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Made in it
Regular Dakkanaut






A nearby store is selling X-Wing 1st edition stock at bargain price, so -even if when the game was released I wasn't impressed at all by the ruleset- I've purchased quite a bit of stuff, just to give the game a second chance and cause it's worth just for the models. Worst case scenario, I'll use them with some "generic" (i.e. model agnostic) set of rules.

At the moment I've got:
Starter set, Imperial Aces, Rebel Aces, Millenium Falcon, Slave I, Y-Wing, Tie Advanced.

At the moment, I don't plan to upgrade to 2nd edition because:
1) I'm not interested in competitive play and own just a small portion of the models and cards, so II think I'll hardly face balance issues
2) It will costs twice the amount I have spent for the above stuff.

I am thinking on getting one more starter set (it's just 10€, I think it's worth already just for the dice alone), one Tie Reaper, and the box with U-Wing and X-Wing (Rebel-something, iirc). The latter two just because they're available in the clear-out sale, and I loved Rogue One movie.

I've considered to get the new-ish starter set (Force Awakens) for the updated rules (that I've forund in PDF) and the damage cards. But Im not interested in the latest trilogy very much. Plus, if I'm correct, in 2nd edition the factions from the two trilogies has been split in two, so even if for the moment I don't plan to upgrade to 2nd edition, if I will like the game and find myself playing it on a regular basis, I will eventually make the upgrade.
Plus, it seems harder to find than the first core box.

I'd like to get a Tie Bomber and a Lambda Shuttle (I'm interested mostly in stuff from the movies) and a Tie Defender (just because it looks awesome) but I'm able to find them at rrp-ish prices, so for now I'll wait.

I'd like to have comments and opinions. Whatever that you consider worth to let me know.
For example, but not limited to: my decision to play 1st edition, stuff I own and/or consider to buy: there's any potentially disruptive card? Also what about damage deck in first box? Is really worse than Force Awakens one?

This message was edited 2 times. Last update was at 2020/01/16 11:32:44


   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

All rules and updates are on the website, so there's no need to buy a set for them.
*I thought the damage decks were the same in both starters, but get the rulebooks to check.*
This might help:
https://xwing-miniatures.fandom.com/wiki/X-Wing_Miniatures_Wiki

*Damage decks:
"The Damage deck included in the X-Wing The Force Awakens Core Set replaces the Damage deck included in the original X-Wing Core Set. If players have both, they should use the new deck. "

This message was edited 2 times. Last update was at 2020/01/16 14:09:28


6000 pts - 4000 pts - Harlies: 1000 pts - 1000 ptsDS:70+S+G++MB+IPw40k86/f+D++A++/cWD64R+T(T)DM+
IG/AM force nearly-finished pieces: http://www.dakkadakka.com/gallery/images-38888-41159_Armies%20-%20Imperial%20Guard.html
"We don't stop playing because we grow old; we grow old because we stop playing." - George Bernard Shaw (probably)
Clubs around Coventry, UK 
   
Made in gb
Executing Exarch





 Skinnereal wrote:

*Damage decks:
"The Damage deck included in the X-Wing The Force Awakens Core Set replaces the Damage deck included in the original X-Wing Core Set. If players have both, they should use the new deck. "


If you can pick up a 1st Ed Force Awakens damage deck cheap I'd recommend it as it's tweaked so most of the critical damage actually does something to most ships, the older one has stuff like 'lose a turret' which does zip to a ship without one, there's also a 2nd Ed damage deck with pretty pictures and wotnot due soon not sure how compatable it would be mind

the only card I'd watch out for is Push the Limit is a talent card that allows two actions and pretty much trumps all other talents (thankfully it got taken out of 2nd)

This message was edited 2 times. Last update was at 2020/01/16 16:54:12


"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." 
   
Made in it
Regular Dakkanaut






Thanks both for replies!

   
Made in gb
[MOD]
Villanous Scum







A few notes;

Both the TIE Reaper and Saw's Renegades (the X-Wing/U-Wing set) contain cards for both first and second edition.

As you are looking for both a TIE Defender and TIE Bomber get the "Imperial Veterans" pack as it contains both plus card fixes for them.

The Imperial Raider epic ship contains some cards that are really good for the TIE Advanced (X1 title and Advanced targeting Computer), whilst I would not recommend buying the Raider I would recommend that you proxy those cards.

As Turnip Jedi said the Force Awakens damage deck is much better than the original one, I would highly recommend getting it. Ask on a local facebook group if anyone has one spare if you don't want to buy the whole core set.

As for disruptive cards, both Push the Limit and Veteran Instincts will alter how the game plays and become pretty much stapled onto certain ships. Ordnance is generally overpriced and pretty useless (until you get later stuff then it is broken as a very broken thing). With what you have already you will have to be very careful to make sure the game is fair, a well flown "Fat Han" (an upgrade heavy YT-1300) could solo all of the Imps you have.

I presume you are providing everything needed to play for yourself and a friend? If so it should be easy to balance the strength of your lists against each other. Have a look at wiki already linked for cards and avoid;
VI, PTL, Twin Laser Turret and Harpoon missiles.

On second edition, it is a much more balanced and "tidy" ruleset and as it is the current edition it is much easier to get pick up games with. It is also rebalanced and patched twice a year and so is much harder to "solve". I would recommend getting it but there is nothing wrong with playing first, it is still great fun!

On parle toujours mal quand on n'a rien à dire. 
   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

One more good thing about 1st edition:
Most 2nd-ed players have loads of spare cards they're not using any more. Dials and bases-markers, too. Hit the Swap Shop thread if you're after any.

6000 pts - 4000 pts - Harlies: 1000 pts - 1000 ptsDS:70+S+G++MB+IPw40k86/f+D++A++/cWD64R+T(T)DM+
IG/AM force nearly-finished pieces: http://www.dakkadakka.com/gallery/images-38888-41159_Armies%20-%20Imperial%20Guard.html
"We don't stop playing because we grow old; we grow old because we stop playing." - George Bernard Shaw (probably)
Clubs around Coventry, UK 
   
Made in it
Regular Dakkanaut






Thanks for further informations.

Ingtaer: Yes, I'll provide everything for two players. I'll pay attention to the cards you're pointing out. I can remove them from the pool altogether.
What do you mean when you write that Imperial Veterans pack contains card fixes for the TIEs? Are the cards in the single packs outdated?

Skinnereal: I've looked for a Force Awakens damage deck on BGG, with no luck. Will check here, thanks for the suggestion.

In this regards...
I've checked my damage deck, and found none of the "lose 1 turret" critical mentioned by Turnip Jedi. The only card that looks not always applicable is one that force to discard one weapon upgrade, then turn damage card face down; in two copies.
So I was wondering, since italian edition of X-Wing changed tranlator/publisher, is maybe possible that the new publisher, when made their own edition, replaced the original damage deck with the one from Force Awakens even in the "old" box (red title) ?
Is there a card list for the two damage decks?

This message was edited 2 times. Last update was at 2020/01/17 20:58:19


   
Made in gb
Executing Exarch





regarding the turret thing,that was my sloppy writing along with fuzzy memory, Turret upgrades tended to be the only weapon upgrades taken outside of very particular ships, until Torpedo's etc got fixed (and then over-fixed) about half way into first eds lifespan

"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." 
   
Made in it
Regular Dakkanaut






I see. Thank you.

   
Made in gb
[MOD]
Villanous Scum







 Gabbi wrote:

Ingtaer: Yes, I'll provide everything for two players. I'll pay attention to the cards you're pointing out. I can remove them from the pool altogether.


In first edition FFG only fixed ships by releasing new content, they never changed the printed points values and very rarely the text. So if a ship was under powered they had to release a new card as a "fix".. In the case of the Defender they released 2 in the Veterans pack, the x7 which makes the ship cheaper and gain an evade when going fast but looses its ordnance slots and the TIE/D which allows it to shoot once with a cannon and once normally.

From memory the other title fixes were;
"Royal Guard" for interceptors allowing two modifications.
"Test Pilot" for A-Wings allowing two EPTs.
"BTL A4" for Y-wing allowing to shoot once with turret and once normally.
"TIE x1" for TIE advanced giving it a hefty discount on sensors.
"TIE shuttle" for TIE bomber turning it into a crew carrier.
"Light Syck" for the Syck making it cheaper.
"Vaksai" for Khirax giving it three mod slots.
"Star Viper mk2" for Star Viper making it cheaper.

As well as these fixes for individual ships they released other upgrades that "fixed" swathes of ships. The most obvious example of this is "Autothrusters" (another card to add to your ban list) that improved the Interceptor type ships to such heights that they became untouchable when flying against most normal turret ships. TLT was introduced to try and curb its power and created its own problems (like it was broken as anything when combined with the K-Wing pilot Miranda).

Most cards only became overpowered in combination with other things but when they did they were horrific!

On parle toujours mal quand on n'a rien à dire. 
   
Made in it
Regular Dakkanaut






Thank you for the explanation.

I have a question on Shields:
Rules says that all normal damage must be cancelled (by Evade results) before any Critical Damage is. But what about Shields?
If a ship with one Shield takes (after all modifiers) on Damage and one Critical Damge, must be the Shield used to stop the normal Damage or can be used to stop the Critical one?

   
Made in gb
[MOD]
Villanous Scum







For both when you have shields and you dont, regular damage is dealt first before crits.

On parle toujours mal quand on n'a rien à dire. 
   
Made in it
Regular Dakkanaut






Thank you.

   
 
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