31 January 2013

Core Sets- SOLD OUT?



A long time friend of mine in real life recently emailed me about not being able to find a Star Wars X-Wing Miniatures Core Set with his usual online retailers and the sellers on Amazon were selling than more than MSRP!  

Basically, he wanted to know what was up with that? 

To my knowledge, FFG has not released any official information on re-prints, second runs, or any other synonymous term for making more Core Sets. 

They will, of course. Make more Core Sets, I mean. You have to have a Core Set to play as it gives you the necessary movement and range templates and your damage deck. Unless there's going to be a Wave 2 Core Set (unlikely as there's nothing indicating that on their main X-Wing products page), they're gonna have to make some more. 

This is purely conjecture on my part, but I'd assume there's going to be more Core Sets released when Wave 2 drops, which again, still doesn't have a firm date set, only sometime in early 2013 (probably between February and April). 

So why was there a shortage of the game component that is absolutely necessary to play? 

Again, I've never heard or read anything official on the topic, but my guess would be: 
1) The game was more popular than FFG thought it'd be
2) Players bought more Cores than FFG thought they would. 

Buying mutliple core sets was more economical for people who wanted to build both Rebel and Imperial squadrons and wanted more TIEs and X-Wings. I don't know if FFG finalized pricing late in the game on this, but it didn't take people long at all to figure out that a $40 Core Set with 2 TIEs, 1 X-Wing and a set of dice was cheaper than buying 3 Expansions and a set of dice. I myself own two, but I know people who bought three copies of the Core Set. 

So if you're looking to get into X-Wing before Wave 2, check around at your local FLGS and Target stores if you're in the States. Target doesn't carry the Expansions from what I understand, but they do have Core Sets. As of the time of this writing, Target.com has them in stock and they're still $40. 

As for whether or not you still should pick up 2 Core Sets with Wave 2 looming on the horizon, I don't know. If you plan on building forces consisting of X-Wings and TIEs even after/ alongside the Wave 2 stuff, then yeah- it's still a better deal, although you should still buy one Expansion so you have all the cards at your disposal- some are exclusive to the Expansions and you must have all of them if you play in a tournament (yes- you need a copy of each card as it appears in your lists). If you dream of only running the Falcon and A-Wings, Interceptors, and Slave I maybe not so much. It's only a good deal if you plan on using the minis, otherwise you'd be better off just buying what you want and an extra set of dice. 

Secondary Weapon Systems- Ion Cannon Turret

This post regarding Secondary Weapon Systems is part of a larger article regarding Wave 1 listbuilding- the rest of the posts n this series will be available in the coming weeks as I'm revealing a post or two per day on the various topics in that larger article. For more info, click the "Ship List Articles" tab at the top of the page or simply click here.



Ion Cannon Turret (5)
Attack Dice: 3
Range: 1-2
Card Text: Attack 1 ship (even a ship outside your firing arc). If this attack hits the target ship, the ship suffers 1 damage and receives 1 Ion Token. Then cancel all dice results.
Usage: First, understand how this works- if you score at least one hit (e.g. you roll more hit/ crit explosion symbols than your opponent can cancel with wavy arrow Evade symbols), they get an Ion Token and one damage (regardless of how many hits actually got through the Evades rolled, Evade Action, or shields). If they get an Ion Token, they don’t use a movement dial next turn, instead they move forward 1, which is considered to be a white move for these purposes (note they can still do Actions and can attack and defend as normal). Second, realize that a TIE with an Evade token is not very likely to be ionized- this isn’t some spam cannon- you do still need to be intelligent with your target selections. Third, you’re only going to do 1 hit worth of damage when you successfully use the Ion Cannon Turret, regardless of what you roll, so be smart about that too. 


Admittedly, with only having a 2 Attack primary weapon, it’s usually going to be better for a Y-Wing to fire the Ion, but not if you can get into Range 1 and fire primary which of course nets you 3 dice without a hit limiter.


All that said, many people, me included, really don’t consider fielding a Y-Wing without an Ion Cannon Turret as they tend to mitigate the poor manueverability of the Y-Wing. It’s also great for catching people off guard as many players look at movement and manuevering with a keen eye on the firing arcs of their opponent’s ships. Having a 360 degree arc of fire will catch veteran and new players off-guard a like, often several times per game (at least in my experience).

Bear in mind too, even though it's not some sort of missile or torpedo, the Ion Cannon Turret is a Secondary Weapon System. As such, you do not get an extra attack die firing from Range 1, but conversely, your opponent does not get an extra defense die if you're attacking him from Range 3!

EDIT: Recall that the Ion Cannon Turret has a Range of 1-2 so the above doesn't really apply to the ICT. The no extra Defense die portion of the discussion is the result of me getting that rule wrong for a long time, so I kind of go overboard mentioning it any chance I get.

The takeaway here is the discussion is correct, but it doesn't apply to ICTs.

Elite Pilot Skills- Marksmanship


This post regarding Elite Pilot Skills is part of a larger article regarding Wave 1 listbuilding- the rest of the posts n this series will be available in the coming weeks as I'm revealing a post or two per day on the various topics in that larger article. For more info, click the "Ship List Articles" tab at the top of the page or simply click here.



Marksmanship (3)
Card Text: When attacking this round, you may change one of your <eyeball> results to a <crit> and all of your other <eyeball> results to <hits>.
Usage in game: Similar to Focus, but automatically bestows a Crit result instead of just hits.
Action?: Yes

At a glance, this is basically paying 3 points for a Focus Action, but one of the eyeballs you rolled becomes a crit instead of just a hit. This is fairly significant in and of itself as crits can be pretty nasty and of course, often have an ongoing effect that really screws up the victim’s day. All that said, bear in mind that if you’re shooting at somebody who still has shields, this ability will do absolutely nothing for you a Focus wouldn’t as crits have no different effect than hits on shields.

Digging deeper, the use I see for Marksmanship is stacking with a Target Lock, where you can re-roll the results you want, regardless of what they are. Of course, as Marksmanship is an action, you’d need to have the TL from a previous round. If you’ve got one though, you could use Marksmanship with Proton Torpedoes and you’re practically assured of registering all hits and at least one crit. It’d also go nicely with Concussion Missiles as Marksmanship switches <eyeball> results and Concussion Missiles already has a built-in rule to change a <blank> result to a hit. Again though, kind of a waste on ships with shields left.

The thing that jumps out at me is you need kind of a lot of variables to be in conjunction contextually for this to work well enough to 1) make you take it over the more versatile Focus Action and 2) feel like you got your points worth. This is one of those cards I look at and wonder if it’s true value isn’t more apparent once Wave 2 has dropped. Otherwise, unless you’re just so much better at movement/ maneuvering than your opponent that you find yourself behind him all the time and wish you had a Focus action with more pop, I can’t see actually paying for Marksmanship over the free and available to every ship Focus.


That said, a case could be make for giving Skywalker Marksmanship as his special ability is kind of a Focus-lite that only works on defense.

30 January 2013

Secondary Weapon Systems- Proton Torpedoes

This post regarding Secondary Weapon Systems is part of a larger article regarding Wave 1 listbuilding- the rest of the posts n this series will be available in the coming weeks as I'm revealing a post or two per day on the various topics in that larger article. For more info, click the "Ship List Articles" tab at the top of the page or simply click here.



Proton Torpeodes (4)
Attack Dice: 4
Range: 2-3
Card Text: Spend your Target Lock and discard this card to perform this attack. You may change one of your <eyeball> results to a <crit>.
Usage: Doesn’t dovetail quite as nicely with Focusing as Concussion Missiles, but the built-in, one-die Focus to get a crit is a nice touch especially since you don't always have the luxury of waiting around a for another turn to pick up a Focus token to use along with the (pre-existing) Target Lock.


There’s a lot of debate (mostly anecdotal evidence vs. statistical math) on whether or not PTs are worth it. Here’s my take- if you value having a 4-dice attack at Range 3 (again- that the victim does not receive an extra Defense die for), then you should take some PTs. If you don’t, then you probably don’t need to bother.


I think the main reason so many people disregard PTs is because so many people use X-Wings, and X-Wings can get a 4 attack dice attack just by getting into Range 1 (which happens a lot because TIE fighters like to get into close combat), so you kind of look at PTs and say, “Why would I pay 4 points for that (not to mention it's a one-shot deal)?” Couple on the fact that everyone takes Ion Cannon Turrets on their Y-Wings (effectively giving them an Attack 3*) and you see why PTs don’t get much love- there’s just not much use for them in the Wave 1 stuff. If FFG had made them a Missile rather than a Torpedo (the symbols, I’m talking about here), I think they’d see more use, but as it is, contextually they don’t provide enough of a benefit for the points cost.

TL;DR- they aren't a bad card, but the only ships that can take them right now don't really need them.

That said, there is one pilot that I think not only do you always give PTs, but maybe the double load accessible only by a Y-Wing- Horton Salm. Salm has a special ability that dovetails so nicely with PTs, it’d be unfair if it wasn't so expensive. For the particulars on that, check out the article on Horton Salm.

*For dice rolling purposes, of course. Not for damage. 

Elite Pilot Skills- Expert Handling

This post regarding Elite Pilot Talents is part of a larger article regarding Wave 1 listbuilding- the rest of the posts n this series will be available in the coming weeks as I'm revealing a post or two per day on the various topics in that larger article. For more info, click the "Ship List Articles" tab at the top of the page or simply click here





Expert Handling (2)
Card Text:
Action: Perform a free barrel roll Action. If you do not have the barrel roll Action icon, receive 1 Stress Token. You may then remove 1 enemy Target Lock from your ship.
Usage in game: Primarily to give an X-Wing the Barrel Roll ability or to give an Imperial fighter the ability to shed pesky Target Locks.
Action?: Yes. Using Expert Handling requires the use of an action.


A Rebel ship suddenly able to Barrel Roll has the potential to disrupt a lot of Imperial player’s plans because it’s just so unexpected and goes against how they’ve learned to play the game. It does require an action, but so does regular Barrel Roll, so you’re really not giving anything up there.

On the Imperial side, I’d be unlikely to pay for something I already get in the cost of the ship, but that’s me- your mileage may vary. Shedding TLs is nice, but I don’t know that it’s worth 2 points. Perhaps on ships like Vader who has two actions or Howlrunner and her nice Area-of-Effect buff as they're also juicy targets for TLs. Or if you want to make Dark Curse just damn near unhittable...



29 January 2013

Secondary Weapon Systems- Concussion Missiles


This post regarding Secondary Weapon Systems is part of a larger article regarding Wave 1 listbuilding- the rest of the posts n this series will be available in the coming weeks as I'm revealing a post or two per day on the various topics in that larger article. For more info, click the "Ship List Articles" tab at the top of the page or simply click here.


Concussion Missiles (4)
Attack Dice: 4
Range: 2-3
Card Text: Spend your Target Lock and discard this card to perform this attack. You may change 1 of your blank results to a <hit>.
Usage: This is the missile most folks choose to use. Again, I think the decision should be contextual, but this is the missile the internet loves. In any case, it is a good one; no debating that. The ability to change a blank to a hit ensures at least one hit with a Focused Concussion Missile shot, and that shouldn’t be disregarded. They also give 4 attack dice at Range 3 which is great, especially for the players with TIE Advanced who often find themselves around the edges of a battle rather than in the thick of it.

Elite Pilot Skills- Determination

This post regarding Elite Pilot Skills is part of a larger article regarding Wave 1 listbuilding- the rest of the posts n this series will be available in the coming weeks as I'm revealing a post or two per day on the various topics in that larger article. For more info, click the "Ship List Articles" tab at the top of the page or simply click here.



Determination (1)
Card Text: When you are dealt a face up card with the Pilot trait, discard it immediately without resolving its effects.
Usage in game: This card is pretty specific in its usage, but as it only costs 1 point, it’s still not a bad deal.
Action?: No.

First, the face up card referenced in the card text is, in plain speak, a Critical Damage result. If you haven’t noticed, there’s only one crit marked on the standard attack die although there are several pilots with special abilities that allow them to bestow crits in various ways. In any case, should you be unlucky enough to be the recipient of a crit, if the result is a Pilot damage trait (8 out of 33 total Damage cards), it goes away like it never happened. Is that statistically likely to happen? No. Is it worth 1 point to totally ruin your opponent's day if it does? Maybe. I have been known to throw it on the random pilot from time to time in situations like that.


28 January 2013

Secondary Weapon Systems- Cluster Missiles

This post regarding Secondary Weapon Systems is part of a larger article regarding Wave 1 listbuilding- the rest of the posts n this series will be available in the coming weeks as I'm revealing a post or two per day on the various topics in that larger article. For more info, click the "Ship List Articles" tab at the top of the page or simply click here.



Cluster Missiles (4)
Attack Dice: 3
Range: 1-2
Card Text: Spend your Target Lock and discard this card to perform this attack twice.
Usage: Effectively, you’re making two attacks at the same target with this card. This means that Focusing a Cluster Missile attack will only affect one of the two “ salvos” (ditto for someone trying to Focus their defense rolls), but that Marksmanship affects both “ salvos.” Generally, most folks opt for Concussion Missiles over Clusters, but I think both have their value. Clusters have the potential to generate more hits on targets with low Agility like Y-Wings. Against anything higher, the benefit of rolling six dice is lessened to a certain degree, especially against ships who can Evade as an Action.

Elite Pilot Skills- Squad Leader

This post regarding Elite Pilot Skills is part of a larger article regarding Wave 1 listbuilding- the rest of the posts n this series will be available in the coming weeks as I'm revealing a post or two per day on the various topics in that larger article. For more info, click the "Ship List Articles" tab at the top of the page or simply click here.



Squad Leader (2)
Card Text: Choose a ship at Range 1-2 with a lower Pilot Rank than you. That ship may immediately perform a free action.
Usage in game: Ideally this card is given to a high ranking Pilot so as many ships as possible can benefit. Giving it to a Black Squadron TIE only really works if he’s surrounded by Academy TIEs, for example.
Action?: Yes. To use the Squad Leader Talent, it requires an action.
NOTE: This Elite Talent is dotted (is unique and cannot be replicated in squadron list).

There are two things you want to note right off the bat when it comes to Squad Leader- first, what a "free action" is, and secondly, this card effectively takes an Action from one ship and gives it to another as Squad Leader is itself, an Action.


The "free action" is simply a standard action available to you that doesn't count against the normal one action per round rule and takes place during a different part of the turn than the "Perform Action" step. As you're declaring this second free Action, you can't perform the same action again- it has to be a different Action than the one you have likely already declared. The cool thing though is since the timing is different, you can declare a free action if you've hit an asteroid or collided with somebody (dig the FAQ on this bit and the rulebook, specifically the Perform Action steps).

The giving away an Action so somebody else can have a free Action is fairly easy to get your head around, as is the obvious best Pilot to take this Elite Pilot Talent- Vader.

Squad Leader on the Rebel side only works on Wedge or Luke as they're the only pilots who can take Elite Pilot Talents. It works particularly well on a ship flying near Garven Dreis or Dutch Vander as those ships can give away Focuses and Target Locks respectively which often can mitigate the loss of the Action due to triggering Squad Leader. Just keep in mind, both of those pilots give their tokens away after they use them, so the recipient won’t get full use of those tokens if they’re at a higher Pilot Rank than Dreis or Vander (which they probably will be)*. Better than nothing, but don’t rely on it like it’s going to be the same as a Rebel Vader or something.

On the Imperial side, this card works best on Vader as again, it’s basically one ship trading it’s action to give another ship an action otherwise. With Vader having two actions, he can use Squad Leader and still have one action of his own to use. It can be decent on a TIE that's there more for support than offense though like Howlrunner for instance.


*Note that in the interest of full disclosure, this can be mitigated somewhat with Swarm Tactics.

27 January 2013

Name Change

So dig this- the domain I was going to use for this blog was purchased literally a day before I got paid last week. I kid you not. I was even double-checking myself based on the images I'd tagged with the unpurchased domain name, but soon found that yes indeed, somebody else had registered the domain I was hoping to use. 

So if you're confused, don't be. It's not you, it's me. 

Here's the upside- TheMetalBikini.com, a nod of course to Leia's slave girl outfit, is going to provide the same awesome information and commentary as before. It's just going to be a little looser and hopefully, funnier than it would have been. Having had a full weekend to weigh my options regarding domain names, I've decided to take this thing in a little less clinical (and to be honest, less professional) direction and have a little fun with it along the way.

So if you see some references here and there to some other site besides TheMetalBikini.com, well, my bad y'all. I hope to have them all cleaned up pretty soon, but I have to leave a few lying about as a few folks have already favorited/ bookmarked this joint. Fair warning though, I'm only going to let this old original blogger.com address thing go on until the end of the week then I'm switching it to something more in line with the new domain name. 

Hopefully y'all still dig it. 

Holla!

Cid

22 January 2013

Wave 2 Incoming!

Read today on the FFG X-Wing Forums that Wave 2 ships are "on the boat." If you go to the FFG website and click on the Upcoming tab, you can see for yourself. 

Long story short, we're still likely looking at 4-6 weeks, but hey- progress is progress! 

There are two steps yet to follow after "on the boat"- "Shipping" (7 to 10 days-ish) and "Available In Stores Now!" 

General Concepts of Listbuilding


General Concepts
As with most miniatures games, X-Wing uses a point system to rank the general effectiveness of pilots (and subsequently the ship they’re piloting) and the various upgrades available to them. Also like most miniatures games, the player immediately finds himself with a decision to make regarding the makeup of his flight roster- go for few ships worth more points or more ships worth less points?

How many ships?
Again- the most important skill to possess in X-Wing is being able to maneuver and move ships effectively, full stop. The best pilots and upgrades will not save you if you can’t get them into position to maximize effectiveness or have lost Actions because of collisions with asteroids or other ships. For this reason, I suggest to the new player to build lists in favor of more ships worth less points rather than fewer expensive ships. Simply put, there’s more room for error this way. Currently at 100 points, a Rebel player for example is either going to be fielding 3 highly tooled ships or 4 low to medium points ships with perhaps one high PR pilot. If a collision does occur from poor planning or a surprise move from the opponent, the player with only three ships has just lost 33% of his actions for the round, while the 4-ship player has only lost 25%.

The exception here would be the beginner Imperial player as he can mathematically field up to 8 TIEs in a standard 100 point game. Novice players would likely have great difficulty maneuvering all those ships in effective ways without colliding. Recall that X-Wing is played on a 3’ x 3’ surface; now imagine moving around 8 bases worth of TIEs and trying to maneuver them around each other in anything but straight lines. See what I mean?

I think the “sweet spot” for a 100 points Rebel squadron for anything but an advanced player is definitely four ships, and I strongly advise 4 X-Wings for new/ novice players. For an Imperial player, I’d suggest no more than 6 ships, 5 being preferable for the purposes of movement and maneuvering at least while still getting the feel for the game.

How many upgrades?
In the X-Wing Miniatures rule system, not all ships have the same upgrades available to them. In fact, some low-points/ low Pilot Rank ships have zero upgrades available to them while expensive pilots in the game often have a plethora of upgrades available to them in the form of Elite Talents in addition to the more standard ship upgrades.

I think the key to choosing upgrades largely stems from the player and his play style, but speaking in generalities, few ship upgrades (generally secondary weapon systems and droids) are more effective for their points than paying the points for a unique Named pilot over a generic pilot.

For example, a Black Squadron TIE Fighter (14 pts) has access to the Elite Skills upgrades. Contextually (i.e. part of the 5-man TIE squadron I mentioned earlier as being optimal for a player still fairly new to the game), the most advantageous Elite Talent would probably be “Squad Leader” (2). This allows the Black Squadron TIE to bestow an additional Action upon a ship within range 1-2 as long as that ship has a lower Pilot Rating. Total cost with upgrade- 16 points.

Compare that ship to the named TIE Pilot “Backstabber.” Backstabber is for all intents and purposes a 16 points standard TIE Fighter, but Backstabber’s special rule states that if Backstabber is outside of his target’s firing arc, he rolls one additional attack die. With a TIE Fighter’s superior movement over every other ship in the game at this point, coupled with Backstabber’s relatively high Pilot Ranking (6 compared to Black Squadron’s 4), it’s highly likely if maneuvered effectively that Backstabber will be able to bring 3 attack dice to bear with regularity- the same as an X-Wing, and a whopping four attack dice if Backstabber can manage to get into range band 1 of his target while staying out of that ship’s firing arc.

Now, does that mean one should never, ever, ever take Black Squadron TIEs? Of course not. The unique named pilots may only appear in a player’s squadron one time- no multiple instances, so there are times where taking Black Squadron TIE is a great thing... it’s just going to most likely be after the player has already selected Backstabber and some of the other named TIE pilots.

For the Rebels, it plays out largely the same, but it’s much more difficult to kit out Rebel ships with much of anything in the way of upgrades because so few Rebel ships have access to Elite Talents. Really, there are only two upgrades- secondary weapon systems (of which there is exactly one usable by all Wave 1 Rebel fighters- Proton Torpedoes) and an Astromech droid. As Proton Torpedoes are of debatable effect  on X-Wings in this game (see below), that really only leaves the droid as a valid upgrade. Of the droids available, only four bestow effects that don’t require an Action- R2-D2, R5-K6, R2 Astromech, and R5 Astromech. This isn’t to say that having a droid whose special ability requires an action is a terrible idea, but nearly all of the named pilots have skills that are always in play and don’t require the player to use an Action. This of course is significant because any collision results in the loss of the player’s ability to take an Action for the round. I won’t get into the specifics of the droids here- I’ll leave that for the Rebel upgrades section.


So Which Do I Choose?
As with most miniatures game, the key to producing a successful list is to find the balance between the expensive few and the cheaper many. In X-Wing, this is artificially imposed by the rule that named pilots may only appear once in a player’s squadron as previously mentioned.

As for how many named pilots versus generics make the final cut into a player’s squadron, it depends on faction and how many ships make up the squadron along with a player’s own play style and tendencies. Taking a named pilot only benefits the owning player with a higher Pilot Ranking and a special ability not otherwise available to other builds of that ship- Luke in an X-Wing is exactly the same as anyone else in an X-Wing stats-wise; all X-Wings have 3 Attack, 2 Defense, 2 Shields, and 3 Hull regardless of who is driving. Tactically, the difference in points between Luke and Rookie X-Wing is Luke moving later in the movement phase (high pilot ranking) and picking his action after most everyone else has moved, shooting early in the shooting phase (high pilot ranking), and when he is attacked, he will change one “eyeball” result to an evade symbol (his special ability). Whether or not that’s worth the 7 points difference between Luke and a Rookie X-Wing pilot depends on the player, but most of the time and in most situations, it most certainly is worth it.


Understanding your upgrades/ special abilities
Realizing what effects a particular upgrade or pilot special ability yields in-game and how that assimilates into your play style is the most important aspect of list building in X-Wing. As there are no massively undercosted/ overcosted ships or options in the game, any build can be viable in the right hands, and conversely a list that the internet has fallen in love with can fall flat on its face if you run your ships into asteroids every turn.

X-Wing Listbuilding Wave 1 Intro

Intro
List building in Star Wars: X-Wing Miniatures isn’t as critical to game outcome as in some miniatures games, but there are some general guidelines that can be taken into account as well as some specifics for Imperial and Rebel lists that can be used to increase overall efficiency, at least at an “on paper” level.

The thing to bear in mind with X-Wing Miniatures is that being able to utilize movement/ maneuvering of your ships is the most important skill to possess in this game, bar none. Not your ship list, not the upgrades you've selected and the way they synergize with Pilot abilities, not anything else- it’s very, very much about your ability to move your ships around without running into anything (and hopefully guess your opponent’s movements to a certain extent too).

Long story short, most of the time when people lose playing this game, it’s not because they took the wrong list or even that they were outplayed by a cagey opponent- it’s because they don’t know how to play the list, don’t know how to move the list, or a combination of both. This game has internal and external balance like no other miniatures game I’ve ever played. It’s amazing how balanced the two factions are while being completely diverse in playstyle. That being the case- namely that there’s no auto-win button, the thing that sets the bad players apart from the good players, and the great apart from the good, is the ability to move effectively. A close second is the ability to play the Pilot Rank, which is of course, a whole other topic, but one that does factor into list building, so it will be discussed to some degree in the following articles.

All that said, two players that are of similar experience with the game might find an advantage in the list of available options, synergy between pilots, or perhaps a previously unknown or overlooked rule interaction. That’s where these article may come in handy.

Note: The following articles in this series assumes some familiarity with the game- how Pilot Rank works, what declaring a Focus action gets you, etc. I’m going to assume you already know stuff like that for the purposes of this article. The idea here is to make an intermediate level player more dangerous, not to take a player completely new to the game through the ruleset and how it works. I think that if you've sought out list building information on the internet, you're probably already somewhat familiar with the game, but if you're completely new to the game, truthfully the best advice I can give is to simply watch the videos on the FFG site and play a few games.


All that said, you can proceed on to the General Concepts of Listbuilding or the full listing of all the Wave 1 articles.