with his ability to remove one focus, evade, or blue target lock token from the target of his attack, Wes Janson can provoke his target to spend a focus token that he would have preferred to hold for his attack, limiting the chances that he'll suffer damage from retaliatory fire. Alternatively, Wes Janson’s ability to remove an enemy’s blue target lock token can help safeguard your Rebel pilots from missiles and torpedoes of any sort; when a TIE bomber has Advanced Proton Torpedoes locked and loaded and ready to fire at one of your X-wings, there are few pilots you’d rather have in your squad than Wes Janson.


















“Hobbie” Klivian is one of two X-wing pilots in the Rebel Transport Expansion Pack who can remove stress tokens without taking a green maneuver. Whenever he acquires or spends a target lock, “Hobbie” Klivian may remove one stress token from his ship. This means that he could potentially perform a stressful maneuver like the Koiogran-turn, spend a target lock during his attack, and perform a Koiogran-turn again in the next Activation phase. In this way, “Hobbie” Klivian should be not only be able to keep his foes within his firing arc, but he should be able to establish the appropriate range to line up a shot with the expansion’s new Flechette Torpedoes.


















Meanwhile, Tarn Mison can acquire a target lock on any enemy ship that declares him the target of its attack. Thus, in a way, Tarn Mison’s ability forces your opponent into some difficult decisions, and these may be compounded by how you fly your squad. Will your opponent choose to attack one of your ships at a more distant range in order to avoid triggering Tarn Mison’s ability, or will he come in, guns blazing? So long as you can keep Tarn Mison’s X-wing intact through the exchange of fire, you’ll get a free target lock. Accordingly, if you elect to focus, then you’re likely to end up with both focus and target lock tokens – the best combination of any two tokens to have prior to your attack. How best to make use of this combination, then, is up to you.
These new pilots and upgrades offer you a number of interesting new tactical considerations. Will you focus on baiting your opponent’s next action? Will “Hobbie” Klivian maneuver around his opponents by loading them with the stress tokens applied by his Flechette Torpedoes or R3-A2 astromech, even as he acquires and spends target locks to remove his own stress? Or will Tarn Mison equip another of the expansion’s unique astromechs, R2-D6, in order to take advantage of an elite pilot talent like Opportunist and rely upon Wes Janson’s ability to rid his target of focus and evade tokens?
Jek Porkins
“I can hold it.”
    –Jek Porkins
The fourth unique ship card in the Rebel Transport Expansion Pack belongs to fan-favorite Jek Porkins.
In the original Star Wars trilogy, Jek Porkins flew under the call sign Red Six and was the first named member of the Rebel Alliance with a speaking role who perished in the Galactic Civil War.
In X-Wing, Jek Porkins is represented by a ship card with a pilot skill of “7” and an elite talent upgrade slot to accompany the X-wing’s standard astromech and torpedo upgrades. Meanwhile, he’s the second unique pilot in the Rebel Transport Expansion Pack who can remove stress tokens. Whenever he receives a stress token, he may elect to remove it and roll one attack die. On a hit result, he receives one facedown damage card, which bypasses any of his remaining shield tokens.
Like “Hobbie” Klivian, then, Jek Porkins can perform strings of Koiogran-turns to maneuver across the battlefield. However, where “Hobbie” Klivian’s ability to remove stress tokens requires a bit of advance planning, Jek Porkins can remove stress tokens at any time, though every time is a gamble.
Still, the fact that he can remove stress tokens whenever he receives them permits an astonishing range of options. As an example, Jek Porkins can perform the X-wing’s red four-speed Koiogran-turn, elect to immediately remove his stress token, and still take his action. Moreover, if he were equipped with Push the Limit, Jek Porkins could immediately take a second action and elect to remove the second stress token, as well, so that he wouldn’t then have to execute a green maneuver in order to perform an action. In fact, Jek Porkins could even find himself in position to perform two K-turns back to back!
Of course, the cost to remove those two stress tokens could potentially be two facedown damage cards. In such a case, it may pay to equip Jek Porkins with the R5-D8 astromech from the Y-Wing Expansion Pack. Then, whenever he suffers damage to remove a stress token, he can consider taking an action to roll a defense die and remove a facedown damage card on any result of  or .
Strike a Blow for Galactic Freedom
Along with the GR-75 medium transport, the new X-wing ship cards and upgrades from the Rebel Transport Expansion Pack look to permit a great deal of experimentation with squad builds for all of the game’s different formats of play. Whether you fly your X-wing escort alongside the GR-75 transport in Cinematic Play or Epic Play, or you’re just looking for new strategies to employ with your tournament squad in Standard Play, the expansion’s new ship cards and upgrades are going to encourage players to look at their X-wings in a wholly new light!

Friday, February 7, 2014

X Wing Wave 4 is Coming Soon

Straight from FFG's website:

Each of the wave’s four starfighters arrives ready to maneuver, battle, and fulfill a specific role within your fleet:
  • The Z-95 Headhunter enters the Rebel fleet as an extremely efficient missile platform, better enabling the Alliance to match Imperial forces ship-for-ship.
  • The TIE defender is a straight-forward fighter with strong shields, weapons, agility, and a maneuver never before seen on a dial.
  • The E-wing pairs the X-wing’s firepower and resilience with the A-wing’s speed and agility.
  • TIE phantom pilots rely upon the ship’s unique cloaking device to evade enemy fire and pounce upon their foes with their deadly laser cannons.


So there it is the next wave of releases for X Wing and I have to say that these look great. Some of the cards are previewed already and wow !
 
Seems a little expensive compared to the Falcon but I guess we will have to see how we can use it. 


I can see these new missiles really being a hit. I think this might make me take some A Wings or Z 95s just to try them out.

Finally a cheap rebel ship, lets see those swarms.
Nice droid with some crazy combo options.



 There are tons of possibilities for these ships. We only get a look at the Rebel cards but I am sure that FFG will preview the set as a release date gets closer. Well get ready for some new ships and some very exciting X Wing expansions.

Rob

Star Wars X-Wing New Ships


 
 
 
I  know that a lot of you have probably seen this pictures before and some of the cards can be viewed on other sites but I just wanted to throw them together and show all three ships. I have been hearing some rumors of a possible release date in February for some of the ships if not all of them. I think we are very excited to see the new game play for the larger ships and get our hands on these nice models. Well, there is  a chance that we might get our hands on one of these a little sooner than expected so if we do we ill post a review and maybe a video. Thanks again for checking us out.
 
Rob