At Mos Eisley Radio these guys not only talk news concerning the most recent Star Wars Game X-Wing Miniatures, which I am crazy about, but a lot more. Have a listen to them for in-depth looks at classes, guilds, lore, and everything else fans care about in the galaxy far, far away. But related to this article, they go into great detail about the strength of ships and strategy of the game for those who are prompted to get more involved by the conclusion of this article. Have a listen while reading the below text!
While it’s true that many of the people I know are locked into the very real and immediate danger of a real-life rebellion, which is covered at this site extensively, the way I endure the stress of such a thing is to fill my life with interesting hobbies, that also help build up my strategic ability. I share some of those hobbies from time to time in hopes that others might become inspired and do the same for themselves, not by copying my suggestions so much as in finding something that works for them to give themselves a break so to endure the rigors of life just a bit more efficiently. I have shared glowingly my love of the strategy game Pirates, the Constructible Strategy game by Wiz Kids. My family has spent many hours buying, building, and playing that game till the very small hours of the morning. I can remember one very fun Holiday week after Christmas where my kids and I with a small army of other kids bought every single pack of WizKids pirate ships on a cold December afternoon at Cincinnati Sci Fi in West Chester, Ohio. The delighted store clerk even brought out a new shipment of those ships which had just arrived that was in the back while we were in the store, of which we bought every single one. So needless to say, we love those types of role-playing games as a family, and as individuals.
Recently while on vacation in Florida my nephews along with my kids, my wife and I played a very cool Dungeons and Dragons type of role-playing game called Heroscape over pizza from the best place in Central Florida till the late hours of night with the condo door open to the ocean outside. We had turned our large dinning room table into a war zone and found ourselves intensely engaged in mortal combat with dragons and warriors. Like the referred to pirate game, I enjoy those types of games that allow you to play with several live players around a dinner table. It is a great way to bond with other family members and actually speak to each other, while exercising the brain. I find those types of games to be stimulating in a similar way to reading a novel, or playing a great video game. The difference is that you have to work with other people in a way that is only possible with this type of strategic gaming. For many years these role-playing strategy games have increased in popularity from a sub-culture of Dungeon and Dragon players, to what is now considered mainstream geekdom at major conventions all over the country. The transition came officially from the popular game, Magic the Gathering. The gaming industry in that market has never been the same, which is wonderful for the human race. A short history of this type of gaming can be seen at the link below.
However, for me, I always loved that Pirate game from Wiz Kids the best of any that I have played in the last twenty years. My entire family was deeply into it and our playing time together represent some of the most fun we’ve had together, which is quite a statement. So I have missed it as Wiz Kids stopped making the game in the format we enjoyed, and time and distance has moved us away from the contents. However, I recently received news from Lucasfilm about their latest version of a Star Wars Role Playing game by Fantasy Flight Games which I thought at first would be gimmicky, but upon investigation quickly found that it was a quite in-depth game that actually combined the type of game play that I enjoyed so much in Pirates, the Constructible Strategy game by Wiz Kids and the Heroscape. The new game is called Star Wars: X-Wing Miniatures Game.
Star Wars: X-Wing Miniatures Game 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, the X-Wing Miniatures Game recreates exciting Star Wars space combat throughout its several included scenarios.
Whatever the chosen vessel, the rules of X-Wing facilitate fast and visceral gameplay that puts you in the middle of Star Wars fiercest firefights. Each ship type has its own unique piloting dial, which is used to secretly select a speed and maneuver each turn. After planning maneuvers, each ship’s dial is revealed and executed (starting with the lowest skilled pilot). So whether you rush headlong toward your enemy showering his forward deflectors in laser fire, or dance away from him as you attempt to acquire a targeting lock, you’ll be in total control throughout all the tense dogfighting action.
Star Wars: X-Wing features (three) unique missions and each has its own set of victory conditions and special rules; with such a broad selection of missions, only clever and versatile pilots employing a range of tactics will emerge victorious. What’s more, no mission will ever play the same way twice, thanks to a range of customization options, varied maneuvers, and possible combat outcomes. Damage, for example, is determined through dice and applied in the form of a shuffled Damage Deck. For some hits your fighter sustains, you’ll draw a card that assigns a special handicap. Was your targeting computer damaged, affecting your ability to acquire a lock on the enemy? Perhaps an ill-timed weapon malfunction will limit your offensive capabilities. Or worse yet, your pilot could be injured, compromising his ability to focus on the life-and-death struggle in which he is engaged…
The Star Wars: X-Wing starter set includes everything you need to begin your battles, such as scenarios, cards, and fully assembled and painted ships. What’s more, Star Wars: X-Wing’s quick-to-learn ruleset establishes the foundation for a system that can be expanded with your favorite ships and characters from the Star Wars universe.
More can be learned at these links:
The hook for me was when I saw the game’s version of The Millennium Falcon which is for me one of my favorite fictional symbols in film history of rebellion. CLICK HERE FOR MORE. I remember vividly when I toured the Smithsonian Museum in Washington D.C. to see the actual model of the Falcon in a traveling display that was set up there. I traveled to Washington that weekend just to see the Falcon. I spent nearly two hours looking at it, photographing it and memorizing every pipe, dent, and burn mark on a ship I had watched so many times in the feature films. It was for me one of the most beautiful things I have ever seen in my life. When I saw the level of detail that Fantasy Flight Games had poured into the Millennium Falcon game piece for the X-Wing Miniatures role-playing game it called to my mind memory of that original model in sheer detail and I instantly fell in love. I immediately bought a starter set of the X-Wing game and launched my family onto a new generation of game play that is sure to engulf for many years. In the game players can fly the legendary Millennium Falcon into fast-paced battles for the fate of the galaxy! The Millennium Falcon™ Expansion Pack for the X-Wing™ Miniatures Game allows players to blast through hyperspace with Han, Chewie, Lando, and more. The Millennium Falcon comes with four pilot cards, thirteen upgrades, and all requisite tokens. New rules expand the X-Wing galaxy to include large ships and modifications. With its pilots, upgrades, and lovingly detailed miniature, the Millennium Falcon Expansion Pack is a beautiful addition to the X-Wing game! It may be the coolest thing I have seen in years regarding this kind of thing. It is a marvel to look at and unbelievable to have as a game play option. I consider it stunning.
If the Millennium Falcon didn’t close the deal for me on the new X-Wing game the promise of the next ship did. It doesn’t come out until the end of August, but when it does, I will buy it immediately. It is the HWK-290 designed by Corellian Engineering Corporation to resemble a bird in flight, the “hawk” series excels in its role as a personal transport. The HWK-290 Expansion Pack comes with one detailed miniature at 1/270 scale, a maneuver dial, all necessary tokens, six upgrades, and four pilots, including the renowned Kyle Katarn. Each HWK-290 provides a wide range of support options for your squad and can be outfitted with both a turret weapon and crew member. The reason this ship is significant for me is because it was the featured spacecraft of the main character in the video game Dark Forces. It never appeared in a Star Wars film, but was the home craft of the video game character Kyle Katarn, who would later become a Jedi Master in the novels years later. One of the very first video games that my oldest daughter ever played was Dark Forces. It was a first person shooter that came out in 1995. My daughter was only 6 years old at the time and helped me play it by pressing the space bar on the key board when I told her to which caused my character to jump. She was too young for the complex shooting and strategy it took to win the game, but she knew how to hit the space bar when I told her to and it was that game that launched her into a lifelong love of video games. She and I will always share that unique father/daughter experience, and I will always think of her when I think of the HWK-290. I was dazzled to learn that Fantasy Flight Games was actually inserting that ship into the game mythology before other types of ships, which let me know that the game designers were very serious about expanding the Star Wars experience of role-playing gaming in a format that hasn’t seen such a level of attention since our beloved Pirate Constructible Strategy Game.
Now that I’m going to be playing, it won’t take long before other members of my family will also and soon we will be ordering LaRosas pizza late at night and lining up 2-liters of Coke along our kitchen counter playing Star Wars: X-Wing Miniatures Game well into the night. It doesn’t matter that everyone playing will be well over 20 years old and in my case their 40s. I still get a thrill about purchasing new strategic game pieces that can be used under battlefield conditions that have infinite possibilities. I do not feel this kind of passion for other types of games. The reason is that the role-playing games allow for complete independent freedom of strategy, unlike board games where the path is set and random chance puts players often into a position to win the game. With games like X-Wing Miniatures all the conditions of battle are set and designed by the player, and that is why I love these experiences so intensely. For me the game is only part of the fun. I enjoy often reading the stats of the cards and infinitely considering various strategies before hand. The game only proves a theory good or bad.
I have played these games with people who are really good. They are very quick with their mind and spend a lot more time playing the games than I ever will. It is fun to watch these kinds of players at tournaments and conventions. I will never put the kind of time into these games that they do, but I admire their efforts. Too many adults in our modern age believe falsely that games are for kids and that such things should be put away as adulthood consumes our lives. Games are not for kids, they are for minds. Games like the Star Wars: X-Wing Miniatures Game feeds the mind with more than entertainment, it provides mental exercises that are invaluable to real life. I can’t say how many times I have been locked in epic political struggles and other situations where I resorted on the practices used in these strategy games to apply some skill I tried and won with in theory, against real opponents in real scenarios.
So as I sometimes take breaks from the rebellions of the real world to embark on these flights of fantasy, even in my leisure, strategy is an important part of my life. It is far safer to make errors in judgment among friends and family over pizza and Coca Coke than when it really counts in real life.
To get the gist of what I’m talking about read this review from Boardgamegeek.com. It reveals why this game is so much better than most other games, and why it will become one of the most enduring games of its type in this generation.
Harrowing dogfights, family drama, shootouts, a tender moment, amazing monsters, humor.
There’s a tempo to Star Wars. We all remember Luke screaming NOOOOOOO at Vader. For different reasons, we remember Anakin turned Vader screaming NOOOOOO. But we also remember Leia offering a little cracker to an ewok. We remember first seeing Darth Maul’s double lightsaber. And we remember Han saying “I know.”
It is NOT all pew-pew-pew. It is NOT all Vrusssshhhhhhhzwwwmzwwwmmm. It’s a cycle of teasing action and drama.
Even though the X-Wing Minis game plays out some incredible dogfight sequences, the play of the game is NOT a straight forward flow.
I’ve got dozens of rounds under my belt now, and I’ve been wanting to write a review, and it finally came to me what it is that makes this game such rip roaring fun.
It’s not the astoundingly detailed minis. And anyone complaining about scale needs to take a close look at the movies, where the scale of the ships to each other changes from shot to shot due to the compositing techniques used at the time.
The minis are awesome. I’m somewhat surprised that different ships use different plastics, but I understand why. That denser stuff used on the X-Wing would collapse a Falcon into itself.
The prepaint jobs are incredible. The cards gorgeous, the components just off the scale. Even with the bit more they must pay in royalties to Uncle George, the massive appeal of this game allows them to make a ton of copies and the price, while at first glance seems daunting, isn’t a lot for what you get.
What makes the game work is the pendulum swing. The rhythm.
First, the setup. The agonizing squad building. Is it worth 2 points to raise this pilot’s skill, not knowing what the enemy force contains? It could easily be two points that have ZERO effect on the game. Terribly tough gambles. Now that wave 2 is out and you could just as easily face a hulking mothership like a decked out Slave I or a swarm of the world’s most annoying TIE fighters, you really have to prepare for a wide contingency of opponents.
This setup is tense. You want flexible. But strong. Synergistic support between squad members, but not so much that the loss of a key ship means defeat. And you ALWAYS want about 3 more points for that perfect build. No matter how many points you choose to fight, you will kill for another 3.
So it’s got that whole squad building aspect down great. Especially now that there’s a ton of options. Who knows what your opponent will bring?
But the flow of a turn is brilliant.
Everybody chooses their maneuvers. No downtime. But here in the game is where you are playing cat and mouse. Maybe psychologically toying with the opponent, making them think your plan is A when it is actually B.
Hidden agendas and secret moves. That’s the next game that plays out after the squad building math.
Then the wonderful move system. Everyone slowly reveals their moves, in what might be the games most questioned rule. The lowest skilled dudes go first, and eventually the better skilled dudes, which mean they have a fairly good chance of accidentally hitting and losing their action, where the lower skill guy might pull it off.
But it works in the long run, because it keeps higher skills in tailing positions.
Bit in this phase of the game, again, very, very little downtime, as the nefarious plans and maneuvers are revealed.
Squeals of glee and grunts of horror abound as unexpected collisions happen and skillful turns are executed.
But then comes the start of your devastating on the spot decision making. While plotting your squadrons moves, you had an overall plan. Now, each ship must choose it’s precious action.
Evade? How many guys might end up firing on you? Target? Are you clear to get the shot this or next turn? Focus – the all purpose “Egads, I need help” token. Or maybe that barrel roll or super freakin cool new Boost – move a bit maybe out of a firing arc or -surprise – snap someone into your arc. Maybe you execute some trick of your specific pilot.
Here is where you are tempering your odds. Things that will alter the upcoming luck sequence. carefully guiding the gods of luck to your favor.
The tokens build up on the board as actions get selected. At first, this is a pile of confusing cardboard. In a few games, the counters become invisible, simply reminding you of who plans what.
Whew. So, strategic planning in the squad build, then the secrecy of move plotting, then the agonizing action choices. What more does this game need?
Bring out the dice. Or the iPad app, if you prefer.
Its Star WARS and the dice bring on the war. Now MORE decisions that hurt. Do I spend my focus token to get that extra damage possibly in, or hold on to it to help me avoid possible damage? What if I hold it and no one fires? What a waste… Two hits coming in… Do I evade? Or hold on to the evade since a crit might come next?
Hopefully, you’ve pile bonus upon bonus on your fighters. Distance, skill, weapon, focus… Or maybe all you’ve got is a shot in the dark.
Even defenders are active, choosing focus and evade moments.
Again, very little downtime. Lots of whining and cheering. Little downtime.
Start the cycle again. Hidden choices, movement reveals and actions, combat.
I think THIS is why X-Wing is such a stunningly successful design. It bobs and weaves each turn. No phase is long enough to overstay its welcome. And you must juggle and balance each phase to support the others.
An excellently designed system that overcomes any of it’s perceived problems due to the overall strength of play.
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