First pictures seem to be leaking right now, and this fills in the gaps in FFG's product listings. For those who didn't know, the FFG inventory system had four mystery products listed with codes that placed them after Wave 7 ships, but BEFORE Wave 8 ones. It seems this will be a new starter set, the new "Force Awakens" X-wing, and new Imperial Tie Fighter, plus a new dice-set.
Should be an amazing chance to refresh the basic X-wing with some new pilots/upgrades.
If you check out the picture with the models "in play" you can see a new icon behind BB-8.
Perhaps a new Droid Type so you can't mix and match the OT X-wing's Astromechs with new X-wing's?
And, just like that the legal ninjas have removed the images. :-( Well, at least a bunch of us got to see them. :-p
During Gencon a bunch of FFG folks implied SOMETHING would be on sale for Force-Friday, when Disney allows Force Awakens merch to go on sale in every area. Considering these boxes were obviously final product, it looks like these will sneak onto shelves in September.
NewTruthNeomaxim wrote: A couple folks have apparently implied that they aren't just repaints, with the new X-wing have hard-1 turns?
Yeah they are different ships - its a T-70 X-Wing rather than a T-65 and the Tie's are different as well. Not sure if the X-Wing has hard 1 turns as we haven't seen the dial (only that it has a 3 straight green), but it does have the boost action by default, and one of the images of the pilot cards showed a pilot ability which let him use hard 1 turns for boosts. The Tie's also have four actions (not sure which).
Hmm ... a little hard to make out, but it looks like at least the new X-Wing is 3 attack, 2 agility, 3 hull, 2 shields. Same as the old? Can't make out the Tie's stats.
EDIT: noticed on the card the X-wing has a boost icon...
NewTruthNeomaxim wrote: A couple folks have apparently implied that they aren't just repaints, with the new X-wing have hard-1 turns?
I know the X-Wing is not just a repaint. I zoomed in on the top down view of the new X-Wing miniature while it was still available for viewing. It definitely has the split S-Foils and larger engine intakes of the T-70 X-Wing.
I just yesterday opened the first of my 3 starter sets
However, as I am collecting strictly Episode IV to VI stuff, and the rules are available free online, even if this new starter does have '2.0' rules, I'll hope I'll still be good to go. Maybe need new dice / rulers / markers if they are changed.
Darkjim wrote:I just yesterday opened the first of my 3 starter sets
However, as I am collecting strictly Episode IV to VI stuff, and the rules are available free online, even if this new starter does have '2.0' rules, I'll hope I'll still be good to go. Maybe need new dice / rulers / markers if they are changed.
I doubt they'll change functionally, maybe cosmetically, but if they change anything too central to the way the game works it'll be a bit dubious to label it an "X Wing Miniatures" starter.
Manchu wrote:TIE/FO seems to have four actions. I am dying to see what the fourth will be.
I'm liking the Red Squadron veteran as he has everything I want. Cool look (X-wing, duh!), droid, and elite pilot. The added boost means I could use the modification for something else as well although I'm not sure what though as I almost always use engine mod. I guess failsafe munitions if I take torpedoes but that is alot of points total. That starter (or subsequent booster) may be my first x-wing purchase in a couple of waves (since the Tantive and YT-2400). Has it been leaked yet whether the new versions of the TIE and X-wing will be getting individual boosters as well to fill in the missing SKUs?
It hasn't been leaked about the boosters, but there were several entries missing in the FFG stock codes, so it is a fairly reasonable assumption there's more to come, and that's the most logical thing, IMO.
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tommse wrote:So is it a good start to go with one of both, the old and the new starter packs?
It really comes down to choice, two starters is generally considered a good foundation, and the new ships aren't flat out better, as they're costed appropriately, so follow your nose.
overtyrant wrote:I love the look of BB8!
Me too! The Astromech slot has quietly been getting some really nice cards. There was always R2, but the Transporter added some really cool options, and now this.
warboss wrote: I'm liking the Red Squadron veteran as he has everything I want. Cool look (X-wing, duh!), droid, and elite pilot. The added boost means I could use the modification for something else as well although I'm not sure what though as I almost always use engine mod. I guess failsafe munitions if I take torpedoes but that is alot of points total.
warboss wrote: I'm liking the Red Squadron veteran as he has everything I want. Cool look (X-wing, duh!), droid, and elite pilot. The added boost means I could use the modification for something else as well although I'm not sure what though as I almost always use engine mod. I guess failsafe munitions if I take torpedoes but that is alot of points total.
Autothrusters.
Thanks for the tip. That is particularly juicy. I haven't kept up with the upgrades in the last two waves so didn't know about that one.
I'll probably be picking up this new set, mostly cause I love the new ships. If they release a bulked up version of the tie fighter (special forces w/ the red marking) then i'm sold on it entirely.
However I don't plan on mix and matching ships from the different eras. Having OT ships next to the ones from the new film would be weird if you ask me. I'm just hoping the new starter has the same simplicity and quick fun of the original core set.
Thargrim wrote: I'm just hoping the new starter has the same simplicity and quick fun of the original core set.
Funny you say that, as I feel like one X-wing starter is a horrible indication of how the game feels. I was there for the original launch, and that first night the wife and I learned the game on the contents of a single starter, and mostly hated it. :-p That game at 30pts feels like idiot space-jousting and did no convey what the system really offers at all.
The monetary value is there, sure, but I always tell people to buy at least two (the horrible lack of dice in one set also does no favors), plus some extras to judge the game.
Thargrim wrote: I'm just hoping the new starter has the same simplicity and quick fun of the original core set.
Funny you say that, as I feel like one X-wing starter is a horrible indication of how the game feels. I was there for the original launch, and that first night the wife and I learned the game on the contents of a single starter, and mostly hated it. :-p That game at 30pts feels like idiot space-jousting and did no convey what the system really offers at all.
The monetary value is there, sure, but I always tell people to buy at least two (the horrible lack of dice in one set also does no favors), plus some extras to judge the game.
Yeah, but for someone who typically doesn't do tabletop gaming it struck me as being actually playable. I tried to do warhammer but I couldn't get into it, there's a difference between being fun and being so convoluted its like a having second job to learn it. I wonder if they will do a reprint of the current starter with revamped rules/errata and faqs put into the rules.
Aside from that, I do hope they have some other releases for TFA lined up. Otherwise we'll be stuck with the contents of the new starter for months because the resistance and first order aren't going to have many ships. I'm not sure how much disney is giving them to work with, but releasing the special forces tie along with a black x wing wouldn't exactly be much of a spoiler..because toys based on those ships are already being released on the 4th anyways. And FFG has a tendency to show off what they are releasing 6 months prior, which is mind numbing...the inquisitors prototype tie fighter still won't be available for months and months.
Thargrim wrote: I'm just hoping the new starter has the same simplicity and quick fun of the original core set.
Funny you say that, as I feel like one X-wing starter is a horrible indication of how the game feels. I was there for the original launch, and that first night the wife and I learned the game on the contents of a single starter, and mostly hated it. :-p That game at 30pts feels like idiot space-jousting and did no convey what the system really offers at all.
The monetary value is there, sure, but I always tell people to buy at least two (the horrible lack of dice in one set also does no favors), plus some extras to judge the game.
Yeah, but for someone who typically doesn't do tabletop gaming it struck me as being actually playable. I tried to do warhammer but I couldn't get into it, there's a difference between being fun and being so convoluted its like a having second job to learn it. I wonder if they will do a reprint of the current starter with revamped rules/errata and faqs put into the rules.
Aside from that, I do hope they have some other releases for TFA lined up. Otherwise we'll be stuck with the contents of the new starter for months because the resistance and first order aren't going to have many ships. I'm not sure how much disney is giving them to work with, but releasing the special forces tie along with a black x wing wouldn't exactly be much of a spoiler..because toys based on those ships are already being released on the 4th anyways. And FFG has a tendency to show off what they are releasing 6 months prior, which is mind numbing...the inquisitors prototype tie fighter still won't be available for months and months.
Remember, Resistance/First Order are subfactions of Rebels/Imperial. They can appear in one of those factions lists, but are kept separate, probably as a way of future-proofing "Sequel format". For example, make games 150 pt to account for higher base costs, but ban the Academy Pilot with the rest of the old Galactic Empire stuff.
Thargrim wrote: I'm just hoping the new starter has the same simplicity and quick fun of the original core set.
Funny you say that, as I feel like one X-wing starter is a horrible indication of how the game feels. I was there for the original launch, and that first night the wife and I learned the game on the contents of a single starter, and mostly hated it. :-p That game at 30pts feels like idiot space-jousting and did no convey what the system really offers at all.
The monetary value is there, sure, but I always tell people to buy at least two (the horrible lack of dice in one set also does no favors), plus some extras to judge the game.
Yeah, but for someone who typically doesn't do tabletop gaming it struck me as being actually playable. I tried to do warhammer but I couldn't get into it, there's a difference between being fun and being so convoluted its like a having second job to learn it. I wonder if they will do a reprint of the current starter with revamped rules/errata and faqs put into the rules.
Aside from that, I do hope they have some other releases for TFA lined up. Otherwise we'll be stuck with the contents of the new starter for months because the resistance and first order aren't going to have many ships. I'm not sure how much disney is giving them to work with, but releasing the special forces tie along with a black x wing wouldn't exactly be much of a spoiler..because toys based on those ships are already being released on the 4th anyways. And FFG has a tendency to show off what they are releasing 6 months prior, which is mind numbing...the inquisitors prototype tie fighter still won't be available for months and months.
Remember, Resistance/First Order are subfactions of Rebels/Imperial. They can appear in one of those factions lists, but are kept separate, probably as a way of future-proofing "Sequel format". For example, make games 150 pt to account for higher base costs, but ban the Academy Pilot with the rest of the old Galactic Empire stuff.
Yep I knew that they could be mixed in the same lists. My gaming group is going to keep things era specific though to keep the games fluffy or accurate to the films era. I don't do tournaments or any serious gaming so i'm not too worried about running into problems.
I wish I could control myself, but Star Wars fever is starting to hit me. I can see picking up a few of these sets and I've barely had time to play the original X-Wing....
I don't see mixing as a huge thematic problem. The Y-Wing and Z-95 are extremely old ships by the OT era and are still in use. Star Wars technology appears to age well.
TheWaspinator wrote: I don't see mixing as a huge thematic problem. The Y-Wing and Z-95 are extremely old ships by the OT era and are still in use. Star Wars technology appears to age well.
Might be a problem with characters though, like having Vader in a shuttle, guarded by Firt Order TIE's just feels wrong
TheWaspinator wrote: I don't see mixing as a huge thematic problem. The Y-Wing and Z-95 are extremely old ships by the OT era and are still in use. Star Wars technology appears to age well.
No. But blatant power creep/pay-to-win is pretty bad there.
Basic old X-Wing Rookie Pilot is 21 points. With added boost (Engine Upgrade) and shield (Shield Upgrade) he'd be 29 points already. And still doesn't get the Tallarn turn or Tech upgrade slot.
Basic "old" E-Wing comes with 3 Shield and native Boost like the new X-Wing (still no Tallarn turn), but costs 27 for the PS 1 and 29 for the PS3.
New X-Wing is 24 points for the basic PS2 guy with all of the above, the Tallarn turn, new upgrade slot, native Boost (can use Autothrusters, etc..).
Basically, you can already bin most of the small Wave 1/2 rebel ships outside of a few named pilots with useful abilites. And that's just the "starter" to the new-gen ships. More to follow.
Probably would've been wiser to keep new-trilogy and old-trilogy factions separate. But alas, FFG-money-grabbing in full swing (which is a pity, I think the new ships would've sold just as well solely on the strength of the new Disney-designs and the general Star Wars-hype).
TheWaspinator wrote: I don't see mixing as a huge thematic problem. The Y-Wing and Z-95 are extremely old ships by the OT era and are still in use. Star Wars technology appears to age well.
Might be a problem with characters though, like having Vader in a shuttle, guarded by Firt Order TIE's just feels wrong
Only if you're concerned about the background. Given some of the squadrons I've seen discussed, it's safe to say that's not a concern many share.
Personally, I agree. But then, I always field Luke with R2-D2, or Vader/Mauler Mithel/Backstabber as a group and suchlike, so I suspect I'm not in the majority.
It was overcosted for what it did and this one is better costed and does a similar but better job for similar but more points.
If the X-Wing ended up overcosted, it did so only because later X-Wing releases upped the power creep, which this release does once again (and future FFG X-Wing releases will most probably also continue to do). Exactly what I've said.
It's the sad routine of FFG these days. It's just sad to see, that's all, especially since they wouldn't have to do it, given the general appeal of all things Star Wars these days.
And it's not like they even try to fix the old X-Wing Chardaan-Refit-style (or simply with a new pack of reduced-cost X-Wing cards, or even better yet, a "Rebel Squadrons Codex" with all X-Wing rules available to a faction and no more silly cards).
I think FFG has done a pretty good job of keeping things relatively balanced. I was flying X-Wings and Tie Advanced (and Tie Bombers) and being very successful with them, even when people were saying they were crap.
Im a sad panda though, decided to stop by Target on my way into the office (about an hour ago now), and they were... closed...
If the X-Wing ended up overcosted, it did so only because later X-Wing releases upped the power creep, which this release does once again (and future FFG X-Wing releases will most probably also continue to do). Exactly what I've said.
It was overcosted compared to the TIE fighters it came with in the starter box, well before later waves.
And it's not like they even try to fix the old X-Wing Chardaan-Refit-style (or simply with a new pack of reduced-cost X-Wing cards, or even better yet, a "Rebel Squadrons Codex" with all X-Wing rules available to a faction and no more silly cards).
Are you seriously promoting a codex based system? Well you should have said so before. I now know I can safely ignore anything you have to say as we have some severely different and fundamentally opposite opinions about what makes the game good.
Are you seriously promoting a codex based system? Well you should have said so before. I now know I can safely ignore anything you have to say as we have some severely different and fundamentally opposite opinions about what makes the game good.
A book compiling all upgrades and rules, possibly as an alternative to the cards, would make things a lot less cluttered on the table, yes. Especially at tournaments, when time is scarce and lots of people's stuff is knocking about.
I find FFGs card-fetisch fairly unsuited for X-Wing. It's less of a problem for, say, Imperial Assault, which I only tend to play at home. YMMV.
Not sure how the format the rules are printed in would have any influence on the quality of the game?
I disagree, if you're the least bit organized the cards make things so much easier than a reference book. Personally I lay out my ship cards, and then place my upgrades on top of them in a manner so that I can see the name/rules reference on each one. I also put all relevant tokens on the cards as well (this is one thing I hate about FFGs tournament policy, there is absolutely no reason why the tokens should be placed next to the models when they can be placed on the cards instead, it helps to reduce clutter on the battlefield itself, and avoid the confusion associated with which token belongs to which person/ship).
chaos0xomega wrote: I disagree, if you're the least bit organized the cards make things so much easier than a reference book. Personally I lay out my ship cards, and then place my upgrades on top of them in a manner so that I can see the name/rules reference on each one. I also put all relevant tokens on the cards as well (this is one thing I hate about FFGs tournament policy, there is absolutely no reason why the tokens should be placed next to the models when they can be placed on the cards instead, it helps to reduce clutter on the battlefield itself, and avoid the confusion associated with which token belongs to which person/ship).
Agreed on your last point. I am almost convinced FFG over-supplies us with tokens, knowing we'll inevitably lose some on tournament days, to people snatching things up after a game. I hate to say, its the reason I bought odd colored acryllic tokens for all my main actions, etc... just so I would very likely always know what was "mine".
In other news, I literally saw a fat man in a fedora push a Target employee to the floor and in one move, shove the entire stock of Force Awakens starters, and six-inch action figures, into his cart.
I proceeding to say "feth it", and went to Miniaturesmarket.com where you can order said starter for 40% off if you have a modicum of patience. :-p
It's been a few years since I got a starter but didn't the previous come with more upgrades? I seem to remember more options both for the x-wing (characters) as well as generic stuff like torpedoes, elite skills, etc. This one seems quite light if he is actually showing everything that is in the pack and not just the new stuff (which I don't think is the case as he showed the proton torpedo card).
Also, the new tech upgrade symbol reminds me of the little Android phone mascot's head.
Yes, the previous starter contained a lot more. To FFG's credit, they might be limited in what they can display (nothing thats coming out from any company today is really indicative of anything we haven't already seen. Considering there are rumored to be over 50 different and unique spacecraft in the film, you would think we would be seeing a few more toys based on them, dont you think? Ditto to characters, etc.
I hope the x-wing boosters come with a standard loadout of cards. I haven't really kept up with the last few waves (no interest in most of the EU ships or scum/villainy) but I'd be interested in picking up two new x-wings. I had thought about getting the starter but since the contents are a bit anemic I might just instead go digital with the new rules assuming FFG puts them up as normal.
It was overcosted for what it did and this one is better costed and does a similar but better job for similar but more points.
If the X-Wing ended up overcosted, it did so only because later X-Wing releases upped the power creep, which this release does once again (and future FFG X-Wing releases will most probably also continue to do). Exactly what I've said.
It's the sad routine of FFG these days. It's just sad to see, that's all, especially since they wouldn't have to do it, given the general appeal of all things Star Wars these days.
And it's not like they even try to fix the old X-Wing Chardaan-Refit-style (or simply with a new pack of reduced-cost X-Wing cards, or even better yet, a "Rebel Squadrons Codex" with all X-Wing rules available to a faction and no more silly cards).
Not enough activity in 40K threads to be worth trolling them these days Zwei?
I can only assume you either don't play the game or only have the most superficial involvement, as the X Wing has been a mid tier choice for a long, long time. (That said, I took a an XXX list a few weeks back and had two of the easiest wins I've had in some time with it.)
Additionally, if you're going to argue power creep as a thing, I'm afraid you're going to have to show it in a wider context than just one ship. In fact in the wake of recent releases, far from making the latest ship the new shiny, it has been some of the older ships (Ys and TIE Adv especially) that have got a boost.
It isn't very long that an interview with one of the head game designers was released either (Gencon time) where he acknowledged some of the ships needed a boost (specifically name checking the X, Defender and Scyk IIRC) and that fixes were in the works.
You can try and vilify FFG all you like, but you're on really thin ice, especially when 100 point squadrons means a small points difference can radically alter what you can field 15 points vs 12 means a max of 6 per list, rather than 8, and I'm not sure the boost action on PS1 pilots is necessarily worth 25% fewer ships (and consequent reduction in firepower etc) or is some sort of broken, OP swing in power.
You're too used to being GW's play thing, try thinking more like a person who plays a game by a company who know that making it fun, fair and varied, engaging fans and actively trying to fix mistakes should they occur is just as valid a way of making money as cutting points costs, raising prices and reducing product life.
I picked up this set, there was maybe 3 left. Overall i'm impressed with it, the models are pretty sharp. However I plan on painting them up to look more weathered/detailed. Doing some glow on the x wing engines and some pitting and damage here n there.
gameplay wise I haven't got a clue , i'll probably play it for the first time tomorrow.
warboss wrote: This one seems quite light if he is actually showing everything that is in the pack and not just the new stuff (which I don't think is the case as he showed the proton torpedo card).
They are actually actively fighting power creep in this game. See the titles they made for the Y-Wing, TIE Advanced, and A-Wing. BB-8 also appears to be a really good thing for T-65s. Wedge with Push the Limit and BB-8 should work great.
I really don't want a codex system. Carrying a handful of cards to a tournament is much preferred to books.
It's also nice to see Micromachines out again; I picked up a couple sets to fill in for FA ships until the singles come out. They're only a hair smaller than the FFG ships, just need some extra dials and I'm good to go (and I can try my hand at designing a Special Forces Tie).
TheWaspinator wrote: They are actually actively fighting power creep in this game. See the titles they made for the Y-Wing, TIE Advanced, and A-Wing. BB-8 also appears to be a really good thing for T-65s. Wedge with Push the Limit and BB-8 should work great.
I really don't want a codex system. Carrying a handful of cards to a tournament is much preferred to books.
I think I've missed BB-8, if he's been spoilered. What does he do, and is he the right flavour Astromech to fit into a T 65?
Give this to say Luke or Wedge along with Push the Limit. You reveal a green maneuver, do your barrel roll, push for a Focus, do the green maneuver (which clears thre stress), and then target lock something as your normal action. Seems pretty cool.
i snagged the last one at my local Target yesterday...
it's a nice little box...
as my first X-Wing purchase, i am well impressed with the ships...
big props to FFG for making pre-painted plastic look good, and having straight lasers on the X-Wing!!!
i'm already thinking about what improvements i can make to the paintjobs...
i'll never play the game, but i think these will be a lot of fun to spruce up with some paint...
now i wait for a new Millenium Falcon with the new rectangular dish on top, like a few of the on-set pics have shown...
only three more months until we get to see these ships in action on the big screen...
can't wait!!!
Stormonu wrote: nice. Integrated Astromech basically gives a loaded X-Wing an extra hull.
These ship modifications are an unusual way to add power creep - or "fix" overcosted ships, depending on how you see things.
I think that the Integrated Astromech is actually a patch for the astromech slot. Problem there is, the generic mechs abilities are not really all that useful on an X-wing, which doesn't have enough hull to benefit from the R5, and has to many Green maneuvers vs red maneuvers to benefit from the R2. A lot of unique mechs are also underwhelming, with R3-A2, R2-D2, and BB-8 being the only ones that really stand out as useful. Now, if you don't have something better to put in your upgrade slot, all mechs serve to not only give you an extra HP, but also neutralize a potentially deadly crit. For example, a generic Blue Novice stands at basically 3 Hull, 4 Shield. Nearly a B-wing level of durability, but with a lot more mobility, for only 25 points with an R2 unit. Also, Biggs with R4-D6 is 3/3, with immunity to one-shoting, for only 26 points.
Mathieu Raymond wrote: For some reason, my old Mac can't or won't give me access to FFG's website. Can anyone patch the text in, please?
Check the FFG sub-forum.
Actually, it probably makes sense to repost here, it's an odd feature of X Wing coverage that it seems that news gets squirrelled away and discussed down the bottom, when most other games will discuss it in the (much higher traffic) news and rumours forum.
This is an awesome game, we need to recruit as much new blood as possible!
Build up your Resistance and First Order squadrons with the T-70 X-wing Expansion Pack and TIE/fo Fighter Expansion Pack, coming soon to X-Wing™!
The Resistance’s T-70 X-wing and the First Order’s TIE/fo fighter just recently debuted in The Force Awakens™ Core Set, and they’re already flying missions, shooting down enemy fighters, and making their mark on the game. With their new stat lines, tech upgrade slots, and talented aces, these starfighters are rapidly helping to decide the fate of the galaxy, even before The Force Awakens arrives in theaters!
Soon, you’ll be able to add more of these ships to your fleet. We are proud to announce that the T-70 X-wing Expansion Pack and TIE/fo Fighter Expansion Pack are being added to the game’s eighth wave of starship expansions!
Like the other expansions in Wave VIII, the T-70 X-wing Expansion Pack and TIE/fo Fighter Expansion Pack introduce pre-painted miniature starfighters, faithfully sculpted at the game’s standard 1/270 scale, along with an assortment of new ship cards, upgrade cards, a maneuver dial, and all the tokens you need to fly your ships into battle.
T-70 X-wing Expansion Pack
Resistance pilots commonly find themselves outnumbered by the First Order. Accordingly, they know that in order to win their engagements – even just to survive – they’ll need to push themselves and their ships to the limits.
In addition to one detailed T-70 X-wing miniature, the T-70 X-wing Expansion Pack comes with five upgrades and four ship cards, including two unique aces, to help push your Resistance forces to victory.
You’ll find an Astromech droid and an X-wing only modification that play to the X-wing’s strengths, and you’ll find a new elite pilot talent, Cool Hand , to help you emerge unscathed from your moments of weakness.
Most importantly, the T-70 X-wing Expansion Pack allows you to field another Resistance X-wing in battle, and that helps you even the odds, especially when that X-wing is flown by a pilot as talented as “Red Ace.”
“Red Ace” possesses an uncanny ability to shrug off incoming fire. The first time he removes a shield token each round, he gains an evade token, making him a hard target for pairs of TIEs to pin down. Combined with the Integrated Astromech modification and the Classic Core Set’s R2-D2 upgrade, “Red Ace” can easily help you turn the tables against the forces of the First Order.
TIE/fo Fighter Expansion Pack
An extremely nimble starfighter, the First Order’s mass-produced TIE/fo offers a unique blend of durability, maneuverability, and advanced tech that its best pilots quickly learn to use to their advantage in combat.
You’ll find one of these ships available in the TIE/fo Fighter Expansion Pack as a carefully detailed and pre-painted miniature, along with six ship cards and two upgrades that allow your First Order pilots to employ cunning new tactics in battle.
Two of the expansion’s three unique aces feature the elite pilot talent slot, and that means they can equip the new Juke upgrade. For two squad points, this elite pilot talent enters X-Wing as one of a very limited number of cards that allow the attacker to modify the defender’s dice results.
“When attacking, if you have an evade token, you may change 1 of the defender’s results to a result.”
The drawback, of course, is that you have to hold an unspent evade token, and the rules state that you clear all of your ships’ evade tokens at the end of each round. Here, the TIE/fo fighter’s new tech upgrade, Comm Relay , offers a solution. For three squad points, this upgrade allows you to store a single evade token that you don’t need to remove at the end of the round. Thus, you can perform an evade action in the game’s first round as you close on your opponent’s Resistance forces, and save it to fuel your Juke.
What’s more, if your pilot fires early enough in combat, you can still use that evade token to save his ship from damage after he takes his shot. Accordingly, you’ll find there are few better at juking their opponents than “Omega Leader,” one of the expansion’s three unique aces, whose pilot skill value of eight ensures he almost always fires near the top of combat.
X-Wing Past and Present
With their new starfighters, pilots, and upgrades, the T-70 X-wing Expansion Pack and TIE/fo Fighter Expansion Pack will soon add new intensity to the battles already raging between the forces of the Resistance and the First Order.
As part of X-Wing Wave VIII, they will also expand and intensify all your X-Wing battles, including those fought between the forces of the Rebel Alliance, the Galactic Empire, and the galaxy’s Scum and Villainy.
The Force Awakens Core Set introduces rules for playing with your Resistance and First Order forces alongside the game’s three existing factions, and that means you can look forward to giving Luke Skywalker an Integrated Astromech, flying your swarm of TIE/fo fighters alongside “Howlrunner,” and shutting down focus tokens with Carnor Jax , only to Juke your opponents.
The Star Wars galaxy is a vast and wondrous place, and your X-Wing expansion packs afford you tremendous freedom to explore its space battles, past and present.
Along with all the rest of Wave VIII, T-70 X-wing Expansion Pack and TIE/fo Fighter Expansion Pack are scheduled to arrive at retailers in the fourth quarter of 2015!
It's mainly because there's other really established forums for X Wing already. Just like how Dakkadakka is well established for 40k there's a bunch of forums out there for X Wing already.
Also, I'm really annoyed this "X Wing fix" is only 1 card per blister. On the other hand, the TIE/fo blister is boss. That ept is pretty snazzy for cheap ept genetics and the tech upgrade is sexy as well. If we ever see a "fo interceptor" of some kind it'll be insane
MrMoustaffa wrote: It's mainly because there's other really established forums for X Wing already. Just like how Dakkadakka is well established for 40k there's a bunch of forums out there for X Wing already.
That explains the relatively low traffic in the sub-forum for such a popular game, it doesn't explain why the news isn't discussed in the news section!
I expect there'll be another one along shortly to talk about all the new TIE based toys.
Automatically Appended Next Post: And as I'm on a tablet and this sort of fancy pants post construction takes ages, shamelessly stolen from the bottom of the page..
"We have been called criminals, but we are not. We are rebels, fighting for the people, fighting for you."
–Ezra Bridger
Lothal orphan. Mandalorian explosives expert. Lasat Honor Guard. Ill-tempered Astromech Droid. Twi'lek pilot. Jedi survivor. These are the crew of the Ghost and the protagonists of the hit show Star Wars Rebels, and they will soon arrive to your games of X-Wing™ in the Ghost Expansion Pack.
The first Standard Play expansion to incorporate materials from Star Wars Rebels, and one of the most keenly anticipated expansions in X-Wing Wave VIII, the Ghost Expansion Pack allows you to fly to battle with Kanan Jarrus, Hera Syndulla, Ezra Bridger, and the rest of Lothal Rebels. This fact, plus the fact that it introduces not just one, but two ships makes the Ghost Expansion Pack an excellent entry point for new players looking to experiment with tactics beyond the X-Wing Core Set or The Force Awakens™ Core Set.
Just as the crew of the Ghost most often conduct their missions against the Empire as an isolated Rebel cell, the Ghost Expansion Pack stands well on its own. Combined with your Core Set, this expansion provides everything you need to assemble a fun and competitive Rebel squadron. In fact, the Ghost Expansion Pack comes with so much material that we need two previews just to explore it all.
Today, though, we start by looking more closely at the expansion's two miniature starships, the VCX-100 light freighter and the attack shuttle!
Ghost and the Phantom
Foremost among all the components of the Ghost Expansion Pack are its two detailed miniature starships, both of which have been lovingly rendered at the same 1/270 scale used throughout all of X-Wing Standard Play.
Notably, rendering these ships at 1/270 scale makes the first of them, the VCX-100 freighter, a massive presence on the battlefield. The largest large-base ship currently in X-Wing, the VCX-100 is even larger than the Galactic Empire's VT-49 Decimator, and it dwarfs even some of the game's other large-base ships, like the YT-2400.
The VCX-100 from the Ghost Expansion Pack is so large that it uses a unique peg to connect to its base
This behemoth enters the game with four attack, zero agility, six shields, and a whopping ten hull. Then, its brute force can be further enhanced by a wide array of possible upgrades, including a system upgrade, turret, two torpedoes, and two crew slots. Finally, you can even equip your VCX-100 with the Ghost Title upgrade to field it in your games as though it were Hera Syndulla's signature vessel.
Named for her ability to evade Imperial sensors, the Ghost featured static jammers and baffled dampeners that meant it detected on many sensors as mere cosmic radiation. On multiple occassions, these modifications allowed Hera Syndulla and her crew to avoid getting caught in fights that they couldn't win; however, the Ghost and her crew saw their fair share of battle, as well. Accordingly, it was equipped with a nose turret gunner station underneath the cockpit and a 360-degree Dorsal Turret that was mounted midship.
The second ship in the Ghost Expansion Pack is the attack shuttle, a worthy addition to any Rebel squadron. The attack shuttle offers three attack, two agility, two shields, and two hull, as well as the focus, evade, and barrel roll actions. Notably, it is also the first Rebel ship for X-Wing Standard Play that comes without the acquire target lock action and the first ship in X-Wing for any faction to arrive without a non-unique pilot.
The attack shuttle from the Ghost Expansion Pack
Instead, the attack shuttle is reserved strictly for the crew of the Ghost, and you can even dock it to the Ghost when you give it the Phantom Title. In that case, the Phantom remains completely immune to enemy attacks until you choose to deploy it after the Ghost executes a maneuver.
By starting docked and then deploying in the heat of combat, the Phantom can slip into battle in the most surprising of fashions, especially if it's docked to the Ghost piloted by Hera Syndulla or another VCX-100 pilot with higher pilot skill than those on your opponent's ships.
The Phantom deploys from the Ghost to catch a pair of TIE fighters by surprise.
The Spark of Rebellion
"We started by wanting to fight the Empire. Somebody had to do something about the terror and injustice they're spreading across the galaxy."
―Kanan Jarrus
One ship cannot stop an Empire, not even a ship as powerful as the Ghost. But one ship can help spark a larger rebellion. And two ships, working together like the Ghost and the Phantom, can win many battles and many victories in the name of freedom.
In our next preview of the Ghost Expansion Pack, we'll look at how it brings each of the protagonists from Star Wars Rebels to life as both pilots and crew members. For now, though, it's enough to note that when you pair the expansion with either the X-Wing Core Set or The Force Awakens™ Core Set you can find any number of thematic ways to build a full, 100-point X-Wing squad based primarily around the Ghost and her crew.
One example is the squad depicted below, which pairs Hera Syndulla's Ghost with an X-wing flown by Biggs Darklighter .
Hera Syndulla with Kanan Jarrus , "Zeb" Orrelios , Reinforced Deflectors , Dorsal Turret, and Ghost (50)
Ezra Bridger with Phantom (20)
Biggs Darklighter with R2-D2 (29)
Total Squad Points: 99
The Ghost is large, powerful, and versatile. However, it is not an agile ship, so this list pairs it with Biggs Darklighter, whose ability to draw fire away from friendly ships at Range "1" can reduce the amount of damage the Ghost suffers early in the game. That means you should be able to maneuver Hera Syndulla into attack position relatively unscathed, at which point you can either choose to deploy your Phantom or keep it docked in so that your Ghost retains the more versatile attack options that the Phantom grants it.
Eventually, thanks to the fact he'll draw almost all the early fire from your opponent's list, Biggs Darklighter is likely to be shot down. At that point, your Reinforced Deflectors help to mitigate the Ghost's poor defenses, as does "Zeb" Orrelios. While he doesn't directly add to your defenses, he allows you to take better advantage of Hera's unique ability to change her maneuvers, even should those maneuvers cause you to overlap an enemy ship. So long as you can keep that ship in your firing arc, "Zeb" allows you to attack, even when your ships are touching, and any upgrade or action that allows you to keep firing with your massive primary attack of four dice plays directly into the philosophy that the best defense is a good offense.
Fight the Empire
"We started by wanting to fight the Empire. Somebody had to do something about the terror and injustice they're spreading across the galaxy."
―Kanan Jarrus
One ship cannot stop an Empire, but one ship can still make an impact, especially when that ship is the Ghost and her crew is full of individuals as spirited and talented as Hera Syndulla, Kanan Jarrus, Ezra Bridger, and their companions. Just as these characters strike blow after blow against the Empire in Star Wars Rebels, they offer you myriad ways to battle the Empire in X-Wing. After all, all six of the show's protagonists appear as both pilots and crew upgrades.
In our next preview, we'll take another, closer look at these characters and how the Ghost Expansion Pack brings them to life in your games of X-Wing!
H.B.M.C. wrote:Heh, just like in the show, Sabine has nothing to do in their example.
ouch
overtyrant wrote:Hiera (spelling?) was pointed it to me she is PS 7 (perfect candidate for VI) but can't take an EPT!
Hera. And yeah, given she's THE pilot of the Ghost I find that strange. Especially given that freakin EZRA in the shuttle gets one. Balancing purposes I guess, but it's still pretty stupid.
I get the feeling the shuttle pilots will all get an EPT slot, and the ghost pilots will miss out. Probably to try and prevent certain combinations from occurring
To be fair, not every ship needs an EPT slot. Honestly, EPTs should probably be a lot more rare anyways. I mean really, does every ship need to have every pilot above PS 4 with an EPT? Should most ships even have an EPT? Shouldn't it just be saved for the absolute best named and generic pilots? I feel the trend they have now, where there's a high skill generic and ace that get the EPT and a lower skill generic and Ace is the best system. Cuts down on the shenanigans a bit, which, with all the new ships coming out, is pretty important.
Honestly, what ships DON"T have one?
Y Wing (rebels)
Tie Punisher
Imperial Shuttle
and.... wow I'm having a hard time thinking of others.
Also, Veteran instincts was horribly undercosted in hindsight. I mean obviously there's no going back now but for 1pt it's just way too much of an autoinclude right now. Given the way it made the Phantom and certain other ships so much more powerful it probably should have been 3pts base. Don't blame FFG at all for not allowing it on the little shuttle for balance reasons.
MrMoustaffa wrote: Don't blame FFG at all for not allowing it on the little shuttle for balance reasons.
Might want to re-read. The little attack shuttle DOES have an EPT slot. Hera, the pilot of the Ghost (the big ship) whose whole role in the show is to be a badass pilot, does not.
Edit: Also, no K wing pilot has an EPT slot, but then I disagree with the entire sentiment that the EPT slot should be rare.
MrMoustaffa wrote: Don't blame FFG at all for not allowing it on the little shuttle for balance reasons.
Might want to re-read. The little attack shuttle DOES have an EPT slot. Hera, the pilot of the Ghost (the big ship) whose whole role in the show is to be a badass pilot, does not.
I called it. There are a lot of interesting things you can do with this guy. Wedge, Integrated Targeting Mech, Stay on Target. Hobbie Klivian now has basically a White K-turn. Talon Roll, Cool Hand, Astromech is a fully boosted shot.
I was reading that article thinking "hmm, that's not ringing any bells" but because it wasn't a traditional preview type article I just assumed I'd forgotten about them!
It was from some flyer or the like, "Imperial Veterans Expansion Pack."
Automatically Appended Next Post: There we go, just up on FFG's website.
Plot your bombing runs, unleash torrential volleys of cannon fire, and rule the skies with Imperial might… Fantasy Flight Games is proud to announce the Imperial Veterans Expansion Pack for X-Wing™!
Designed to maximize the impact of your TIE bombers and TIE defenders, the Imperial Veterans Expansion Pack introduces two new TIE miniatures with alternate paint schemes – one gray TIE bomber with the Gamma Squadron's signature white stripe and one TIE defender with the bold red paint scheme shared by Countess Ryad and the Glaive Squadron.
Additionally, you'll find eight veteran pilots and an impressive arsenal of thirteen upgrades that expand the capabilities and versatility of your TIE bomber and TIE defender. Finally, the Imperial Veterans Expansion Pack includes rules for the Tractor Beam that it shares in common with the Mist Hunter Expansion Pack from Wave VIII and a new mission, Disable the Relays, that highlights many of the new tricks and tactics that its ships, pilots, and upgrades add to your Imperial forces!
Marek Steele Gets a second Ship to Fly! PS 7, seems to have same ability (Just Like Hera). Toman Bren (Bomber, PS 8) allows you to recycle one-use EPT's. New Generic Defender Has PS 6, and I'll wager an EPT like Royal Guards. New Bombers are PS 5, have an EPT slot.
TIE Shuttle: Lose all your ordinance, Gain two crew slots. 0pt. Cannot take Palpatine.
Looks like two cards for the TIE Defender, but I cannot read them. One seems to be like the shuttle in that you lose secondary weapons (This is a guess, both the cannon and Missile Symbols are present), but after executing a speed 5 maneuver, you assign something. Second is once per round, and seems to refer to Secondary Weapons with Power 3 or Less.
Long Range Scanner (Modification): Can acquire target locks beyond range 3, but cannot acquire them within range 1-2. You also cannot equip something.
Ooh, shiny! I definitely think that's a little more interesting than just a double pack of Interceptors. I don't like the red scheme on TIEs, but that can be repainted anyway.
Crazy_Carnifex wrote: I called it. There are a lot of interesting things you can do with this guy. Wedge, Integrated Targeting Mech, Stay on Target. Hobbie Klivian now has basically a White K-turn. Talon Roll, Cool Hand, Astromech is a fully boosted shot.
It's also nice to see that the card art features R2-KT. (Though it would have been nice to have her on a unique card, this is still pretty awesome).
Crazy_Carnifex wrote: I called it. There are a lot of interesting things you can do with this guy. Wedge, Integrated Targeting Mech, Stay on Target. Hobbie Klivian now has basically a White K-turn. Talon Roll, Cool Hand, Astromech is a fully boosted shot.
It's also nice to see that the card art features R2-KT. (Though it would have been nice to have her on a unique card, this is still pretty awesome).
Agreed, but her canon name is QT-KT, which is even sweeter. What a back-story... wow.
QT-KT was a stand-in for R2-KT because the episode of The Clone Wars in which she was featured had Artoo as a main character and the producers didn't want to make it confusing. Since The Clone Wars and The Force Awakens are both cannon, these are two separate, but similar, droids.
The art on this card is R2-KT (and also as she will appear in The Force Awakens).
Had to admit, the latest wave was losing me a bit (the ghost is the most meh thing ever in my opinion, as I'm not a rebels fan)
But then they do this.
Awesome mechs for the X Wing.
The best pilot in the game (PS wise) is a TIE fighter now
Not to mention the Imperial Ace Mk II pack is just the tits.
Hell I might even buy a Gozanti now, this is the kind of stuff I've been wanting to see. The main ships (Aka the X Wing, the TIE Fighter, etc.) really should have gotten more variety and with this massive amount of previews lately FFG hit the exact note I wanted.
Hopefully when all this comes out, the classic ships that most people play this game for will become more common.
Also, I'm really intrigued they actually went for the TIE shuttle. Between that and the Defender fixes, it really looks like FFG has been taking inspiration from their forums.
Now that is a nasty ability. Plus he can take VI so he'll probably be loaded for bear with autothrusters and some sort of offensive droid or the one that lets you recover shields by spending a focus.
He probably isn't as powerful as poe, but its still a nice ability.
MrMoustaffa wrote: Now that is a nasty ability. Plus he can take VI so he'll probably be loaded for bear with autothrusters and some sort of offensive droid or the one that lets you recover shields by spending a focus.
He probably isn't as powerful as poe, but its still a nice ability.
Way I see him is that with Vet Instincts he's a hair cheaper than Miranda, and has slightly better PS. Running Him and Poe Together allows you to get two high PS Regenerators and a third support ship, such as an R3-A2 Warthog.
Each wave of starship expansions for X-Wing™ is designed to expand the ranks of all three factions. So as our last previews focused on the Ghost Expansion Pack and what its ships and crew can offer your budding Rebel forces, it is only natural that we continue our Wave VIII previews with a look at the Imperial expansion pack that features one of the Lothal rebels' greatest adversaries, the Inquisitor.
Along with the Inquisitor's ship card, the Inquisitor's TIE Expansion Pack prominently features its deadly miniature TIE Advanced prototype, sculpted and pre-painted at the game's standard 1/270 scale. You will also find three more ship cards, five upgrades, a maneuver dial, and all the tokens you need to force your opponent to recognize the power of the dark side of the Force.
Relentless Pursuit
In Star Wars Rebels, no matter how many tricks and tactics Hera Syndulla, Kanan Jarrus, and the Lothal rebels tried in order to elude the Empire, The Inquisitor always seemed to find them. Likewise, he enters X-Wing as a formidable pilot in a ship that is almost impossible to shake.
With a maneuver dial that is loaded with green speed "1" turns and banks and an action bar that features both the barrel roll and boost actions, the TIE Advanced prototype is about as capable of navigating the battlefield as any ship in the game. Talented pilots will be able to utilize this fantastic maneuverability to execute hairpin turns and keep their foes in sight, even as they race past. By executing a speed "1" turn and following it up with a boost, your TIE Advanced prototype pilot can claim a shot against a ship that tried to get behind his original position.
This suits The Inquisitor well, as he wants to keep his enemies within his sights. It does not matter if his target is at range "1" or range "3;" so long as he is firing with his ship's primary weapon, you treat the attack as though it were made at range "1," meaning that you add an extra die and your opponent does not gain an extra defense die for range, even at range "3."
Then, when you consider that the TIE Advanced prototype's action bar forsakes the evade action in favor of the acquire target lock action, and when you consider that the expansion comes with the XX-23 S-Thread Tracers upgrade, it becomes increasingly evident that this is a ship designed to hunt down your foes—not simply to survive them.
After all, this is a ship that was, at the time of its launch, technologically superior to just about every fighter around. Despite its meager two hull points, the TIE Advanced prototype outclasses nearly every other TIE variant with its two shields, and if it equips the TIE/v1 Title upgrade, its pilot gains the ability to perform evade actions—for free—after acquiring a target lock.
Of course, elite pilots like Valen Rudor can equip the elite pilot talent Push the Limit for even more actions. With Push the Limit, Valen Rudor could find himself unable to acquire a target lock on his foe, then decide to boost or barrel roll his fighter into Range "3" of an enemy starship. Then, as he is now in position, he could use Push the Limit to acquire a target lock and resolve his free evade action before he takes the stress from Push the Limit.
Alternatively, Valen Rudor could choose not to use Push the Limit during the Activation phase. In this case, Valen can stay free of stress until The Inquisitor or another pilot fires XX-23 S-Thread Tracers and grants him the chance to acquire a target lock. In turn, this allows him to perform an evade action and boost or barrel roll even after all of your opponent's ships have completed their maneuvers and performed all their actions.
Groundbreaking Technology
There is another groundbreaking innovation featured in the Inquisitor's TIE Expansion Pack that plays well with the TIE Advanced prototype, but plays just as well—if not better—with a host of different X-Wing ships. At zero squad points, the Guidance Chips modification costs you nothing more than the opportunity to equip an alternate modification, but it offers immediate and tangible dividends.
Once per round, when you perform an attack with a torpedo or missile, your Guidance Chips allow you to convert any one die result to a hit. Alternatively, if your ship features a primary attack value of "3" or higher, you can instead convert any one die result to a critical hit.
Naturally, as it makes your torpedo and missile volleys far more consistent, the Guidance Chips modification should prompt a re-evaluation of the game's ordnance. After all, by increasing their potency, the Guidance Chips modification favorably adjusts the whole economy of torpedoes and missiles, even as it encourages the development of squadrons capable of assailing their foes with almost impossibly accurate opening volleys.
Yep, the only limit is on duplicating that same action, and as both elements have separate Action: headers, then they must be considered separate actions.
Hmm, that means my Scum Hawk can regenerate it's one shield! Heck if it can stay out of arc for a few turns it could even stack up a few shield tokens in reserve..
Wired, TLT, Experimental Interface, Gonk and DMS. Hey its even 2 points cheaper than my current Hawk!