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

Subject: Anti Clutter Techniques rss

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ketchupgun
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I don't know if you folks do this, but I found it really helpful...could very well be super-obvious...

Instead of leaving your maneuver wheel with the ship, keep it close to that ships card. And when that ship fires, place the wheel ON the card to denote that ship has fired.

IT works really well for keeping track of swarm squads with lots of ships and actions.
- First your wheel is face up and near your ship's pilot card..noting that this ship needs to plan a move
- then when the wheel is face down, you know this ship needs to move, then when it is flipped up you know that ship has moved and is now ready to fire.
- once it fires, move the face up wheel ON TOP of the card and now you know that ship has fired
- When the new round starts, move the wheel to off the card, face up..so you know that ship is ready to plan a move...
rinse, repeat.
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Andreas Krüger
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Sounds like good advice for large fleets with identical pilot values. In some other thread, it was said that keeping tokens near the cards instead of near the miniatures makes cheating easier, but of course it is easier to conveniently forget or conceal a small token than a maneuver wheel, so this should not be a problem.
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ketchupgun
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Thamos von Nostria wrote:
Sounds like good advice for large fleets with identical pilot values.


yeah my squad had 4 academy pilots
 
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Robert
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We always keep the wheel near the card, but tokens out with the ships.
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ketchupgun
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RobertDD wrote:
We always keep the wheel near the card, but tokens out with the ships.


yes! tokens near ships.

BTW...do you guys even use the Stress tokens? Seems redundant if you're last move on the dial is red.
I know this makes it open info to all players...so i guess it could be a secret to house rule if you like.
 
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ketchupgun wrote:
RobertDD wrote:
We always keep the wheel near the card, but tokens out with the ships.


yes! tokens near ships.

BTW...do you guys even use the Stress tokens? Seems redundant if you're last move on the dial is red.
I know this makes it open info to all players...so i guess it could be a secret to house rule if you like.


Absolutely use the stress tokens. As you said in your other post you havent played many 100 point games. I guarantee you need them for both sides to remember once you have 10 or more ships on the table.
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ketchupgun wrote:
RobertDD wrote:
We always keep the wheel near the card, but tokens out with the ships.


yes! tokens near ships.

BTW...do you guys even use the Stress tokens? Seems redundant if you're last move on the dial is red.
I know this makes it open info to all players...so i guess it could be a secret to house rule if you like.


No, i have games where i assigned a couple of white moves after the red movement that gave me the stress. Without the token, you will most likely forget that it has a stress
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Jeff K
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Traget Lock - Put the blue token in one of the slots on your ships base. Then you only need to keep track of the red target token.
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Josh Derksen
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Jaghatai Khan wrote:
Traget Lock - Put the blue token in one of the slots on your ships base. Then you only need to keep track of the red target token.


Or better still, depending on the number of ships that can target lock in your build, use only the red tokens but grab ones with letters that match your pilot names.

For instance, when I play a Wedge/Biggs/Dutch flight I just grab the red target locks with W, B and D on them, because it's easy to remember which one belongs to each ship.

I find this helps because I number my ships with their pilot skill number on both sides for easy identification, since when I play rebel I usually have no duplicates.
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Jeffrey Smith
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We keep just about everything on the cards except for the wheels. We also use the number ID's even when we have all unique pilots. We find it just makes it easier to locate the right ship.
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ketchupgun
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awesome thread guys. these tips are great.
 
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Jeff Dunford
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armoredgear7 wrote:
Jaghatai Khan wrote:
Traget Lock - Put the blue token in one of the slots on your ships base. Then you only need to keep track of the red target token.


Or better still, depending on the number of ships that can target lock in your build, use only the red tokens but grab ones with letters that match your pilot names.

For instance, when I play a Wedge/Biggs/Dutch flight I just grab the red target locks with W, B and D on them, because it's easy to remember which one belongs to each ship.

I find this helps because I number my ships with their pilot skill number on both sides for easy identification, since when I play rebel I usually have no duplicates.


We use red/blue combinations, but we also do the alphabetical thing. It's kind of redundant. I guess we really only need one target lock token (since the letter can be traced to the pilot), but it serves as a reminder that a pilot has a target lock.

"Sorry, 'V' is for 'Vader'. No one else can target lock with 'V.' Don't make me destroy you..." *player starts Force-choking the other player*
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instead of numbers, i use colour tags for smaller groups of ships. colours are easier to tell apart at a glance than the number tags
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Read the rulebook, plan for all contingencies, and…read the rulebook again.
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armoredgear7 wrote:
Jaghatai Khan wrote:
Traget Lock - Put the blue token in one of the slots on your ships base. Then you only need to keep track of the red target token.


Or better still, depending on the number of ships that can target lock in your build, use only the red tokens but grab ones with letters that match your pilot names.

For instance, when I play a Wedge/Biggs/Dutch flight I just grab the red target locks with W, B and D on them, because it's easy to remember which one belongs to each ship.

I find this helps because I number my ships with their pilot skill number on both sides for easy identification, since when I play rebel I usually have no duplicates.


Since you get three of each ID Number token, I put two on the model and use the third as the target lock. Rebels are black numbers on white. Imperials are white numbers on black. Vader (or some other star) will sometimes use the lettered locks.
 
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Andreas Krüger
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BradyLS wrote:

Since you get three of each ID Number token, I put two on the model and use the third as the target lock. Rebels are black numbers on white. Imperials are white numbers on black. Vader (or some other star) will sometimes use the lettered locks.


Thge third one is supposed to go on the card, but if you have more than one base game, this is not an issue - you have plenty of number tokens.
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Robert Aronovici
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Stress token are important because my buddy and I tend to forget, but we then realize that pilot performed a stress move, which impacts current or future decisions.

Critical hit tokens don't seem like a huge issue. Also, we do keep the dials near the ship, unless the area is cluttered with ships and I put the dial and leave it face up on the pilot after I perform the move.

Target lock tokens is the only one I need to play around with...
 
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