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Sethis 02-08-15 10:57 PM

Why should you play X-Wing? Ask questions if you want!
 
So, X-Wing. Why should you pick it up?

Below are a few reasons, and I'll also include a couple of reasons why you *wouldn't* want to play it, just for the sake of balance. :ok:

The Initial Financial Investment Is Tiny

Starter set: 23
Rebel Aces: 22
Imperial Aces: 20

65 will give you enough ships and mods to play 100pt games (the standard game size) with all dice, rulers, asteroids etc. That's Rebels and Imperials by the way - two different armies, so you can swap sides with your opponent after each game and try out different ships with different playstyles. Eventually you'll get antsy for more fighters, and you get each one for 10-12 with large ships (of which there are only 6 available) for 20-30. If you wanted one of every expansion for a given faction then it'd only set you back 150 or so. That's every single available unit.

No Modelling Required (But You Can If You Want)

Pre-painted to an amazing standard, straight out of the box. No glue, no paint, no drilling or filing, washing or cutting. If you do want to paint em, they're just as easy to paint as Warhammer models. Undercoat, basecoat, wash, drybrush, highlight, detail. Each ship is small and most have no hard-to-reach places, you can get a brush in almost everywhere on them. Because they're single piece lightweight resin, they're pretty much indestructible and can be dropped, knocked, or flipped with minimal damage. A few people magnetise their models onto their bases, or convert them in one way or another, but you certainly don't have to.

The Rules Are Very Simple To Pick Up, And Extremely Tight

As a long term 40k player I've drifted away from it in the last two years simply due to the sheer inadequacy of the rules we're being supplied with. Forgeworld varies from completely unplayable to stupidly overpowered, supplements and dataslates just break the game, and flyers and superheavies making their entrance to regular games is my signal to get out. There's just no way to competitively play without pages of houserules restricting the more retarded units. You basically have to verbally agree with your opponent, even in casual settings, to not be a dick when writing your lists. There are so many internet-only, WD-only, extra-codex options you potentially need inches of books to play. I can't be bothered with it any more.

X-Wing, you can sit down opposite a complete stranger, and no matter what they pull out of their case, you can be assured you've got a chance to beat it fair and square, and vice versa. The rules and FAQ total about 40 pages, most of it pictures of cards and diagrams of simple examples. After about 15 minutes of playing, you'll fully understand every core mechanic. After your first game you'll have a handle on how to improve your play with the ships you used and will do better next time. After a few games against different lists and players you'll have seen most of the available cards. Reading the rulebook will answer pretty much any question you might have. Games take roughly one hour, allowing you to get 3+ games in per evening, instead of one.

The Entire Range Will Fit In Roughly A 12" Cube

Sick of carting giant heavy cases about, getting stuck in doors, catching it on public transport, banging your knees, and making it impossible to walk any kind of distance? Forget it. I fit my entire collection in a single GW carry case, excluding Epic ships (the *really* big ones). That's to the tune of 1800pts in a single case (so effectively 18 full size armies). That includes rules, cards, tokens et al. Often I can't fit a single 1800pt army into a standard size case with 40k.

The Community Is Great

When was the last time a Warhammer player gave you a set of dice or templates for free, gratis and for nothing? Or gave you a couple of limited edition accessories, asking nothing in return? Both happened to me within my first week of starting up this game, and I've since done it for other people because I honestly wanted to follow their example and pass the love onwards. If you have a question then there are loads of people who'll answer it quickly and in an honestly friendly manner. I've yet to meet a player I found personally objectionable (wish I could say the same for GW systems...) or that I've had anything other than absolutely amicable contact with. The whole atmosphere surrounding the game is so much more relaxed than a lot of other systems, even at events. Of course you'll get *some* whiners, but I've yet to see them anywhere except on the internet.

So, true to my word, here are some downers:

Limited Competitive Options

There are three main archetypes of list: Swarm, Large Turreted Ship and Phantom. In order to succeed at championships you essentially have to run some variation of one of those choices. Rebels don't have access to Phantoms, but compensate by having a better Large ship, and both sides can run effective Swarms. Of course this only matters if you want to go to tournaments; if you're just planning on playing at the club/friends level then you can play whatever the hell you like and it'll win games if you practice enough!

Limited Customization

If the reason you play tabletop games is for the modelling/painting side of things rather than the game itself, X-Wing won't really be your thing. You can do some amazing repaints of the models, but ultimately you can't really convert anything substantially, and you'll get bored eventually. Better to play a system with multi-part figures.

Not Much Attraction To Non-SW Fans

One aspect of the two main GW systems that I like is that they're open to anyone even vaguely interested in Fantasy or Sci-Fi, you don't have to appreciate a pre-existing Canon. X-Wing, on the other hand, really wants you to be on board with loving Star Wars - you simply get more enjoyment out of the game. If you prefer Star Trek or Fantasy then two flavours of Attack Wing are available - one is essentially an inferior (in my completely biased opinion, despite loving Trek as well) X-Wing clone run with Star Trek ships and the other being a D&D based system with Dragons and whathaveyou. If you wouldn't describe yourself as really *feeling* something when you watch the original Star Wars trilogy then I imagine you potentially might engage less with the game, although of course I could be wrong.

If you have any questions, please feel totally free to post here and I (and the other lovely Heresy X-Wing players!) will try to answer to the best of our ability.

Take it easy, and... fly casual. :wink:

Tawa 02-09-15 09:39 AM

Excellent post mate, have a cookie :good:

Ratvan 02-09-15 06:10 PM

Does each faction have a defining playstyle or are tactics based on the individual ships that are purchased? For example I like my armies to have movement tricks and lots of manouverability on the board is a particular faction stronger then the other at this?

Bindi Baji 02-09-15 06:52 PM

Quote:

Originally Posted by Ratvan (Post 2032786)
Does each faction have a defining playstyle or are tactics based on the individual ships that are purchased? For example I like my armies to have movement tricks and lots of manouverability on the board is a particular faction stronger then the other at this?

It really depends on what you fill your army with,
you can modify everything to a degree.
Imperials are generally weak and cheaper and rebels a bit pricier but generally hardier
- tie interceptors and A wings are the primarily fast and manoeuvrable ships on either side........

Tawa 02-09-15 09:27 PM

Quote:

Originally Posted by Bindi Baji (Post 2032882)
A wings are the primarily fast and manoeuvrable ships on either side........

Nippy, buzzy little twats! :ireful2:

Sethis 02-10-15 12:16 AM

Quote:

Originally Posted by Ratvan (Post 2032786)
Does each faction have a defining playstyle or are tactics based on the individual ships that are purchased? For example I like my armies to have movement tricks and lots of manouverability on the board is a particular faction stronger then the other at this?

Imperials have access to the two single most maneuverable ships in the game - the TIE Phantom and TIE Interceptor. The Rebel A-Wing comes close to the Interceptor (the A-Wing has slightly better movement dial but no Barrel Roll) but nothing matches a Phantom. Imperials also get the TIE Defender, which has limited turns, but is the only ship in the game that can perform a 180 degree flip without negative consequences.

Each faction has ships that are capable of filling all the various roles, but *generally* you'd probably get on better with Imperials than Rebels if movement tricks are your thing. However it's perfectly viable to run a tricksey Rebel list with A-Wings and the Outrider.

Logaan 02-10-15 06:49 PM

Following on from Sethis's comments about Imperial ships, I have been an Empire player for a year now and thought I would give a simple breakdown on the TIE Imperial arsenal.

TIE Fighter

The classic Imperial starfighter. Whether flying in swarms of 7-8, being used to run the channels and deny actions, or using named pilots to support other squad builds, the TIE fighter is the archetypal Empire ship. As a single ship, it doesn't pack that much of a punch, but put it in a swarm and that's a lot or red dice being thrown especially at range one. Death by a thousand laser shots. It is also very nimble, has three evade dice and can take evade actions. At long range they are very difficult to take down. And should you take one down, there is still usually six or seven remaining to take you down in a hail of concentrated laser fire. The classic Imperial list.

Point wise, the TIE Fighter is great for point economy with the Academy Pilot at 12 points through to Howlrunner at 18 points. The 'all star pilots' also have some great abilities for very little points. Dark Curse at 16 points is a great example. Spend three points to stick a Stealth Device on him and he is there for the duration, Howlrunner loves the swarm and Mauler Mithell and Backstabber like violence.

TIE Interceptor.

Quite possibly the sexiest looking startfighter in the whole game. Good attack, good defence and access to Soontir Fel. Result. Flown very differently to the TIE Fighter, the Interceptor excels at escaping the fire arcs of opposing starfighters, using barrel roll and boost actions to get the optimum shot then using its excellent movement dial to zip out again. These are flankers, experts in ambush and attacking from outside of opposing starfighters firing arcs. For 18 points you get a basic Alpha Squadron pilot all the way up to Mr Fel, one of the MVP's of X Wing. Outside of Fel, you also have access to other named pilots like Turr Phennir, Carnor Jax and Kir Kanos, again all with great abilities.

Flying Interceptors is a challenge, the speed, manoeuvres and weaknesses need to be learned. They are very susceptible to turrets that can fire in a 360 fire arc and massed fire but fly them well and they are brutally efficient.

TIE Advanced.

Get to play as Darth Vader. Epic. The TIE Advanced boasts good defence with shields. Lacks the sharp one turn manoeuvres of the Fighter and Interceptor but is certainly no slouch when it comes to moving. Defensively it has three evade dice, two shields and can take Evade actions so again, very difficult to take down.The Advanced can also take missiles as an upgrade and has the ability to Target Lock as an action. Darth Vader comes with the TIE Advanced and can be great as a defensive addition with pilot upgrades like Squad Leader or offensively with Expose. Point wise will have you thinking. 21 basic with a pilot skill of 2 versus more Academy Pilot TIE Fighters. Your move.

TIE Bomber

A flying weapons platform with access to masses of heavy ordnance. Not as manoeuvrable as its TIE Fighter cousin, the Bombers main role is firing missiles and torpedoes for a blistering opening strike. Its lack of agility is offset against its huge six hull points. Some effective named pilots in Captain Jonus and Major Rhymer both packing secondary weapon abilities. Again, you will need to give careful consideration when it comes to the points you'll be forking out.

TIE Defender.

Now we are getting to the big point big hitters. 30 points basic and with one and two sharp turns on the movement dial being red manoeuvres so incurring a stress token, it lacks the agility of the Fighter and Interceptor. So what bang do you get for your buck? How does the ability to equip a cannon as a secondary weapon and perform 18 degree white K Turns grab you champ? The Defender also has good offensive and defensive stats with three hull and three shield. The ability to perform an action after K Turning is the biggy here, moreso when combined with a Heavy Laser Cannon. This ability is also cranked up in the nasty stakes when you take named pilots Rexlar Brath and Colonel Vessery. Another Imperial ship that needs to be flown correctly but is uber horrible when done so.

TIE Phantom.

I love this ship. Let me say that again. I love this ship. Lets get the negatives out of the way - uncloaked and being shot at, its probably going to die and you will cry as over 45% of your list is blatted away. However, stick an upgrade like an Advanced Cloaking Device on it and you have a thing of breathtaking beauty and supreme nastiness. The Phantom has four attack dice basic. FOUR DICE. Stick a Fire Control System on it as another upgrade and that's four/five dice with a Target Lock action. Combined with an ability to dodge out of enemy ships firing arcs with impunity with its movement dial and decloaking ability, the Phantom can be extremely lethal and has the ability to destroy a lot of enemy starfighters with just one shot. Named pilots like Echo and Whisper are pricey but just add to how dangerous the Phantom can be.

Viscount Vash 02-10-15 09:46 PM

Loving this thread so far.

Looking at buying into this on the Imperial side of things (will probably get some rebel scum so I can have things to shoot at too mind).

I find myself drawn to larger ships some what, VT49 Decimator and with the Raider popping up on pre order. ( No I don't want to play Armada, but who can resist that triangular blade shape).

Keep the posts coming guys.

Bindi Baji 02-10-15 10:02 PM

Quote:

Originally Posted by Viscount Vash (Post 2034730)
Loving this thread so far.

Indeed, it's a good 'un

Quote:

Originally Posted by Viscount Vash (Post 2034730)
I find myself drawn to larger ships some what, VT49 Decimator and with the Raider popping up on pre order.

I was, but I haven't got on with the larger ships so well for this..

Sethis 02-11-15 12:08 AM

Quote:

Originally Posted by Viscount Vash (Post 2034730)
Looking at buying into this on the Imperial side of things (will probably get some rebel scum so I can have things to shoot at too mind).

I find myself drawn to larger ships some what, VT49 Decimator and with the Raider popping up on pre order.

It's pretty damn hard to stick to one faction! When you're used to dropping hundreds of pounds on a single army, maxing out an entire faction with the same cash leaves you wanting more! :laugh:

Large ships are great fun, don't underestimate the Shuttle or the Firespray either - they don't get as much press as the Decimator, but they're both exceptionally capable ships when flown and kitted out well.

Quote:

Originally Posted by Bindi Baji (Post 2034754)
I was, but I haven't got on with the larger ships so well for this..

What ships have you tried and what problems did you have? Maybe we can offer some combined wisdom (or idiocy, you know, whatever :wink: ).

Ratvan 02-11-15 07:03 AM

@Logaan thats a fantastic breakdown of ships thank you so much, am just trying to find out if my LGC has any players before I buy my TIE's. I dont want another unused collection around

ChaosRedCorsairLord 02-11-15 07:33 AM

I agree with pretty much all of Sethis’s points. X-wing is easily one of the best miniature games currently out. The things I love most about X-wing are:

1) It’s quick to learn, but hard to master.
2) The mechanics of the game fit the theme perfectly.
3) It’s a relatively fast game, with games taking about 45-75 minutes.
4) It has a low hobby requirement, whilst giving the player the flexibility to invest more into the hobby aspect if they want to.
5) FFG seems to really care about keeping the game balanced, fun, and keeping the player base happy.
6) FFG also cares a lot about the competitive scene, and encouraging people to host tournaments.
7) There's a strong focus on good sportsmanship in the competitive scene. Even after 20+ tournaments I am yet to have a 'bad' game.
8) It’s Starwars! PEW PEW!


Quote:

Originally Posted by Sethis (Post 2031850)
Limited Competitive Options

There are three main archetypes of list: Swarm, Large Turreted Ship and Phantom. In order to succeed at championships you essentially have to run some variation of one of those choices. Rebels don't have access to Phantoms, but compensate by having a better Large ship, and both sides can run effective Swarms. Of course this only matters if you want to go to tournaments; if you're just planning on playing at the club/friends level then you can play whatever the hell you like and it'll win games if you practice enough!

Sorry, but as someone who is heavily into the tournament scene I have to disagree with this point. I'd argue the opposite. It's true the phantom has held the meta 'hostage' to a degree and caused it to stagnate a bit, but the game still has a relatively open meta compared to most other miniature games.

The three main list archetypes you gave are so broad that they can pretty much describe all possible squads anyway. There’s also plenty of hybrid squads made up of combinations of the archetypes you gave (Eg: Big turret supported by a mini-swarm).

Here are three competitive lists that don’t fit into the categories you gave:

33 Roark w/ BlasterT + Rec Spec + MC + Engine
66 Dagger (x2) w/ HLC + FCS

75 Blue (x3) w/ E2 + Tactician
25 Gold w/ R3A2 + IonT

52 Krassis w/ HLC + Reb Cap + Engine + Siesmic
48 Academy (x4)

These are all good lists, and there’s plenty more where they came from. That’s not to say there aren’t issues with the current meta (they can all be traced back to the TIE phantom being OP thereby holding the meta 'hostage'). If your list doesn’t have a direct or indirect counter to the phantom you can have a lot of trouble in the competitive scene, but luckily the number of phantom counters are increasing and people are now more comfortable fighting the phantom.


Quote:

Originally Posted by Sethis (Post 2031850)
Limited Customization

If the reason you play tabletop games is for the modelling/painting side of things rather than the game itself, X-Wing won't really be your thing. You can do some amazing repaints of the models, but ultimately you can't really convert anything substantially, and you'll get bored eventually. Better to play a system with multi-part figures.

Again I have to disagree, at the official FFG worlds tournament your ships can be repainted, but the models themselves need to be stock (besides magnetizing or replacing the pegs). Worlds is one tournament that happens once a year that only a handful of people qualify for, which doesn’t stop you from using converted models in other tournaments. I am yet to find a TO who doesn’t let me use my converted models.

Some Examples:

Bindi Baji 02-11-15 09:16 AM

Quote:

Originally Posted by Sethis (Post 2034810)
What ships have you tried and what problems did you have? Maybe we can offer some combined wisdom (or idiocy, you know, whatever :wink: ).

I'm talking corvette and transport size, I found it loses something there,
I have no problem with the mid-size ships

Tawa 02-11-15 09:48 AM

Quote:

Originally Posted by Bindi Baji (Post 2034754)
I was, but I haven't got on with the larger ships so well for this..

I love this game, but I'm getting a touch fed up with facing the Outrider every(other) game.....

Logaan 02-11-15 06:54 PM

Imperial ships - part two.

In my previous post I highlighted the TIE series of starfighters available to the Galactic Empire player. I'm now going to focus on the non TIE ships that can be taken as part of an Imperial list.

Firespray31

The iconic Bounty Hunter ship. If like me you buy a Firespray or two solely because of Boba Fett and Slave1, you may not even think about how it plays in the game. And the answer is very well actually. Lets crunch the numbers - three attack, two defence, six hull and four shields. That is a non too shabby stat line. Three attack and two defence is the same as an X Wing with increased hull and shields. With the basic Firespray coming in at a mere 33 points, it is great value for your points.

For a large ship, the Firespray has a great movement dial with the the only red manouevres being K-turns. The Firesprays USP is the twin fire arcs. Most ships in X Wing have a front firing arc, the Firespray has this front arc and a rear arc too. Not exactly a 360 fire arc but the next best thing. The rear fire arc often negates the need for K-turning and makes your opponent think twice about sticking to your six.

The Firespray can be upgraded in numerous ways to suit the purpose you are flying it - cannon, missiles, bombs, crew and modification. There is a danger that you could over equip your Firespray and have too many points tied up so its always good to have an idea in mind of how you wish to fly it - a Heavy Laser Cannon for long range support, using bomb/crew to obstruct the enemy at close range. You can also run dual Firesprays equipped to compliment the others load out. You will often see a lot of lists based around a single Firespray supported by Tie Fighters.

The Firespray can also take a crew member which can give you that extra edge. Some good crew members to take are Recon Specialist, Tactician, Rebel Captives and Mara Jade. My personal favourite is Recon Specialist, two Focus tokens can be a ship saver.

As mentioned earlier, the generic pilot skill Firespray is a mere 33 points through to the legendary Boba Fett at 39. The other named pilots Krassis Trelix and Kath Scarlet come with some nifty abilities and at good point values.

One thing you need to remember with the Firespray is that it is a BIG change from flying smaller starfighters. You'll need to plan your movement a lot more carefully and I would definitely urge practice, practice, practice.

Lambda-Class Shuttle.

The Lambda sadly has quite a bad rep but mainly because of the different ways it can be equipped and flown. Lets get the bad bit out of the way early - its movement dial. Its not the best and the Lambda functions better when equipped with Engine Upgrade as it really opens up its movement ability.

So onto the ship itself. Another non too shabby stat line - three attack, one defence, five shield and five hull. Only one defence can be problematic but this ship is no Interceptor. Like the Firespray, you need to ascertain how you wish to run it - gunship, support craft, doom shuttle (this will be explained later...) and the ship works best when flown to its strengths. You can equip the shuttle with a Heavy Laser Cannon and an Engine Upgrade and fly it is a powerful gunship. Alternatively you can use the limited dial of the shuttle by running it as support using the abilities of the named pilots. The shuttle can also take a ship title that allows a Target Lock to be made anywhere on the battlefield. Now that's nice. The Lamda can also take a Focus as an action too.

Sooooo....the Doom Shuttle. An Omicron Group Pilot comes in at 21 points. Cheap in the grand scheme of things. Take Darth Vader as a crew member and you gain the ability to hand out free critical hits for incurring two damage. Its not often you set up a ship to die but in this case, the Doom Shuttle is used just for that. It will die but you can finish off enemy ships with those free critical hits.

Just like the Firespray, the Lambda takes practice and needs to be experimented with to reach a load out that you are comfortabel flying. More important is to remember how it builds into the synergy of your list otherwise its dead points without a real purpose or role.

VT-49 Decimator

The big one. Like the previous two ships, the Decimator has a multitude of ways to be run - battering ram, gunship, the choice is yours. So, numbers. Three attack, no defence, twelve hull and four shield. That's a massive sixteen hit points offset against no agility. It is also a costly ship with a Patrol Leader costing 40 points and Rear Admiral Chiraneau 46 points before upgrades. The rule here is to remember the VT-49 will make up a massive amount of your 100 point list.

Its movement dial is actually very good with no red manoeuvres and it can move up to 4 forward.

The Decimator is the first Imperial ship with a 360 degree fire arc which is an invaluable asset to have. It can also take Focus and Target Lock actions. Crew like Ysanne Isard and pilots like Commander Kenkirk benefit the Decimator after it has incurred damage and again will ultimately determine the role in which you play your VT-49. Enemy starfighters will want to engage at range one to bring the hurt so the Decimator's multiple crew slots can really make them think twice with Rebel Captives and Mara Jade being able to hand stress tokens to any ship that gets too close. The Decimator makes for a big target and the enemy shooting at you with Target Locks is going to hurt so always keep this in mind when upgrading your VT-49.

Again, just like the Firespray and the Lambda, the YT-49 can be equipped to perform a number of different roles. Its all about finding the load out that works for you but also has synergy with the rest of the list.

One thing I cannot stress enough is the P word - practice. Getting used to flying big base ships takes a lot of practice, judging angles and avoiding bumps.

SwedeMarine 04-10-15 05:31 PM

OK so im taking the plunge into this. Where should i start? Starter set with Rules and such? what about minis? id like about 100pts of each to start off with. ill get into the expansions and such later. just want a feel for the game at first.

ChaosRedCorsairLord 04-10-15 05:47 PM

Quote:

Originally Posted by SwedeMarine (Post 2098993)
OK so im taking the plunge into this. Where should i start? Starter set with Rules and such? what about minis? id like about 100pts of each to start off with. ill get into the expansions and such later. just want a feel for the game at first.

The core set of the game comes with all of the rules, templates, tokens and dice to play, plus 2 TIE fighters, an X-wing, and the cards that go with them. To start off I'd say grab a core set and try the game out to see if you like it.

After that if you want to delve deeper, grab an X-wing expansion and YT-2400 expansion, or a TIE fighter expansion and a VR-49 Decimator expansion if you wanna go Imperials. Those expansions give you enough stuff to make some decent, balanced 100pt lists. You can also proxy upgrade cards you don't have in friendly games.

After that just grab whatever expansions appeal to you, a second core set is also useful for the the cheap extra ships, tokens, and dice.

Sethis 04-10-15 05:52 PM

@SwedeMarine the Starter set is certainly your best bet. Some people recommend getting two simply because of the dice and ships at a cheaper price than trying to get them individually.

Regarding your next purchase, do you have a preference between the three factions? What is available in your local shop, or are you looking online?

I recommend (if you can) looking for someone selling a small collection of ships - often people have a small fleet they amassed before quitting, and you can get about a dozen small/large ships for much less than retail if you're lucky, especially hard-to-find ones like the Slave 1 and Falcon.

SwedeMarine 04-10-15 06:23 PM

Thats all good advice. Can I actually have a game with just what comes in the Starter set?

Id like to go Rebel with this but I will hold off committing fully until I know whether or not I like the mechanics. What makes the Slave 1 and Falcon so hard to come by? Limited releases?

Sethis 04-10-15 07:53 PM

Yep, you can easily play a game with 1 X-Wing and 2x TIE fighters, it'll range from 24pts to 50pts depending on how many upgrades you strap onto the ships. 2 X-Wings vs 4 TIEs is a better game experience though. :)

The Falcon and Slave (especially the Falcon) seem to have had limited production runs and problems with being shipped to various places in the world, making them quite sought after. If you can find one second hand then you should grab it if you can, but don't pay stupid money.

SwedeMarine 04-10-15 09:38 PM

So I managed to pick up 2 core sets and an advanced TIE this afternoon and after skimming through the rules im amazed at how simple the rules are.

What is considered stupid money for the falon and slave?

ntaw 04-10-15 10:12 PM

Quote:

Originally Posted by SwedeMarine (Post 2099217)
What is considered stupid money for the falon and slave?

There's -tons- of them at my LGS for 28 CAD each. I'd wager anything north of $35 would be a waste.

Fallen 04-11-15 02:26 AM

Ya, my FLGS also just got restocked with them recently (Firespray and YT-1300), both of which are about $30 or so...or whatever.

----

Thats a great start @SwedeMarine , I think most people are happy with the game, as a quick to play game, I mean most 100 point games usually takes me roughly 60-90 minutes of play time. And I am one of those people who like to stop and BS for 10 minutes or so randomly during the game.

Tawa 04-12-15 02:35 PM

Quote:

Originally Posted by SwedeMarine (Post 2099217)
So I managed to pick up 2 core sets and an advanced TIE this afternoon and after skimming through the rules im amazed at how simple the rules are.

What is considered stupid money for the falon and slave?

That's definitely a good start there, Swede.
My initial purchase was 2 core sets, a standard TIE, a TIE Advanced, an X-Wing and a Y-Wing. Had tons of fun with just that for a good while.

I'd certainly look at a 1300 or 2400 for the Rebels, but don't pay out more than 30 including postage for either of them.
I'd recommend using the Amazon Marketplace as you can sometimes pick up stuff new for next to nothing. The downside to that is that a lot of them don't combine postage costs so it's no use for "bulk" orders.....


Other than that, enjoy! :good:

Sethis 04-12-15 05:03 PM

The Aces box sets are excellent resources - two TIE Interceptors or a B-Wing and an A-Wing for Rebels, with loads of upgrades and stuff for 10 per ship or less.

If you're looking for strong in-game performance then Falcons, YT-2400s and Decimators have all been good recently, but also Scum and Villainy has thrown a spanner into the works and shaken the game up a lot with what is considered "good". A pair of IG-2000s (Aggressors) is solid, as are Firesprays.

Ultimately as you build up your collection, you'll probably end up getting one of everything sooner or later in order to access all the upgrade cards and pilots. To start with, buy what looks cool or fun, and work out how you like to play.

If you like synergy with multiple overlapping abilities, Rebels do that well. If you like agile, difficult to kill ships that work independently of each other, then Imperials are a better bet. If you fancy a combination of the two, Scum has aspects of both.


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