X-Wing Miniatures Game – A Three Party System

Star Wars X-Wing Miniatures Game By Fantasy Flight GamesIt doesn’t take much to realise that I’m really enjoying the X-Wing Miniatures Game at the moment. I’ve been a Star Wars fan ever since I saw Return of the Jedi at the age of 2 or 3 and that love grown over the years with the introduction of the Star Wars novels, specifically the X-Wing series by Michael A Stackpole and Aaron Allston. If you haven’t read them do so, they’re awesome.

As Mat and I have grown our fleets Lee has found himself increasingly interested but was always put off by the fact that there was only ever two sides to choose from – The Rebellion or The Empire. Being a Rebel through and through, and the person he was going to play the most it left him with little option but to collect the Empire, which he didn’t want because, in his own words, he ‘had no love of the Empire and their ways’.

And that by rights would be that. He’d either have to collect a Rebel fleet and we never really get to play one another, or we have to play ‘training missions’ from now until the galaxy far far away collides with our own thanks to interstellar drift.

However, thanks to those wonderful novels mentioned above I was reminded of a third party that features often in the books and indeed one of the best loved characters fell firmly in their ranks for a while. I refer, of course, to scum and villainy. Smugglers, outlaws and raiders and pirates.

Granted, a certain degree of artistic license is going to be required as such ne’er do wells in the books and comics used Uglies, pilot slang for mongrel craft cobbled together from components salvaged from both sides of the conflict.

ZCeptorThey’re pretty cool but to recreate the craft above it would require the purchase, and subsequent chopping up, of an X-Wing a Y-Wing & a TIE Interceptor. And that’s £36 you could be spending on three ships and not chopping them up.

The point is this – a faction without allegiance is a faction that allows you to pick and choose whatever you want from the range. The transports and the Firespray are obvious places to start affording your fleet a solid core that’s entirely in keeping with its shady origins. A Rebel Transport suits the role of a mother ship or mobile base of operations just as fine as it works as its purpose for the Rebellion. And the fighters on both sides are fair game. Personally I’d set myself limitations – TIE Defenders, for example, are unlikely to make it into a pirate fleet. The robotic TIE-D – should it ever be released – would be almost impossible to maintain. The E-Wing would be too new and in too few numbers and in the likely event raiders did get their hands on one they wouldn’t know about the laser cooling issues.

But the most important piece of the puzzle if fielding unnamed pilots. This puts the pirates at a disadvantage in terms of skill but this tracks as few to none would have had military training. Plus the points saved by buying cheap pilots will mean you’ll have more of them. Coupled with the option of being able to mix the durability of the Rebel fighters with the speed and numbers of Imperial fighters and it becomes a very interesting fleet to go up against.

Moreover it represents the only truly legitimate painting opportunity for the X-Wing Miniatures Game. Whilst you can repaint the models you get for your Imperial and Rebel fleets, you don’t have to and generally the quality is gaming standard which suits most of us just fine. However with a pirate fleet there’s an opportunity to do some really fun stuff with your ships, making up for the fact that converting a fleet of Uglies would be prohibitively expensive.

Rogue_Squadron_Scalf

Throw in the fact that you have the pick of the Imperial and Rebel fleet lists (with the aforementioned limitations) and you’ve got a fresh set of tactical challenges along with the fun of painting up a truly individual looking force.

If your Photoshop skills can stretch to it there’s nothing stopping you from making up your own pilot cards to give your piratical dogs even more flavour.

Whilst somewhat of a bodge, putting together a raider/pirate force is relatively straight forward. It allows you to cherry pick all the ships you like from the Star Wars universe and use the various larger ships – with a groovy paint job – to add some real flavour to the force.

The X-Wing Miniatures Range is available from Firestorm Games from £6.29

 

 

X-Wing Expansion: E-Wing – A Review

Star Wars X-Wing Miniatures Game By Fantasy Flight GamesI’ve always loved the E-Wing. Ever since I read the Dark Empire comic book. At the time my brother and I were elbow deep in the Expanded Universe and the X-Wing game series on the PC. I waited and waited for a patch or expansion for the E-Wing but it never came to be. So when Fantasy Flight announced the E-Wing would be released I may of squee’d a bit. Just a bit.

Ewing_negvvThe E-Wing was designed to have the punch of the X-Wing with the speed and manoeuvrability of the A-Wing it was the first star fighter commissioned by the New Republic. With an enhanced sensor suite and engines, a large torpedo magazine and greater firepower it should have replaced the A-Wing but critical overheating problems slowed its roll out and in the end became a fighter that complimented, rather than replaced,

With this in mind I got my hands of two E-Wings to mirror the interceptor/fast mover role of my two A-Wings. With a solid core of 5 X-Wings and a flight of bombers in the form of Y-Wings and a B-Wing, they would give me the edge of Imperial players allowing  me to deal with nasties like TIE Bombers before cutting back and splatting the more troublesome Defenders.

I’d wondered how Fantasy Flight would tackle the E-Wing as the lasers were even flimsier than that of the X-WIngs and their locations would almost guarantee them breaking off.

SWX18-layout

Rather simply they just tweaked the lasers, making them shorter and thicker so the model would be robust but not at the cost of the ship design. And I do love the design. It’s slightly crude and a bit of a shit kicker which is great because the Rebel ships always had that slightly rough and ready feel. But the model actually has quite a lot of detail faithfully recreated from the comic books including the the support strut from the hull to the stabiliser foil, the armoured hatch to the astromech compartment and the various bits of hardware on its flanks. It’s a very cool model.

Rule wise it’s not quite the stone cold killer I was expecting/hoping (delete as appropriate). Don’t get me wrong – it gets one more shield than an A-Wing and has overall better manoeuvrability it doesn’t come with terribly sexy upgrades. They’re useful but noting to get too excited about. The named E-Wing pilots are also incredibly expensive. To the point that I thought it was a typo. 35 and 32 points. Wedge Antilles, generally regarded as the greatest fighter pilot ever, is only 29 points.

The more expensive pilot is my joint favourite (with Wedge) character in Star Wars. Corran Horn. A former CorSec officer, he joined the New Republic as a member of the newly reformed Rogue Squadron under Wedge Antilles. He later discovered he had Force powers and became a powerful Jedi and staunch ally of Luke Skywalker. So quite why he’s flying an E-Wing I don’t know, but I’m delighted to have him in my squadron. His pilot trait allows you to make your next turn’s attack at the end of the current activation. This is extremely useful as it can mean the difference between taking return fire and not. Finishing an enemy and not or taking down two targets in quick succession. As traits go it’s pretty awesome. Throw in a skill of 8 and he’s pretty lethal. Partner him with any of other pilot aces – Luke, Wedge, Tycho – and it all gets a little bit unpleasant.

The second named E-Wing pilot, Etahn A’Baht lacks skill – only 5 – but it does get to turn a hit into a critical if the ship it’s targeting attempts to defend. Which is nice. But at 32 points, with the aforementioned skill of 5, he’s a risk as Imperials will get to shoot before him and that could be a problem. Although E-Wings get to focus, evade, lock-on and barrel roll so they are very nimble. This not only increases their survivability but increases your chances of getting in behind the Imperials to counter attack.

Whilst expensive the E-Wing is worth the points. The extra shield gives it that extra bit of survivability and the two pilot traits are very useful. Partnered with other craft and timed right they’d be invaluable. Moreover the do a fantastic job of not only taking the fight to the Empire but being able to double back and allow the squadron to encircle their enemies. This is a very good thing.

I’m fairly delighted with the E-Wing expansion pack.The model is way cool. The upgrades and cost of the pilots is a little disappointing but there’s no escaping just how useful the pilots are in a fight. Especially Corran Horn. 

The X-Wing Miniatures Game range is available at Firestorm Games from £6.29.

 

X-Wing Expansion: B-Wing – A Review

Star Wars X-Wing Miniatures Game By Fantasy Flight Games

I’ve always had mixed feelings about the B-Wing. When it dove into view in Return of the Jedi I was fascinated by the design. Of all the Rebel fighters it looked the least like a conventional/modern/atmospheric craft. But this had a lot to do with it being designed by Admiral Ackbar, a Mon Calamari who has no reason to think like a human and therefore design like one. In the movie it seemed to keep up with the fighting and the squadron did themselves proud in the Battle for Endor taking down two Imperial Star Destroyers.

When I got my hands on the X-Wing game for the PC and my opinion soured slightly. Whilst undeniably well armed, the B-Wing was a turd to fly. Slow and lazy in its turns, it was a pig to fly in a dog fight. Whilst I appreciate it’s a bomber and shouldn’t be in the middle of a furball it was an often inescapable situation in that game. Especially if you were a young, aggressive rookie pilot like I was back in the day. I can’t say I’ve mellowed in my piloting style but I do now, at least, appreciate the combat role the B-Wing is supposed to play which is that of a ship killer. How convenient that two are now available…

x-wing-b-wing-expansion-pack

Similarly with the X-Wing Miniatures game I wasn’t sure about including a B-Wing in my rag-tag interpretation of Rogue Squadron. Especially as the majority of the unit is made up of fast-moving X-Wings and even faster moving A-Wings & E-Wings (the latter are on their way and a review will follow). That was, however, until I read the rules for the B-Wing.

Whilst slow and alarmingly prone to stress, it is as well shielded as the Millennium Falcon and nearly as well armed. And for near enough half the points. That’s incredibly good. Partner a B-Wing with the Falcon, or a couple of Y-Wings and you have an incredibly capable killing blow after the fighting wedge of your fast movers punches a hole in the enemy formation.

Whilst I can’t see myself taking one (or more) B-Wing in every game I can definitely see the pros in taking one at all.Especially against larger craft. Aside from its crazy resilience to damage and meaty amounts of basic fire power the two special rules on offer from the character pilots are incredibly good. Being able to either prevent a critical hit from being cancelled or being able to re-roll a dice when under stress (which will happen al lot!) is very useful. Not cheap however. 31 and 28 points respectively. But this has something to do with the B-Wing being nails and able to take piles of upgrades including two missile types which is just as well because the expansion comes with both proton torpedoes and advanced proton torpedoes. For 6 points (ouch) the advanced torpedoes gives you 5 dice and allows any blank results to be turned into focus results. Which if you’re smart ensures you utterly destroy whatever you shoot at.

To be honest, you’d be mad not to take all the upgrades for the B-Wing. The Fire Control System being a must for 2 points, giving you a target lock on the ship you just fired on. For. Two. Points. Chuck in a focus action and advanced torpedoes and that’s a heady mix and shaves a turn off delivering the aforementioned destruction. However, all this kitting up will set you back around 15 points. On top of the 28-31 points for the pilot and ship. Or to put it another way, roughly the same number of points as the Falcon. The only saving grace being it’s harder to hit.

The model itself is actually pretty cool. And massive. It’s significantly bigger than the X-Wing and dwarfs the A-Wing which makes the B-Wing pretty good value for that reason alone. Fantasy Flight did a nice job of work around the design of the ship and the flight stand. And already I’ve seen conversion were gamers have worked the stand loose and rotated it 90 degrees to get the horizontal pose which actually works better.

1000px-BWingsKillISD2-ST

The B-Wing is a bit of a surprise choice for me. I was expecting to be indifferent at best but I can actually see a real benefit to taking them in your fleet. Whilst very high in points they have more than potential enough to make those points back thanks to the prodigious amounts of damage it can do. Its lack of speed isn’t such a problem because targets will be flying towards it. The hard part will be keeping it  alive once the Imperials get behind it because it lacks the ability to turn and face. I’m not sure how it’ll fit in with my aggressive playing style but if used correctly the B-Wing is a devastating asset.

The X-Wing Miniatures Game B-Wing Expansion is available from Firestorm Games priced £10.79.

X-Wing Expansion: HWK-290 – A Review

Star Wars X-Wing Miniatures Game By Fantasy Flight Games

So back in May I clocked another year and was rewarded with many things. One of which was the HWK-290 expansion pack fro X-Wing. For those not up on their expanded universe, the HWK-290 made its debut in the FPS Star Wars: Dark Forces in 1995. It was widely praised for its vast level design, ability to look up and down and its plot.

I played it at the tender age of 13 on my next door neighbour’s Mac and I had my tiny mind blown. At the time it was graphically stunning and being able to fire the Imperial Stormtrooper standard issue E-11 blaster rifle was the thrill of my young life. I’d like to point out at this point I hadn’t really discovered boobs.

SWX12_HWK290Unless I’m mistaken the HWK-290 is the first ship of the expanded universe to be released although there’s no shortage of stuff about to drop/should have dropped by now. It’s an odd choice considering the wealth of ships to choose from. Whilst the HWK-290 is associated with an awesome video game series, it’s not exactly the go to ship for giving the Rebel Alliance the edge.

The model itself is pretty cool. It lacks some of the gravitas of its video game progenitor and whilst it’s been recreated faithfully, the paint job does let it down a bit. It’s still way cool. It’s still a great look ship with big fat (underpowered) engines.

However, it’s not without its uses. Whereas the YT-1300 transport does just fine in a combat role the HWK just doesn’t. Although at armour 4 it’s no softy, but it has just a single shield and fires only one shot an activation. Which means it’s not a front line scrapper. So what do you get for your 16-25 points? Well, mainly, ship buffs. The HWK is a support role vessel, quite at odds with the hit ‘em hard aggression of the front line Rebel ships.

Fielding Jan Ors – who vastly outstrips all the other pilot cards in skill – can take a stress token to give a friendly model within ranges 1-3 an extra attack. Given to the right pilot (Wedge Antilles) and it’s brutal as the attack will be subject to all the special rules and hardware the firing craft has.

Kyle Katarn doesn’t do too badly either, being able to give away a focus token which can really make the difference in a furball. His skill of 6 does make him vulnerable as he’ll be easily out shot by an Imperial pilot of equal ability, with more shots and costing fewer points.

It’s made worse by the fact that the upgrades, whilst awesome, are range 1 & 2 which means you have to get up close to make the most of them. Which is not where you want to be with such a potentially squishy ship. If you get to use them however, things will explode. Saboteur, for 2 points, is embarrassingly good. Basically a single dice roll that, if it hits, inflicts a damage card on the target. Seriously? For points. If you can get that close without being shredded, things are gonna go boom.

And that’s the trick, it’s a slow turd of a ship to steer and when things start to get tasty you’ll be picking up stress tokens. Which makes Jan Ors a gamble. Choose your moments wisely, however, and the HWK-290 can add some game swinging support. It’s 4 armour points means it should be able to extract itself from the furball but time your run wrong and it’ll be vaped and it and all those lovely special attacks and unit buffs will be lost.

Which I suppose is the problem. It’s the only thing I’ve come across in the Rebel fleet so far that I consider to be a gamble taking. Even a B-Wing, despite being slow, is a worthy investment because it’s tough and armed to the teeth. Escorted by Y-Wings or X-Wings and it becomes a bitter pill to ram down the enemy’s throat. The HWK-290 doesn’t quite offer the same punch per point.

The HWK-290 is an acquired taste. It’s not a scrapper, it’s not something to sit at the back. It’s, rather unbearably, something in between. It’s probably at its best when being used in a scenario rather than a straight up fight, but I guess if you’re damn fool enough to take it in a straight up scrap over a X-Wing pilot ace then you kinda deserve what you get.

The HWK-290 expansion pack is available from Firestorm Games priced £10.79

X-Wing Expansion: A-Wing – A Review

Star Wars X-Wing Miniatures Game By Fantasy Flight GamesThis review is rather later than planned and, for a change, it had nothing to do with me. It’s fair to say that Fantasy Flight have been victims of their own success and have struggled to keep up with demand for the X-Wing Miniatures Game and as such all but the wave 1 range was unavailable.

But rejoice fellow X-Wing gamers, for the restock has hit and you have the briefest window to buy what you can before unscrupulous bastards buy it all up and put it on eBay for three times the price. I’ve been able to get my hands on the A-Wing at long last. Well two actually. I can hear Mat soiling himself from here.

swx08-layout

When I was formulating an idea of what to include in my squadron I knew that I would need something in the rapid response column to either scythe through fast-moving flights of Interceptors or, God forbid, Defenders or to blast past the main enemy line to pick off the TIE Bombers.  A-Wings and E-Wings tick the box most effectively. I’ve always loved the E-Wing ever since it blasted its way across the pages of the Dark Empire series. However, it isn’t out yet. But A-Wings will more than make do for now.

The A-Wing’s always been a bit of a funny one for me. Whilst I appreciate its speed, and being able to out pace and out turn a TIE is appealing, I’ve never liked how soft and squishy they are. However, you can’t knock the speed or its potential punch and in X-Wing it’s a necessity for two very good reasons. One: it performs a vital intercept and engage role that nothing else in the Rebel fleet can. Two: The general lack of pilot cards means that if you want to field a dozen fighters you have to a couple of each type.

But on to the A-Wing itself. Of all the models I’ve seen so far it’s probably the most disappointing. Not because it’s not a loyal representation or anything like that but the pre-painting on the two I got was poorer than on the other ships I own. The additional colouration feels rather arbitrary and does nothing to make it feel like I’m recreating Return of the Jedi. But the thing that really ticks me off is the stupid spots of red paint on the tips of the lasers. There is absolutely no need for it and for the first time since properly collecting and playing X-Wing I’d consider repainting one of the model. Or at least paint over the lasers.

The board it’s blisteringly fast. Speed 5 makes it the fastest thing in the Rebel fleet (so far) and with a wealth of green manoeuvres on its wheel, it is very agile. The down side is you can only make Koigan turns at speeds 3 and 5 which means you could well put yourself out of range of a target if you wait til you’re on top of them to pull the manoeuvre. This does mean it’ll suck in a dogfight and you’ll be far better off performing hit and run attacks. But considering how little armour they have, it was some what of a given anyway. The plethora of missiles it can take as upgrades rather backs up this theory as the ability to strike with concussions missiles or homing missiles on the way in, lasers in the thick of it and then blast out the other side with the handy-dandy boost action. So despite its two armour points it’ll take a big bite out of the Imperials before its shredded to tin foil. Because it will die. Especially going up against the vastly superior TIE Defender. But the Rebel’s strength has always been combined arms…

And it’s pilots. Those that know their Star Wars novels will know that Tycho Celchu is a bit of a badass. His pilot card is no exception. Aside from being comparable to Luke Skywalker with skill 8, he’s allowed to still perform actions with stress tokens. This means he can perform a Koigan turn and lock on, focus or evade. This makes him pretty lethal. To be able to turn to face an attacker and potentially ignore a hit as well as roll 3 dice to evade is nasty. Only two shots in return means he’s still not likely to splash a TIE, but in a pair or in a coordinated attack with an X-Wing or Y-Wing and you’ll be laughing.

You get the usual pointless generic pilot cards which I’d never take. Ever. You also get Arvel Crynyd who allows you to target a ship you’re in base contact with – normally against the rules. With such a fast-moving craft, and in the role it’ll likely be performing, it’s an incredibly useful skill to have and make you slightly happier to have your A-Wing in the thick of it.

Whilst the A-Wing will never replace the X-Wing as my go to fighter, it performs a vital role in a squadron. Especially as the games grow in size and the variety in the Imperial formation increases. The speed and potential punch it can deliver to the back of the Imperial formation is too valuable to pass up, especially taking them in pairs. Which of course you’d do. Because you’d be mental not to. I still dislike their flimsiness and I dislike that they force you to be careless with pilot lives – because it’s not the Rebel way of doing things – but they’re just too damn useful.

The A-Wing is available from Firestorm Games priced £10.79.

KR Multicase X-Wing Foam – A Review

Many will know that we like a bit of Star Wars at Shell Case towers. Many will also know that we’re a bit mental for the X-Wing Miniatures Game as well. Because it combines two of the greatest things known to man: wargaming and Star Wars.

Having acquired some sizeable fleets Mat and I had both outgrown our home-made figure cases – I especially as the Falcon is massive. So we got in touch with our friends at KR Multicase to see if we could take a look at the X-Wing custom cut foam range they have available. Happy to oblige us, we got to take a look at foam cut for both Rebel and Imperial heavy forces.

Rebel Fleet

I’ve been using KR cases for a couple of years now and I can’t rate them high enough. I only have two Games Workshop cases remaining and that’s purely because they’re still fit for purpose and too badly battered for anyone to buy them off me…that and they’ve got Phil’s Ultramarines written on them in gold pen. What? Mat on the other hand is new to KR.

I mention this so as to emphasise the impartiality the review comes from.

Now I’ve always been dubious about custom cut foam. Not that it wasn’t up to snuff but because I use to have a lot of the aforementioned Games Workshop cases and so was use to cutting rectangular slots to fit anything and everything from cavalry to yhetees to tanks to winged daemons. So to have something that was done for me was both very satisfying and disconcerting all at the same time.

Mat and I had similar configurations with the deviation being he had capacity for a Lambda class shuttle and I didn’t. Which suited me fine. What I did have room for was the Falcon. Now, to cover off a common query quickly – why does the Imperial sponge have a slot for the Falcon? Because the Rebel players don’t have exclusive ownership rights. Imperial players can use it as just a YT-1300 transport for scenarios or, if you’re feeling cheeky a small games with the Imperials versus the Falcon. What’s not to love?

What sets the foam apart from regular cases or even regular custom cut foam is that it offers a complete game storage solution. There’s a variety of compartments for your manoeuvre wheels, cards, counters and turn templates. Other than the former and the latter it’s not abundantly clear what each compartment is for. Whilst not a major problem because I was able to figure out homes for everything, it would have been nice to have a sheet pointing out what is what.

The important aspect is, of course, the fit for the models. KR very cleverly designed a system that would allow you to house just about every fighter configuration in the game which is pretty clever. Better still it was designed so the models would be on their flight stands. This may seem at odds with the experiences of anyone with a Battlefleet Gothic fleet but it does, quite amazingly work. Through in homes for larger ships, the larger flight stands, and everything else and what you have is an incredibly useful miniature storage system.

xwingKR1

There are niggles though. Aside from not knowing where everything’s supposed to go – apart from the obvious – the storage for the turn dials isn’t sufficient for the number of models the case can carry. I’ve filled mine and I’ve got two dials spare. And that’s only 10 models. The compartment for the upgrade cards whilst is deep enough, doesn’t take into account the piles of cards the larger ships, like the Rebel Transport, come with so that’ll quickly fill up as well.

This isn’t the end of the world as you can find homes for them elsewhere in the case but it does slightly defeat the purpose of custom fit foam. However it’s worth noting that this was a foam bundle and KR does off you the freedom to mix and match the trays however you like. The important thing is that it performs its intended function incredibly well and Mat and I are extremely pleased with the cases. They keep the models safe and all the counters, templates and cards stay where you leave them. What more could one ask from figure cases?

xwingKR2

The foam is flexible yet supportive where the ships are concerned yet it does an excellent job of keeping all the (many) bits of cardboard in one place. I can’t stress how important that is to anyone not familiar with the game. There’s quite a lot of cardboard. But the bottom line is this: it keeps my very expensive models in perfect condition which allows me to transport and game with them without fear of them arriving smashed into tiny pre-painted fragments. And that’s an extremely good thing.

The X-Wing foam and carry cases are available from KR Multicase priced at £32.99.

Salute in Review: Mat Bought Toys!

Salute 2014

And relax… So that was Salute. Well I have to say for my first show since Games Day many moons ago it was great and I loved every minute… But I’m getting ahead of myself, let me take you back to the Friday before…

It’s Friday night and I’m getting ready for the early morning start to pick up Lee, Neil & Phil and make our way to ExCel London. My bag is packed with all the standard supplies, chocolate, Jelly Babies for that mid show sugar pick me up, Business Cards, Wallet with money (but no credit card) and of course my all important ticket. Now I have had a pretty hard week and not a great deal of sleep up to this point so I was really looking forward to getting an early night and some well deserved Salute action. But one more thing had to be done, the car needed to be sorted ready for the drive up, which meant fuel was required, or so i thought.

So I take myself down to the local petrol station. On route I realise I have three quarters of a tank of Diesel so I’m probably okay for fuel but as I’m out I think: sod it I’ll top it up. It’s at this point everything goes horribly wrong and nearly ends in my not attending Salute. So I’m at the petrol station idly watching the litres tick over on the unleaded petrol and…fuck my life!

I end up spending my Friday evening sat in the petrol station for 2 hours waiting for the AA to turn up only to tell me they will have to tow me home as they can’t drain the tank until the following day. Needless to say the wife was less than impressed and I didn’t get my early night. This did mean I had to take my little run around with 4 blokes up to ExCel. All things considered it did okay. It got us there and back in one piece and that’s the main thing.

But what about the other car Mat? well my wife waited in the next morning and a very nice man we will call Trevor turned up at 9.30am and drained the tank and topped it back up with enough Diesel for my wife to get to a petrol station and put the correct jungle juice in (which cost us £152 people check your using the right nozzle it can be an expensive mistake to make), enabling her to meet Phil’s wife for there prearranged play date (with our 1 year old daughters).

Jump back to 10:30am Saturday the 12th of April… SALUTE! MAT BUY TOYS!

IMG_2174

The Shell Case has landed.

 

There was so much to see my poor brain couldn’t take it all in at first, there were hobbyists everywhere and toys galore, I don’t think I’m remiss if I say it was an awesome humbling sight, and it made my wallet cry.

But before I got to buying toys we had to round everyone up say hello as some of us had never actually met in the flesh namely Rob and Reece, it was great to finally meet thee guys, it also meant I could reduce the weight of my bag as I had Robs business cards with me. And once handed over I wold have more room for toys.

I had to remember that I wasn’t just here to buy toys, I was here on business, and it was with this in mind we headed over to a few of the indie stands to chat to a few people about some truly interesting games, that not only looked awesome but sound utterly brilliant.
Among these was a game that has been mentioned a couple of times on The Shell Case now and that’s World Of Twilight: Travels through Anyaral
first mentioned by Gav Thorpe in his guest post, but I will leave Phil to tell you more about this. What I will say is the models are gorgeous and it looks fantastic, I for one am really looking forward to this one.

IMG_2188

A Game of Twilight in action.

 

IMG_2190 IMG_2191 IMG_2192

Next up was a very cool looking game that got Phil and I very excited, its in development by a company called White Dragon Miniatures its called Shattered Void and it looks and sounds truly brilliant, the models look great and the artwork so far is stunning, its also going to incorporate a bit of RPG so your pilots will evolve as you play more games, and the movement template is frankly inspired, it also looks the utter tits when being played, I was slightly disappointed they only had the one demo on the go as I would of really liked to of had a game of this and really get to grips with it. As I say it is still in development although some of the models were on sale on the day and it took a great amount of will power for me not to succumb. But rest assured when the Kickstarter is due to go live we will let you know all about it. This is definitely one to watch.

IMG_2182

A Game of Shattered Void in progress

IMG_2197

Some of the models already being produced and sold for Shattered Void

Another in development game we got to have a quick look at and chat to the producers of was a game called Twisted by Demented Games, this was in very early stage of development but is set to be  board game or maybe an RPG, I have to say I don’t think its 100% sure what type of game its going to be but one thing is for sure the models were beautiful, the ones we got to see were supposedly the main protagonists based on characters from Charles Dickens Oliver Twist (I’m guessing this is where the name comes from). From what I understood the initial board game idea sees different fictional characters brought to life by some sort of Engine. The Dickens characters are jumping about literature causing mayhem and mischief. As I say this is very early in its development and I think the concept is a little confused at the moment, but its still one to watch if not just for the stunning miniatures we saw. It will be coming to Kickstarter in the not too distant future, so keep your eyes peeled and hopefully by then it will have a better idea of what it wants to be.

IMG_2215

The Twisted Game Board.

IMG_2214

Some of the stunning models for Twisted.

Now… MAT BUY TOYS! I had a rather extensive list of things I wanted to get at Salute or at least look at but one of my main objectives was Pathfinders for my Tau force and some X-Wing shizzle to aid me in my ever growing struggle to actually win a game. So we all headed over to the rather large Wayland Games stand, I got my Pathfinders hoozaah, but alas there was no X-Wing Shiz for me or Phil although we did get some extra Dice for said game, I say these won’t help me in the struggle to bitch slap Phil, but you never know these could be the dice I was looking for.

Its Business Time… Whilst Lee and Phil queued to make their purchases Neil and I wandered over to Mantic, whose stand was swamped and with good reason, Mantic had brought with them a limited number of there pretty awesome Battle Grounds sets. During our rather long chat with the guys at Mantic we got a bit of an over view of the future of Dreadball, which honestly had us totally gripped and is something we can all really look forward to, I can’t say too much here but needless to say Dreadball is set to become something even bigger and better than it is right now. And getting the low down on the Battle Grounds set was awesome, it was really good to speak to the guys and find out what was there intentions for the scenery set, and we all agreed it would make a god damn brilliant Necromunda board, so watch this space as our Necromunda itch grows fuelled by Mantic goodness. After talking all things Mantic it was time for… MAT BUY TOYS!

IMG_2204

The impressive Tower made up using the new Battlezones sets.

IMG_2205

Deadzone, being played out on the Tower.

And to Forge World we wound our merry way, we had 20 minutes before the #warmongers meet, so this had to be a strategic hit and run style purchasing spree with the queue neigh huddle still being rather sizeable. Phil, Lee and I worked together to cordon off an area to enable us to make our way to the front on the queue (eventually) and pick up our wares, I had preordered myself a tasty Tau Battlesuit for my growing Tau force, yeay another tick for me… and a slight addition something that had been tickling my hobby spot for the last week… DEATH SHROUD. Yep I crumbled it didn’t take much to be honest, and purchased myself a set of Death Guard, Death Shroud Terminators. I’m not totally sure what I’m doing with them yet I’m thinking a small skirmish force but that’s always how these things start.

FOOD TIME, so it was that time of day where we all broke out from the buying of all the things as Ashley would say and went in search of sustenance to enable us to continue our day of awesomeness. It was also time to catch up with the other #Warmongers and compare purchases and stories of our days so far.

IMG_2211 IMG_2210

Once more unto the breach my friends, after the #Warmongers meet it was time to head over to Heresy Miniatures, one to check out the new Netherlord and two for me to get my hands on a set of Andy’s amazing gangers, just to help me with that Necromunda itch. I’m doing Delaque this time around but don’t really like the original models Andy’s are a fantastic alternative the “not” Delaques are stunning and the full set ay of set me back £70 but for that I got 25 blokes and a big bag of weapons with some god damn inspiring choices. Sadly we missed the last Netherlord by a matter of seconds it was such a big hit that some desperate French man forced Andy to sell him the one out of the display case. but hey MAT BOUGHT TOYS! and another tick.

It was at this point Rob decided to join us the workaholic had missed the #Warmongers meet due to his blue foam addiction, and the need to push this on other people. Which I’m all for frankly. But it was good to have a catch up and compare purchases which were pretty meagre on Robs side of things, he did however point out Mierce miniatures were in attendance with some of their wares, so with this in mind we made our way over to the stand Via Forge World to enable Phil to part with some more money of some old armour variants for his Ultrmarines. Now I’m not going to talk to much about Mierce here mainly because I was so distracted by all the shiney I don’t recall much of what was said, luckily Phil was in attendance and did most of the talking whilst I and several other others of the crew frankly perved at the utterly beautiful miniatures on display. I managed to hold off buying anything here but mainly because at this point I was influx as to whether I was going to do Beastmen of Lizardmen for my Mordheim warband.

IMG_2223

JIMP!

To West Wind Productions, now if you haven’t heard of them why not and where the hell have you been? They are the creators of the great Empire of the Dead Victorian/Steam punk skirmish game which has some great looking starter sets available with factions ranging from Vampire Slayers to Bedlam Inmates and Jack the Ripper, more on this game to come shortly as me and Phil face off with 2 opposing factions and a run down of the rules. We got chatting to Wendy whilst on the stand discussing our aspirations and explaining how much we liked what they had and what they were doing. It was at this point that Wendy filled us in on their upcoming update of Secrets of the Third Reich, One that got Neil and I pretty excited, I mean its a game that has Nazi Zombies for crying out loud what’s not to get excited about. And with its update imminent it is only set to get better. Wendy also gave us a quick update on their latest Kickstarter, War & Empire a 15mm Ancient Era Wargame, that got us all a little bit excited and I can foresee a few arguments about who gets to play which army. But more on this to come.

IMG_2218

The Secrets of the Third Reich.

 

As the day was drawing to a close we headed to wards KR Multicase and its mountain of blue foam and card board… Via Forge World (again!) for me to acquire Calas Typhon to go with my Deathshroud. Phil also needed to make a stop at Studio McVey to have a quick catch up with Mike, and we dropped in on Sphere wars.

IMG_2237

Sphere Wars in action.

After a quick chat with the fine people at KR including Rob… Again! and a sit down on their fine chairs made of the finest blue foam available, Phil and I walked away with an X-Wing carry case each, reviews to follow, I will say now its bloody brilliant and has got me looking at KR cases for my other armies now as well.

IMG_2176

Big Blue KR.

It was at this point I took the opportunity to grab a few snaps of some of the stunning games boards on show at Salute, I am only sorry I didn’t stop long enough to ask a bit more about them, but I think you’ll all agree it doesn’t make them any less brilliant.

IMG_2232

FREMEN!

 

IMG_2229

Sardaukar storming a Fremen Sietch.

IMG_2178

Charlie don’t surf!

 

IMG_2242

Oh and I bumped into someone who was clearly less than impressed with my last performance against Phil in X-Wing.

IMG_2227

I’m no good to you dead!

 

So with swag in hand we made our way to the Bar for a much needed rest and a post Salute catch up over a beer, or Pepsi in my case (other fizzy drinks brans are available) all before our mammoth 4 hour drive home, not helped by football traffic or Phil’s inadequate bladder.

IMG_2243

And… Relax.

 

So in review I thoroughly enjoyed my first Salute I didn’t pick up everything I wanted I had hoped to walk away with some Malifaux items but just couldn’t make up my mind on the day. I had also hoped to pick up some bits for Mordheim but again my own indecisiveness was the downfall there.

I did how ever tick a few of my boxes, I got my Pathfinders, Some X-Wing Shizz all be it just extra dice but that still counts, a gang for Necromunda and DEATHSHROUD. I didn’t foresee Calas but frankly I should of known the Pretty black boxes were just too much for me to resist.
Oh and the awesome KR case. Out of everything I have to say the Heresy Minis have become my purchase of the show and I really cant wait to build and paint them let alone play with them.

photo

The Swag!

 

And its with some great contacts made and empty pockets I wish you farewell Salute for another year.

 

 

 

 

X-Wing Miniatures Game: Battle Report 4

Star Wars X-Wing Miniatures Game By Fantasy Flight Games

The asteroids drifted slowly in space. Spinning and twisting in an endless orbit with a planet no longer possessing the gravity well strong enough to keep them in place as its rings. By any measure of interstellar navigation it was a hazard, but every other measurement it was suicide. Which was why smugglers used it to hide out until the heat died down. Han Solo scoffed at himself. Five minutes with the Rebellion and he no longer thought of himself as a smuggler? Was that really all it took?

He flicked a series of switches overhead to bring the Falcon’s systems from dormant up to standby. It had been 3 hours since the last Imperial sweep. They had to move and that waiting for the possibility of another patrol or taking a chance. And Han wasn’t one for waiting around. As the familiar hum of energy flowing through his ship turned to the comforting bass noise of the engines powering up he heard a familiar voice and even more familiar tone echoing down the corridor leading to the cockpit.

‘Are you crazy?’ Princess Leia barked. ‘What if the Imperials are waiting for us?’ She stormed onto the bridge. He couldn’t help but stare. He braided hair was scooped up around her head which only accentuated her noble bearing and elegant neck. The flush of checks only enhanced the rouge of her lips and her dark eyes flashed with annoyance. Something else he was familiar with.

‘Listen, your highness,’ He never knew why he did it but he always managed to make ‘highness’ sound like an insult, ‘we can’t sit here forever. This place is a death trap and we need to find somewhere to repair the Falcon and resupply.’

‘It’s too risky.’ Said Leia folding her arms. ‘My ship, my call sweetheart.’ Han turned and brought the ship up to full readiness and started to feed energy to shields and weapon systems.

‘You work for me.’ Leia blurted and instantly regretted it. Han’s contribution to the Rebellion had been small but vital – albeit unpredictable. He had saved lives and won victories and all for a cause he never really bought into and all, she suspected, for her. He didn’t respond well to authority and he sure didn’t respond well to orders.

‘Is that a fact.’ Leia wanted to apologise but the fire in his eyes told her all she needed to know. She sat in the chair behind his and strapped in. Han dropped into his command seat, and shoved the throttles wide open.

***

The Falcon surged towards the edge of the belt, her engines singing as Han danced her through the spinning ship sized lumps of rock. Just as clear space lay before him the proximity alarm sounded. Chewie and Han exchanged worried looks as the Falcon’s sensors brought back signal returns and a familiar silhouette appeared on the display.

‘What?’ Shouted Leia from behind Han. He appreciated her resisting the urge to say ‘I told you so.’

‘We’ve got company.’ He managed as he pushed more power to shields and the Falcon’s primary turrets.

‘Imperial?’

‘Worse.’ He said and Chewie let out a mournful cry. Han worked the controls, reversing course in an aggressive turn that, for a moment, giving a glimpse of their attackers and the familiar for foreboding shape of a Firespray 31 attack craft. ‘Chewie, send the signal.’

‘What signal.’ Leia was borderline hysterical. Not that Han could blame her. Few escaped Boba Fett’s clutches once he was on your trail. Ignoring why the Empire had resorted to using bounty hunters, it was a serious business.

‘A little insurance policy. You’re too important to the Rebellion to go anywhere unescorted.’ He pointed out to port to two bright flashes of light that materialised into the familiar shape of two X-Wing fighters. ‘Let’s get this over with…’

***

Our fourth battle report sees us using the scenario included in the Slave 1 expansion pack. Boba Fett is on the hunt and the target has to turn and fight of face a certain doom at the hands of the galaxy’s greatest Bounty Hunter.

The Rebels got 150 points to spend to the Empire’s 90, however one ship had to be the bounty and would cost double points. They did, however benefit from 10 points worth of free upgrades with the further bonus of being allowed two command upgrades. Which, if you choose right is horrendous. As it was Slave 1 we agreed that the only right and true bounty be Han Solo commanding his ever trusty Millennium Falcon.

The Rebels had to deploy in the middle of the board with the Imperials tucked behind that at extreme range. It was going to get tasty from the off…

Imperial Navy

So I finally get to take Slave 1 for a spin! And for this one we have a Bounty Hunt scenario so we have Slave 1 chasing down Han “I didn’t shoot first” Solo. So I’ve tanked up Slave 1 with enough ordinance to take down a small forest moon and its pointy stick waving indigenous population.  I had just enough points left to take a TIE advanced with Maarek Steele with some Cluster Missiles. Between the two I had the firepower to bring down the Falcon I just had to be wary of its turrets, even with Boba Fett behind the stick.

Rebel Scum

So the Fett-man had tracked down Solo and was out for his hide. Just another day the office for the Rebellion’s most loveable scoundrel. The fact that he cost double points was a sting and left me just enough points to take Wedge Antilles (I never leave home without him) and Luke Skywalker once again proxying for a member of Rogue Squadron. The first upgrades for the Falcon were a welcome addition and allowed me to take Marksmenship, Veteran Abilities, the Falcon upgrade and Chewbacca but sadly had nothing left for the plucky X-Wing pilots.

The plan was simple. The Falcon was the target so I’d use that to my advantage. I’d try to lead Slave 1 and whoever else on a merry chase whilst making full use of its 360 degree field of fire, leaving the X-Wings to gang up on targets of opportunity. I just had to hope that the Falcon’s resilience would be enough to fend off the, no doubt, juiced Slave 1.

IMG_2153

Turn 1:

M: It was time to give that scruffy looking nerf herder the hiding he so richly deserved. With only a couple of ships on the board the turns would be flowing pretty quickly. And as I spent fewer points than Phil…because he was forced to…I had the initiative. In short I moved both Slave 1 and the TIE Advanced in sweeping turns to starboard in preparation for attack run on the Rebels.

P: Right, so I had the galaxy’s greatest Bounty Hunter and a TIE Advanced fighter ace on my arse. This is not a brilliant state of affairs as things behind them is what tended to make X-Wings die. With my plan in mind my moves were simple. I made a hard turn to port with the Falcon with the intention of drawing Slave 1 out . It was hard not to hide my relief when I realised my move would take the Falcon out of fire arc for Slave 1. As the X-Wings were going to be hard pressed to make a move out of fire arc of the TIE Advanced I resigned myself to taking some damage in exchange for making a green move to port, removing the stress tokens they were forced to start the game with.

IMG_2157

The TIE Advanced targeted Rogue 3 (being played by Luke Skywalker in this game) but the Rebel danced his way through the volley, coming out the other side unharmed. The Millennium Falcon opened up on Slave 1 thanks to its 360 degree field of fire. 3 hits were scored of which none were evaded, stripping 3 out of its 4 shields.

Turn 2:

M: So Phil’s a dick. Who rolls three hits in their first shot of the game? Bloody no one! Jammy bastard. Losing 3 shields right on the off was not part of the plan. Although neither was finding myself out of fire arc to be fair. Still, no use getting upset about it. I put Slave 1 into a sharp turn to port, bringing the vessel back in line with its prey. Equally my TIE Advanced made a gentle but fast move to run down the X-Wings.

IMG_2161

 

P: Okay so the first turn was pretty good. Giving Slave 1 a bloody nose would hopefully make Mat a bit more cautious but I doubted it. I had to resign myself to taking a hammering this turn so but the Falcon into a slow turn so I could shake off the stress token. The X-Wings performed a Koigan turn to front off against the TIE Advanced. The Falcon could handle Slave 1 on its own for a couple of turns but if the Advanced was allowed to make an attack run as well it would be a different story.

IMG_2163

The shooting phase opened in earnest with the Falcon stripping away Slave 1′s final shield. It should have been much worse but Mat rolled incredibly well for his evade rolls. In response Slave 1 fired a volley of homing missiles. All put powerless to stop them, the Falcon losing 2 of its shields.

On the other side of the asteroid field Wedge Antilles proved to be just out of range of the TIE Advanced so instead the Imperial and Rogue 3 exchanged fire, stripping taking down each other’s shields.

Turn 3:

M: So my fleet was without shields. Not great. But my homing missile had knackered two of the Falcon’s shields. I had a bit of sinking feeling that my TIE Advanced was about to get seriously ganged up on by the X-Wings so I needed to get a kill in. Or, at the very least, damage the Falcon. Slave 1 continued its turn to port bringing it directly behind the Falcon. Maarek Steele made a turn to starboard, taking him to the other side of the asteroid to take a pop at Han Solo.

IMG_2166

 

P: The TIE had to die and the Rogues were the ones to do it. They moved dead ahead. The Falcon was done running, making a Koigan turn of its own facing down one of the most lethal killers in the galaxy. What could possibly go wrong?

The Falcon fired first landing two hits against Slave 1 but the Bobe Fett managed to evade one but the second found its mark inflicting critical damage. In response the he fired Slave 1′s Ion cannons inflicting a single hit, removing a shield and fixing the Falcon’s course for a turn.

With Wedge, this time, out of fire arc, Rogue 3 opened fire against Maarek Steele in his TIE Advanced scoring three hits, two of which were criticals. The Imperial pilot failed to evade any and was destroyed in a billowing cloud of flame.

Turn 4:

M: Well cock. As in Phil is a. With Maarek Steele dead I didn’t have much hope that I could deal with the still undamaged Falcon and two X-Wings. But I had to try. It’s what Boba Fett would do. I moved him forward but I rather forget that the Falcon had no choice but to do the same. The result was the two ships ended up in base to base contact and therefore unable to shoot at each other.

P: With the X-Wings now free of their distraction they performed another Koigan turn to bring them round to make an attack against Slave 1 whilst it moved past the Millennium Falcon.

Wedge opened fire scoring a hit but Boba Fett once again evaded. He didn’t fair quite so well against Rogue 3 who scored 3 hits, including a critical. The Fett managed to evade 1 but it took Slave 1 to within an inch of doom.

Turn 5:

M: There was nothing much more to do but play for spite. Slave 1 dropped a seismic charge and then high tailed it out of there. Unfortunately I couldn’t move the ship far enough and Boba Fett finished his move passing the two X-Wings. This was going to be…messy.

IMG_2171

P: The Fett was making a run for it, but not before dropping a seismic charge. Unfortunately for me the Falcon was performing yet another Koigan turn to chase down the fleeing bounty hunter which placed the transport ship right next to the charge. Fortunately I got off quite lightly, only losing another shield.

The X-Wings did little more than adjust their positioning as they closed for the kill.

Annoyingly the Falcon was a whisker out of range leaving the work to be done by the Rogues. Wedge Antilles finally got to shot he was waiting for delivering three hits against the Firespray, none of which were evaded destroying the ship and Boba Fett in the process.

IMG_2173

Live to Fight Another Day

Well that went well. I was able to lead Slave 1 around the board easily enough as the Falcon had a large bullseye painted on it. Where I got lucky was catching Mat off guard with my first turn of movement and some utterly jammy dice rolling which made Slave 1 and the TIE Advanced vulnerable. A combination of green and red manoeuvres meant my X-Wings were able to beat the TIE Advanced at his own game and then see off Slave 1.

Ultimately the Falcon, despite the X-Wings seeing of the TIE and Slave 1, was the star of the show thanks entirely down to its resilience and prodigious fire power. Next game it’s all toys or bust.

Prize Denied

Well fuck you Han Solo. That’s pretty much all I can say about the matter. I think I would have been better off not taking the TIE Advanced and taking 2 normal TIE fighters instead, that or concentrate fire on the objective. My plan was to use the TIE Advanced to distract the escort using the Cluster Missiles to remove the shields and leaving them open to shots from Slave 1, whilst he hounded the Millennium Falcon. But that slimy Nerf Herder pulled it out of the bag again [Does he mean me? - Ed]
Oh well next time a full on fight and hopefully I can get to see exactly what Slave 1 can do.
Wedge Antilles feathered the throttle, cutting speed. Rogue 3 dropped in next to him, killing his own, speed.
‘Nice of you to join me Tycho.’ Wedge said as the two X-Wings cleared a transport sized asteroid in a slow turn to starboard.
‘Just giving Fett some encouragement Rogue Lead.’
‘You hit him?’
‘Oh yes.’
Wedge could hear Tycho’s smile through the comm link. Ahead of them he saw the Millennium Falcon execute an inverted loop manoeuvre that it had no business being able to do. He smiled at Commander Solo’s piloting skill as the Falcon’s engines flared bright blue and powered back the way it came, laser cannons spitting. It was met by flickering bolts of blue ion.
‘He’s coming your way Rogue Lead.’
‘Roger that Gold Lead.’
‘Make it good, he’s fried half our systems.’
A moment later Slave 1, an object of fear the galaxy over, screamed into view, smoke and flame trailing tears in its outer armour. At such close range Wedge didn’t need to do anything other than let the Firespray cross his path.
Slave 1 was already part way through a reverse turn when the laser bolts hit. The ship shook as the bolts chewed through the rear plates and engine manifolds. Flames belched and the running lights flickered and died, the ship losing power and slowly tumbled away.
‘Your clear Gold Lead.’

X-Wing: Collecting a Rebel Fleet

Star Wars X-Wing Miniatures Game By Fantasy Flight GamesThe addition of a second Y-Wing means my Rebel fleet for Fantasy Flight’s X-Wing Miniatures Game is starting to take shape. With a few games (and wins) under my belt I’ve started to get to grips with the tactics of fighting with a Rebel fleet.

To be perfectly, brutally, honest you can pick up the basics for my approach from reading the X-Wing novels but as that’s 10 books it may just be quicker to read on.

So the Rebellion’s main strength has always been the quality of its pilots. You can put a crap pilot in an X-Wing and they’ll end up dead. Perhaps not as quickly as a crap pilot in a TIE fighter, but still. So when it comes to collecting a fleet your first thought should be to the quality of the pilot you’re putting behind the stick over what the hardware can do.

Granted this is quite limiting at the moment thanks to the woefully slow release schedule Fantasy Flight are working to. There’s various hooky cards floating around the internet and it’s sorely tempting under the circumstances. But the point is, that ability to fire first is vitally important to the often outnumbered Rebellion.

And top tip; try to keep your points under the agreed limit, or at least less than your opponent. Possessing the initiative and the higher pilot skill is too good a combination to pass up.

Rebel Fleet

Profile cards aside the other issue is whether or not you collect a fleet with your heart or with your head. Given the choice, I’d happily collect all X-Wings. Their all round performance means that they’ll be able to go toe to toe with just about any other snubfighter with the exception of the TIE Defender. However the durability and weapons of Y-Wings and the savage speed of A-Wings make them both invaluable to a squadron sized force.

This combined arms approach, coupled with quick draw pilots and durability of those fighters is what makes the Rebels so lethal. And gives you the edge over the oft simplistic and bludgeoning approach of Imperial fleets full of cheap, poorly trained pilots, flying cheap poorly built TIEs. Couple it with the Imperials’ own preferred tactic of mobbing targets and it’s surprising how quickly you can chew through Imperial formations. Concentrated fire backed up by the ability to soak up some real punishment means that, providing you don’t allow your flights to get bogged down, they can take on a fleet twice their size and comfortably and capably deal with it. The trick being to scissor your say through Imperial formations. Try to avoid furballs which allow superior numbers to be brought to bear. And where possible try to plan your moves so you can tuck in behind a target with one element or another every other turn allowing you to hammer everything bar a Lambda Class and Slave 1 with impunity.

The important lesson however is never leave you wingman. A flight of three X-Wings is difficult to deal with. Possessing 9 shots, 6 shields and 9 damage points between them, they chuck out 3 more shots and can soak up 6 more points of damage for the same number of TIE fighters. Don’t be tempted to break one off to finish off a target. Ignore it and move on to the next. By the time the winged target is dead your lone fighter will be two turns away from formation and that’s a long time in X-Wing.

With all this in mind it’s also vitally important to identify threats. Figure out which of your opponent’s ships have comparable pilot skill to your pilots, or a trait that tips the balance in their favour. And then destroy them. Slowly stripping away advantages not only makes your life easier but demoralises the opponent. Plus the Imperial player is going up against a fleet of superior pilots and so target prioritisation almost becomes meaningless to them. You can play to your advantage by applying pressure with different ships at different times which forces them to engage multiple targets, spreading the damage points out.

But let’s not forget the various upgrade cards. Proton Torpedoes are a relative cheap, yet devastating tool. The important this is to not save them. They only work at long-range so fire them off as soon as possible. It’s up to you whether or not you put multiple locks on a single target. If the target gets destroyed by one missile then you’ll just have to wait another turn. The important thing is that you want at least one enemy fighter dead for each flight of two or three ships a turn firing that turn. There are ways this can be improved upon. Marksmanship is mandatory, among one or two others.

And finally: capital ships. Larger, bulkier, and tougher ships like the Falcon serve two vital roles. The first is the obvious magnet for enemy fire. They’re big enough and ugly enough to take quite a pounding. If you’re lucky your opponent will get so distracted trying to bring it down that they’ll ignore the snubfighters scything their way through TIE fighters. The second is their ability to anchor your ever flexing line. It’s 360 degree field of fire means that it will always – assuming you make it keep pace with the rest of your fleet – be able to lend a hand to soften up, or finish off, a problem target. Again, with the right combination of upgrades the Falcon can not only shoot first, but lob out a volley of missiles, repair itself, get a burst of speed or gain the evade ability, which is very very useful.

Ultimately the best advice I can give for collecting a Rebel fleet – assuming all the cards were available – is to go with what you love. Whilst, personally, I wouldn’t recommend a squadron of B-Wings because they’d get danced around more times than the proverbial piggy in the middle, if they’re your jam than take them.

My fleet will, eventually, be 4 X-Wings, 3 A-Wings, 2 Y-Wings, 1-B-Wing, 2 E-Wings and the Falcon. The reason being it offers a near perfect blend of firepower, speed and durability as well as the capacity throw a lot of Ion cannon shots and missiles at my opponents. Seven ships down, 6 to go. Roll on Salute…

The X-Wing Miniature series is available from Firestorm Games from £6.29.

The Shell Case does Salute – Phil

Salute 2014

As the 12th April comes ever closer and the prospect of another day filled with nothing but the sights, sounds and smells of the UK’s best all-round gaming show (and with the recent trend with Games Day, arguably just the outright best) fills our every waking thought (especially Mat’s – it’s his first time and he’s really quite excited), the members of The Shell Case team attending Salute this year (sorry Ashley, next time maybe?) have taken time to reflect on their hopes and expectations for Salute 2014.

Here’s Phil’s thoughts:

Phil

This’ll be my third consecutive Salute and my third representing this site. It’ll be the first, however, that I’ll be going there with (most of) my newly assembled team of writers. My focus this year will be much more around building some links with all the various companies attending so we can bring you better content across a broader range of games.

I’m also looking forward to catching up with the likes of Mike McVey, the guys from Amera & 4Ground, Wendy from West Wind and Jed from Antenociti’s Workshop to name but a few.

The hobby fund is a little light this year thanks to a few unforeseen expenses so I’ll be keeping things focussed, although with Black Library not in attendance I’ll save £30 or so. There will be the mandatory, if modest, purchase from Forge World, a couple of A-Wings, if I can find them, and then the rest can go on childish impulse buys. As I’ll be on a budget I’m thinking of putting the Khorne Daemon Prince off in favour of the Legion Praetors as I’ve been wanting to update my Ultramarine captains for ages.

Obviously I’m looking forward to the #warmongers Meet Up. It’s always great to see familiar faces and put new ones to familiar Twitter names.

Myself, Mat, Lee, Neil, Reece & Rob will all be there with TSC shirts so please do come over and say hi. And the first 10 who do will get an exclusive pin badge. Just because we’re nice like that.