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Star Wars: X-Wing Miniatures Game | The Official Thread

Woorloog

Banned
You can fit five. Cheapest is 18 points.

5 leaves only 10 points to play with. I doubt the ship is useful without upgrades, or at least i figure there might be better choices.

That said, this means using four cheap ones allows for 28 points of upgrades.

...

Fuck.
Guess i'll get four then... But i have so many others i need to get as well...
 

Nete

Member
I'll go with four.

4x Nu Squadron Pilot — Alpha-class Star Wing 18
"Mangler" Cannon 4
Linked Battery 2
XG-1 Assault Configuration 1
Ship Total: 25

With three you can do a gazillion different things.
 

Danthrax

Batteries the CRISIS!
Finally, a new preview article! Seeing "Nu Squadron" and "Rho Squadron" makes the kid in me smile. Oh, TIE Fighter.


Also, the U.S. dates and locations for Regional Championships are online: https://www.fantasyflightgames.com/en/op/events/2017-regional-championships/x-wing/

Only 32 tournaments, Nov. 25 to March 24, although most of them are concentrated in January through March. That's a lot fewer regionals than they had last year, I believe.
 

Nete

Member
Last year were 33 in the US I believe, so one less.

Here in Spain we changed the guy in charge of FFG Organized Play and we still don't know when, where or how many regionals we'll have. Last year were 8. I expect to go to two of them, maybe three.
 

Woorloog

Banned
I'll go with four.

4x Nu Squadron Pilot — Alpha-class Star Wing 18
"Mangler" Cannon 4
Linked Battery 2
XG-1 Assault Configuration 1
Ship Total: 25

With three you can do a gazillion different things.

Any alternatives for Manglers? I don't have those as i haven't gotten any Scum ships yet. And given the amount of ships i need to get at the moment, i ain't getting Scums anytime soon, probably. Unless i win in a lottery tomorrow but i don't think i'll count on that.

Ion Cannons would leave four points free without other changes.

Maybe i'll do fine with two or three Assault Gunboats, mix them with some TIEs.

EDIT Bah, i'll get two and a Lambda-shuttle. Don't have that yet, and i reckon a support ship with AGs might be useful.
 

Danthrax

Batteries the CRISIS!
Last year were 33 in the US I believe, so one less.

Oh, then that's not bad. For some reason I thought we had a couple dozen more last year.

[edit] I just noticed this blurb in that Assault Gunboat article:

20b97c89-1dfe-4bf5-afc4-bd35e61fa3a3.png


The website still lists the Resistance Bomber and TIE Silencer as "Wave 13" but should they actually be considered part of Wave 12 now?... I'm a little confused. Either way, my wallet is displeased with this news, heh
 

Tensketch

Member
eyyyy it's been too long but I'm back baby!

imperial-alpha-class-star-wing-600px.gif


swx69-xg-1-assault-configuration.png

swx69-os-1-arsenal-loadout.png

swx69-rho-squadron-pilot.png


FAQ ADVANCED SLAM
swx69-advanced-slam.png


swx69-jamming-beam.png

swx69-linked-battery.png
(this one hugely disappointed me)
swx69-nu-squadron-pilot.png

swx69-major-vynder.png

swx69-lieutenant-karsabi.png

swx69-saturation-salvo.png
(why the hell did FFG release Howlrunner as a nationals card and then kill the shit out of swarms? fuckers)
 

5taquitos

Member
I don't even actively play anymore, but I might just pick up the Assault Gunboat just for the figurine.

Easily the best design to come out of the old PC games.
I would be inclined to agree with you except for the fact that the TIE Defender debuted in TIE Fighter.
 

Toxi

Banned
Imagine if they nerfed the TIE Phantom by just removing the decloaking maneuver.

That's basically the K-Wing nerf. Feels sloppy.
 

PBalfredo

Member
I would be inclined to agree with you except for the fact that the TIE Defender debuted in TIE Fighter.

For me, the Defender just about crosses the line into the kind of one upmanship that we saw a lot of in the old EU.

"Yo the TIE Interceptor is cool but what if it had an extra wing. Then it would be just that much better!"

It always irked me how much more power and capability a third wing seemingly affords it over the other TIEs. At least the Assault Gunboat looks like something made to accommodate a shield generator and hyperdrive.
 

EYEL1NER

Member
Imagine if they nerfed the TIE Phantom by just removing the decloaking maneuver.

That's basically the K-Wing nerf. Feels sloppy.
I'm not particularly happy with the Advanced SLAM nerf at all. All it really does is get rid of Triple Wardan Squadron lists. Miranda isn't going to take much a hit from this at all. Maybe it would have appeased the "I hate bombs, so we should go back to the time when no one used any" people a bit, if they hadn't just released Bomblet Generator.
Give the K-Wing a title that lets it equip another modification, so it can either equip something like VT or EU to add a boost or BR after the SLAM, or so it can equip something like LRS or Guidance Chips to invite more Missile/Torp builds.
 

Toxi

Banned
I'm not particularly happy with the Advanced SLAM nerf at all. All it really does is get rid of Triple Wardan Squadron lists. Miranda isn't going to take much a hit from this at all. Maybe it would have appeased the "I hate bombs, so we should go back to the time when no one used any" people a bit, if they hadn't just released Bomblet Generator.
Give the K-Wing a title that lets it equip another modification, so it can either equip something like VT or EU to add a boost or BR after the SLAM, or so it can equip something like LRS or Guidance Chips to invite more Missile/Torp builds.
It definitely feels like a nerf just there to appease the "I hate bombs" crowd without actually thinking about it.

Why not have this as Advanced SLAM's errata.

After performing a SLAM action, if you did not overlap an obstacle or another ship, you may either perform a free action from your action bar OR at the end of the activation phase you may perform a free action from an equipped card with the "Action:" header.

No more dropping bombs on high PS aces before they can activate. You can still drop bombs after a SLAM maneuver, giving you a reason to equip Advanced SLAM on a K-Wing. And since the K-Wing lacks an EPT, it's not like it can do much to abuse getting that end of activation action beyond bombs. The Gunboat could abuse it but... Is that really gonna be that much of an issue?

(Or just admit the problem is Sabine anyway and nobody complained about Advanced SLAM bombs or bombs in general before she came out)
 

Tensketch

Member
Sooooo threads are popping up all over GAF saying that this place is going down, I've not been able to get the full context to as why and I don't think it's worth discussing in this thread.

But incase this place does go down. It's been great talking about the game with you guys. Regardless of what state this game is in (and lets be honest, it's definitely been healthier) the conversation in this thread has always been mature and civil.

Incase this place doesn't go down. I personally feel the new FAQ needs more than the advanced slam nerf and the nerfs from the leak in order to have any real affect on the game. If you guys haven't listened to it yet, check out the latest Scum and Villainy podcast where they talk to the devs. They make a really good point that then they make new stuff, playtest and even errata, they're making these changes in a meta that never exists, the state of the game is always very different when the ships come out vs when they are in playtesting. They even admitted they are about a year out of sync with the game.

It kind of makes sense. Alex Davy has said before that he's been desperate to make bombs and ordnance work and they've succeeded. But because they've never been able to see how far their changes will push the game, they've already developed more stuff to push it further. Bombs have gone from virtually useless to utterly dominating, but the devs had already created, tested and approved Nym and Wave 13 before they even saw it.
 

Nete

Member
The "one year out of sync" it was something known, as they are always designing things around two waves ahead of we actually are (which is logical due production, testing and so). And while that may be a problem for balance, there's another one that seems bigger: some testers use their position to take advantage instead of actually testing. And that's something that has been proved several times in the last few waves.

On the forum issue, welp. If this goes down, it has been a pleasure and, just in case, I can be found at the FFG forums as Kharnete.

If GAF survivres this storm (and I really hope it will be the case), at least on my part I'll still be around here :p

EDIT: Oh, it's back. Or kinda. I'll still be around for a while as I said, but I'll focus on that *other* side. There's a thread up too.
 

Tensketch

Member
To be honest, I only really use GAF for this thread, I don't really post anywhere else. Will see how this place goes, otherwise I guess I'll just move on to wherever pops up next (probably keep the same username and see if we can get an X-Wing thread set up there too I guess).

The "one year out of sync" it was something known, as they are always designing things around two waves ahead of we actually are (which is logical due production, testing and so). And while that may be a problem for balance, there's another one that seems bigger: some testers use their position to take advantage instead of actually testing. And that's something that has been proved several times in the last few waves.

I agree there. I turned up to a tournament a week or so after the 'leak' and the top players in the store all already knew about the change because people they know are playtesters just told them. The playtester system is busted as hell in my opinion, gives players and their friends an unfair advantage.
Although, I have also heard that FFG have pushed changes without playtesting. I recall hearing on a podcast that one tester claimed the jumpmaster never had an EPT for the generic and that change was introduced after playtesting, which is why the broke as fuck year of the jumpmaster was never predicted.

EDIT: good lord this place is on fire. I can't even surf this place in work anymore.
 

Nete

Member
As we are still around here and this is quite big:

New savage FAQs

Casualty list:

-Generic K-Wings aka Advanced SLAM
-Attanni Mindlink (2 ships)
-Nym aka Genius (only if you don't overlap and it discards the bomb card, so no more Bomblet with this. Unless extra munitions, in which case up to two times)
-BIGGS (works ONE ROUND PER GAME)
-Jumpmasters (Astromech and both Torpedos are no more. And they haven't changed the title to add them back)
-Target Synchronizer (which affects things like ATC)
-Palpatine (slighty nerf with LWF)
-Feedback Array (no more with perma-cloaked ships)
-Minefield Mapper (only once mine per bome card)

Conditions are slighty changed.

The great Sunny Bounder got buffed.
 

Tensketch

Member
Here until the next big thing comes along at least.

The title omission has to be a mistake. The punishing one fluff says he modified it to take an astromech. It's mental!
 

EYEL1NER

Member
Here's the full list I just typed up for my FB group, for people who are at work and stuff and can't view the changes elsewhere. Pretty sure I interpreted everything correctly but if not, point it out please:

Major Issues
-Advanced SLAM: Advanced SLAM is now restricted to actions in your action bar, no more "ACTION:" bombs.

-Attanni Mindlink: The card can only be equipped by two ships in a squad maximum.

-Biggs: You can only use his ability once per GAME, declared at the beginning of a combat round and lasting until that round is over.

-Genius: Genius cannot be used when bumping. When you use Genius to drop a reveal bomb (still the only kind it can drop), you have to discard the bomb card. Which means no Genius for Bomblet Generator drops unless you also equip Extra Munitions and have the token on the Bomblets.

-Jumpmaster 5000: The Jumpmaster chassis looses its Salvaged Astromech slot and both Torpedoes.

-Minefield Mapper: Extra Munitions tokens are not included in what bombs can be placed, so if you have three cluster bombs each with extra munitions, you'll only be laying down three cluster mines and not six.

Other items (there are a lot):

Game Rules
-Condition Cards: Condition cards attached to a ship are not removed from that ship, unless specified on that card.
-Rolling dice vs Rerolling dice: Rolling and Rerolling are different things. If something specifies that it happens when "Rolling" dice, it only works on the initial roll. Any rolling of those dice that happens after the initial roll is "Rerolling."
-Discarding and removing a token are the same thing.
-When a ship causes a bomb to detonate by touching the bomb, the effect of the bomb occurs where the ship stops its maneuver (so like, a ship with Dead Man's Switch or something that flies through a bomb and dies triggers Dead Man's Switch from the spot it died at and not from where it crossed the bomb, is what I'm assuming that means).

Damage Deck/Conditions
-"Blinded Pilot" TFA Damage Card: You cannot trigger Feedback Array if you have this damage card faceup.
-"I Will Show you the Dark Side:" If you trigger IWSytDS as an action from the Kylo Ren crew card and there are no "pilot" trait damage cards left, you don't get to take another action; your IWSytDS action was completed (just not successful).

Pilots
-Dash Rendar: To use his pilot ability to ignore obstacles, it must be declared before beginning his maneuver.
-"Double Edge:" Your second attack from his ability can be a primary weapon attack or a Turret or Missile that you didn't just use. If you attacked first with a Missile that didn't hit and you get to keep it because of Munitions Failsafe, you can't use that Missile for your second attack.
-Lieutenant Kestal: The Lt's ability procs during the Modify Defense Dice step (so after defense dice are rolled but before the defender begins modifying).
-Sunny Bounder: Sunny Bounder's ability triggers when Rerolling any number of dice to include zero, so spending a Target Lock and rerolling zero dice can trigger it and add an extra result. It also triggers before Heavy Laser Cannon's effect.

Crew Upgrades
-Boba Fett (crew): If Boba Fett removes a card referenced by another card, like the Ghost title or "A Score to Settle," then the other card provides no effect (so the Phantom title or "A Debt to Pay" don't do anything). If Boba targets a card with an Illicit token on it, the token can be removed instead of the card. If Boba Fett removes Extra Munitions or Jabba, the EM and Illicit Tokens stay in play.
-Cikatro Vizago (crew): When you swap an upgrade card for another upgrade card, it must obey all restrictions such as "Scum Only" or "Small Ship Only." If the ship is cloaked and you replace the Cloaking Device, the ship loses its cloak token and is no longer cloaked.
-Emperor Palpatine: Can be used before a Lightweight Frame roll
(duh)
. If declared before rolling initial dice, doesn't apply to Lightweight Frame roll
(double-duh, how were people playing this before???)
.
-Gunner: If an attacking ship misses but has IG-88D crew and Gunner, AND there is a friendly IG-88B on the field, the attacker can use IG-88B's ability to attack with a cannon AND then trigger Gunner for the missed first attack (3 attacks, whut?!).
-Hotshot Co-Pilot: When defending AGAINST HotCoP, your focus token must be spent after the Declare Target step but before the end of the Modify Defense Dice step. When defending WITH HotCoP, the attacker's focus token must be spent after the Declare Target step but before the end of the Modify Attack Dice step. If defending WITH HotCoP and the attacker used something to make dice unable to be modified (Snap Shot, post-Accuracy Corrector), they cannot spend a Focus token because dice cannot be modified, so they spend no token.
-Jabba the Hutt: Ships with Illicit tokens may use them according to the Jabba text (so, discard token off card to use card without discarding card, like the normal way Illicits should work). If the ship with Jabba is destroyed, Illicit tokens on cards can still be spent for their effect.
-Navigator: Specifies that Imperial Boba with Navigator can reveal a bank and then switch to any other bank.

Other Upgrades
-Advanced Targeting Computer: The TIE Advanced still needs to have the Target Lock on the defender for the effect to go off. A friendly ship with Targetting Synchronizer letting you treat its Target Locks like your own won't cut the mustard.
-Cluster Mines: When placing Cluster Mines on the field, like when using Minefield Mapper, they must follow the arrangement on the corresponding bomb reference card (so essentially they have to be grouped in three 'properly' and not random mines placed willy-nilly).
-Dead Man's Switch: If a ship carrying a DMS flies off the board, the ability of DMS resolves before removing the ship but only measured from the portion of ship left on the field. If the ship completely fled the battlefield, it effects nothing.
-Feedback Array: Not an attack, can be used while bumping and while assigned the Blinded Pilot damage card (core set deck only), cannot be used while cloaked or on an asteroid.
-Guidance Chips: A ship with a weapons value of 3 or higher cannot change a die to a hit, it has to be to a crit if it chooses to use the Guidance Chips.
-M9-G8: A ship equipped with M9-G8 treats friendly ships as if they are enemy ships for the purpose of Target Locks, so Bodhi Rook will work on friendly ships.
-Pattern Analyzer: Abilities that proc after a maneuver occur during the "Clean Up" step, which happens after the Pattern Analyzed Action step and "Check for Stress" step. If a ship Pattern Analyzes which while overlapping debris, it moves, performs its action, rolls for damage, resolves "Check for Stress," then takes a stress from moving through the debris.
-Pulsed Ray Shield: Can't be used if you are at max shields.
-R5-P9: Can't be used if you are at max shields.
-Special Ops Training: TIE/sf choices when equipped with title: A) Attack out front with extra die, B) Shoot out the front without extra die and then shoot out the back, or C) Shoot out the back.
-Targeting Synchronizer: "Attack (Target Lock):" becomes "Attack:" but still requires the cost of the attack to be paid, like spending a Target Lock. A friendly ship can spend the Target Lock of a ship equipped with Targeting Synchronizer to pay the "Attack:" cost.
 
Here until the next big thing comes along at least.

The title omission has to be a mistake. The punishing one fluff says he modified it to take an astromech. It's mental!

FFG didn't fully check vet an X-Wing update? I assure you, I am completely shocked.


Honestly this is getting into "shitshow" territory. Kind of glad I stopped playing.
 
I'm not particularly troubled by the latest FAQ. That being said I never really relied on a lot of the stuff.

Biggs is still good, now it's just a matter of using him at the right time. And with this change they can finally improve the T65 without worrying about making Biggs an even bigger pest.

The Jumpmaster Nerf is a bit extreme. I'm surprised they didn't remove 1 torpedo and do something along the lines of Havoc where the title removes one upgrade but gets your astromech back. Dengar will still be really good, just not unstoppable.

The Genius change makes perfect sense. The fact that Nym could drop a bomblet whenever and wherever he wanted no matter what was silly. It's still a really good combo but now it actually requires some thought and planning to pull off.

Same goes for advanced SLAM. If you want to SLAM and bomb it's now an investment and requires planning.
 

matt360

Member
I asked this over on the reddit sub, but figured I might get some more detailed answers here, so here goes:

Can you guys help me out with Empire lists that don't use any upgrade cards? I mostly play with my wife, who is Japanese, and while her English is pretty great, some of the wording on the cards can get pretty confusing. That, plus the fact that she doesn't play board games or RPGs in general so all of that info is a bit much for her. So, in order to maximize her enjoyment of the game, we generally play without upgrade cards or obstacles.

She always plays Rebels. Usually Han in the Falcon and TFA Core Poe in a T-70. I play Empire. Usually a combo of Soontir Fel, Dark Curse, Howlrunner, Night Beast, etc. I do have a TIE Adv. coming in and a couple Phantoms. The problem is that Empire without upgrade cards seems to be really, really squishy. And I can never hit Poe when he's focused. Like ever. Although I can outmaneuver her pretty well, I ALWAYS lose. I can't blame that solely on the fact that we're not playing with cards, and I'm sure there's an element of "git gud noob" in there as well, but if anyone has any ideas for balanced and fun Rebel/Empire lists, I'm all ears.

Alternatively, if you have any good ideas as to how to slowly introduce upgrade cards, that wold also be greatly appreciated. Thanks!
 

EYEL1NER

Member
I asked this over on the reddit sub, but figured I might get some more detailed answers here, so here goes:

Can you guys help me out with Empire lists that don't use any upgrade cards? I mostly play with my wife, who is Japanese, and while her English is pretty great, some of the wording on the cards can get pretty confusing. That, plus the fact that she doesn't play board games or RPGs in general so all of that info is a bit much for her. So, in order to maximize her enjoyment of the game, we generally play without upgrade cards or obstacles.

She always plays Rebels. Usually Han in the Falcon and TFA Core Poe in a T-70. I play Empire. Usually a combo of Soontir Fel, Dark Curse, Howlrunner, Night Beast, etc. I do have a TIE Adv. coming in and a couple Phantoms. The problem is that Empire without upgrade cards seems to be really, really squishy. And I can never hit Poe when he's focused. Like ever. Although I can outmaneuver her pretty well, I ALWAYS lose. I can't blame that solely on the fact that we're not playing with cards, and I'm sure there's an element of "git gud noob" in there as well, but if anyone has any ideas for balanced and fun Rebel/Empire lists, I'm all ears.

Alternatively, if you have any good ideas as to how to slowly introduce upgrade cards, that wold also be greatly appreciated. Thanks!
What about just a TIE Swarm? 7 TIE Fighters with Howlrunner, Mauler Mithel, and Night Beast. Not sure of what else really.
A good way to start slowly introducing upgrades would be titles and mods, since those are in common to every ship: any ship can have a mod or a title. Since you won't be using ordnance, the cheapest mods aren't really necessary, so the majority of the mods will be just adding to your upgrade bar or affecting your stats on your card, things like that.
 

matt360

Member
What about just a TIE Swarm? 7 TIE Fighters with Howlrunner, Mauler Mithel, and Night Beast. Not sure of what else really.
A good way to start slowly introducing upgrades would be titles and mods, since those are in common to every ship: any ship can have a mod or a title. Since you won't be using ordnance, the cheapest mods aren't really necessary, so the majority of the mods will be just adding to your upgrade bar or affecting your stats on your card, things like that.

I can certainly try that. Are swarms pretty fun? The strategy is just to basically overwhelm and use a couple as blockers? I really enjoy arc dodging, but that's really hard to do when my wife flies the falcon and I have no upgrade cards.
 

Tensketch

Member
you aint gonna arc dodge the falcon, but god damn, flying a swarm is amazing. There's nothing better than flying one in for the block and then killboxing the hell out of your opponent.
 

matt360

Member
you aint gonna arc dodge the falcon, but god damn, flying a swarm is amazing. There's nothing better than flying one in for the block and then killboxing the hell out of your opponent.

Sounds good. I'll look up some strategies for that and give it a go this weekend! Thanks!
 
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