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.