Showing posts with label Howlrunner. Show all posts
Showing posts with label Howlrunner. Show all posts

Saturday, January 18, 2014

Star Wars X Wing Miniatures: 3 Tips that May Make your Game Better





1. Fix Your TIE Fighters: I gave a few wave 2 Core box sets as gifts, ordered from Amazon. One arrived with bent TIE fighters... and not whimsically bent.  I mean like high school wood shop class angles: not a straight 90 degree angle in sight. Weird and uncommon. I improvised a way to fix them for my brother-in-law on the spot, a giftee, when he opened that gift and saw their crooked, shabby selves in that black tray insert. The improv worked well so, I’m sharing that now. It may come in handy if this happened to you or your ships are left too long in a hot car, etc. This is all at your own risk.

Needed:

  1. The black tray insert from the core game. You can probably make a Lego jig too
  2. Boiling water in a large metal pot, the larger the better
  3. A keen sense of safety where you know your limits when it comes to not scalding yourself or burning down your house over a plastic spaceship. The paramedics and firemen WILL laugh


Get the water to a boil. Have the black tray insert within arm’s reach. Have one of the TIE storage slots filled with cool water. Use a large pot for boiling so the risk of you touching the sides is reduced. Take a TIE by the side and dip the bent wing in the hot water, covering the solar panel right up to the arm that connects to the cockpit. You should only need a second or two but you’ll have to judge. 


Take the heated TIE and GENTLY but firmly press it into the empty storage slot, using the shape of the slot to bend the wing back to square. You may need to reheat the wing a few times. Be sure to form the wing in this way and change the facing of the cockpit a few times; cockpit face out, face down, upside down. When it looks good you can put it in the slot filled with cool water to harden it and lock the straight wing in place.  Dry everything out and enjoy.
Granted, you could skip the above and just send the damn thing back but this did work and took 20 minutes to correct 2 fugly TIES.


2. Use a Laser Level for Checking Arcs: Look, SWXW isn’t crazy complicated but there have been times where using a laser level to see if another ship is in your arc is just drop-dead handy. This is something I relied on heavily in my Battlefleet Gothic days and it is still useful now. You can pick up a laser level at the tool store or DIY for US$10. It’s a luxury, not a necessity, but on play spaces bigger than 3’X3’ it saves your back by cutting down on reaching (I’m 41, screw you L5 vertebra) and at all times it can save you from having to slip a range ruler into tight model traffic, potentially bumping ships at a critical time, not that I've played such high-stakes SW that it really mattered. Still, if it is easy and affords a clear decision, it's good. Finally, if it is useful in SW, it's probably useful for other tabletop games you play.

Well, both are Pilot skill 9 so maybe not the best example of lowest to highest but you can see the rest of the examples mentioned below in this pic.
3. Organize your Play Space: I get "gamer blindness" a lot; you know what that is, it is when you are holding up a game looking for info that is right in front of you and you don't see it. Consistent set up helps cure that. Consistent set up is the key to clean play. It's just science. If you set up your space the same way each time, you'll understand the variations your lists have from one game to the next and scanning your card space for info becomes way easier. 

Here’s how I organize my cards in a game. It isn't perfect but maybe it will help you.

From lowest Pilot skill on the left to highest Pilot Skill on the right, lay out your pilot cards. That way, the Pilot cards follow the Activation phase and Combat Phase in order. Activations go from left to right. Shooting goes from right to left.

From here, organize the load-outs around each Pilot card. 

The Pilot card is center. On the left of the Pilot card are any cards that “stay”, meaning cards that can’t usually be taken from the ship by expenditures, Critical Effects or Pilot Skills. On the Lower left are Damage cards. That way, I know any Actions I buy are on the left and Criticals/Abilities that affect them are noticeable. Directly below the Pilot card is anything expendable, like missiles, torps or one-use cards that you “cash in” like the Chewbacca crew card. On the right of the Pilot card are ship upgrades and shields. To the lower right are any tokens the pilot uses in that game. So, like knowing that the turn signal and horn are in the same place across different cars, I can speed up where to look. Finally, I flip over cards that you spend or cash in, or when Pilots are taken out, put the ship on that card. 

That's it folks, some stuff I learned which I hope helps you out with your game of X Wing Miniatures. Have fun!

Friday, November 29, 2013

Star Wars X Wing: 100 pt B Wings vs Vader/TIE Elite


My buddy Finn and I got in a 100 point game this afternoon, me rolling a Ten Numb and Dagger Squadron list vs his Darth Vader and three TIE pilots list (army lists are below, following pics). In the end the TIE swarm prevailed. Though the Dagger Squadron pilot almost vaporized Vader with a brace of Advanced Proton Torps early game, the TIE's simply out flew the B Wings and chipped away with their Primary weapons; the Rebels just didn't have enough in their gun sights often enough to make a difference. Ten Numb died with a full magazine of Advanced Proton torps, having only shot a few times with his primary weapons to garner the lock-on with the Fire Control system. The Dagger pilot hit with his Heavy Laser Cannon too, but not hard enough. For all of the flying I did, I couldn't line up shots on the nimble TIE's. Even with Finn forgetting actions and abilities, just basic shots on target took down shields and inflicted crits. I should have remembered to pull a few 2 Kiogran turns since the Fire Control systems kept the lock-ons running as my targets blew past me. Next time! My camera flatlined towards the end so I only caught part of the action but you'll get the idea...

Game Start
B Wing Deployment

Imperial Deployment


Turn 1 Movements
Turn 3, lines collide as Vader emerges from the group, straight at Ten Numb, who along with Dagger pilot, calibrate their Fire Control Systems to track the elusive TIE Advanced...
The dogfight in earnest
Dagger pilot cuts hard to find Vader and opens up with Heavy Laser Cannon, hitting hard but Vader evades most damage.
Vader's Kiogran sends him straight past an incredulous Dagger pilot
Dagger pilot's bid on for Vader's head failed as Ten Numb banks right into the Imperials, warming up the Advanced Torpedoes but his mark was outside his arc...
Next turn, Ten bites it as two TIE's blaze into his ship, riding hard inside, inflicting a critical hull (counts as 2) and a weapon malfunction, enough for the scratch. After that I conceded, Dagger pilot only had a few hull left and not one damned TIE was splashed. So, good learning and practice for me and good win for Finn.


Rebels 100 points

Ten Numb
8 3 1 3 6
Unique
When attacking, 1 of your results cannot be cancelled by defense dice.
Ten Numb/B-Wing (31)
Fire-Control System (2)
– After you perform an attack, you may acquire a target lock on the defender.
Autoblaster (5)
– Attack: Attack 1 ship. Your results cannot be cancelled by defense dice. The defender may cancel results before results. Attack value: 3. Range 1.
Advanced Proton Torpedoes (6)
– Attack [Target Lock]: Spend your target lock and discard this card to attack. You may change up to 3 of your blank results to results. Attack value: 5. Range: 1.
Advanced Proton Torpedoes (6)
– Attack [Target Lock]: Spend your target lock and discard this card to attack. You may change up to 3 of your blank results to results. Attack value: 5. Range: 1.
Marksmanship (3)
– Action: When attacking this round, you may change one of your results to a result and all your other results to results.
Shield Upgrade (4)
– Increase your shield value by 1.
43 points
 
Dagger Squadron Pilot
4 3 1 3 6
Dagger Squadron Pilot/B-Wing (24)
Fire-Control System (2)
– After you perform an attack, you may acquire a target lock on the defender.
Heavy Laser Cannon (7)
– Attack: Attack 1 ship. Immediately after rolling your attack dice, you must change all your results to results. Attack value: 4. Range: 2-3.
Advanced Proton Torpedoes (6)
– Attack [Target Lock]: Spend your target lock and discard this card to attack. You may change up to 3 of your blank results to results. Attack value: 5. Range: 1.
Shield Upgrade (4)
– Increase your shield value by 1.
 
Imperial 100 points

Darth Vader
9 2 3 3 3
Unique
During your "Perform Action" step, you may perform 2 actions.
Darth Vader/TIE Advanced (29)
Concussion Missiles (4)
– Attack [Target Lock]: Spend your Target Lock and discard this card to perform this attack. You may change 1 of your blank results to a result. Attack value: 4. Range: 2-3.
Swarm Tactics (2)
– At the start of the combat phase, choose 1 friendly ship at Range 1. Until the end of this phase, treat the chosen ship as if its pilot skill were equal to your pilot skill.
Shield Upgrade (4)
– Increase your shield value by 1.
21 points
 
Howlrunner
8 2 3 3 0
Unique
When another friendly ship at Range 1 is attacking with its primary weapon, it may reroll 1 attack die.
Howlrunner/TIE Fighter (18)
Push the Limit (3)
– Once per round, after you perform an action, you may perform 1 free action shown in your action bar. Then receive 1 stress token.
21 points
 
Mauler Mithel
7 2 3 3 0
Unique
When attacking at Range 1, roll 1 additional attack die.
Mauler Mithel/TIE Fighter (17)
Expose (4)
– Action: Until the end of the round, increase your primary weapon value by 1 and decrease your agility value by 1.
19 points
 
Winged Gundark
5 2 3 3 0
Unique
When attacking at Range 1, you may change 1 of your results to a result.
Winged Gundark/TIE Fighter (15)
Engine Upgrade (4)
– Your action bar gains the action icon.