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Star Wars: X-Wing Miniatures Game» Forums » General

Subject: Quick question about core set + Z-95 rss

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Lloyd
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Camden
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This game is bullshit.
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I had a very quick look at images online - if the core set comes with Night Beast and Mauler Mithrel, it should be relatively close against a Rookie X-wing pilot and a Bandit Squadron Z-95 pilot - the TIEs will both be moving after the Rebel ships so the repositioning may give them the edge, though I would expect it will take 5 or more games to start to get the hang of using the barrel roll to avoid shots.

It may also lead to some very long games...
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David Boeren
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Marietta
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There's no real reason to buy a second Core unless you're talking about getting the *other* Core (original vs. The Force Awakens).

Yes, you can probably get a reasonable balance by using the cheapest Rebel pilots and named TIE pilots, possibly with a small upgrade of some sort.

Don't give the Rebels any regeneration stuff, it's too hard to punch through in such a small game.
 
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Witch Beatrice
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Rochdale
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As long as both squads are built using the same number of points, then the game will be balanced.

Good choice with the Z-95, I love that little ship!
 
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Robert Bos
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I also like the Z-95 Headhunter. I have had some fun with it, it has lasted longer in games than I expected.
 
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pilum pilum
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Why the Z95 ?
Why not the A wing ? The E wing ? The T70 ?
Can you explain your choice please
 
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Ken
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dboeren wrote:
There's no real reason to buy a second Core unless you're talking about getting the *other* Core (original vs. The Force Awakens).


I would disagree. A second core is actually a great value. You get extra dice that you will need and basically three expansions. Plus and extra damage deck, templates, back up asteroids etc...

At some one you'll want to consider this. If you're stating small even this gives you 4 TIE and 2 X-Wings.

But yes, you'll want an expansion or two later one just for the pilots and their skills.
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Ed
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What did you decide and how did it go? With so few ships and so many players, I'd play 21-point Furballs. Each player takes one ship up to 21 points, starts within range one of any side of the board and beyond range three of other ships, and last ship standing wins.
 
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