As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/
Options

[Star Wars: X-wing Miniatures Game] Finish What You Start! (Your collection.)

13940424445100

Posts

  • Options
    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    It's actually something Lucas made up to make Lucas seem not so silly.

  • Options
    Wolf of DresdenWolf of Dresden Registered User regular
    I figured the TIE Bomber, Scyk and HWK-290 were the most amusing choices for ships so voted for those three.

  • Options
    FuselageFuselage Oosik Jumpship LoungeRegistered User regular
    Damn, should have double-voted the HWK.

    o4n72w5h9b5y.png
  • Options
    SokpuppetSokpuppet You only yoyo once Registered User regular
    edited March 2016
    IIRC I voted Punisher, Mist Hunter, HWK-290
    I have a feeling the Rebel HWK is going to do pretty well...

    Sokpuppet on
  • Options
    ShortyShorty touching the meat Intergalactic Cool CourtRegistered User regular
    I didn't vote for the hwk because I've played a ton with it and the reason it doesn't see use is because it's not fun

    it dies in a single round of focus fire and requires such a big points investment to be useful as a support that it just isn't worth it

    I'd like it a lot more if it had a better dial, but as it is I've flown it as much as I care to for the foreseeable and don't feel the need to make other people do it

  • Options
    ElderCatElderCat Registered User, ClubPA regular
    Palob Scum hawk with cloaking device. No other upgrades. :P

    IWBRLjC.png
  • Options
    MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    I'd love to see FFG release a special "Title Pack" that contains an assortment of titles for each ship within a single faction (all Rebels, all Empire, all Scum, etc). These titles would all be unique and each focus on changing the dial of a given ship. Say something like changing the normal HWK-290 dial from this:

    79wvs8g29a9m.png

    To something like this:

    rxhmmeu6886j.png

    This new dial makes the HWK-290 more flexible and manueverable while flying. The standard 1-3 moves are unchanged, but the 4 straight is now white, with a 5 red added alongside 3/4 K-Turns. Granted this would probably be a bit much, but imagine how different it could make the HWK. You could make the titles pricey and/or have drawbacks (costs a Crew slot or whatever).

    1.png 273.2K
    2.png 282.7K
    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
    Twitch Page
  • Options
    SokpuppetSokpuppet You only yoyo once Registered User regular
    edited March 2016
    Shorty wrote: »
    I didn't vote for the hwk because I've played a ton with it and the reason it doesn't see use is because it's not fun

    it dies in a single round of focus fire and requires such a big points investment to be useful as a support that it just isn't worth it

    I'd like it a lot more if it had a better dial, but as it is I've flown it as much as I care to for the foreseeable and don't feel the need to make other people do it


    I invite you to consider the possibilities offered by the Ghost.
    Four red dice.
    Five for range one.
    Six for Expose or Opportunist.
    Seven for Jan Ors.

    Edit: Oh wait. None of the Ghost pilot cards have EPTs. :-(

    Sokpuppet on
  • Options
    crimsoncoyotecrimsoncoyote Registered User regular
    Yeah, Ghost with EPT would be too strong...


    So I'm flying the TIE Fighter super-swarm tonight (6xAcademy Pilots, Howlrunner, and 4xExpsilon Squadron Pilots)... hopefully no one brings assault missiles...

  • Options
    crimsoncoyotecrimsoncoyote Registered User regular
    edited March 2016
    I know this is super late but...

    Round 7!
    Feel free to try to schedule any Round 1-7, or future games if you are able.

    I only saw Sok and Xeadin's game. Let me know if I missed anything (I know the images at the bottom are out of date, but I have the standings updated on challonge)

    Aurek Flight Matchups:
    Previous Rounds
    Round 1: Feb 1 - Feb 7

    Round 2: Feb 8 - Feb 21

    Round 3: Feb 22 - Feb 28

    Round 4: Feb 29 - Mar 6

    Round 5: Mar 7 - Mar 13

    Round 6: Mar 14 - Mar 20

    Round 7: Mar 21 - Mar 27

    Future Rounds:
    Round 8
    Round 9

    Besh Flight Matchups:
    Previous Rounds
    Round 1: Feb 1 - Feb 7

    Round 2: Feb 8 - Feb 21

    Round 3: Feb 22 - Feb 28

    Round 4: Feb 29 - Mar 6

    Round 5: Mar 7 - Mar 13

    Round 6: Mar 14 - Mar 20

    Round 7Mar 21 - Mar 27
    [/spoiler]

    Future Rounds:
    Round 8
    Round 9

    Standings:
    Aurek -
    s5waxerr7hvt.png

    Besh -
    uunhiez1r09c.png

    crimsoncoyote on
  • Options
    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Things that piss me off: A-Wings not having barrel rolls

    3basnids3lf9.jpg




  • Options
    MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    DaMoonRulz wrote: »
    Things that piss me off: A-Wings not having barrel rolls

    But that would make them not go forward. A-Wings always go forward....and FAST! Just think of the Boost as a forward Barrel Roll, like the one seen in RotJ. :)

    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
    Twitch Page
  • Options
    InquisitorInquisitor Registered User regular
    I'm still trying to figure out how ships barrel roll backwards in x-wing.

  • Options
    FuselageFuselage Oosik Jumpship LoungeRegistered User regular
    Inquisitor wrote: »
    I'm still trying to figure out how ships barrel roll backwards in x-wing.

    Let's pretend that ships are always moving and a 0 Speed maneuver is just cutting the engines back and maybe firing aft thrusters. In that mindset you could get away with going backwards.......

    *shrug* The Force?

    o4n72w5h9b5y.png
  • Options
    Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    So space in Star Wars is basically WW2 atmospheric fighting. You would loose forward speed preforming a barrel roll compared to going straight so the backward you be representing not increasing the throttle on a barrel roll. Also it would account for the pilot making minor corrections coming out of the barrel roll.

    (Switch Friend Code) SW-4910-9735-6014(PSN) timspork (Steam) timspork (XBox) Timspork


  • Options
    RendRend Registered User regular
    Fuselage wrote: »
    Inquisitor wrote: »
    I'm still trying to figure out how ships barrel roll backwards in x-wing.

    Let's pretend that ships are always moving and a 0 Speed maneuver is just cutting the engines back and maybe firing aft thrusters. In that mindset you could get away with going backwards.......

    *shrug* The Force?

    There is absolutely no in-world way to justify a ship not being able to execute a 0-speed maneuver, since all ships can speed up and slow down.

    But honestly who cares :p

  • Options
    RendRend Registered User regular
    So space in Star Wars is basically WW2 atmospheric fighting. You would loose forward speed preforming a barrel roll compared to going straight so the backward you be representing not increasing the throttle on a barrel roll. Also it would account for the pilot making minor corrections coming out of the barrel roll.

    At least, it mirrors this during action sequences. When nothing exciting is happening they're totally back in actual space. Almost.

  • Options
    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    I want a scene in Star Wars where they come out of a jump and have to reorient according to the ship they're moving towards. Or does Star Wars have a Galactic Right-Side Up?

    3basnids3lf9.jpg




  • Options
    MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    Some of the guys at my FLGS were playing X-Wing and joking that the entire Star Wars universe is like ours except that space has an atmosphere. That explains the physics of space battles and how Han/Leia/Chewie step out of the Falcon inside of space worm without suits. While the science of the inside of the worm can be reasonably explained as having a self-contained vacuum, the space stuff is just silly.

    Granted, I wouldn't want SW to have space physics though. It takes away from the pew pew space battle fun.

    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
    Twitch Page
  • Options
    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Star Wars space battles are basically just a vehicle for WW2 dogfights but with way cooler stuff. Except for the tiny fraction of people who are obsessed with WW2 airplanes -- sorry!

  • Options
    ShortyShorty touching the meat Intergalactic Cool CourtRegistered User regular
    admanb wrote: »
    Star Wars space battles are basically just a vehicle for WW2 dogfights but with way cooler stuff. Except for the tiny fraction of people who are obsessed with WW2 airplanes -- sorry!

    they have their own game

  • Options
    MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    edited March 2016
    Star Wars space battles are the way they are because Lucas 1) doesn't care about the physics and 2) loves WW2 dogfight movies, ala Dam Busters.

    https://www.youtube.com/watch?v=lNdb03Hw18M

    MNC Dover on
    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
    Twitch Page
  • Options
    ArcSynArcSyn Registered User regular
    Wow... I don't think I'd ever seen that comparison before.

    4dm3dwuxq302.png
  • Options
    Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    There is the cut Lucas made of B-17 gunners in WW2 that he gave to ILM to use for the Falcon escape. It is almost shot for shot.

    (Switch Friend Code) SW-4910-9735-6014(PSN) timspork (Steam) timspork (XBox) Timspork


  • Options
    Grunt's GhostsGrunt's Ghosts Registered User regular
    I really need to make up games, but with only 2 nights off and one being taken by me GMing a 13th Age game... I'm struggling. If I own you a game, let's see what we can do for next Tuesday.

  • Options
    ElvenshaeElvenshae Registered User regular
    Yeah, work hasn't let me have a solid 3-hour block in the evenings for a couple of weeks, unless I'd like to start playing at midnight, so I'm a bit behind in my matches.

  • Options
    crimsoncoyotecrimsoncoyote Registered User regular
    I think just about everyone's behind. That's totally cool. There's life outside of internet strangers (albeit cool internet strangers)

  • Options
    InquisitorInquisitor Registered User regular
    I think just about everyone's behind. That's totally cool. There's life outside of internet strangers (albeit cool internet strangers)

    Lies and vicious slander!

  • Options
    OptimusWangOptimusWang Registered User regular
    edited March 2016
    hopefully no one brings assault missiles...

    I don't want to spoil your write-up but... :biggrin:

    Anyway, I played against a Ghost + Shuttle + Falcon tonight in our 150pt game with the Brobots + Kath list I posted earlier. Focused on the Ghost first and it went down in the 3rd or 4th turn. Was able to keep the shuttle boxed in and bumping with Kath + a brobot (large bases combined with the ghost dying along the edge of play really made this easy), so it went down two turns later without firing a shot. The Falcon had been chewing on me the whole time though, so shortly after the shuttle popped I lost IG88C. After a few turns I was able to get him trapped in one corner of the board where the last brobot and Kath hammered on him until he went down.

    Overall I was really happy with the game, but I constantly forgot to use FCS and Predator which would have sped it up even more. Hard to complain about winning though :)

    OptimusWang on
  • Options
    crimsoncoyotecrimsoncoyote Registered User regular
    So.

    Someone brought Assault Missiles... with Extra Munitions.

    My opponent flew:
    Syndicate Thug (18)
    Twin Laser Turret (6)
    Bomb Loadout (0)
    Extra Munitions (2)
    R5-P8 (3)
    Cluster Mines (4)

    Dengar (33)
    Deadeye (1)
    Extra Munitions (2)
    Plasma Torpedoes (3)
    Recon Specialist (3)
    R4 Agromech (2)
    Glitterstim (2)
    Guidance Chips (0)
    Punishing One (12)

    Kath Scarlet (Scum) (38)
    Expose (4)
    Thermal Detonators (3)
    K4 Security Droid (3)
    Assault Missiles (5)
    "Hot Shot" Blaster (3)
    Extra Munitions (2)
    Guidance Chips (0)
    Slave I (0)

    Total: 149

    He also brought debris tokens, so that ended up working out in my favor.

    We set up:
    y7cneepyr4uw.jpg
    He set up right across from me, with all the debris pretty much right in front of me. I was definitely OK with that.

    During the second round of movement:
    foer6rklohyj.jpg
    Howlrunner hasn't moved yet, but she slides right into the middle of the pack, within range 1 of every TIE. So far, the only damage was on one of the F/Os from the debris. During the second round of combat here, Dengar targets Howlrunner with Plasma Torpedoes. Deadeye lets him shoot, he gains a TL from R4 Agromech, and rolls 3 hits and a crit. Howlrunner gets a bunch of blanks and promptly dies. Kath target locked number 9 as the picture was being taken and launched Assault Missiles at him. He was vaporized instantly, and 5, 6, 8, and 10 took a damage.

    Finally it was the TIE's turn to attack. They focused on Kath as much as possible (I think TIE/FO number 1 had to target the Y-wing) and got her down to 1 hull with a couple crits on her.
    Here's the aftermath of that round:
    ap5kj3pxts9r.jpg

    The next round, the TIEs all scramble, and start some minor bumping. The Y-wing tries to sneak into the spot previously occupied by Howlrunner, but a TIE gets in there to block and prevent the bomb placement. Kath and Dengar zip past the swarm and some TIEs are unable to turn around through the large ships. Another TIE falls this round, but the Y-Wing is stripped of shields and take a hit to the hull.

    The next round of movement gets more bumps from the TIEs, but leaves a large enough gap for the Y-wing to move and drop Cluster Mines in the middle of the field.
    Here's mid-turn right before Kath moves:
    cshi4wvpyivu.jpg
    Kath reveals a 1-straight and tosses Thermal Detonators behind her out the window. They blow up, taking out Academy Pilot #10, and giving the Y-wing a stress and damage. Dengar takes a hard turn to the left, but lands on debris a second time, robbing him of his valuable actions. The TIEs respond, getting a crit on the Y-Wing, causing its pilot skill to drop to 0, and getting its hull fairly low.

    The next round, the Y-Wing turns left into the debris, Kath ends up fleeing the battlefield (she flew off with a 2-hard), and Dengar makes another hard turn inward (I believe he remained stressed). TIEs 2 and 4 made hard turns to the right to head off the Y-wing, and I lost TIEs 6 and 7 (one of which to a cluster mine). The Y-Wing took another crit from the debris, and TIE 2 was able to kill it on the following round.

    It was just Dengar vs. the 4 Epsilon Squadron Pilots and 1 Academy Pilot when time was called. I managed to block Dengar on the final round with one of the TIEs, again robbing him of an action. He fired on TIE/FO #2, but only got 1 crit through, leaving it up. I only had a shot or two on Dengar, so I opted to forfeit my attacks, denying Dengar the ability to retaliate.

    I won with 72 points remaining to his 58 in a really well-played, frantic, and fun game.

  • Options
    GuibsGuibs Weekend Warrior Somewhere up North.Registered User regular
    Gee, I didn't know the Falcon had cloacking tech!

    jswidget.php?username=Guibs&numitems=10&header=1&text=none&images=small&show=recentplays&imagesonly=1&imagepos=center&inline=1&domains%5B%5D=boardgame&imagewidget=1
    PSN: Guibs25 | XboxLive: Guibs | Steam: Guibsx | Twitch: Guibsx
  • Options
    ArcSynArcSyn Registered User regular
    Jumpmaster?

    4dm3dwuxq302.png
  • Options
    ElvenshaeElvenshae Registered User regular
    Guibs wrote: »
    Gee, I didn't know the Falcon had cloacking tech!

    No ship that small has a cloaking device!

  • Options
    MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    Elvenshae wrote: »
    Guibs wrote: »
    Gee, I didn't know the Falcon had cloacking tech!

    No ship that small has a cloaking device!

    Well, there's no trace of them, sir.

    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
    Twitch Page
  • Options
    SokpuppetSokpuppet You only yoyo once Registered User regular
    Y'know, if they were really clever they'd have packaged a couple of the various fix cards with the dial upgrades.

  • Options
    crimsoncoyotecrimsoncoyote Registered User regular
    edited March 2016
    Man if they threw 1 autothrusters upgrade in with one of those...

    They'd basically print their own money

    crimsoncoyote on
  • Options
    InquisitorInquisitor Registered User regular
    Played a 3 person, 65 point free for all yesterday with some friends. It was a surprisingly fun time for flying casual, though I wonder if there are better rules for having 3 players.
    pH7AjE8.jpg

    I was decently happy with how the Inquisitor flew, if you can park yourself at range 3 he's pretty good at the exchanges. Still though, three attack dice just ain't that exciting a lot of the time these days in X-wing and he had a hard time making his damage stick against high agility targets. His dial is also very interesting. I had PTL on him so I was stressing him just about every turn, but this lead me to realize while he does have green 1 turns and green 1 banks which are amazing, all of his other green maneuvers are straights, which is actually pretty constraining! Either turn at speed 1 or go in a straight line. I wonder if he's a candidate for ion engines or PTL is really the right choice.

  • Options
    ElvenshaeElvenshae Registered User regular
    Honestly, for 3 players, the best I've found is to give the most experienced person, say, 100 points, and the two lesser-experienced players 60-points apiece and play 1v2.

  • Options
    GuibsGuibs Weekend Warrior Somewhere up North.Registered User regular
    Still would love to find proper rules for 3 players matches, each using a faction. My guess is instead of a death match to the death, you can go for damage point done overall, which means there is no reason to essentially kill someone but rather attach who ever is the best target this turn while you try to avoid giving damage out.

    Scenario based mission with points regarding objectives might be another solution.

    I like the idea of a 65 points each faction. Better than 100 (which drags the game too long and make it too crowded).

    jswidget.php?username=Guibs&numitems=10&header=1&text=none&images=small&show=recentplays&imagesonly=1&imagepos=center&inline=1&domains%5B%5D=boardgame&imagewidget=1
    PSN: Guibs25 | XboxLive: Guibs | Steam: Guibsx | Twitch: Guibsx
  • Options
    InquisitorInquisitor Registered User regular
    Elvenshae wrote: »
    Honestly, for 3 players, the best I've found is to give the most experienced person, say, 100 points, and the two lesser-experienced players 60-points apiece and play 1v2.

    Our situation is two experienced players and one not experienced player, but I'll keep that set up in mind for other times 3 players crop up.

    Guibs: Objectives could be a great idea.

Sign In or Register to comment.