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Made in us
Ragin' Ork Dreadnought




Monarchy of TBD

 Synister_Intent wrote:
Hey guys, just picked up the started box for this game and am still learning the rules. Awesome looking models are out and coming out, but do any of you know if there is going to be any releases of a star destroyer or anything large like that or any ships from the first 3 movies?


Probably no Star Destroyers- it would be several feet long.

As for the first 3 movie vessels, I'd imagine they will, but when they do they won't work with the ships we have now. A TIE Fighter and Y-Wing would have been considered worlds more advanced than the best Jedi Starfighters of Episode 3. It would be kind of like taking their Sopwith Camels, from WWI, up against a Spitfire from WW2. Fantasy Flight split the WW planes up in their previous game, so they will most likely do the same thing here.

Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.

 
   
Made in us
[MOD]
Solahma






RVA

First three movies? You mean the prequels? FFG has not said whether they are or are not releasing them but given all three of their current SW lines focus on Episodes IV - VI, it doesn't seem too likely. That said, the starter box already features a ship from Episode 1 -- the Senator's Shuttle was introduced at the end of Phantom Menace when Palpatine traveled to Naboo. Obviously, it only shows up in the game as a token.

As for Star Destroyers, that seems even less likely considering that (1) FFG has done it's best to keep to scale and a SD at this scale would be absurdly large and (2) the game is about dogfighting space planes not about capital ships in tactical fleet actions.

   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

Gitzbitah wrote:

Probably no Star Destroyers- it would be several feet long.


That's a massive understatement:

This message was edited 1 time. Last update was at 2013/05/12 16:21:33


You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in gb
Stalwart Veteran Guard Sergeant






Lincolnshire

In the X-wing game scale a star destroyer would clock in at just under 6 meters
   
Made in sg
Longtime Dakkanaut




Just curious. Does anyone have any idea how much the regionals kit would cost from FFG?

My warmachine batrep & other misc stuff blog
http://sining83.blogspot.com/ 
   
Made in us
FOW Player




Frisco, TX

Speaking of Regionals, anybody headed to the ones hosted at WarGamesCon?

I don't have nearly enough experience to think I'll do well, but I'm really looking forward to it.

Is there another place to post fleet lists? I have no clue if my set up is any good.

Nova 2012: Narrative Protagonist
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Nova 2013: Narrative Protagonist
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Nova 2014: Arbiter of the Balance

Listen to the Heroic 28s and Kessel Run: http://theheroictwentyeights.com 
   
Made in us
Flashy Flashgitz






NJ

Is anybody else finding the rebels win more often than not? Maybe its the low points, My average games are around 60 pts or so, (no falc or slave) but whether every game I've played so far (whether my friend, or I, played as imperial) the rebels always won with little or no casualties.

any advise for the imperials?

   
Made in us
Longtime Dakkanaut






Misery. Missouri. Who can tell the difference.

No captial ships. They would be way to big for the tabletop game. You can find rules for Blockade runners and the such but they are fan made.

251 point Khador Army
245 points Ret Army

Warmachine League Record: 85 Wins 29 Losses
A proud member of the "I won with Zerkova" club with and without Sylss.

 
   
Made in us
The New Miss Macross!





Deep Frier of Mount Doom

 Awesomesauce wrote:
Is anybody else finding the rebels win more often than not? Maybe its the low points, My average games are around 60 pts or so, (no falc or slave) but whether every game I've played so far (whether my friend, or I, played as imperial) the rebels always won with little or no casualties.

any advise for the imperials?


Strangely, I've never played imps. I usually pick last in group games to let others get their first choice and somehow it's always been me on the rebels side. In the two league night tournies, I've picked rebels simply out of familiarity in the first one and because i still had the list handy in the second one.
   
Made in us
Dakka Veteran





 warboss wrote:

Strangely, I've never played imps.


You, sir, haven't truly lived yet. Flying around in a TIE with a few cm of armor between you and the black void. It's invigorating!
   
Made in sg
Longtime Dakkanaut




wasn't one of the winners in the regionals using a pure tie fighter swarm list? Think it was howl runner followed by 6 tie fighters

My warmachine batrep & other misc stuff blog
http://sining83.blogspot.com/ 
   
Made in us
Loyal Necron Lychguard






South Dakota

My games, it seems that the Imps have the advantage. Numbers is a huge advantage, especially is you block the X-wings so that they don't get their actions.

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Flashy Flashgitz






NJ

Anpu-adom wrote:
My games, it seems that the Imps have the advantage. Numbers is a huge advantage, especially is you block the X-wings so that they don't get their actions.


How many points does everyone usually play at? I'm still very new to the game

   
Made in ca
Plastictrees





Calgary, Alberta, Canada

 Awesomesauce wrote:
Anpu-adom wrote:
My games, it seems that the Imps have the advantage. Numbers is a huge advantage, especially is you block the X-wings so that they don't get their actions.


How many points does everyone usually play at? I'm still very new to the game


100 pts is what the game is designed around.
You'll find topics on rebels and imps winning all the time, which I think is a strong indicator of a solid game.

What size games have you been playing ?
   
Made in us
Loyal Necron Lychguard






South Dakota

 Awesomesauce wrote:
Anpu-adom wrote:
My games, it seems that the Imps have the advantage. Numbers is a huge advantage, especially is you block the X-wings so that they don't get their actions.


How many points does everyone usually play at? I'm still very new to the game


I've been playing sub-100 point games. I have way more imps than rebs in my collection just right now.

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Flashy Flashgitz






NJ

 plastictrees wrote:


What size games have you been playing ?


I've been playing @60 pts, I've also got way more imperial than rebel at the moment, so the rebs are keeping my games at low points.

   
Made in us
Ragin' Ork Dreadnought




Monarchy of TBD

The rebels are easier to start with. Slower, tougher ships and fewer of them means that they are the easier fleet to begin with. The Imperials have a much higher skill ceiling. Bouncing 8 flimsy TIE fighters around the field while trying to cycle who gets hit takes a special type of mind. If you can pull it off, it will often leave the Rebels with one or more problems that they have no answer for.

Especially as the fleets begin to get weird analogues and side-grades with the expanded selection, it becomes much easier to say that the two fleets are quite balanced. I'm very much reminded of Imperium vs Chaos from BFG- each had some advantages, and enough flavor to be different, but both fleets were equally powerful in the right hands.

Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.

 
   
Made in gb
Longtime Dakkanaut





In my sub 100 point games (usually around 50), I find the Rebels win more, but I think at that level the Imperials can't really leverage their numbers advantage as much.

I'm building them up to 100 points each though, what would you recommend for both sides? (no 'big' ships though)

hello 
   
Made in us
[MOD]
Solahma






RVA

Add more TIEs for your Imps and go for minimal diversity for your Rebs. I mean, if you don't already have one Y-Wing and one A-Wing, get one of each; otherwise get some more X-Wings.

   
Made in nl
Zealous Knight







if you have the TIE fighter and X-Wing boosters already, a second core set is generally a good idea (if only to have sufficient amounts of dice... damn FFG for that ). Playing three X-wings can be fun, from what I've seen of it - playing five TIE fighters is hardly remarkable at all (generally, you want at least that much for a swarm!). Just make sure to have the boosters too; those cards and pilots are really good to have. Then again, it might be a month or so before those boosters become available again (still have to borrow pilots from those myself...) so just getting a second core set might be your best bet for now.
   
Made in us
[MOD]
Solahma






RVA

Yeah, have to agree that two core sets is a basic rule of getting into this game. With web retailer prices, you just can't beat that value.

   
Made in us
The New Miss Macross!





Deep Frier of Mount Doom

You also get extra dice as a single core set doesn't give you enough to shoot with the ships in the set unfortunately. My recommendation to new players is to get two core sets and trade off second faction if they don't want to collect both. After that, I suggest they buy a single booster of the core set fighters as they do come with some different cards and upgrades not included in the core.
   
Made in us
Loyal Necron Lychguard






South Dakota

I'm filling out the Battlefoam insert. That contains 3 X-Wings and 2 Y-Wings, 4 Ties and 2 Tie-Advanced. Quirk of height, but 4 Tie-Advanced can fit in the space meant for 2.

So my 'buy list' is:
2 Starters
1 X-Wing
2 Y-Wing
4 Tie-Advanced
and the battle foam insert

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Longtime Dakkanaut






Misery. Missouri. Who can tell the difference.

Here is something that I created for our campaign. If the Imperial player can keep one of the containers from being destroyed they have access to a single fighter:

TIE Avenger









It was made from an TIE Advanced, plasticard and left over pieces of the Advanced. I will post the paint I used to cover what I used later.

Here is the rules and stats for it:

Avenger Squadron
TIE/ad "Avenger"
Skill 2
Attack 3
Agility 3
Hull 3
Shield 3

Uses the TIE Intercetor Dial
Focus, Evade, Target Lock, Barrel Roll, Boost, Beam Weapon
Expert Pilot Upgrade, Missile, Torpedo, or Bomb (Only one choice)

Points: 33

Beam Weapon: Used instead of action. RNG 1-2. Enemy fighter targeted in the front arc of the TIE Avenger can only move 1 white stright or 1 red sharp left or right for one turn. No barrel rolls or boosts. Beam lock is lost if the enemy fighter completely leaves the front arc or range. Beam lock is lost if an object (object, fighter, etc...) passes in between the target and the TIE Avenger. Beam lock is also lost if the TIE Avenger is hit by an attack.

This message was edited 1 time. Last update was at 2013/05/18 01:46:35


251 point Khador Army
245 points Ret Army

Warmachine League Record: 85 Wins 29 Losses
A proud member of the "I won with Zerkova" club with and without Sylss.

 
   
Made in us
The New Miss Macross!





Deep Frier of Mount Doom

TIE advengers look good. Did you ever try to remove the wings and reglue them backwards (front in the back)? It seems like those angle sweeps would work out more accurately.

This message was edited 1 time. Last update was at 2013/05/18 01:52:08


 
   
Made in us
Longtime Dakkanaut






Misery. Missouri. Who can tell the difference.

Thank you. I did try to flip the wings and move them around but they didn't fit right. I was thinking of back to back interceptor wings but that is like $50.00 for a fighter.

251 point Khador Army
245 points Ret Army

Warmachine League Record: 85 Wins 29 Losses
A proud member of the "I won with Zerkova" club with and without Sylss.

 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

That Avenger looks great. I really hope they make that fighter eventually.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
The New Miss Macross!





Deep Frier of Mount Doom

I frankly hope they just come out with a free set of card upgrades that lets you use it as avengers instead (either for download on their site and/or as part of their league kits).
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Well PoD card packs is something they need to branch into. Having more pilots and upgrades without needing to get the same mini (and the same cards) over and over would be good. Themed decks would be good.

But I'd prefer an actual Avenger mini. Having loads of Vader's fighter on the table just looks silly (and breaks canon too much for me).

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in nl
Zealous Knight







Yup, nothing like buying a €15 A-wing for one fething push the limit card... Which of course is hardly needed on the A-wing proper, yet indispensable on soontir fel's TIE Interceptor... Fehh.
   
 
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