Showing posts with label X-Wing Miniatures Game. Show all posts
Showing posts with label X-Wing Miniatures Game. Show all posts

Saturday, April 19, 2014

Star Wars X-Wing Miniatures Game Tournament - April 13

There was some hot Star Wars X-Wing Miniatures Game tournament action at Imagine Games & Hobbies last Sunday. I had 4 fun games against great opponents.

I ran a 7-ship TIE swarm, led by Soontir Fel:
Soontir Fel — TIE Interceptor =  27
6 x Academy Pilots — 6 TIE Fighters (6x12) = 72
Total = 99 points

From my practice games, my general plan was to set up 6 TIE Fighters in formation in whichever corner granted me the most maneuvering room, and to deploy Soontir Fel in the opposite corner, facing in diagonally.


Game 1

My TIE swarm is seen below deployed across the table from Jer's elite Darth Vader flight.

2014-04-13 12.21.23

After a lot of maneuvering and dancing around, the swarm got Darth Vader in their sights and shot him down, garnering me a modified match win.

2014-04-13 12.56.08


Game 2

I faced off against Ian's TIE swarm led by Darth Vader in a shuttle. As the game opened, I pushed Fel too far ahead of his squadron. Below, Ian's ships  blast Soontir Fel out of the sky.

2014-04-13 13.42.51

2014-04-13 13.44.48

The rest of my TIE swarm was a turn too late to help, but were in a good position to attack Vader's ship next turn.

Below, furious action as Darth Vader's shuttle finally goes down. That guy force-choked my pilots from his bridge!

2014-04-13 13.59.08

The destruction of Darth Vader and some opposing TIE fighters was enough to grant me a modified match win.


Game 3

Matt's elite team of Soontir Fel and Darth Vader (armed with Assault Missiles!) forced me to spread out the TIE formation.

2014-04-13 14.47.28

Matt's Soontir Fel (talk about Clone Wars!) was nailed by a lucky close range shot from one of my TIE Fighters.

2014-04-13 15.11.05

2014-04-13 15.46.16

Darth Vader never got off a shot. I shot down Matt's Fel; since my force lost only a TIE Fighter in return, I managed to eek out another modified match win


Game 4

Ty's fielded a cool Rebel flight: Blue Sqdn. B-Wing w/ Ion Cannon, Blue Sqdn. B-Wing, Gold Y-Wing w/ Ion Turret, and Jan Ors in a Hwk-290 with yet ANOTHER Ion Turret.

2014-04-13 16.20.18

I made a fundamental error and moved towards the centre. I should have stayed on the left flank of the asteroid field and forced the Rebels to come to me.

2014-04-13 16.31.35

I made another error by moving a couple of TIEs too fast and running into an asteroid! Below, Soontir Fel goes down to a 5-dice (!) volley from a B-Wing. Jan Ors granted the B-Wing an extra attack dice; it's a very good backfield ship and pilot.

2014-04-13 16.43.46

I managed to nail the heavy-armed B-Wing, but it was too little, too late. Ian  ion-cannoned more of my TIE fighters into asteroids, granting him the match win!

2014-04-13 17.07.17


Overall Result: 3-0-1 Win/Tie/Loss record (for 9 Tournament points)

Many thanks to Perry and Imagine Games and Hobbies for organizing and hosting the event. Congrats to Conscript Byron (fielding 2 B-Wings and 2 X-Wings) and to Chris (ETA: Chewbacca in the Millennium Falcon w/ a Gunner, and 2 x Blue Sqdn.  B-Wings ea. w/ Fire Control Systems) for winning 1st and 2nd place!

Note: Chris posted his own report for the tournament, located here.

***

TIE Swarms and Firepower

I found running 7 ships mentally exhausting. However, the firepower of all those ships can be very effective. One objective seemed to be to keep them together as best as I could. Making the other guy move through the asteroid field is also key; in my last game the asteroids did as much damage to my ships as Ty's guns!

TheMetalBikini.com posted some very informative articles about moving in formation. It's a three-part series: Part 1, Part 2, and Part 3.

BoLS recently published a great article on ship placement, located here.

A few days after the tournament, FFG changed the tournament rules. Version 1.5.2 of these rules are posted here: http://www.fantasyflightgames.com/ffg_content/x-wing/support/faq/X-Wing-Tournament-Rules.pdf

Interestingly, the differential required for a full match win has been reduced from 33 points to only 12 points, the cost of a single Academy Pilot TIE Fighter. This could be both good and bad for the TIE swarm as a concept. Conscript Kevin has stated that firepower is important; he has been recently play-testing a swarm consisting of 6 named TIE Fighter pilots (Howlrunner, Mauler Mithel, Dark Curse, Backstabber, Winged Gundark, and Night Beast). At the tournament, IIRC I fielded the largest force, with 7 ships. The majority of the Galactic Empire players seemed to be running elite 4-ships lists.

I am jonesing to try out one of the following lists, since I am a big fan of both the Millennium Falcon (my all-time favourite sci-fi ship) and Chewbacca:

Chewbacca — YT-1300 (Determination, Gunner, Millennium Falcon) 49 pts. 
Rookie Pilot — X-Wing (R2 Astromech) 22 pts. 
Blue Squadron Pilot — B-Wing (Heavy Laser Cannon) 29 pts.
Total = 100 pts.

Chewbacca — YT-1300 (Determination, Cluster Missiles, Nien Nunb) 48 pts
Blue Squadron Pilot — B-Wing - 22 pts.
Jan Ors — HWK-290 (Ion Cannon Turret) 30 pts.
Total = 100 pts.



Monday, November 4, 2013

Red Wedding Squadron - "Star Wars: X-Wing Miniatures" meets "Game of Thrones"

This past weekend, Conscripts Kevin, Frederick and I ran a participation game of X-Wing Miniatures at the 2013 Central Canada Comic Con (C4 for short). We we putting on the game for Imagine Games and Hobbies, who provided the tables.

Kevin and I devised six 100-point teams, based loosely on the canon of the original  movies: Luke Skywalker, Biggs Darklighter, and Wedge Antilles flew in a flight together, Han Solo and Chewie piloted the Millennium Falcon with a couple of Y-Wing escorts, Gold Leader led a flight of 3 of Y-Wings, Darth Vader led some TIEs, Dark Curse led another gaggle of TIE fighters, and Boba Fett was escorted by a couple of Interceptors.

Princess Leia's Blockade Runner was lying dead in space, in the middle of the large 8'x5' table. Whoever had sole control of the board at the end of the game would win.

Below, looking "east", Luke's and Gold Leader's sections are closest to the camera, with the Millennium Falcon in the distance.

Untitled

On the Imperial side, from west to east, was deployed Boba Fett's, Darth Vader's and Dark Curse's teams.

Untitled

Untitled

At the start of the game we were joined by conventioneers Jim, Danny and Eric. Throughout the course of the game, other people came up to watch, so we talked with them, describing the mechanics of the game and handing out fliers for Imagine and Jim-Con. As the game progressed, a few other players were brought into the game, as we gave over our ships to them.

To the west, Boba Fett and Darth Vader ganged up on Luke, with Gold Leader caught in the shadow of Leia's ship.

Untitled

Biggs was the first to fall, bravely absorbing shots that would otherwise have hit Luke and Wedge.

Untitled

The Rebels concentrated their fire on Boba Fett and Vader, reducing them each to a single hull point. However, Luke was the next to fall, caught in an Imperial crossfire. From the disabled blockade runner, Leia mourned the death of her boyfriend, not knowing he was her brother. (George R.R. Martin would be proud.)

Untitled

Meanwhile, Han Solo and Chewie led a charge into the middle of a TIE swarm...

Untitled

...shooting down two of them in quick succession!

Untitled

Untitled

Gold Squadron finally arrived, but too late to save Wedge.

Untitled

In retaliation, Vader went down to concentrated Y-Wing fire.

Untitled

And Boba Fett's luck finally abandoned him. After dodging way too many proton torpedoes and laser shots, he was ion-cannoned to death.

Untitled

Han Solo's escorts started falling.

Untitled

A couple of newcomers joined the game, helping consolidate the Imperial advance by overwhelming the remaining Y-Wings.

Untitled

As the game wound down, all that was left on the Rebel side was the damaged Millennium Falcon. We judged that Han escaped, vowing to return another day to rescue the Princess.

Leia, for her part, had her eye on one of the Imperial TIE fighter pilots who never took damage, always rolling "evades", even when hit with 3 crits.

"The Force is strong with this one!"

Untitled

The game ended in utter carnage. Most of the named characters were gone, with Wedge, Fett and Vader all dying during the same turn!

At some future convention, I think a "Rescue Princess Leia" scenario would be in order.

+++

The rest of C4 was a lot of fun. The 3rd floor was filled with booths selling memorabilia, art exhibitors, club displays, and various celebrities signing autographs and posing for photos. Check out this great home-made suit from the Bioshock video games, seen at, IIRC, the Costume Alliance booth.

Untitled

I was also able to buy a nice cameo necklace for Jen from a lovely former work colleague, Angela Sawatzky, who sells steampunk jewelery under the brand By Blackbird Designs.

Untitled

I spoke to several people who thought this year's convention was better than the last couple of years. I hope to see people out at next year's con.

Saturday, May 11, 2013

X-Wing Miniatures Mission 5: Preystalker

"Boba Fett? Boba Fett! WHERE?"


Conscripts Kevin and Frederick have also been bitten by the X-Wing bug, and have picked up some ships.  Last weekend, on Star Wars Day (May the Fourth be With You!), FFG announced the 3rd wave of model releases, namely the HWK-290 (Kyle Katarn's ship from the old SW video game), a Lambda-class Shuttle, a Rebel B-Wing starfighter, and an Imperial TIE Bomber, all scheduled to arrive in the third quarter of 2013.

With all this Star Wars goodness, this past Thursday Kevin and I put on a night of Star War: X-Wing Miniatures Game.

Mission 5: Preystalker
A larger Rebel force (150 pts) is being chased by Imperial forces (90 pts). One of the Rebels has a bounty on his head. It is an asymmetric scenario, with different goals for both sides.

Objectives:
Imperial Victory: Destroy the ship with the bounty.
Rebel Victory: Destroy all Imperial ships.

Imperial Forces:
Pilot: Boba Fett
Firespray-31 (39)
Upgrades: Determination (1), Concussion Missiles (4), Slave-1 (0)

Pilot: "Mauler Mithel"
Tie Fighter (17)
Upgrades: Marksmanship (3)

Pilot: Academy Pilot
Tie Fighter (12)

Pilot: Black Squadron Pilot
Tie Fighter (14)

Rebel Forces:
(the Bounty) Pilot: Lando Calrissian - YT-1300 (44)
Upgrades: Expert Handling (2), Millenium Falcon (1), Nien Nunb (1)

Pilot: Biggs Darklighter - X-Wing (25)
Upgrades: R5-D8 (3), Engine Upgrade (4)

Pilot: Tycho Celchu- A-Wing (26)
Upgrades: Squad Leader (2)

Pilot: Arvel Crynyd - A-Wing (23)

Pilot: Green Squadron Pilot 1- A-Wing (19)

I ran Biggs` X-Wing. Below are the rest of the Rebels; Kevin ran Lando (the bounty!) and Nien in the Millennium Falcon, Frederick ran the flight of 3 A-Wings.

Camera Roll-587

Jim ran a flight of three TIE Fighters, and Mike ran his favourite bounty hunter (Boba Fett) in Slave-1. We used a Space Station Game Mat that from Gale Force Nine that «i purchased at GameKnight.

Camera Roll-586

Note the cool turn record sheet in front of Mike. It shows images of the ship and upgrade cards, with space to write orders for speed and maneuvers; a much cleaner option than all the cards and dials. He used outputs from the following online HTML generators we found to make the images, and a Word doc I provided for the turn record sheet:
Rebels - http://home.comcast.net/~jason.fuller/rebels.html
Imperials -  http://home.comcast.net/~jason.fuller/empire.html

The Rebels had to set up in the middle of the board, facing south. They also all had Stress tokens, simulating the desperate flight they were undertaking. The Imperials set up to the north, in pursuit.  Below is a photo taken just after the first turn. All the Rebels save Biggs have maneuvered so as to reduce pilot Stress. Biggs moved to cut off the TIEs. The Imperials have scored a couple of hits on the Millennium Falcon`s shields.

Camera Roll-585

Next turn, the A-Wings started to come around. The Force was with Biggs as he Target Locked Mauler Mithel, and fired a burst that utterly destroyed the latter`s TIE Fighter! Biggs lost all his own shields and took a couple of damage points in return.

Camera Roll-588

Boba Fett Target Locked Lando, hoping to use his missiles next turn. The A-Wings peeled off a couple of Slave-1`s shields.

Camera Roll-589

Kev, in a sneaky move, managed to Barrel Roll away from Boba Fett, also breaking the Target Lock. R5-D8 managed to repair some of the damage on the X-Wing. Concentrated fire burned through Slave-1`s shields and caused a lot of damage to its hull.

Camera Roll-590

The two remaining TIE Fighters made fast Koiogran Turns, coming about 180 degrees to face the Rebel starfighters. In the ensuing exchange, one of the A-Wings and a TIE Fighter were destroyed. Meanwhile, Lando and Boba continued their duel, with Slave-1 reduced to a single hull point!

Camera Roll-591

Mike maneuvered Boba Fett right in tight behind the Falcon. He rolled hot, inflicting a regular hit and three critical hits on Lando and his ship! The Millennium Falcon now had only two hull points left, and Lando, wounded, was reduced to a Pilot Skill of 0.

Camera Roll-592

However, Lando and Nien Nunb returned fire, reducing Boba Fett`s ship to tiny dust particles. As JamesC would say, "Boba always loses".

Camera Roll-593

The Last TIE Fighter maneuvered smartly, despite only having Pilot Skill 1, pulling the Rebels along in a daisy chain of ships. It took a couple of turns to corner him, whereupon he pulled around sharply for a point blank shot at Lando, who (with Pilot Skill 0) would fire after the TIE Fighter...

Camera Roll-594

...however, all the other Rebels had a greater Pilot Skill than the erstwhile Imperial. The combined fire of three Rebel starfighters destroyed the TIE just as Lando came into his sights.

Camera Roll-595

Just for fun, Jim and Kev made opposed rolls to see what would have happened if the TIE Fighter had been able to fire. The Falcon missed all its defense rolls, and would have taken enough damage to be destroyed. This alternate ending ended up on the cutting room floor, and Lando survived to fight another day.

Result: Rebel Victory

Again, another fun, furious game of X-Wing Miniatures. It really has the cinematic feel of the Star Wars dogfights. I look forward to playing something like a large, fighter on fighter dogfight next time.

Sunday, April 28, 2013

X-Wing Miniatures - Smuggler's Ace

A few weeks ago I hosted another game for the Fawcett Avenue Conscripts. I am a very big fan of the Star Wars franchise; over time I must have seen the original movie (Star Wars: A New Hope) maybe 40 or 50 times. So, I introduced the boys to a new game. The Star War: X-Wing Miniatures Game, from Fantasy Flight Games (FFG),
"is a tactical ship-to-ship combat game in which players take control of powerful Rebel X-wings and nimble Imperial TIE fighters, facing them against each other in fast-paced space combat. Featuring stunningly detailed and painted miniatures, X-Wing recreates exciting Star Wars space combat throughout its several included scenarios."

The Core Set a starter set that features three unique missions, each with its own special rules and conditions for victory, cards, and fully assembled and painted starships. FFG has released several Expansion Packs adding new Pilot Cards and Upgrade Cards for existing ships as well as entirely new ships. All require the Core Set in order to be played. The models are very nicely painted and weathered. The Millennium Falcon is a particular favourite of mine.

The game mechanics may be thought of as a cross between Wings of Glory and Check Your 6!  Players secretly choose maneuvers each turn, limited by ship type and speed. Orders are revealed. Ships are moved in ascending order of skill, and then fire in descending order. That is, poorer pilots move first, better pilots shoot first. This allows better pilots to pull actions out of their back pockets (say, to do a barrel roll to avoid fire), as the less experienced pilots reveal their moves.

(The game uses cardboard dials to choose maneuvers. From reading the message boards, over time these dials may wear out due to use. So, for this game I made up some maneuver sheets like for CY6! for the players to record their maneuvers.)

The Core rules and FAQs may be downloaded for free, here.

I obtained a couple of Core Sets, several ship models, and obtained a Space Game Mat from Gale Force Nine (they also have a Space Station Game Mat suitable to use as the surface of the Death Star). I decided to run one of the pre-printed scenarios.


Mission 4: Den of Thieves

Because of their fundamental role in the Imperial Navy, Sienar engineers are vital to the Empire's hold on the galaxy. Their ceaseless toil is responsible for the most recent starship prototype, currently in transit to rendezvous with the Imperial Fleet. Alliance Intelligence discovered it only days ago and offered a substantial reward for the prototype's capture. Rebel-aligned smuglers are prepared to ambush the vulnerable equipment, and the modest Imperial escort must safely deliver its precious cargo.

Mission Setup:
Rebel: 100 squad points

Imperial: 100 squad points

The Imperial player places his ships within Range 1-3 of the Imperial edge of the play area and not within 1 of the neutral edges of the play area. Then the Imperial player chooses two of his ships and assigns one escort token (hothie edit: 2 of these are included with the Falcon) to each (insert the tokens into the tower of each ship's base).

Then the Imperial player places three container tokens (hothie edit: 3 of these are included) within Range 1-3 of the Imperial edge of the play area. A container token cannot be placed within Range 1 of the neutral edges of the play area, and it must be Range 3 or farther away from each other container token. The container tokens must e oriented to face directly toward the Rebel edge of the play area as depicted in the setup diagram.

Then the Rebel player places his ships within Range 1 of the Rebel edge or the neutral edges of the play area. A Rebel ship cannot be placed within Range 1-2 of a container token. Then the Rebel player assigns the smuggler token (hothie edit: 1 included) to one of his ships, inserting the token into the tower of that ship's base.

Special Rules:
Steal Action: The Rebel ship with the smuggler token may perform the Steal action on a container token within Range 1. To perform the steal action, the Rebel player simultaneously rolls 3 attack dice and 3 defense dice. If he rolls more :Critical Damage: results than :Evade: results, he removes the container token from the play area and places it next to his Ship cards. If the number of :Critical Damage: results is equal to or less than the number of :Evade: results, he places one tracking token on the smuggler's Ship card. Each tracking token automatically adds one :Critical Damage: result to each future steal action roll. The steal action may be performed even if the ship has stress tokens.

Containers: Container tokens do not count as ships or obstacles, and they cannot be attacked or destroyed. At the start of the End Phase, each container tokens executes a :Straight: 2 maneuver toward the Rebel edge. If a container token is within Range 1 of one ship with an escort token, it executes a :Straight: 3 maneuver instead. If a container token is within Range 1 of two ships with escort tokens, it executes a :Straight: 4 maneuver instead.

Escort tokens: When a ship with an escort token is destroyed, the Imperial player may place that token on one of his other ships at the end of the End Phase. He cannot place it on a ship that already has an escort token.

Smuggler token: At the end of the Planning Phase, the Rebel player may assign the smuggler token to another one of his ships. When the smuggler token is assigned to a ew ship, discard all tracking tokens from the previous ship.

Objectives:
Rebel Victory: collect two container tokens next to your ship cards
Imperial Victory: Two containers must flee off the Rebel edge of the play area. You may win even if all of your ships are destroyed.
 
Byron, Frederick and Kevin ran six Imperial TIE Fighters from Black Squadron, led by the video game character, Howlrunner. I ran a couple of Rebel X-Wing starfighters, one piloted by Luke Skywalker and another by a rookie pilot. Brian ran the Millennium Falcon, crewed by Han Solo and Chewbacca.

Rebel Forces:
  • Millennium Falcon w/ Han Solo, 50 pts (Acquire a Target Lock; Focus; Han's Special Ability - When attacking, you may re-roll all of your dice. If you choose to do so, you must reroll as many of your dice as possible.)
    • Chewbacca (When you are dealt a Damage card, you may immediately discard that card and recover 1 shield. Then, discard this card.)
  • X-Wing w/ Luke Skywalker , 29 pts (Acquire a Target Lock; Focus; Luke's Special Ability - When defending, you may change 1 of your focus results to an evade result.)
    • Determination (When you are dealt a face up Damage card with the Pilot trait, discard it immediately without resolving its effect.)
  • X-Wing w/ Rookie Pilot , 21 pts (Acquire a Target Lock; Focus) 
Imperial Forces:
  • TIE Fighter w/ Howlrunner , 20 pts (Barrel Roll; Evade; Focus; Howlrunner's Special Ability - When another friendly ship at Range 1 is attacking with its primary weapon, it may re-roll 1 attack die.)
    • Swarm Tactics (Increase your agility by 1. If you are hit by an attack, discard this card.)
  • TIE Fighter w/ Mauler Mithel , 20 pts (Barrel Roll; Evade; Focus; Mauler's Special Ability - When attacking at Range 1 roll 1 additional attack die.)
    • Marksmanship (When attacking this round you may change one of your focus results to a critical result and all of your other focus results to a damage results)
  • TIE Fighter w/ Dark Curse , 19 pts (Barrel Roll; Evade; Focus; Dark's Special Ability - When defending, ships attacking you cannot spend focus tokens or re-roll attack dice.)
    • Stealth Device (Increase your agility by 1. If you are hit by an attack, discard this card.)
  • TIE Fighter w/ Night Beast , 15 pts (Barrel Roll; Evade; Focus; Night Beast's Special Ability - After excuting a green maneuver you may perform a free focus action.)
  • TIE Fighter w/ Black Squadron Pilot , 14 pts (Barrel Roll; Evade; Focus)
  • TIE Fighter w/ Academy Pilot , 12 pts (Barrel Roll; Evade; Focus)
Other skills:
  • Acquire a Target Lock (You may place a pair of target lock tokens. You may choose to spend the target lock tokens later during the Combat phase to increase your chance of hitting the targeted ship.)
  • Barrel Roll (You may perform a barrel roll action.)
  • Evade (You may place one Evade token near your ship. You may choose to spend the Evade token as the defender during the Combat phase to add one additional evade result to the defense roll. Unspent Evade tokens are removed from all ships during the End phase.)
  • Focus (You may place one Focus token near your ship. You may choose to spend the Focus token as the attacker during the Combat phase to change all focus results on the attack dice to damage results. You may choose to spend the Focus token as the defender during the Combat phase to change all focus results on the defense dice to evade results. Unspent Focus tokens are removed from all ships during the End phase.)


In the photo below, I can be seen just prior to the start of the game, wearing a suitably Star Wars influenced shirt from TeeFury.

DSCN4322

Brian set up the Millennium Falcon in the corner, near the Imperial edge, hoping to steal a couple of containers. I set up the X-Wings on the opposite side.(Note the nice factory-applied weathering on the model.)

DSCN4323

The two X-Wings focused on Howlrunner and her wingman, who were escorting a Container. The two TIEs in the centre moved in opposite directions to bring fire on both Rebel players' ships.

DSCN4324

Luke's skills and powers are mostly defensive. However, I was rolling hot with the attack dice and managed to nail Howlrunner's TIE.

"The Force is strong with this one."

DSCN4325

The Millennium Falcon was fighting three TIE Fighters, taking damage, but Brian was able to destroy another Imperial fighter. Meanwhile, the two X-Wings maneuvered to get a Container-escorting TIE fighter in their sights.

"Watch your back, Luke!"

DSCN4326

The Imperials would have scored two more damaging hits on the Falcon, but Han spent a Focus and managed to Evade both of them.

"I have a bad feeling about this."

DSCN4327

The X-wings destroyed their TIE Fighter, stealing a Container. However, despite using the Chewie card to avoid a critical hit and gain back a shield, the remaining three TIE Fighters ganged up on the Falcon and destroyed it.

"Get to the escape pods, Chewie!"

DSCN4329

By this point, the Imperials had successfully escorted the two other Containers such that the X-Wings were too far away to intercept them before they exited off the Rebel edge of the mat. In retrospect, after the first TIE Fighter went down, an X-Wing should have peeled off to help out the Millennium Falcon


Result: Imperial Victory


People seemed to have a fun time, and some of the guys have since picked up ships of their own. The game does have a few limitations. Foremost is the lack of a third dimension. However, and most importantly, this feels like a dog-fighting game. Where was this thing when I was a kid?