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

Subject: 2 games - 1 with each faction - 100 points rss

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David Bernier
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A quick time travel in the past: Sunday 4h30 pm I buy a core set having in mind to simply enjoy a quick skirmish game from time to time. Then I read and hear some people saying it was best to add a couple expansion for new ships, pilots and upgrades. Then I hear that the best way to enjoy this game is to have 2 core sets and all 4 expansions.

Well believe it or not, i'm now the happy owner of 2 core sets and all 4 expansions. Not to proud of myself with this move but after my 2 first games tonight against my bro, I must say it was well worth the investment.

Here's a quick session report with photos of the setup.

Firstly first, I decided to leave the quick play rules behind and already start playing with the full rules and the Squad building and Obstacles. We agreed on 100 points and to place the asteroids tokens as per the rules. Our area was 3'-6" x 4' which we marked with a simple string on both sides. The table is a 3'-6" x 6'-0" plywood (3/4" thick) with a black fabric on it.

***Disclaimer: We quicly realised that we didn't made the best upgrade choices but hey, that's our first games so no biggie, we'll learn.***

FIRST GAME: Me as Rebels VS Bro as Empire - Empire Won

Rebels:
- Luke Skywalker (XW) with R2-D2 and Determination
- Wedge Antilles (XW) with R5-D8 and Determination
- Horton Salm (YW) with R2-F2 and Ion Cannon Turret

Empire:
- Winged Gundark (TF)
- Black Squadron Pilot (TF) with Squad Leader
- Obsidian Squad Pilot (TF)
- Academy Pilot (TF)
- Darth Vader (TA) with Marksmanship and Cluster Missiles



1st game started at 7:45pm and ended at 9:30pm. It was a bit long for what it is but still was fun.

Game was one sided for the Empire the entire time. Darth Vader was angry and it was showing while my pilots, due to miscalculated moves, ended up more than once manoeuvering in asteroids. Not good at all + face palm.

Darth Vader managed to do some serious damage on Luke and Wedge while being assisted with a couple of other generic TF pilots.

Wedge got down first after many clumsy manoeuvers and missing pewpews. I was let down by the best pilot there is...and bad luck on the dice rolls.

Horton went down next, but not without doing some dagame to the enemy, most importantly, slowing Darth Vader's agressive advance with his Ion cannon. Not powerful but a useful weapon.

Then Luke, seeing he was left alone, tried some reckless moves in hope of downing some Ties. He managed to destroy one of them and wound another.

First game ended with an Empire win with only one destroyed Tie Figher.

SECOND GAME: Me as Empire VS Bro as Rebels - Empire Won

Rebels:
- Luke Skywalker (XW) with R5-D8 and DProton Torpedos
- Garven Dreis (XW) with R2-F2 and Proton Torpedos
- "Dutch" Vander (YW) with R2-D2 and Ion Cannon Turret

Empire:
- Dark Curse (TF)
- Backstabber (TF)
- Winged Gundark (TF)
- Howlrunner (TF) with Swarm Tactics
- Darth Vader (TA) with Squad Leader



For our second game we simply decided to switch factions. I love how both fleet works completely differently.

We started at 9:45pm and it ended at 11:30pm.

It started as agressive as our first game with rapid moves towards each other. I wanted to try the duo Winged Gundark and Howlrunner. Plus I managed to manoeuver Backstabber between the Y-Wing quickly and land some hits. I really love how the Empire ships moves. They're quick and can turn in a second.

The first ship to go down was Dark Curse. Again, I managed to move some of my ships through asteroids...shame on me. But Darth Vader and Backstabber landed so early hits that scared Dutch and Garven. Garven went down next, thanks to one effective duo composed of Gundark and Howlrunner. They stayed close all game long and Howl boosted Gundark for some nice damage. Love the strategy behind those Empire pilots.

It was hits and missed for a few more turn before Luke started to get serious and Dutch "cursing" Darth Vader's Tie Advanced with his Ion cannon.

Then Dutch bit the dust, followed by Gundark and Backstabber.

It was now Darth Vader and Howlrunner against Luke Skywalker. Luke pulled out some nice tricks to move around my ships and dodge them for a couple of rounds before I circled him and let the honor to Darth Vader for the final shot.

Awesome finale in this second game.

One semi-huge mistake we made and the only one...we forgot the rule when you're pilot already have a Stress token and you reveal a red manoeuver, it's your opponent that choose one non-red manoeuver for you to execute...we simply added more stress tokens and removed some with green manoeuvers. We realised this in the middle of the second game. But it was not gamebreaking at all since only 2 red moves were done while having stress tokens. We used the correct rule since that.

Quick review:

COMPONENTS:
- Stellar components with FFG quality.

RULES:
- Well written and easy rules.

GAMEPLAY:
- Movement tokens are great, ruler and other components help a lot in keeping the game fluid.

LENGTH:
- A little bit long for what it is...1.5 hours for one game seems a bit too much and sometimes it may drag a bit.

OVERALL:
- We really appreciated this game and looking forward to playing it again with new pilots and upgrades. Lots of customization can be done with what's available right now.

Hope you enjoyed reading this clumsy session report!
It's now 1:35am...time for some sleep...

Later and thanks for reading!
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Jon Halter
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great report!

I'm finding it tough for the Rebels to pull off any consistent win. my personal won-loss ratio is 10 Imperial - 1 Rebel victory
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Bryce K. Nielsen
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I've had more luck with Rebels than Imperials, but often times it seems to be a lucky shot that wins the game, usually early on. From either side, an all hit TIE on an X-Wing could take out its shields and do one crit if the X-Wing rolls bad. The reverse is even more devastating, taking out a fresh TIE fighter in one hit can have a demoralizing effect on the player.

Still, love the game!

-shnar
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David Bernier
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shnar wrote:
I've had more luck with Rebels than Imperials, but often times it seems to be a lucky shot that wins the game, usually early on. From either side, an all hit TIE on an X-Wing could take out its shields and do one crit if the X-Wing rolls bad. The reverse is even more devastating, taking out a fresh TIE fighter in one hit can have a demoralizing effect on the player.

Still, love the game!

-shnar


Yep that's what we realised. It's a really cool game for that. You can plan some moves but ultimately the important moment is when you're firing or dodging lasers.

I love playing Rebels cause their more complex than the Imperial, less ships so you can't be too much daring but you have to keep landing hits.

Next time I play i'll try to keep my 3 ships in formation and concentrate on 3 vs 1 and down one ie at a time.

The Y-Wing is a sluggish but useful ship!
 
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John Freybeck
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In every game Ive played or observed (a couple dozen) the Rebels live and die by how well they can stick together. Every time the Rebels fly in a nice formation, they kick butt by letting their range 1 boosts aid each other and by concentrating fire on one ship after another. Every time the Rebels split up and try to fly solo or swing for the fences, they get picked apart. The 2 x wing flying formation with 1 y wing is a good start for a hardy formation.

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