29 November 2016

Wave 10 Incoming??

Hi X-Wing aficionados -

Nic here -

Recently FFG has dropped one the U-Wing preview. As usual they provide all types of fun goodies throughout the article with some helpful hints on future squad building with these lists.

However, some of us have been guessing as to when these ships will get released. Many speculations have arise that it should be before Rogue One's release on December 16th similar to how the T-70 X-Wing and TIE/fo was released.

After carefully reading the article, this little bit of information popped out:

"But even before the movie makes its way to the theaters, you'll have the chance to bring these heroes to your tabletop and fly them to battle aboard the new U-wing from the new X-Wing™ U-wing Expansion Pack!"

Based on the above information, we will either have Wave 10 fully released before December 16th (a measly 18ish days away) or we will just get the U-Boat (umm I mean U-Wing) and maybe the TIE striker before then. Either scenario would make sense, however, all of the ships are currently still shipping per FFG's website.

Stay tuned for more news brought to you by everyone's favorite neighborhood X-Wing site.

22 November 2016

2016-17 X-Wing MD Regional

Our friends at SteleTV streamed and archived the 2016 Maryland Regional just in time your Turkey Day.  Check the the rounds out!

Round 1

Round 2

Round 3

Round 4

Round 5

Jeremy Howard vs. Paul Heaver. I'm aware of the audio issue. I've asked YouTube to try to resynch the audio ad video on the source archive file

Round 6

Top 16

Top 8



14 November 2016

Art of the ARC - The ARC is a work of Art (edited)

Hey all!

Nic here -

One of our last post previewed a few list ideas for Wave 9 ships. Since then, Wave 9 is in full force and we have had the opportunity to fly them around the tables. In our upcoming articles, we will be discussing some builds we have enjoyed from Wave 9 that seem to be somewhat competitive.

This week, the ARC-170 (Aggressive Reconnaissance-170 Starfighter) is the focus. When discussing this little gem of a ship a song comes to mind.

 Pontoon by Little Big Town.

This slow boat is typically weighed down with a nice amount of upgrades, titles, astromechs and crew members. You also typically find two or more on the table, with some variation of Biggs Darklighter. As such, a Pontoon boat party. In other words, two or more slow boats on the mat taking up all the good water (clogging the flying lanes) with multiple people (crew members) on board being loud as hell and who are obnoxiously drunk (the stress!). You won't be pulling any skiers with these ships, but you can pack quite the punch.

Without further adieu - here are my top three ARC lists to date (starting from least to most favorite):

#3 - The not so favorite, yet works well, double ARC and Biggs (98 Points)
ARC-170 - Norra Wexley (40)
Push the Limit
Tail Gunner
Alliance Overhaul
Vectored Thrusters

ARC-170 - Thane Kyrell (32)
Tail Gunner
Alliance Overhaul
Vectored Thrusters

X-Wing - Biggs Darklighter (26)
Integrated Astromech

This list is the top third list because it didn't perform as well as I wanted it to against arc-dodgers. Norra with Push the Limit plays nicely with her pilot ability (add a focus result to your attack dice roll after spending a target lock) and Vectored Thrusters. The additional barrel roll makes it easier to realign this boats firing arcs and if needed you can push to receive an extra action. The ARC's six green maneuvers make it fairly easy for them to shed their stress, while pairing Norra with R2-D2 (regenerate one shield after executing a green maneuver) to add some much needed sustainability. Tail Gunner (reduce opponents agility by 1) provides some extra help against high agility ships, and allows you to joust to your hearts content with some nasty auxiliary arc shots.

However, the best part of this list is Thane Kyrell. He is my favorite pilot of the ARCs. Quick side note - notice how their are not generic pilots for the ARC-170? I did and after some digging I found a fancy explanation. The Rebel Alliance only had four ARC-170's salvaged and outfitted from the Clone Wars. As such, no generic pilots! Interesting eh?? Anyways...back to Thane. Thane is extremely fun to fly with Biggs, due to Thane's pilot ability (take a free action if someone shoots at a friendly ship and they are in your firing arc). This means that he can stress away with R3-A2 all day long and most likely get his actions! That significantly enhances his role as a stress bot.(edit: looking back at this card, you cannot peform "free" actions when you are stressed - page 12; free actions. As such I have redacted this comment. However, you may be assigned a action similar to Soontir Fel's ability when stressed). This provides a much needed amount of crowd control to a slow boat like the ARC.

Lastly, Biggs. Opponents must shoot at him. End of story. But wait! There is more! Biggs crappy X-Wing dial actually is quite similar to the ARC's. This allows the list to fly in formation throughout most of the game due to the ARCs also being slow as molasses. If all goes according to plan, your opponent will shoot at Biggs multiple times and this can give Thane multiple free actions. Because of his low pilot skill, he is able to re-position with vectored thrusters (if he didn't already use them) to get into range 1 for a more potent shot, while hopefully taking a focus and/or a target lock.

I have now played this list on multiple occasions and I have lost once. I lost to a scum list with the shadow caster (Asajj Ventress), Fenn Rau, and two Z-Wings with Black Market Slicer Tools. The Z's were able to block Norra on a few occasions (as I focus fired the Shadow Caster) and I couldn't do my fancy actions. This limited my ability to do sustained damage and I ended up losing with Fenn Rau and a Z left on the table.

#2 - Norra never dies, but Biggs does! (99 Points)
ARC-170 - Norra Wexley (40)
Push the Limit
Alliance Overhaul
Vectored Thrusters

ARC-170 - Thane Kyrell (32)  
Tail Gunner 
Alliance Overhaul
Vectored Thrusters

X-Wing - Biggs Darklighter (28)
Integrated Astromech

EDITED LIST - in response to aspect that Thane cannot take "free" actions when stressed. I would simply replace R3-A2 with R5-P9. You lose your initiative bid, however, you can gain another regen ship.

ARC-170 - Norra Wexley (40)
Push the Limit
Alliance Overhaul
Vectored Thrusters

ARC-170 - Thane Kyrell (32)  
Tail Gunner 
Alliance Overhaul
Vectored Thrusters

X-Wing - Biggs Darklighter (28)
Integrated Astromech

This list has some slight modifications when compared to List #3 (when I say slight, I mean a single card difference) by swapping out tail gunner on Norra for C-3PO. This provides a great deal of sustain for Norra. In fact, 10 or so games with her in this particular list and she has yet to die. Pretty neat eh? The rest of my list goes up in flames typically, but if you end up with 40 points of your list still on the table post-match, I typically consider it a decent list.

Major weakness of this list is stress and ARC-dodgers (pun intended). I struggle with being able to shred the stress for Norra when my opponent brought Asajj Ventress. Yet with C-3PO and R2-D2, I was able to outlast Asajj.

#1 - Rey, Stramm, and the awkward third wheel Z (99 Points)
ARC-170 - Braylen Stramm (29)
Tail Gunner
Alliance Overhaul

YT-1300 - Rey (58)
Engine Upgrade
Millennium Falcon Title (Heroes of the Resistance)

Z-95 Headhunter - Bandit Squadron Pilot (12)

This is my favorite ARC list. Why? Rey (wait she is not flying the ARC)!!! She is incredibly adept at dealing damage due to her pilot ability (when attacking or defending within your primary firing arc, re-roll up to two blank dice) when coupled with Finn (when attacking or defending within your primary firing arc, add one blank result to your dice roll). Now this only triggers within the firing arc of the YT-1300 (the front 45 degree firing arc, not the full 360 as turret ships are allowed to shoot outside of their assigned firing arc) but the new Millennium Falcon title (essentially you can do a 3-sloop maneuver) and engine upgrade help with this.

Stramm in this list is your stress bot ship. His pilot ability (after you execute a maneuver, you may roll an attack die. On a hit or crit results, remove 1 stress token from your ship) adds the ability to potentially remove your stress from R3-A2 each round. Now he is much slower than Rey is, but I have found this to work out to my advantage as I do not really want Rey within range 1-2 of my ARC at all times.

One major weakness of this build is if your opponent focus fires on Stramm. Without Biggs and/or C-3PO or R2-D2, I find the ARC has a hard time staying alive. The other weakness is if your opponent brings a swarm or has a few well placed blockers. This could easily ruin your day and clog up Stramm (again the ARC is as slow as molasses) and forces you to disengage with Rey. The last weakness is when Dengaroo (Dengar and Manaroo in JumpMaster 5000s) shows up. Dengar will most likely be the one exchanging blows with Stramm. If Dengar brings Zuckuss along as a crew, the stress will be meaningless.

Overall, the ARC-170 is a fun ship to fly! I have greatly enjoyed slow boating around the map. What is your favorite list with the ARC? Drop us a line and let us know!

09 November 2016


Howdy folks!

Nic here- during the past weekend I was eagerly watching the world championship for X-Wing on Twitch. SPOILER ALERT - Dengaroo wins. Unlike many unfavorable opinions (specifically the folks over at Zombie Squadron) about this lists ability to win it all at worlds, it did! Again another spectacular death from Corran Horn early on in the match made it rough going for Miranda. However, that is not the focus of this article.

As I was watching/listening between breaks in the matches doing the dishes, these folks popped in to talk a bit (Figure 1)

Figure 1: Alex Davy (FFG X-Wing Developer) and Chris Beck (FFG graphic design artist)
As I was listening, they discussed a few things, specifically the recent FAQ update that nerfed the triple Jumpmaster 5000 list. As the conversation continued, a few interesting aspects were brought up about what we can expect from the future of X-Wing.

To paraphrase Mr. Davy's words, "...under performing ships such as the StarViper, Kihraxz, and T-65 X-Wing are getting close attention from the developers similar to what the TIE Defender and Scyk Interceptor received recently."

Does this mean a fix is on the way for both of these ships? Possibly! I have yet to play the Scyk with its new and improved title card (increase hull value by 1), yet the TIE Defender has been showing up a ton lately at all levels of X-Wing play. If any of the potential incoming fixes are as good as the TIE Defender title card, then we could see some of our beloved ships return to fight in a more prominent way.

Any guesses on what the fixes might entail?

In my opinion, fixing the T-65 X-Wing and the Kirhraxz are going to require some major overhauls. It will most likely arrive in the form of a new title card that will either boost the action bar and maneuverability of the ships. However, I could see some new pilots from Rogue One making their appearance in the U-Wing expansion similar to how the T-70 got upgraded by the Heroes of the Resistance expansion. As for the Kirhaxz, I think FFG will wait for a new expansion much further down the road that will be similar to the Veterans or Aces packs we have seen.

As for the StarViper, I would like to see the dial receive some extra green maneuvers along with the ability to take an evade action. In addition, a reduced cost would be awesome as they typically need some major add ons in order to be playable.

Thoughts??? Let us know what you all want to see from these potential ships in the future!

21 September 2016

Wave 9 Lists and Shenanigans

Hola fellow X-Wingers,

Nic here -

As we draw nigh to the Wave 9 release on Sept 22nd (for most of us anyways), I wanted to share a few thoughts that I had regarding the newest additions to our vast collection of fleets.

This wave introduces:

A rope a dope clone wars era ship - ARC-170
A very special TIE Fighter - TIE/sf Fighter
The arc dodgin' token stealin' - Protectorate Starfighter
The fast as hell boat with a some type of moving thingy -  Lancer-class Pursuit Craft

This wave brings about the return of the auxiliary firing arc in grand fashion by giving us the first small base ships with rear facing firing arcs and the mobile firing arc. These new ships are sure to impact the X-Wing scene by bringing back the joust in a very strong way. In the golden days of X-Wing when the TIE Swarm and X-Wing Swarm reigned supreme, it was typically a head on collision course with tons of shooting followed by a k-turn. Now with the recent addition of the ARC-170 and the TIE/sf bring about a new type of joust - flybys.

To clarify, the ARC-170 is a slow moving boat (6 greens, 4 reds, and a straight 3) and the TIE/sf (5 greens, 6 reds, and a straight 4) maneuver dials suffers from reduced speed and turning ability as many of the hard turns are red for both ships. However, FFG seems to have learned a lesson from the early days of X-Wing by giving each ship plenty of green maneuvers to offset the reds on the dial (a much welcomed upgrade from the original X-Wing days). Although their dials are not outstanding they make up for it with the additional firing capabilities. Furthermore, new pilots with some interesting abilities prompt X-Wing players to create some unique and new squads that could be potent if used correctly. While I am not going to share all of my ideas (yet!!!) until I have the chance to play the new ships, here are a few builds that I am interested in flying:

Biggs Walks the ARCs

Norra Wexley (36)
Push the Limit, Tail Gunner, Alliance Overhaul, Vectored Thrusters
Shara Bey (35)
Push the Limit, Tail Gunner, Alliance Overhaul, Vectored Thrusters
Biggs Darklighter (29)
R2-D2, Integrated Astromech

The strength of this build is in the joust. The increased primary attack from alliance overhaul (I am not sure why you would ever fly an Arc-170 without this card), Norra's pilot ability that adds a focus result to your roll by spending a Target Lock while Shara's pilot ability of allowing friendly ships treat her Target Lock as their own makes this build very synergistic. Norra and Shara seem to be two peas in a pod while their pilot abilities scream to be used together. The addition of the vectored thrusters allows them to Push the Limit if needed to readjust primary or rear facing arcs prior to or after the joust or token up while the 1 green bank aids in clearing the stress This makes them lethal in the close quarters game as they can deal some nasty damage with either firing arc via the increased primary attack or the auxiliary firing arc being able to reduce opponents agility by one and change a focus to a crit with tail gunner. The counter to this squad? Blockers! Unfortunately with a limited dial your opponent can usually guess your next maneuver and as such you can easily get denied your actions with well placed blockers. If you can avoid this, and keep Biggs alive for some time this list could really do some nasty sustained damage.

The Quick and the Deadly

Quickdraw (31)
Rage, Electronic Baffle, Special Ops Training
Countess Ryad (36)
Push the Limit, TIE/x7, Twin Ion Engine Mk. II
Maarek Stele (33)
Adapatbility, TIE/x7

This list is hilarious. Why? Because it combines some nasty TIE Defenders and a TIE/sf that can shoot out of order. Don't believe me? Here is how is works: Quickdraw moves and uses his action to activate rage. Electronic baffle removes a stress generated by rage and subsequently a shield (assuming you have one). Then Quickdraw shoots prior to the combat phase of the round with his primary arc and can reroll up to three dice. Once the combat phase begins, he will shoot again. With his high pilot skill you might be able to move near last and set up some nice range one shots. Again hilarious right? First time FFG has dramatically changed the game with allowing ships to fire outside of the combat phase. The last time something like this drastic was introduced to the game it was with cloaking. We all know how that ended up - FFG nerfed the hell out of it. Now a smarter player than I would just focus him down and kill him ASAP. However, it leaves some excellent fire power on the board with the fast, deadly, and agile TIE Defenders. How does one counter this? My thought is turret ships and stress. Tactican or Asajj Ventress could make it so Quickdraw never gets the opportunity to trigger rage. Or you could be simply strip QuickDraw's shields to limit take his ability away completely. Either way, I am excited to give this list a try.

Stress - it's a killer

Asajj Ventress (52)
Push the Limit, Dengar, Glitterstim, Shadow Caster, Engine Upgrade
Fenn Rau (34)
Push the Limit, Concord Dawn Protector, Autothrusters
Black Sun Soldier (14)
Black Marker Slicer Tools

The wonderful assassin wanna be Sith (rule of two folks) makes it into the world of X-Wing. I was really hoping for some epic double lightsaber ability but being able to deal out stress will work just fine. Using stress as a weapon is nothing new for X-Wing, however, with Asajj's ability to assign stress to another ship range 1-2 in your mobile firing arc coupled with potentially dealing damage and handing out a tractor beam token with the newest title card raises my eyebrows. Furthermore, the crew slot on the Lancer-class Pursuit Craft allows you to take a crew member like Dengar to help with pushing damage through and punishing a single ship or hampering two ships simultaneously. Throw in the sole Z-Wing with Black Market Slicer Tools to give you the ability to potentially deal out a facedown damage card if a stressed ship is within range 1-2. One fun thing about this card is it as an action. As such another card provides you with the opportunity to deal damage outside of the combat phase. Get nice and close to a Soontir Fel and you can deal damage on an action! and bang! Bye bye stealth device. (Correction from some of our glorious readers: BMST is not an attack and therefore does not disable stealth device.) This card provides a great deal of lockdown and crowd control of your opponents. Is anyone else tempted to fly seven of these bad boys with Black Market Slicer Tools? Last but not least Fenn Rau is the Arc dodger we have been waiting for from Scum. His pilot ability allowing you to roll an additional die at range 1 during defense and offense is crazy good. Add in the free evade result from the Concord Dawn Protector title provides more flexibility and forgiveness if you end up in your opponents firing arc at range 1. What is the counter to this list? Shoot the hell out of Asajj as she is expensive and could die quickly if focused on. This will remove your major crowd control and limit your opponent. Or take ships that can shred stress quickly and knock the Z-Wing off the board in the first few rounds.

Overall I am pleasantly pleased with Wave 9 and I am excited to try out these new ships.

Any good new build you all are considering? Drop us a line and share a few!

19 September 2016

DiceHate Productions - HotR - Black One

From our friends at DiceHate Productions.  A nice preview of the new Poe's Ride (Nic's Favorite) in the new expansion.

12 September 2016

What's in a Dial?

The X-Wing™ Developers Discuss Wave IX and the Game's Maneuver Dials.  Looks like their is alot of work that goes on behind the scenes.  Read the article here.

06 September 2016

X-Wing: Heroes of the Resistance - Millennium Falcon Preview

From our friends at DiceHate Productions.  A nice preview of the new falcon expansion previewed by FFG today.

In case you missed it ( I don't know how), you can drool at the preview on your own time.

29 August 2016

Dice Hate Part II

EDITED: Hi all - thanks for catching a mistake on the table. Looks like I made a typo and copied the wrong column over. As such the statistics have been updated. The change is the attack dice focus result on the FFG Dice App was not different than all other results, however, the attack dice blank result returned a similar trend as the evade dice but was only different from true probability and Nerd-X White attack dice. Please keep in mind that this is a low sample size, as such if you have beef with it (as many of you have stated) I would refer to this article that discusses power of sample sizes. To summarize for you in order to determine if a dice is fair or not you will only need to roll the dice 30x to reach 95% confidence in your outcomes based off a power of 0.80 (common power model). As we used statistical test based on this model we arrived at statistical probability. Does this mean it is 100% accurate, not in the least. This is one study with one low sample size. Take it for what it is worth or not, either way you are welcome to replicate the experiment and test it for yourself.

Welcome back nerds and nerdettes!

Nic here -

If you are just joining us, we have been discussing the use of third-party dice in X-Wing while simultaneously reviewing some high quality third-party dice from Nerd-X. Our most recent post (Dice Hate Part I) recently broke the internet and warped the minds of many X-Wingers. In short, the X-Wing community does feel that third-party dice should not be legal (so does FFG per the official ruling of "hell no") in tournament play.

As such, we (aka Jeb, Thomas, and I) fellow slaves of the faithful (aka TMB readers, X-Wing aficionados, haters, and lovers) sought out to determine if third-party dice roll differently than standard FFG dice. Moreover, we included the dreaded FFG Dice App for comparison as it has been brought up in the discussions since last week and adds an interesting layer to our science experiment.

Brace yourself for what you are about to learn and please refrain from throwing things at your computer screens and smart phones (or not, as I do not really care because the files are in the computer).

Three dice from each category (Nerd-X Clear, Nerd-X White, FFG, and FFG Dice App) were rolled 50 times for a total of 150 dice rolls per set. Each symbol was recorded for attack dice (hit, critical hit, focus, blank) and evade dice (evade, focus, blank) and further analyzed.

(we rolled a bunch of dice, looked at them, and tallied the symbols)

Data Analysis:
These raw symbol recordings were converted to percentages (raw symbol result/50 = calculated percentage of symbol rolled) for each dice. From the calculated percentages an average and standard deviation was conducted across each dice type and set (e.g. [Nerd-X Clear 1 + Nerd-X Clear 2 + Nerd-X Clear 3]/3).

(add up dice tally, use math, get percentage)

Click for Larger Image

Statistical Analysis:
The average calculated percentages of each dice were compared to one another using a Pearson's Chi-Squared test to determine if the proportion of one dice type is statistically different from another dice type (e.g. is Nerd-X Clear's average calculated percentage different than FFG's average calculated percentage?). In addition, each average calculated percentage was compared to the theoretical true dice probability (Table 1).

(more math, but are dice different or not = yes, FFG Dice App is different)

Results (brace yourself as this is where it gets real!!!):

Evade Dice Results
The probability of rolling an evade result on the FFG Dice App (52%) was significantly higher than true probability (37.5%) and all other dice percentage outcomes (Table 1). In addition, the probability of rolling a blank result on the FFG Dice App (26%) was significantly lower than true probability (37.5%) and all other dice percentage outcomes (Table 1). No significant difference was observed between true probability and all dice percentages for the focus dice result.

Attack Dice Results
The probability of rolling a critical result on the FFG Dice App (24%) was significantly higher than true probability (12.5%) and all other dice percentage outcomes (Table 1) (yes you heard me correctly - start panicking). In addition, the probability of rolling a blank result on the FFG Dice App (14%) was significantly lower than true probability (25%) and the Nerd-X White dice (28%) (Table 1). No significant difference was observed between true probability and all dice percentages for the blank dice result.

(seriously, just look at the table or better yet just go do something else)

The Nerd-X dice (clear and white) and FFG dice are not different than one another or true dice probabilities. However, the FFG Dice App was different on numerous results (higher probability for evade, and critical hit; lower probability of rolling blank results on both evade and attack dice) (See Figures 1-7) when compared to the Nerd-X dice (clear and white), FFG dice, and true dice probabilities.

(damn it man, just look at the bar charts)

(Jeb Here: Isn't it funny that the quote for the dice app ad is: "In my experience, there’s no such thing as luck." – Obi-Wan Kenobi. It's like they know something we don't.  See it here.)

Figure 1: Evade Dice Blank Results: Click for larger version

Figure 2: Evade Dice Focus Results: Click for larger version
Figure 2: Evade Dice Focus Results: Click for larger version

Figure 3: Evade Dice Evades Results: Hey! Did you know you can click for a larger version?
Figure 4: Attack Dice Hit Results: Not sure if you know this? But you can click for a larger version

Figure 5: Attack Dice Critical Hit Results: Use the mouse Luke and click for a larger version.

Figure 6: Attack Dice Focus Results: Larger version you like.  Click your mouse you will

Figure 7: Attack Dice Blank Results: Wow! Death by charts.  If you haven't figure it out by now, you can click here and the image gets bigger.

Overall, I have arrived at the following conclusion: the FFG Dice App is SkyNet.

But seriously, these results are a bit shocking. In fact, I was so shocked that I rolled the FFG Dice App for a second time on a second device. I ended up with the same results with some minor changes (slight reduction in evade rolls down to 51% but still rather high). With this knowledge, I looked back at all of those games that I have played people who used the FFG Dice App (cough cough Thomas). They always seemed rather lucky to roll 3 natural evades (no modifiers required to alter results) at range one of my Fat Han or blast me with 3 crits at range three of my Poe. Now it seems like the science suggests (never proves, as nothing is perfect in science) that the FFG Dice App might be a bit biased and off. Alas, this is only one experiment.

For you programmers, how might one make a Dice App biased? Shouldn't it roll exact probabilities? Am I missing something? (Jeb here: I want to see the source code of it, anyone have access?)

One positive finding of this little research study is that the Nerd-X dice are not different than true probability or standard FFG dice. In fact, they even seem closer to true probability than standard FFG dice. Props again for making high quality dice that are fancy and accurate.

To be fair, it is possible when rolling these dice that we happened to get lucky from time to time. However, this shouldn't sway the results this drastically. There could be human error involved such as different roll strategies or error from the rolling surface could influence the results. Yet we tested this assumption and rolled dice on the FFG mats and a standard wooden table and didn't see any noticeable changes.

In the end, it is clear that if my opponent pulls out the FFG Dice App I will violently shake my fists in rage, flip tables, and fart in their general direction. But seriously, I will either ask them to roll other dice or pull out my own FFG Dice App and rain down my hatred of 10,000 years on them in the form of Critical Hits and Evades for days.

Think we are wrong? Let us know! We welcome your observations and data on this. In fact, if you are interested in adding to our sample size please repeat our experiment and send us your results. I am very curious to see what everyone comes up with.

On a random side note - FFG if you are listening you had better give us a cut from the millions of dollars you will receive from X-Wingers who will download the FFG Dice App after this article breaks the internet.

With that, I say goodbye, goodbye, and good riddance to bad luck.

22 August 2016

Dice Hate Part I


Nic here -

It has been a decent amount of time since we have posted an article and I take full responsibility. The whole tenure process made me insanely busy during the last few months as I attempt to move up the academic ladder.

Anyways...we are back!

Recently, we had the opportunity to review some custom made dice from Nerd-X (our fellow friendly nerds that make awesome x-wing custom stuff from Germany).

They arrived about two weeks ago and we have been play testing the heck out of them!
Transparent Dice from Nerd-X

Not only are they pretty awesome looking, they have a bit of a different feel than the normal FFG dice. That could be because they don't have grimy sweat and tears on them from space battles lost or dirt from being flung onto the floor after rolling blanks. The edges are a bit more rounded than FFG dice,  they are pristine in clarity and without any internal flaws. I wish I had some of the championship transparent dice to compare to but alas I am not one of the 10 across the world that have them.

The white dice are superb and really stand out on the table with all the same qualities as the transparent dice (minus the whole transparency business). The painted symbols are pristine and stand out. I even tried to rub off one of the symbols with a blade and alas no wear and tear! Solid craftsmanship for sure!

Overall we have received tons of positive comments and interest from our local players regarding both sets of dice. In ever growing community of third-party X-Wing accessories, it can be difficult to find this high of quality work. In the end we have had fun playing with our nifty new sets of dice and it has helped some of us stand out (ehhhhhmmmm Jeb) when our flying was a bit on the lacking side.

After spending a few games playing with some folks and receiving some question from our readers, the overall question that was brought up was are the dice legal in tournament play.

In short, no.

However (there is always a however am I right??), it has sparked some interesting debates and thoughts. As such, being the saints that we are we sought out on a brave adventure to see what the X-Wing community thought about the use of non-approved FFG dice. Here are few comments from readers and internet folks who provided some interesting perspectives:

"As a TO I will never allow third party dice. The risk of controversy is to big.
As a player I would request that we use an official set of dice as well."

"The specific dice shown here also has the issue of breaking trademark. The symbols are a direct copy of FFGs which I think is very poor form by the seller/manefacturer"

"They looks great, but pretty sure FFG ruled against the use of third party dice in competitive play as well."

"I use mine at my local, everyone knows they're 3rd party with no complaints."

"My deal with the dice is that it's not allowed in the rules for all levels of play. If you read that and ignore it, what other rules are you willing to break?"

" I don't like them because they are clearly trying to mimic the official ones, so it's begging to have counterfeit dice being sold on third party sites."

"Dice are included in the start boxes and tokens with the ships. It's mostly irritating and confusing with all these 3rd party tokens. I don't think any non-FFG items should be allowed. No 3D printed ships, no proxy cards, no fake dice and no confusing tokens."

"No one is even mentioned the dice app that FFG has put out. According FFG it's a legal way to roll dice. My personal opinion, I would ban it form tournament play over aftermarket dice"

"I am 100% for this. As a tabletop RPG player for 20 years I have amassed a huge dice collection and I know these will be awesome and roll just the same as FFG's. Literally the only reason to not allow them is at a function where FFG could not allow third party merch. I plan to buy and use extensively."

"Aren't the symbols on the dice copywrited? Disney are usually quick on these kind of things..."

"People complaing about 3th dices is the same people who complain about iD. Booooooriiiinnnnng..." (This one was one of my favorites)

"We're all hardwired to see patterns and seek logical explanations, even when things are completely random"

" I think whether or not I allowed my opponent to use them in a tourney situation would depend on whether I knew my opponent."

"Do the dice roll the same results??"

Apparently, custom dice are rather controversial. The comments  and thoughts continue on and on and on and on. Yet it would seem the main themes that emerged were folks liked them but wouldn't allow them for fear of a potentially rigged dice and that FFG forbid them from play.

In case you were curious, here is the exact wording from FFG's most recent tournament regulations:

"Players must use only official Star Wars: X-Wing™ Miniatures Game components in tournament play, with the following exceptions for third-party components:
• Tokens other than obstacles and bombs 
• Range rulers that match the dimensions of an official range ruler or a particular section of an official range ruler
• Movement templates"

"If a player uses the Star Wars™ Dice App, the device with the app must be displayed in full view of both players at all times, and their opponent may request to share the app"

In true non-Frank like fashion (eh? eh?? joke anyone??) FFG rules against the use of them. As such I cannot see much room around that ruling.

So a few general thoughts about this from our perspective (again these are just our perspectives so don't get your panties in a bunch when you disagree with our comments):

(1) Third-party dice are not legal in tournament play but causal play is just fine. As a TO I have faced situations where third-party dice were used in tournament play as long as both players used the dice
(2) The use of hit, crit, eyeball, and evade symbols don't seem like copyright infringement to us (I am honestly not sure you can copyright that?)
(3) If you are not playing with folks you don't know ask before use or offer to share dice (remember sharing is caring)

Overall, third-party tokens, dice, and templates are really works of art (these Nerd-X dice are for sure) and I applaud people who make them and produce them. I for one have zero skill at art and I find it astounding what folks come up, so all you third-party artists keep up the good work and ignore the haters (haters gonna hate y'all).

The last thing I wanted to mention was a question thrown my direction after having some extreme luck with my new dice.

 "Do the dice roll the same results??"

This is a difficult to answer without some science, however, you are in luck as I happen to be one (a neuroscientist to be exact).

As such, in our follow up article we will approach the dice from scientific perspective to answer this burning question.

Hold onto your butts---this will be a fun ride y'all.

Until then stay frosty and please keep bickering and arguing about X-Wing stuff on social media and the like. In fact, feel free to argue with us if you have a different perspective.

05 August 2016

I'll Show You the Dark Side ( tenth Wave of X-Wing™ Starship Expansions )

I just want to say that I am Super, Super, Super Excited for this !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

The new ships are Sabine's TIE Fighter (what the what, rebels get a tie fighter ),  Upsilon-class Shuttle (w00t Kylo Ren! ), and a quad jumper ( the scum players need something ;-) ).  With these new expansions, it looks like you can place affects on ships, which I think is really cool.  I'm sure more details will be release soon™.  You can read about the new ships here:


18 July 2016

Special Forces TIE Expansion Pack for X-Wing

I'm a little late to the party, but Special Forces TIE Expansion preview was released today by FFG.   What is different from the rebels release?   THERE A GENERIC PILOTS!  WOOOHOOO!  Actually,  I think the ability to shoot from both arcs (front and rear) in the same attack is pretty cool.  The dial is not awesome (the hard 1 turn is a red. Booo! ) but having 3 shield and 3 hull should allow it survive a bit better.  You can read the preview here ->


17 July 2016

The Art of the TIE Defender

Fellow Nerds and Nerdettes (wait do girls play X-Wing??) lend me your ears!

Nic here -

Since the release of Imperial Veterans, we all reached into the back of our closets, under our beds, and shifted through our X-Wing kits to find our TIE Defenders. When this ship was first released I squealed like a little school girl because I was finally able to play my favorite ship from TIE FIGHTER.

I ended up buying two originally and when they arrived I quickly stuck them on the table with a Heavy Laser Cannon and another with a Autoblaster. I raced across the board with my 5-green straight (eat your heart out Baron Von Fel!)and the first shots were fired against a Biggs walks the dog list! Two shields from Biggs gone already and I was on my way to freedom, or so I thought. I quickly decided to do the most amazing move made to man! The 4 white K-turn. The star shown brighter than ever before and I could almost see Biggs floating in space whiter than Casper the friendly ghost.

But then the B-Wings fired back and to my horror I lovely TIE Defenders began to melt.

Devastation...Horror...Shock...I quickly packed my things (while sniffing back tears of defeat) and tossed my TIE Defenders into the black hole that is the bottom of my X-Wing kit. They disappeared never to be seen again.

Until now!!!!!!

Anyways - I hope you liked my story but I had to set the scene. I know of few of you out in the netherspace have stories similar to mine. Now that Imperial Veterans is out, life seems to be a bit brighter again thanks to these two little cards.

Now that I have had the privilege to try these suckers out I can finally say that my favorite ship from the Expanded Universe (which has been shot to death by the Mouse) is back!

Here is the evolution of my tests lists to determine the efficacy of the TIE Defender:

List 1 - Target Locks for Days
Omega Leader - Comm Relay
Colonel Jendon - Emperor Palpatine, ST-321 Title
Colonel Vessery - Adaptability, Flechette Cannon, TIE/D, Twin Ion Engine Mk.II

Now this list was just pure fun at first! The target lock synergy was amazing, and I was able to double shot with target locks on both attacks to deal some nasty damage and a stress token to my opponent. However, I had a problem once again that the lack of an evade made my list pure offense. This is not a bad thing but when your green dice roll like mine, life gets a bit nasty when you have no tokens to spend for defense. The second problem with this list was that I had to stay within range one of the space cow (aka the shuttle). This was incredibly hard to do in order line up my shots accordingly. Alas, I barley walked away with the win against a nasty Dengar and Bossk build with Omega Leader limping around with one hull left. I had some adjustments to make and fast as our tournament was approaching.

List 2 - Tomax to the Max
Tomax Bren - Cool Hand, TIE Shuttle Title, Twin Ion Engine Mk.II, Tactician, Fleet Officer
Countess Ryad - Juke, TIE/x7, Twin Ion Engine Mk.II
Glaive Squadron Pilot - Juke, TIE/x7

Now I had the ultimate power of tokens! When I was range 1-2 of Tomax I was able to be assigned 1 focus token to each of my defenders while maintaining an evade token if I executed a 3, 4, or 5 speed maneuver. Tokens rained like the nectar of the gods from Tomax's rumbling Twin Ion Engines. It worked initially and then suddenly Tomax started to fall behind. I found myself out of position with Tomax while my defenders found themselves in opposite areas due to my opponent splitting his Dengar and Boba Fett. Then Glitterstim was popped and Boba Fett said "Screw you Tomax!" as he died a firey death. This game I did not win, however I did notice that Juke was doing a very nice job at making my opponent spend his focus tokens. Back to drawing board.

List 3 - Palp and his Defenders
Countess Ryad - Juke, TIE/x7, Twin Ion Engine Mk.II
Glaive Squadron Pilot - Juke, TIE/x7, Twin Ion Engine Mk.II
Omicron Group Pilot - Emperor Palpatine

This was it. The day had arrived for our tournament. At the last minute I rushed into the store to pick up the last TIE/fo on the shelf to rip out a Juke card and quickly throw it into my list. This list worked like a charm and I ended up losing a total of eight shields and three hull in 4 games total, and victory was mine (more details about match-ups to come later). The Countess of Blood was everywhere and extremely unpredictable. I even took out a Soontir Fel rather handily because of Ryad's ability to K-turn off of every straight maneuver. I was able to bump Fel with Ryad and my Glaive gave him the fiery finger of death. The synergy of Juke being able to strip my opponents focus token while simultaneously maintaining my own focus token was outstanding. On the last match of the day I flew my Ryad directly into the path of nasty a Bossk with Dengar and Zuckess crew (not on purpose my opponent just out flew me) and I was able to survive with only one shield stripped. Because of this list I believe I have joined the turtle token club.

Now this final list I will leave you with as I have yet to play it but I am curious to see if it works or not.

List 4 - Jukes on You!
Omega Ace - Juke, Comm Relay, Stealth Device
Countess Ryad - Juke, TIE/x7, Twin Ion Engine Mk.II
Glaive Squadron Pilot - Juke, TIE/x7, Twin Ion Engine Mk.II

The triple juke is in theory good, but now with the TIE Defenders I think it has the potential to be...wait for it...legendary. If you focus fire on one target and can hopefully strip them of their focus token with Omega Ace early on in the combat phase, you can Juke the heck out of them with Glaive and Ryad. This list also allows you to split your forces and make your opponent chase multiple targets, while allowing Ryad to fly circles around you. Now I haven't tried it yet, but I am very excited to give it a go and see if it works. My other thought is to have Omega Leader in the place of Omega Ace, but then you do not force your opponent to spend his Focus token.

At the end of it all, I have been having a blast with the new and improved TIE Defenders. I have not come up with many good double shot lists, however, I did get wrecked the other day by a double TIE Defender Tractor Beam Ruthlessness build. Any ideas on some great double shot builds folks?

As usual, fly causal (or not whatever floats your boat) and I will leave you with some lovely everything is better with Titanic Music video.


12 July 2016

The Rules have changed, The Rules have changed !!!

The X-Wing Tournament rules have been updated today (7-12-16).  The new rule information can be found here.

As I take a break from pokemon go and a super important project that I need to have finished by tomorrow at 9am, a quick peruse ( man! I am starting to sound like Nic and his Phd words) shows the following changes:

Leader Participation - The Nic stop TOing and Playing Rule ;-)
A leader may participate in a Relaxed tier tournament for which he or she is responsible only if
there is a second leader present. The second leader must be announced at the beginning of the
tournament and is responsible for all rulings for games in which the first leader is playing. If two
leaders play one another, the marshal is responsible for any rulings during the game.
During Formal and Premier tier tournaments, leaders cannot participate. Leaders for Formal
and Premier tournaments are expected to commit their full attention to organizing and
overseeing the event.

Sharing Components - I am not sharing my stuff ;-)
Before or during a tournament round, any player may request that a single range ruler, set of
maneuver templates, and/or set of dice be shared for the duration of the round. Any decisions are
subject to review by a marshal or a judge.
The marshal may mandate that players must share a single range ruler, set of maneuver
templates, and/or set of dice during a round.

Players may mark their asteroids, debris fields, and bomb tokens to indicate ownership,
but cannot otherwise alter them in any way.

Lost and Damaged Components - I can make special proxy cards now !!!! hehehehehehehe
If a player loses a component during a tournament, he or she has an opportunity to find a
replacement, if necessary. Any player that discovers they are missing an essential component at
the beginning of or during a round should notify a leader. The leader will give the player a short
time extension to their game in order to find a replacement. If the player cannot find a
replacement within that time, they must concede the game. If the player is unable to find a
replacement by the start of the next round, they should be removed from the tournament.
If an essential component becomes damaged during the course of a tournament, he or she has an
opportunity to find a replacement. If the player cannot find a replacement, the damaged
component is treated as lost unless it falls within one of the following categories.
• Damaged Card: The player keeps the original card near the rest of his or her squad and
uses a proxy card in its place for the remainder of the tournament. A leader will create the
proxy, including the card name, any information that is no longer legible or available on the
damaged card, the name of the leader who created it, and the date it was created.
• Damaged Ship Model or Connection: The model, in its damaged state, does not impede
the progress of play and abides by the rules under “Component Modifications” on page 7.
If the model does impede play, the player keeps the model near the rest of his or her squad
for the remainder of the tournament.
• Damaged Dice, Range Ruler, or Maneuver Template: The player keeps the original
component near the rest of his or her squad and requests to share his or her opponent’s
component for each remaining round of the tournament.

Legal Products  - Woot!  We can use the templates that we created in tournaments !!!!!!
Players must use only official Star Wars: X-Wing™ Miniatures Game components in tournament
play, with the following exceptions for third-party components:
• Tokens other than obstacles and bombs
• Range rulers that match the dimensions of an official range ruler or a particular section of
an official range ruler
• Movement templates that match the dimensions of official maneuver templates

Taking Notes and Outside Material - Weird but ok
Players cannot take notes or reference outside material or information during a tournament round.
However, players may reference official rule documents or game components that do not contain
hidden information at any time or ask a judge for clarification from official rule documents. Official
rule documents include all rules documents available on the X-Wing page of our website, those
found in an X-Wing product, or any portion thereof.

Tournament Round Times - The final game is not unlimited any more !!!!!
Each tournament round of X-Wing is a predetermined length, giving players a certain amount of
time to complete their games. A leader should start the timer for a tournament round after most
players have found their seats and begun to set up. If a game has not concluded when the time for
a tournament round runs out, the players finish the current game round and then calculate their
scores (see “End of Round” on page 14). A tournament round’s length varies depending on the
type of round.
• Swiss Rounds: 75 minutes each
• Single Elimination Rounds (except Final): 75 minutes each
• Final Single Elimination Round: 120 minutes

Final Salvo - No More Ties - Games end in the final countdown (I mean Salvo )
If both players have the same score at the end of a game, they must fire a Final Salvo to
determine the winner. To fire a Final Salvo, each player adds together the printed, unmodified
primary weapon value of his or her remaining, undestroyed ships and rolls attack dice equal to
that number. The player who rolls the highest total number of combined hits and critical hits
wins the game. If both players roll an equal number hits and critical hits, they roll again until a
winner is determined.
If a game ends in mutual destruction, each player adds together the printed, unmodified primary
weapon value of all ships in his or her squad.

Relaxed Game - The let's just have fun rule
Rules are to be followed, but corrections are centered on educating players rather
than disciplinary action. The focus is on creating a fun and friendly environment.

Formal Game - You know better than to do that rule
Rules are enforced, and penalties for more severe infractions are levied when
appropriate. The focus is a friendly competitive environment.

Premier Game - I will smite you with Thor's Hammer for breaking the rules rule
Game and tournament rules are vigilantly enforced with an emphasis on
maintaining the event’s integrity. The focus is on a competitive and fair environment.

11 July 2016

Wave 9 Announced - Alliance Overhaul

I didn't notice this one until a bit late in the day, ( Pokemon Go has kept me busy. Gotta get them all! Sorry I forgot this was an x-wing blog ) .  Wave 9 was announced by FFG today.  The terrorists (I mean rebels) get a new ship, the ARC-170.   The ship has some interesting concepts.  1) The first ship for the rebels that get a aux fire arc on a small base.  2) It looks like the ship only comes with unique pilots - no generics for you = no swarms.  3) You can have both a crew upgrade and an astromech upgrade at the same time.  This should make some interesting combinations. 

You can look at the FFG Release Page, just remember it's gonna be a while before it gets shipped.

24 June 2016

Beat the Heat: A casual X-Wing Tournament at Galactic Comics and Games

Greetings and salutations fellow nerds and nerdettes!

Nic here -

Summer is in full swing down in Southern Georgia with the weather giving us a lovely heat index of approximately 105 degrees. Being from California originally, I tend to hibernate indoors each summer as my pale skin burns immediately upon venturing to the great outdoors.

Anyways - coming up TMB is hosting a casual X-Wing tournament at Galactic Comics and Games in Statesboro, Georgia on July 9th (For event details click here). The format for the event is as follows:

Each player must bring 2x100 point or less lists.

Lists must be unique and as such cannot share or contain unique pilots or upgrades cards within both lists (E.g. List A has Soontir + Push the Limit and Omicron Pilot + Palpatine, List B may not have Soontir or Palpatine but may have a Omicron Pilot and PTL).

Each list must contain at the minimum a single unique pilot or upgrade card.

Your opponent will have access to review the lists prior to the match.

Each opponent will choose the list that they wish to fly against.

The initial choosing player will be determined with a pre-game dice roll between opponents (initiative bids will not play a role in this process but will effect normal deployment).

As of now, it is a $10 buy in for the tournament and the prizes should be the following:

Pending the amount of players, the tournament will run by standard FFG rules (4 rounds follow by a cut to the top). Imperial Veterans is 100% legal and encouraged for this tournament.

Sounds fun right? This tournament format is intended to push players to expand their horizons and become creative with list building as the tournament requires each list to contain a single unique pilot or upgrade card.

As most of you read from our previous post, I am currently bored with Palp Aces. In the last four tournaments I have participated in, I observed that at least 60% of lists entered contained a variant of Palp Aces. Now this is not a bad thing, because in order to fly Palp Aces correctly requires a great deal of skill as a pilot, it does become a vapid. As such, this format allows for those who do not want to play against Palp Aces an opportunity to choose your opponents alternative list as you cannot have Palp in each list. In addition, it is the hope that this format will encourage some new players to come on out and they will not have to own a Raider in order to be competitive.

Now I would laugh if someone brings two or three u-boats and Palp Aces (both top meta lists currently) but hey at least you get to choose which one to face right?  (Nic, why are you in a my head?  I had thought about that ;-) --Jeb )

Come on out and beat the heat folks!

Hope you can come on by!

20 June 2016

FEAR -> ANGER -> HATE -> SUFFERING: REPOST from notabadpilot.com

Sometimes we at the metalbikini find pure wonderful content from other blogs. This is definitely one of those days. This post from notsuchabadpilot.com takes the information found on list juggler regarding NOVA (it's the second definition. wink wink)  regional championship and gives us a good window into what the current X-Wing meta looks like right now (mind you, I have a feeling that it is going to change drastically when the new expansions, including the Imperial Special Forces, come out)

Image Stolen from the notsuchabadpilot.com  (Also click for bigger image)
In short, it would seem that the majority of lists from arguably some of the top pilots in the game at the moment, is either Palp Aces or a 2-Scout+Zuckuss combination. Unfortunately, my (Jeb) favorite list whisper/Rear Admiral Chiraneau doesn't seem to be winning championships.

I think that the meta heavily favors the Palp aces (which I am a bit sick of to be honest). The other day a new player asked me what he should buy in order to be competitive in the tournament scene and much to chagrin I had to respond "The Raider". He shied away from me with a look of horror - ok well not exactly - but he was a bit shocked. I was not exactly happy to tell him this news, but it is not exactly any different from when Fat Han reigned supreme due to C-3PO. I am personally excited for a meta shift away from the Palp Aces lists. It is getting boring with you have mirror match after mirror match at recent tournaments.

Overall make sure your list can beat any version of Palp aces and 2 scouts with Zuckus. They are listed below (please note that these are not exhaustive nor comprehensive combinations of Palp aces):

2 Scouts with Zuckus
Zuckuss + Veteran Instincts + Gunner
Contracted Scout + Deadeye + Extra Munitions + Plasma Torpedoes + R4 Agromech + Guidance Chips
Contracted Scout + Deadeye + Extra Munitions + Plasma Torpedoes + R4 Agromech + Guidance Chips

 Palp Aces

Version 1 -
Omicron Group Pilot + Sensor Jammer + Emperor Palpatine
The Inquisitor + Push the Limit + Tie/v1 + Autothrusters
Soontir Fel + Push the Limit + Royal Guard TIE + Autothrusters + Stealth Device

Version 2 -
Soontir Fel + Push the Limit + Autothrusters + Stealth Device + Royal Guard TIE
Carnor Jax + Push the Limit + Autothrusters + Stealth Device + Royal Guard TIE
Omicron Group Pilot + Emperor Palpatine

Version 3 - 
Omega Leader + Juke + Comm Relay
Captain Yorr + Emperor Palpatine
Whisper + Veteran Instincts + Advanced Cloaking Device + Fire-Control System + Agent Kallus

In the end, I (Nic) miss my Fat Han list and wish for it to return to counter Palp aces. Perhaps a Fat Rey is in my future (I wont spoil my tentative list at this time - that is a tale for another time)??

Stay classy

19 June 2016

Ship StorRAGE

So, now you have awesome collection of Imperial Ships (or in Nic's case a bunch of weak traitor ships - especially that Ghost thingie in bowling ball form), how do your store your preciouses? That has been something that I have been trying to figure out for a while. I started with a simple accountant box with one battlefoam to hold my collection. As well as my plano case to hold all the tokens, and the other bits and bobs.

 My collection has grown and I need a better solution without costing an arm and a leg.

Let's review the solutions that our group and I  have discovered. Hopefully some of this will help you avoid some storage issues and mistakes.

Please note that even though this site has sponsors, our review is bias free (ok, almost bias free, after all I'm just a wookie)

Solution 1 - Padded Camera/Gun Case and pluck foam ($50 - $100)

This is one of Nic's solutions. Most office supply stores have a version of it.  Prices can very between $50 - $200 depending on what you find out there. Nic's exact case can be found here. The "pluck foam" used to store the ships in the case are from one of our sponsors and can be found here.  We find the price very good (about $8), however, you have to make the compartments yourself by removing the foam, unlike a foam tray from Battlefoam which is already to go.  However you pay for them being ready to go.  The battlefoam trays are more expensive ($14+). Nic has all of his tokens, dials, and such within a harbor freight compartment storage container. His cards are in sleeves within two simple three ring binders. All of these fit within the case (two storage containers, custom template holder, three one inch pluck foam stacked on top of each other, one 4 inc pluck foam positioned horizontally, and two 3-ring binders vertically)

4 Inch pluck foam to fit a few larger 

Both are 1 inch foam that hold most of my Rebel and Imperial fleets

Solution 2 - Husky Box (around $30 - $40)

This solution came from a member of the Florida/Georgia X-Wing Group ( yes, Nic and I live very close to the border).  He uses a husky box that was found at Home Depot (Dear Home Depot, send us some money) and he purchased it for about $25.  Here are the details from his explanation:

"So the big Husky I have two of; one for ships and one for everything else (upgrade cards, pilot cards, tokens, dials, bases, pegs, etc). In the top of the first box you I have the upgrade cards aligned to the left in alphabetical order. The other containers hold various other things like dice, rock/scrap, etc. The long space in the front holds maneuver templates. In the bottom of this container I have my large and small bases, pegs, large pilot cardboard, pilot cards and tokens. The pilot cards are in a Dragon Shield long storage deck box (sound $8 at your LGS). The tokens are in the stackable screw containers. You can get them at Hobby Lobby or Michaels but I got a set of 6 at Joann's for $9.99. The clear box you see inside this container hold my dials, bomb tokens, and small pilot cardboard). You can get those at your local Walmart."

Look how nicely those ships fit within the little boxes? I like it! However, I do prefer a bit more padding to protect those tiny breakable S-foils.

Solution 3 - Feldherr Maxi Case ($69)

This is actually the solution I ended up with.  The price ($69) was right and included the foam ( they say it holds "Decimator, Lambda Shuttle, 50 Ships" ) as well as a bag to carry most of my stuff with.  The pilot cards, upgrades, and the dials / tokens.  I am still using my 3 ring binder with baseball card holders for the pilots and business card holders for the upgrade cards.  My plano case has the bits and bobs.

Solution 4 - Battlefoam Case ($50+ - Usually does not include the foam)

This is probably the most of expensive solution of the list, but it is the most easiest solution to get and you also get to support your local game store (you know the place that usually let you play for free and has the tournaments with the fancy lootz).  This was out of my price range so I didn't explore this option to much, however, it seems to be around $20-$30 per foam insert! Yikes!

So there you go, the solutions I looked at and the final solution (that sounds really really bad) that I purchased.  Anybody else have a solutions that I missed?  or something else I should get as a tourney box or something?  or am I full of crap?  Drop us a line...