Star Wars X-Wing Miniatures

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Chrisoc13
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Re: Star Wars X-Wing Miniatures

Post by Chrisoc13 » Thu Aug 13, 2015 4:29 pm

Excited about wave 8 which was announced. 5 new ships! They look fantastic. Some real dream ships in it. I'll pay about it when I get a chance (pics and whatnot) and the cruiser with new tire fighters, wow that's going to be a great addition to epic gameplay. Really looking forward to it.

What I really came here to post about though was that the imperial raider has finally shipped which means that finally equally sided contests can be held in epic. Really looking forward to that, and the fix for the tie advanced.

But here's the rub, I had it pre ordered at miniature market and they recently switched from ups for shipping to FedEx smart post which just may be the worst form of shipping ever. I know I live in Maine so I was expecting slightly longer shipping now but my shipping notice came and the estimated delivery is ten whole days away. Wow! That's crazy. Looks like I'll need to switch from miniature market since they've made FedEx smart post their go to free shipping service.

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Re: Star Wars X-Wing Miniatures

Post by Isgrimnur » Thu Aug 13, 2015 4:32 pm

Be glad that DHL isn't still running residential delivery.
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Re: Star Wars X-Wing Miniatures

Post by Zarathud » Thu Aug 13, 2015 7:57 pm

Yea, I'm used to 1-2 day delivery after ordering from miniature market since Chicago is a quick trip from St. Louis. We'll see how long it takes from them to fill and deliver my post-GenCon order.
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Re: Star Wars X-Wing Miniatures

Post by Chrisoc13 » Thu Aug 13, 2015 8:26 pm

A friend in st Louis told me his pre order shipped with a tracking number saying six days. Six days to get across town. That's smart post for you.

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Re: Star Wars X-Wing Miniatures

Post by Chrisoc13 » Sat Aug 15, 2015 9:49 pm

So wave 8 ships are:

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For the rebels another huge ship, this time the Ghost which also ships with... the phantom. Pretty cool combo. So 2 rebel ships this time around and they work together. I don't think the phantom fits into the back of the ghost, probably would be too difficult. But it still looks really cool. I'm really happy that the Ghost doesn't have a 360 firing arc. There are already too many 360 arcs around. The card combining the two is really cool:

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Keep the theme, the imperials get a ship from Rebels as well, the Inquisitor's Tie, which is the Tie Advanced Prototype. Not quite as sexy as the Ghost with the phantom, but I really like it a lot. It's got some good upgrades coming with it that look interesting.The inquisitor is especially interesting which treats all primary attacks, even those at range 2 or 3 as if it is range 1. Another incredible pilot for the empire.

The scum faction gets a couple of ships that are some of the "classic" star wars bounty hunters, including a ship with a asymmetrical dial. Which should be really cool and make it even more fun to play.

As good as these ships look, I think what interests me the most is the new epics ship that was announced:

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The Gozanti Cruiser (also sticking with the Rebels theme) which comes with two repainted Tie Fighters and a new carrier mechanism. Not sure how the mechanism will work but I'm excited to see how they implement it.

Oh they also talked about Episode 7 stuff coming in likely before this wave of ships even comes in... looking forward to seeing what that will be.

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Re: Star Wars X-Wing Miniatures

Post by Chrisoc13 » Mon Aug 17, 2015 7:05 pm

Looks like there may be a leak for Episode 7 stuff...

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Apparently it might even be legit, looks like they FFG is deleting stuff from their website forums as fast as they can to prevent info from being officially on their website. Or so the legend goes.

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Re: Star Wars X-Wing Miniatures

Post by Chrisoc13 » Sat Aug 22, 2015 4:37 pm

Had a chance to see my Raider in action. I was flying the rebels though. It was the first epic on epic battle I have played and it was a lot of fun. My opponent flew the empire with roughly (I don't remember the exact list down to each card):

- Imperial raider with the emperor on board, extra gas, and 2 ion canons and a single turbo laser for hard points.
- Darth Vader in a tie advance with the new title and the advanced targeting computer and proton torpedoes and an engine upgrade
- 2 Advanced ties with the advanced targeting computer, engine upgrades, and proton torpedoes
- Captain Jonus in the Tie Bomber flying next to the raider in order to allow rerolls on dice during secondary weapon fire
- And Colonel Jendon in the Lambda shuttle with the shuttle title, and weapons engineer and an engine upgrade to pass around target locks to the Tie advances

The list ended up having some flaws, but up front it looked decent. The problems in the end? Too much wasted points on the Tie Advanced. Also they didn't need something giving them target locks, they didn't even have to spend them so the shuttle was a waste and too slow moving. The bomber also served to be not great even for it's bolstering abilities.

The empire needed some arc dodgers and more ships. Not near enough dice being thrown by the Empire.

Rebels:
- Tantive IV with a 2 single turbo lasers, and an ion hard point, as well as extra gas and Princess Leia
- 2 rookie X-wings
- Tarn Mison in an X-wing with R7
- Etahn A'baht in an E-wing
- Dash Rendar in the Outrider with the mangler cannon
- Kyle Katarn in the HWK-290 as the focus factory with the title, recon specialist, and an ion turret.

The rebel list ended up being very good.

So things were lined up on the table and the two epic ships were positioned somewhat kitty corner ready to head at each other. The Tie Advances were ready to go straight for the Tantive IV while the imperial raider was ready to take on the rebel ships. The Raider firing arc is strongest right in front, but does need some distance away as it's primary gun cannot hit at range 1 (the Tantive can't hit with primary weapons until range 3). The Tantive wants to broadside with it's hard points.

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As the game started the Tie Advances made a huge impact and in one turn had almost crippled my Tantive. Things were looking bad for the Rebels. The new Tie Advance is extremely good against epic ships. They obtained target locks and didn't even need to spend them to use their targeting computers. They were hitting with at least 2 hits every turn without any evade from the Tantive. Not only that their speed got them right to the Tantive in the very first turn. I was unable to hit them very easily with my guns, and my fighters were on the opposite side of the table trying to handle the Raider. Neither of our epic ships had great escorts, they were acting primarily alone against the opponents fighter fleets. But their speed ended up being their downfall.

The Ties tried to get into range one to be out of range of the big guns from the Tantive, but they got too close.

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As the Ties got too close in front of the Tantive the misjudgement became apparent as the Tantive ran over one of the Ties within only a few turns. Just barely nipped the corner but that was enough. Meanwhile my rebel fighters were taking a beating from the raider. Tarn was almost killed in one shot. The other X-wings got into range though and with Etahn off to the side in range landed some serious critical hits against the Raider fore section. Dash also managed to get some big hits on the aft section. Kyle Katarn in the HWK proved his worth in epic games as always as all X-wings were using their actions for Target locks and then 1 each turn was getting a free focus to really modify the dice.

Over the next couple turns Darth Vader also was run over by the Tantive by getting too close. Again just barely nipped him. Just too close to the Tantive. But the Tantive was nearly dead all the same between the Shuttle laying down 4 dice per turn and the two Advanced Ties putting serious criticals in. But the Tantive had almost completely neutralized the Imperial squad with only the Tie bomber unscathed and the Shuttle out of shields, two Ties gone, and only one left who was out of shields. Meanwhile my rebels had gotten in close enough to the Raider that the Raider couldn't touch them. There were some close calls, with bases almost touching but the first victim on the rebel side wasn't from the empire, but rather an X-wing that strayed in front of the Tantive which apparently was going to bulldoze everything in it's path.

Then thigns really got ugly for the Empire. The Tantive managed to get into broadside with the Raider and the Raider took serious damage.

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In the same turn both of the Epic ships went down. It was impressive. The Raider went first though and all that was left was 2 crippled Imperial fighters and a relatively healthy Rebel fleet. Dash was untouched and the E-wing had only taken one hit. One X-wing was down to one hull, but the HWK still had all it's hull left. Things were ugly for the empire who only had one full-health ship left- and it was a Tie Bomber without ordinance. Not a pretty situation

The hunt was on.

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The imperial ships did take the Tantive down before the round ended but there was no hope left. The E-wing and Dash were too good for anything left and they merely mopped up.

Overall a really fun game. The Huge ships are still interesting to me because if you stay too far away from them they will tear you to shreds with multiple attacks per turn from each. So you want to get close but if you get too close... bulldozed. Not my favorite thing thematically, but it does change the strategy a lot.

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Re: Star Wars X-Wing Miniatures

Post by Chrisoc13 » Mon Sep 07, 2015 10:13 am

Anyone else pick up the recent onslaught of x-wing releases?
In the last couple of weeks they have released the following:

- Imperial Raider complete with the fix for the Tie Advance
- Wave 7 (K-wing, Tie Punisher, Kir*** something, and the Houndstooth)
- The Force Awakens core set with new X-wings and tie fighters

As well as the recent announcement of the Rebels inspired wave 8 that's a lot of X-wing in a little time.

I've been lucky enough to get all of the new ships in play at least once, been pretty fun.

My thoughts so far-
The Force Awakens Core Set
The new core set is fantastic.
Important updates it comes with for me:
- New templates (same as the old actually just with the new maneuvers printed on them as well)
- A new more evenly balanced damage deck that takes out cards that only damage specific builds or factions (looking at you astromech critical) and instead evenly hit all lists. Some of them more lightly than previously but at least even across the board.
- New ships from the new movies! Love the new ships
- Introduction of the Talon Roll that the new X-wing can do.
- New upgrade (tech upgrade) that I think will add a lot of versatility to the builds you can come up with.
- Updated rulebook with the rules reference the way FFG has been printing rule books. I like this change, it's a much improved way to do rule books. Oddly enough it doesn't have all the new stuff in it from wave VII which I find strange. For instance no mention of the Slam maneuver.

Overall I think they did a good job with the new core set. There are still two unaccounted for expansions which I presume will be the individual releases of the X-wing the Tie fighter from the force awakens. But we also know there are other new options available from the new movie. Should be interesting to see what route they choose to go.

Wave VII
I thought wave VII looked interesting mechanics wise but didn't love the look of the ships, and I have to say I think I ended up being right on. The Punisher still looks pretty stupid to me, but it looks better than I expected. The K-wing looks much better than I expected.
- Both are really fun mechanics wise. I love the slam action. And the new bombs and mines are money, and really make taking a bomber much more worthwhile. Saw both of these ships have a lot of success with heavy weapons load outs in a couple of games this last week.
- The houndstooth is as cool as I expected. It has a unique firing arc which I appreciate, and the Z-95 escape mechanism is interesting. Big fan of it.
- The new fighter (khirax or whatever it is called, stupid name) is kind of "meh." It isn't bad, but it isn't amazing. It feels a lot like the old x-wing except without the nostalgia. It has one amazing pilot though which will make it hit the table. I hate it's pain job though. Seriously. Hate it.

And I already said what I thought about the Raider and the new Tie Advance fixes.

This is about to become an epically long post, but I played a couple of really good games with Wave VII and the new core set this weekend. My opponent and I decided to play a couple of missions for a change of pace (a good choice I think, they ended up being really fun) and we tried to use all of the new ships we could and as few repeats as possible (except the tie fighters) which ended up making it really varied on the playing field.

The first mission was from the houndstooth box set. The scum faction with the houndstooth has to take out four satellites spread in the four corners of the play area, while the rebels have to take out the houndstooth and the pup (the Z-95 which escapes from it). Really this was much more fun than I expected.

My opponent took:
- Moralo Eval Houndstooth loaded with a heavy laser cannon and the pup (can shoot cannons out the auxiliary arc- great power BTW) w/ gliterism
- Talonbane Cobra in the Kihraxz (double range combat bonuses) with gliterism
- An M3-A Interceptor
- Star Viper with autothrusters
- Kavil in a Y-wing (attacking outside your firing arc roll additional attack die) with twin laser turrets

My rebel list:
Group 1-
- Miranda Doni in a K-wing fully loaded with extra munitions and conner net, cluster mines, advanced homing missiles, plasma torpedoes, advanced slam and bombardier (turns out that was waaaay too much ordinance)
- B-wing with advanced sensors

Group 2-
- A-wing
- Luke Skywalker in an X-wing with predator
- Knave squadron pilot E-wing

The scum start in the middle, rebels on the outskirts in two separate waves. It was going pretty well for me, my K-wing was following the Houndstooth and giving it a beating but the houndstooth had one crazy hit on my K-wing and managed to knock it out early giving the scum a round with only a slow moving B-wing as opposition.

I really found the Slam mechanism to be quite incredible. And some of the new ordnance was a real game changer. Plasma torpedoes jut melted the shields down to nothing in no time.

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My K-wing in close pursuit of the Houndstooth, doing a number on it before taking a beating.

At the end of the third round my reinforcements arrived and luckily I had picked very quick ships so they were able to quickly catch up with the houndstooth and eliminate it. But the pup ejected out the front and raced for the final satellite which needed to be destroyed. In pursuit with my entire group including a speedy A-wing and E-wing I thought I had my opponent dead to rights but the pup managed to destroy the last satellite with 1 hull left before I could take him out.

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The final race towards the last satellite.

Great mission, great game. Really came down to the wire.

Next mission was from the new core set. I played the Rebels/Resistance, my opponent the Empire/First Order.

Rebel list:
- Poe Dameron in the T-70 X-wing with BB-8 (If Poe has a focus he turns one eye result into a hit and an evade, BB-8 lets you barrel roll for free after a green move) with predator and the new tech (turn a focus in to make a blank result a hit).
- Tycho in an A-wing (can do actions while stressed) with A-wing test pilot title (can use two elite talents), push the limit (2 actions per turn but you take a stress), wired (if you are stressed you can re-roll an eye result), chardarian refit, and autothrusters. This is my new default a-wing go to. And it is incredible.
- A basic K-wing with a conners net and advance slam.

Imperial list:
- Deathrain in a Tie punisher (can drop bombs out the front) with cluster mines, extra munitions, advanced sensors (can do action before moving) and advanced homing missiles.
- 4 epsilon fighters in the new First Order Tie fighters.

The mission was simple, I have a downed squadmate that needs to leave the battle. It moves 2 forward every turn (or 1 bank) and the imperials need to stop said squadmate and they get tie reinforcements every time a tie died.

This mission really brought out the best in ordnance and in the Slam action. Right away my A-wing went to protect the Squadmate as it was the fastest it was on the scene first and used one of its actions to give an evade to the squadmate every turn (one of the special rules of the mission). My X-wing and K-wing went at the enemy tie fighters largely ignoring the punisher as a heavier target (this almost cost me).

My K-wing managed to get a perfect slam though in then dropped the connors net directly behind and knocked a tie fighter out of commission early.

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My K-wing perfectly fitting into place to drop the net behind and damage the FO/Tie.

But things got dicey. Not once, but twice the punisher got right behind my squadmate and dropped cluster mines directly in front of the punisher to deal severe damage to the squadmate. 6 dice one time (with no ability to roll defense dice) and 4 the next. Sure one time it took out its own tie fighter as well, but who cares they reinforce every turn anyways. Despite that, and hitting an asteroid that dealt one damage to the squadmate it managed to flee to the edge of the map with miraculous rolling and a close A-wing escort with 1 hull left. It was quite the nail-biting finish.

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The second to last turn when the second set of cluster mines was dropped straight on the squadmate causing serious damage and almost finishing the job.

I love the new ordnance. I've said it before but paired with the new heavy bombers and the extra munitions cards they put some serious damage down on the board and really change the way I have thought about ordnance.

I also really am a fan of the new X-wings and Tie Fighters. They really have some cool new maneuvers but I like that they are still different enough from the old Tie Fighters and X-wing that they don't replace them anymore than other ships already have. Well done by FFG keeping the game fresh without wiping out the past.

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Re: Star Wars X-Wing Miniatures

Post by Holman » Mon Sep 07, 2015 7:43 pm

I keep reading about "fixes" for various ships, but I'm not sure what it means. Have new ship cards been issued? Can the changes be had without buying new ships?

I've heard that the Tie Advanced and Tie Bombers have been "fixed," and I've seen discussion somewhere about how the Ep7 set "fixes" the X-Wing, but I'm not sure what was broken and what is being done.

Thanks for any info!

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Re: Star Wars X-Wing Miniatures

Post by Zarathud » Mon Sep 07, 2015 9:30 pm

Chrisoc13 wrote:Anyone else pick up the recent onslaught of x-wing releases?
Yes, but not the new Core Set. I probably won't be able to play until Octocon.

The "fixes" to the ships are released by upgrade cards for existing pilots and new pilots. I rely on Chrisoc13 and my brother-in-law to keep up on the metagame and reasons for the "fixes."
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Re: Star Wars X-Wing Miniatures

Post by Daveman » Tue Sep 08, 2015 7:49 am

Holman wrote:I keep reading about "fixes" for various ships, but I'm not sure what it means. Have new ship cards been issued? Can the changes be had without buying new ships?

I've heard that the Tie Advanced and Tie Bombers have been "fixed," and I've seen discussion somewhere about how the Ep7 set "fixes" the X-Wing, but I'm not sure what was broken and what is being done.

Thanks for any info!
Not playing, but still following along with the game development. "Fixing" a ship usually means they're trying to take ships that people weren't using because there are better options and make them attractive again, usually by introducing upgrade cards in other releases. If it's just informal play you could easily use proxy cards to get the "fixes" if you don't want to buy whatever contains them. Off the top of my head...

- A-Wing upgrade that reduces their point cost but you can't equip a missile.
- Tie Advanced upgrade that lets them equip a system upgrade.
- Not sure about the TIE Bomber... maybe the "Ordinance" upgrade that lets any ship carry more missiles/torps?

I gather most people have thought the B-Wing has effectively replaced the X-Wing, so the new "Force Awakens" whatever-X-wing has a better maneuver dial and an extra shield to make it appealing.

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Re: Star Wars X-Wing Miniatures

Post by Chrisoc13 » Tue Sep 08, 2015 4:07 pm

The big fixes have been covered pretty well but yeah basically when ffg releases new ships they seem to do great play testing but of course once everything mixes together there are some unforeseen consequences. Good examples are all wave 1 ships except the basic tie fighter. Wave one itself felt pretty balanced against itself. But with further waves it became obvious the tie advance was overcosted, the y wing wasn't versatile, and the generic x wings were overcosted and outperformed by b wings and cheaper z-95s.

Luckily ffg has really tried hard to keep every single ship in the game viable through each wave. Which means going back and "fixing" previous ships through ingenious mechanisms (and a few less ingenious). Off the top of my had these are the big ones I remember:

A wings: two big fixes in rebel access. Test pilot title which shows you to carry two elite pilot talents making a wings very versatile. And then chardarian refit which dropped the cost by two points at the expense of a missile slot.

Tie interceptors: Fix (more of a tweak really) came in aces pack with royal guard title letting you carry two modifications. Some new modifications have boosted it too such as autothrusters etc.

Tie advance: free system upgrades (or dirt cheap) on all of them. Makes it a pretty mean ship actually.

Y-wings: lots of fixes through various forms. Including bomb loadout, title that lets it shoot twice a turn, astromechs that let them have ept, and turrets such as twin laser turrets.

Tie Bomber: Ordnance in general were buffed in wave VII with extra munitions and lots of better ordnance typo load on the bombers. Not a direct fix but a huge buff.

Tie Defender: Recent small buff with the tie title making all banks green. Might need more but honestly I think it's a decent ship.

X-wings: still need a fix really. The new core set won't count because it's a different ship. I hear people thinking this is the fix but... I doubt it since replacing ships has never been the mo of ffg in this game. They want every ship to have a use, and do far they have succeeded. I don't think that will stop.

And then of course there was the one nerf that has been delivered.
Tie phantom: changed the order of decloaking so the tie phantom wasn't impossible to hit. Good call on it since lists worth like 80 points consisting of two phantoms were dominating. Now it's a great ship but not impossible to kill.

There are lots of other little buffs and fixes that have been delivered but these are the big ones I can think of. I can honestly say every ship in the game has a use now. They've done a good job balancing it. That doesn't mean any random ship will perform well against other ships, but lists can be built for any ship to make them successful. Pretty cool how they keep it balanced every wave.

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Re: Star Wars X-Wing Miniatures

Post by Isgrimnur » Tue Dec 29, 2015 12:12 pm

September?!? No love for the new stuff?
Next Friday is December 18th, and that means it is time to go watch The Force Awakens. At Fantasy Flight Games, we are as excited as anyone for this next chapter in the Star Wars universe… especially those of us who work on X-Wing™.

In X-Wing, we have already seen the release of The Force Awakens™ Core Set and its two new miniature starfighters, the Resistance's T-70 X-wing and the First Order's TIE/fo fighter.
...
Still, we expect The Force Awakens to inspire more X-Wing ships and squadrons as time goes by, starting with the December 17th U.S. release of the T-70 X-wing Expansion Pack and the TIE/fo Fighter Expansion Pack.
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Re: Star Wars X-Wing Miniatures

Post by Chrisoc13 » Tue Dec 29, 2015 12:18 pm

Been out for months now. Look back a few posts. The individual expansion packs even came out a couple weeks ago (but they are just the same ships with a few new good cards). Last I saw at target the force awakens core set was on sale. I wouldn't be surprised to see them really get cheap at target the next couple of months.

All the same the new stuff is great! Looking forward to more force awakens material. The special forces tie needs to make an appearance as does kylo rhens shuttle.

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Re: Star Wars X-Wing Miniatures

Post by Isgrimnur » Tue Dec 29, 2015 12:23 pm

:doh:
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Star Wars X-Wing Miniatures

Post by Zarathud » Tue Dec 29, 2015 12:39 pm

I am still all in for more X-Wing. My order is in for the ships I didn't receive as Christmas gifts, but I'm trying to buy just 1 of each ship now that I'm filling up the third Plano case.

I have delegated keeping up on the new ships and meta to my brother in law. My sister has become quite skilled in flying, so she makes a fearsome opponent.

A friend has shown the incredible power of the SLAM maneuver to repeatedly get out of certain death from a TIE swarm. With the FO and the new Imperial Transport, I think I have 9-10 TIES and want to get them all on the table in an Epic game sometime.
Last edited by Zarathud on Tue Dec 29, 2015 1:49 pm, edited 1 time in total.
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Re: Star Wars X-Wing Miniatures

Post by Chrisoc13 » Tue Dec 29, 2015 1:20 pm

I'm embarrassed to say I have 16 tie fighters now... Way too many even for epic... Of course that's between original and f/o ties.

I'm also down to one of each ship. At the very most two of some such as the new tie advance prototype. It just looks like it needs to come in pairs.

I'll have too many defenders and bombers soon with the release of imperial veterans.

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Re: Star Wars X-Wing Miniatures

Post by Chrisoc13 » Sat Jan 02, 2016 5:04 pm

Gozanti cruiser is in my possession. I've had an opportunity to get in an epic game with it. It was imperials (with first order ships) vs. the rebels (with resistance ships).

Quick rundown of the lists-

Imperial/ First Order

- Gozanti cruiser
4 Epsilon squadron pilots (new First Order tie fighters) with Comm Relay (upgrade that allows them to keep evade tokens between rounds)
Duel laser turret
Grand Moff Tarkin
Docking clamps

- Raider class corvette
Ordnance tube (allows torpedoes and missiles to be loaded on epic ships and used without discarding the card)
Plasma torpedoes
Flachette torpedoes
Quad laser cannon

- Wampa (basic Tie Fighter)
Shield upgrade

- Howlrunner (basic Tie fighter)
Squad leader
Experimental interface

Rebel Alliance/ Resistance

- CR90 Corvette
Ordnance tube
Plasma torpedoes
Flachette torpedoes
Tactician (ships shot at range 2 take stress when hit)
Quad laser cannon

- GR-75 Medium Transport
Slicer tools (Spend energy to deal damage to stressed enemy ships)

- Miranda Doni (K-wing)
Extra munitions
Cluster mines
Advance slam
Tactician
Plasma torpedoes

- Blue Squadron Pilot (B wing)
Tactician
B-wing/E2 upgrade (Gives a crew spot)

- Etahn A'baht (E-wing)
R3-A2

- Poe Dameron (T-70 X-wing)
BB-8 (lets you barrel roll after revealing green maneuver)
Integrated astromech

The game went pretty well, I was playing the rebels. My idea was to stress the enemy ships, and then use slicer tools to rip through them. The imperial list was planning on using large numbers of ties to rip through my ships. Early on I realized I had a problem because with 4 ties docked and two epic ships only 2 ships coule be stressed on the Imperial side. My strategy of stressing and slicing the enemies was a problem from early on. The B win-g and Poe went for the Gozanti Cruiser. They delt a heavy blow early to the cruiser. The cruiser did OK with the turret though and managed to deal massive damage to Poe.

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The Gozanti took a critical that forced it to undock a ship. With taht ebing done my imperial opponent let go two more ships right in front of the Tantive. That put the Tantive right into the line of fire of 4 tie fighters. It was a good round for the Imperial opponent. But it also allowed the GR-75 to finally jam and slice the enemy tie fighters. Damage was dealt to every tie fighter at once.

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Tie fighters lined up to hit the Tantive. Cool shot with all 3 different paint schemes of Ties on the table at once

On the other end of the table things weren't going well for my Rebels. The K-wing slammed to get into position to hit the Imperial Raider. And it hit it hard, along with the E-wing. managing to cripple the front of the Raider and nearly destory the back end within only a couple of rounds.

Image
E-wing and K-wing giving a beating to the Raider

The Raider however managed to bring down the K-wing. The ordnance tubes were extremely useful in their first use. The ordnance were flying at the K-wing and it didn't hold up under fire. The E-wing continued to deal massive damage but it brushed a little too close to the Imperial Raider and was knocked down and being overrun. That was a big turning point. There was nothing left to hit the Raider, and left uncehecked it tore into the Corvette as they pulled broadside with each other. Poe was cleaning up Tie fighters but Howlrunner was still at full health and got behind Poe to end it. The imperials and First Order managed to win again.

Image
Broadsiding epic ships

I learned a few things about the new cards and ships. Some thoughts:
- Ordnance tubes are awesome. They make the epic ships incredibly powerful. They also give ordnance a great use.
- The Gozanti Cruiser is a cool new ship. The carrier mechanism is more than a gimmick, it allows you to drop in completely healthy ships right into battle after every ship except the other Epic ships have moved. They have excellent position and are ready to attack right away. Really cool ship, it's turret doesn't hurt either.
- I still haven't fond a good way to use the Rebel transport. With no gun it seems like a lot of money to drop into a support ship.
- I still love the K-wing, even though it is ugly. It's a fun ship.
- Poe Dameron is a beast. Just a beastly ship,
- BB-8 is a great droid, a barrel roll before moving makes the X-wing extremely maneuverable.
- The Comms relay is perfect for Tie Fighters. Get an evade, hang onto it until you need it. Not bad.

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Re: Star Wars X-Wing Miniatures

Post by $iljanus » Sat Jan 02, 2016 5:25 pm

I just love your X-Wing AARs! Always nice pics and good critiques of the newest minis in the game. Since I don't get to play like I used to I just live vicariously through your recaps.
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Re: Star Wars X-Wing Miniatures

Post by Chrisoc13 » Sat Jan 02, 2016 6:48 pm

$iljanus wrote:I just love your X-Wing AARs! Always nice pics and good critiques of the newest minis in the game. Since I don't get to play like I used to I just live vicariously through your recaps.
Hey thanks, I appreciate that. I don't get to play near as much as I used to and I like during the games after so it's fun to write them up every now and then. Glad they are worth reading for others too.

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Re: Star Wars X-Wing Miniatures

Post by $iljanus » Sat Jan 02, 2016 11:01 pm

Chrisoc13 wrote:
$iljanus wrote:I just love your X-Wing AARs! Always nice pics and good critiques of the newest minis in the game. Since I don't get to play like I used to I just live vicariously through your recaps.
Hey thanks, I appreciate that. I don't get to play near as much as I used to and I like during the games after so it's fun to write them up every now and then. Glad they are worth reading for others too.
You're very welcome! Keep them coming.
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Re: Star Wars X-Wing Miniatures

Post by Chrisoc13 » Wed Mar 23, 2016 10:14 am

Alright, had a chance to get Wave VIII on the table. I really enjoyed it. Here's some thoughts, warning, this is a very long post.

Wave 8 has arrived! And I wasted absolutely no time getting most of it to the table. I had the opportunity to play a game of scum vs. Rebels. I really wanted to play as the Ghost. I haven’t watched a lot of Rebels, but I’ve watched a handful of episodes and was looking forward to the implementation of the Ghost in X-wing. I also was looking forward to the first non-conventional asymmetrical dial with the Jumpmaster. The Imperial addition to wave 8 is interesting, but not what I was most looking forward to building a list around.

So I cracked open my new toys and had a game of almost entirely Wave 8 ships. I played as the Rebels, my opponent as Scum.

Rebel list:

Kanan Jarrus (Ghost) – may use a focus to cause an attacker to have 1 less attack dice
- Proton Torpedoes (yep, the never used proton torpedoes, now trying to use them with the new guidance chips)
- Extra Munitions (Gave me an extra proton torpedo for no cost)
- Dorsal Turret (2 dice, range 1-2 turret)
- Fire control system (Receive target lock after attacking)
- Guidance chips (new modification that when you use torpedoes or missiles you get to change a dice to a hit or crit)
- Hera Syndulla (Can do red maneuvers while stressed)
- Chopper (Can do actions while stressed, though does cause damage)
- Ghost Title (Title, allows Phantom to dock, can be launched out the back after moving)

Sabine Wren (In the Phantom attack shuttle)
- Twin laser turret
- Phantom title (Title which allows you to attack from the Ghost auxiliary arc and gives you a second attack with a turret from the Ghost at the end of combat as long as the Phantom is docked)

Airen Cracken (Z-95)
- Concussion missiles
- Guidance chips (see above)

My Idea was to primarily use the Ghost to take hits, sneak Airen Cracken up the side, and save the Attack Phantom until the last minute possible. A fresh ship delivered perfectly after the Ghost has soaked up most of the damage.

Scum List:

Contracted Scout (Jumpmaster 5000)
- Attani Mindlink (all ships with this elite talent receive a focus token when one does, and a stress if one does)
- K4 security droid (Receive a target lock when you perform a green maneuver)
- Punishing one (ups attack to 3, but is very expensive- 12 points)
- Unhinged astromech (All 3 speed maneuvers are green)

2x GandFindeman (G-1A Starfighter)
- Attani mindlink
- K4 security droid

Very simple list with plenty of firepower. Very synergistic list, especially for a scum list. Good action economy. Just avoid the red maneuvers and do green maneuvers and you get free target locks. Then you can focus and pile them on, or have one focus and the other two are free to use other actions. I really liked the idea of the list.

The game started out really simple, the Ghost went straight at the scum ships to try and draw their fire, and with a native attack of 4 red dice it would be able to deal out some massive damage as well. It took some major hits early on (no evade dice) and quickly the attacks were getting into its hull. All 3 Scum ship have 3 attack so they could easily throw enough dice to do some real damage. And they can evade, so they should have theoretically been harder to hit. But I had my chance early on to attempt to use the guidance chips. And wow, do they make torpedoes worth taking. The first set of torpedoes was away and the Jumpmaster took massive damage, all 4 dice hit without even spending a focus. Then at the end of combat the turret got another hit on and I still had a focus available.
Image
The initial scrum.

Airen Cracken slipped around the outside and used guidance chips as well. Concussion missiles with 4 big hits against one of the G-1A fighters. Success already with the new modification, and suddenly ordnance was well worth taking.

As the Ghost went into the scrum things got a bit uglier for it. I managed to get myself stuck in between all three Scum ships at range 1. Talk about a beating I received. Between free target locks and plenty of focus tokens all 3 ships were able to easily fully modify their dice without any stress or issues.

But the tide turned. I blasted ahead of each of them and left them behind my Ghost. Then I launched my Phantom out the back. Finally I got to fire out the back (a trick the Ghost has up its sleeve is you can use torpedoes out the auxiliary arc, which is very unique). The guidance chip modification again proved worthwhile and massive damage was dealt. The phantom was also perfectly placed (luck honestly) at range 1 and finished off the ship easily. Airen Cracken managed to finish off the other G-1A ship and suddenly the synergy of the Scum list was completely broken.
Image
The Ghost gets past the Scum ships and is able to do some real damage while remaining safe, and the phantom is deployed in perfect range.

Image
Just a different angle to show how big the Ghost really is.

From there the race was on. It was just down to a fleeing Jumpmaster being followed by a perfectly healthy phantom attack shuttle and Z-95 easily mopped it up.
Image
The end of the game, the Ghost safely out of range while the two smaller ships chase it down.

The game was actually much closer than it looked, the Ghost was down to 2 health, and Z-95s and the attack shuttle have such minimal health if one of the other fighters had survived and been able to continue using the mindlink it likely would have gone the other way.

So my impressions for wave 8-

Ghost- It is huge! If you thought the decimator was big… this ship is bigger. It’s like an epic sized ship. Honestly it is so close. It even has a special support that comes with it. But wow it is beautiful. It just looks fantastic. Not only that- it is powerful, without simply being another flat pancake for the Rebels. It has a couple of very unique mechanisms including the Phantom on the back, and the torpedoes that can be launched out the back.

Jumpmaster- Crazy unique dial, makes it very interesting to fly. Otherwise it’s similar to the Rebel flat pancakes.

G-1A- Pretty good standard Starfighter. Interesting combinations you can put on it, but overall nothing too noteworthy, a nice addition to Scum fleets though.

Phantom Attack Shuttle- It’s a whole lot like a Z-95 with a turret slot. Not sure I would take it if it weren’t with the Ghost.

Atari Mindlink- This is a cool addition. I’m a huge fan of it. There are so many cool things you can do with it. I plan to use this a lot in the future.

Guidance chips- They finally did it, third time is the charm I guess (or the accumulation of the last two do it). Torpedoes are worth taking again. Missiles and torpedoes do serious damage. I’m impressed, and very happy with this modification.

The Inquisitor’s tie looks fantastic by the way. It’s tiny! But it really looks great. Excited to try it eventually too.

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Re: Star Wars X-Wing Miniatures

Post by hentzau » Wed Mar 23, 2016 11:28 am

Even though I've left X-Wing behind, I was tempted to pick up the Ghost because it's such a sweet looking model. I was surprised at the size, because I always envisioned the Ghost to be about the same size as the Falcon.
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Re: Star Wars X-Wing Miniatures

Post by Chrisoc13 » Wed Mar 23, 2016 11:34 am

hentzau wrote:Even though I've left X-Wing behind, I was tempted to pick up the Ghost because it's such a sweet looking model. I was surprised at the size, because I always envisioned the Ghost to be about the same size as the Falcon.
I too was surprised when I first heard about its size. It really is one great looking model. The only thing that would be more cool is if the phantom could actually undock. But... That would be quite impressive and I'm not surpassed it doesn't.

Along with being a good model though it's also an interesting ship to fly and in really glad they distinguished it from the falcon in play style.

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Re: Star Wars X-Wing Miniatures

Post by Zarathud » Wed Mar 23, 2016 1:43 pm

My Ghost sits on the shelf with my other Epic ships. It seems oversized from the series.

I will not get to play X-Wing until Octocon, but I am excited about how Wave 8 shows the whole universe will be supported, not just the new sequels.
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Re: Star Wars X-Wing Miniatures

Post by El Guapo » Sun May 01, 2016 1:41 am

How much money do you need to invest in this game to have an interesting replayable set? I tried this out briefly at PAX East, and it seems like it's simple enough to potentially play with my Star Wars loving daughter. But I'm not totally sure whether I want to invest the money or not.

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Re: Star Wars X-Wing Miniatures

Post by Zarathud » Sun May 01, 2016 2:52 am

2-4 ships per side. Start with a base set, then add a few more ships to each side as desired. They have done a really good job at keeping most ships competitive. There are list builders so you don't really need all the cards from the "right" sets.

Ships are about $11 each online and $22 for the mid-size ships (Falcon, Slave 1). So you're realistically looking at around $60-100 depending on what ships you like.

The problem is that once you have the bug, you'll start accumulating. It's Star Wars and the miniatures are beautiful.
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Re: Star Wars X-Wing Miniatures

Post by Chrisoc13 » Sun May 01, 2016 7:15 am

Yeah it's actually relatively reasonable if you don't get everything. You have to have at least one core set to play, most people suggest having two (I would agree, two are nice to have). There are two core sets, one from the original trilogy and one from the force awakens. They run around $25 online but I've bought them for as little as $11 (I think the msrp is actually $40 for a core set but nobody pays that). They each come with two tie fighters and an x wing. Then you buy the individual ships.

Two core sets is enough to play with for quite a while, the problem becomes that my favorite part is list building and the more ships you own the more options you have for lists to run. So you're going to want to add a couple individual ship packs at least unless you always want to play just tie fighters vs x wings. The tie advanced gives you darth Vader. The falcon is a great ship and a fantastic model every star wars fan should own. Slave 1 is pretty good. And who doesn't want a couple interceptors to mix things up? Then you start down the rabbit hole.

If just looking to play casually (which is all I do) you can build a list with one of the many online or app list programs and then print it off and not even have the cards because otherwise if you want all of the cards some of the really fun lists require owning just about everything. Like the tie advanced for example, it's pretty weak without the new upgrades they released... In the $100 imperial raider... So just proxy those cards etc.

Basically my advice is:
1. Start with 1 maybe 2 core packs
2. Expand slowly with ships you want to play
3. Proxy cards you don't have
4. Stick with the rebel and imperial factions unless you really get into the game (scum is more expensive to field).

It's a great game, relatively inexpensive considering what you get, easy to play and teach, and when you get bored of dog fights there are tons of missions both online and packaged in the core sets and with the bigger ships.

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Re: Star Wars X-Wing Miniatures

Post by Daehawk » Sun May 01, 2016 7:38 am

Can someone take a pic of a couple of these ship models with their hand next to them in the shot so I can see the size of them? Wondering if they are collectible.
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Re: Star Wars X-Wing Miniatures

Post by Chrisoc13 » Sun May 01, 2016 11:25 am

I'll try and snap a picture of the various sized ships later if I have time.

Collectible in what sense though? In terms of as display pieces- yeah, they are models with paint jobs worthy of displaying. The models are among the best of the ships I've ever seen. Pre-painted with fantastic paint jobs and all of the non-epic ships are in the same scale. The production quality is beyond impressive. The epic ships (there are currently 4) are on a modified scale so they still look huge on the table but can be played on a table as well.

In terms of collectible for future value? I doubt that. The game is massively successful and the ships are being produced at huge volumes with no sign of any slow down in new expansions or printing any of the models. Not to mention many players own large numbers of each of the ships (for instance I think I own 16 tie fighters, 10 x-wings, 12 tie interceptors etc. So there isn't a shortage of these ships out there.

But the models themselves I would say are worth the sticker price. It just so happens that the game is fantastic as well.

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Star Wars X-Wing Miniatures

Post by Zarathud » Sun May 01, 2016 1:22 pm

Before we scare off Guappo, there is really no need for more than 2 of any ship except TIEs even for the obsessed.

I have most of my ships in 3 Plano part cases so the whole collection fits into a big cloth bag. The rest are the 5 "big" ships that look great on top of a bookcase.

Ship length is small (knuckle), medium (fist) and epic (1/2 forearm+). When the peg on an extra TIE Interceptor broke at Christmas, I turned it into an ornament.
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Re: Star Wars X-Wing Miniatures

Post by Chrisoc13 » Sun May 01, 2016 2:05 pm

Zarathud wrote:Before we scare off Guappo, there is really no need for more than 2 of any ship except TIEs even for the obsessed.

I have most of my ships in 3 Plano part cases so the whole collection fits into a big cloth bag. The rest are the 5 "big" ships that look great on top of a bookcase.

Ship length is small (knuckle), medium (fist) and epic (1/2 forearm+). When the peg on an extra TIE Interceptor broke at Christmas, I turned it into an ornament.
Yes true haha. My collection is excessive. Honestly you can have a blast with just the core game. Even just 1 core set. Then you can add a ship or two if you like. There's plenty of game in there though.

I play epic a fair amount which ends up meaning having an excessive amount of ships.

Also I have so many ships because they've released ships multiple times. Like the tie fighter. It's in 3 separate packages now. But now I generally just but 1 of each large ship, and occasionally 2 of the small ships. Even that though is actually excessive to enjoy the game.

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Re: Star Wars X-Wing Miniatures

Post by Daehawk » Sun May 01, 2016 10:20 pm

Collectible in what sense though? In terms of as display pieces- yeah, they are models with paint jobs worthy of displaying.
Yes just to display. Like on my monitor or shelf.
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Re: Star Wars X-Wing Miniatures

Post by em2nought » Mon May 02, 2016 12:49 am

All those craft are just lucky they don't face some of these Image :mrgreen:
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Re: Star Wars X-Wing Miniatures

Post by wonderpug » Mon May 02, 2016 8:51 am

Daehawk wrote:
Collectible in what sense though? In terms of as display pieces- yeah, they are models with paint jobs worthy of displaying.
Yes just to display. Like on my monitor or shelf.
They're awesome for display.

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Re: Star Wars X-Wing Miniatures

Post by Chrisoc13 » Mon May 02, 2016 9:35 am

wonderpug wrote:
Daehawk wrote:
Collectible in what sense though? In terms of as display pieces- yeah, they are models with paint jobs worthy of displaying.
Yes just to display. Like on my monitor or shelf.
They're awesome for display.
Agreed. Sorry haven't had time to snap new pictures, though I have lots and lots of old ones in this thread you can look at. For reference the small bases you see below the small ships are about 1.5 inches x 1.5 inches. So with the pictures posted that should give some idea about scale.

But yes they are very nice models, nice enough for display. I have mine in foam though because my wife is not to keen on having hundreds of x wing ships on display Image

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Re: Star Wars X-Wing Miniatures

Post by El Guapo » Mon May 02, 2016 10:04 am

Thanks. And to be clear, it sounds like this is an entirely different game from Armada, right? So you wouldn't combine figures from the two games in a single fight?

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Re: Star Wars X-Wing Miniatures

Post by Zarathud » Mon May 02, 2016 10:12 am

Entirely different scale and systems.

Capital ship (Armada) or fighter combat (X-Wing). For me, Star Wars was always about the fighter pilots.
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Re: Star Wars X-Wing Miniatures

Post by wonderpug » Mon May 02, 2016 10:26 am

Grimlock and Jetfire ponder the scale of two pennies and a baseball compared to a Corellian Corvette, the Ghost, and a Force Awakens X-wing from the X-wing game, and an Imperial Star Destroyer from Armada.

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Re: Star Wars X-Wing Miniatures

Post by wonderpug » Mon May 02, 2016 11:14 am

Added an Armada Corvette and X-wing squad to show the scale comparison between the two games. Also threw in the Outrider to tempt Daehawk even more.

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