BK and I played a game of X-Wing yesterday at Games and Stuff. It has been a long while since he and I have played X-Wing, and given our renewed interest in it, it certainly seemed like a good time to change that.
Since it has been a long while since his last game, I decided to play a modified version of a Scum list I had taken against Ben recently, to show off the 'new' faction some.
So basically, my list was:
Guri (StarViper) with Predator, Autothrusters, Virago, and Sensor Jammer.
Palob Godalhi with Calculation, Blaster Turret, Recon Specialist, and Moldy Crow (I flat out stole this ship build from online sometime in the past).
2 Binayre Pirates (1 with Feedback Array- I didn't own a second Feedback Array card).
Palob can get some decent shots at range 1-2 basically all game, as well as screwing with his evade and Focus tokens. Guri is very hard to kill, and with people's love of big ships, she'll be able to frequently get decent shots off, while hopefully keeping herself alive. The Z-Wings are nice and cheap.
BK took Dash Rendar with the Outrider and a Heavy Laser Cannon and R2-D2, and two generic B-Wings with not upgrades.
We set up, and spent our first turn moving up. As you can see from below, I had the StarViper lead (it's hard to kill!), with the Moldy Crow off to the side, taking a turn to get a bunch of extra focus tokens.
We trade shots to some effect... I take a bucket of damage on the StarViper (I didn't get to use Autothrusters, and completely forgot about Sensor Jammer until a bit later, oops!). I manage to remove some shields from the lead B-Wing.
BK turns his B-Wings and Outrider towards each other, potentially to catch the StarViper and Z-95s in the middle of the two, which would've been devastating. Also, it put distance between his ships and the HWK-90, taking one of my ships out of the fight.
Thankfully, I have the Segnor's Loop to fall back on, getting my StarViper out of danger, and into great position to do some shooting. The Moldy Crow also turns left, right into a good position, and the Z-95s kind of fly straight up the middle.
I manage to blow up one of the B-Wings, at the cost of the Z-95 with the Feedback Array. The following turn, I take down another B-Wing, with minimal losses- BK spent these turns trying to take shots at Guri, to no effect (she's tough to kill!).
After killing the second B-Wing, I start having some issues with my piloting... more than once running into my own ships...
This is compounded when the Outrider turns into the combat, and I have another ship to run into. All three of my remaining ships take turns running into each other AND the Outrider. Thankfully, BK and I forget about the anti-pursuit lases he put on the Outrider, but those would've triggered a few shots (and eventually do when we remember).
He manages to get through the Moldy Crow's shields and destroy it, and I manage to get the Z-95 behind the Outrider, and the Z-95 in the distance to the front/side of it (to keep the use of the Autothrusters).
On the critical turn, I get both of my ships into good firing position, and take an action on my StarViper... using a Barrel Roll to stay out of Dash's primary fire arc... and barely clip an asteroid. No problem- "BK, roll a damage die!". Hit. StarViper destroyed. Dash then blows up the Z-95 on his activation, ending the game.
Overall, it was a close game. We both forgot one of our upgrade cards
(and they probably washed out- having the StarViper around longer
would've been nice, but the extra random damage his lasers would've done
overall would have been pretty significant, too).
I really enjoy X-Wing, and I really enjoy playing the Scum- I can't wait until my next game!
Showing posts with label X-Wing. Show all posts
Showing posts with label X-Wing. Show all posts
Wednesday, November 16, 2016
Saturday, November 12, 2016
My recent gaming, and gaming-related progress
A friend reminded me about my blogs, and remembering how fulfilling I found the whole blogging experience, I am going to try to get better about posting, here, as well as at my other blogs (The Card Flopper, about card games, and Cardboard Warriors, about tabletop wargames). I could give you many of excuses about any lapse, but really, lapses in blogs are so common, why bother?
I have been excited to get back into miniature gaming. It has mostly been the Star Wars games from FFG, for now, but interest in Warmachine and Hordes has grown pretty significantly lately as well.
Here's a game of Star Wars Armada just beginning- I was playing against Dan here, running a Rebel list trying to take advantage of General Rieekan, getting my ships into good position, then shot up, but giving them a parting shot, so to speak. Dan's list focused on the additional firepower from Admiral Ackbar, locking his firing to just his side arcs. Many things went wrong for me this game- my MC80 started so far from his ships that I could not get it engaged at any point in the game. Additionally, I really just need to play more- my skills are awful!
I played two games of X-Wing against Ben, as we have recently rediscovered our love of this game.
In game one, I brought a Rebel list consisting of Corran Horn in an E-Wing, Poe Dameron in a new X-Wing, and a spare A-Wing. In several games (in the past), I had never managed to achieve victory with my Rebels- I get so caught up in the fact they have shields that I attempt to shove the ships right down the middle of my opponent's squad, and usually I can't take that beating long enough to be victorious.
With this list, I had a lot of maneuverability, and set Poe and Corran up to have abilities to recharge shields. My hope was that I could take a few quality shots, disengage, up my shields, and then get back into the fight. The A-Wing was there solely to get in my opponent's way, with the intent of keeping a larger, much pricier ship annoyed.
Ben also took Rebels, and designed his list to synergize his three ships (an E-Wing, a HWK-90, and a B-Wing) for some HEAVY attacks).
First turn, I fly all of my ships forward at near top speed, which results in the A-Wing getting too far forward, and hit hard very early (it lost all its shields, and all but 1 hull). The next turn, it does manage to get in the way of Ben's E-Wing (with very good timing, actually), although I do lose it this turn.
Corran's double shooting did some decent damage to Ben's E-Wing (Etahn), and I make a clean getaway, get my ships turned around, and keep the pressure on. Ben can't get his ships back into a good enough position to get his combinations to work, and my ability to stay out of his firing arcs ends up being too much for him to handle, causing him to concede.
Game two, I take my Scum and Villainy list, with Boba Fett and IG-2000B, and play against Ben's Imperial list running a heavily loaded Bomber plus two Interceptors (both with Push the Limit). The Bomber should hit hard, and the Interceptors should be able to stay out of IG-2000B's fire arc, and wear him down (Boba Fett, with the second arc, would be a much more difficult target for the Interceptors to avoid).
We move in to begin the engagement.
Our initial shots are all in my favor- I only hit the Bomber for two damage, but a critical on the shot prevents him from shooting with me dead center on him- look how perfectly he had me set up:
He does get some satisfaction next turn, however, when the Bomber moves first, and deploys its Cluster Bombs on IG-2000B, removing all four of its shields. With the Segnor's Loop and Boba Fett, however, the TIE Bomber does not get another shot- I destroy it.
Ben attempts to keep his remaining Interceptors safe, but Boba Fett has too many ways to get shots at the Interceptors, and eventually Ben concedes.
This was a great time- I need to keep trying out some new ships, and rediscovering how much I enjoy this game.
On the hobby front, I have begun working to get some Imperial Assault Miniatures painted. I am going to paint them, and then replace their bases with clear plastic bases, which I think is a very sharp look both on the Imperial Assault tiles and on traditional wargame terrain. Depending on how this goes, I will likely do the same rebasing for the Mansions of Madness miniatures.
Finally, I recently received the first part of my Kickstarter pledge for the Walking Dead: All out War miniatures game, and that will require some of my attention very shortly :)
I have been excited to get back into miniature gaming. It has mostly been the Star Wars games from FFG, for now, but interest in Warmachine and Hordes has grown pretty significantly lately as well.
Here's a game of Star Wars Armada just beginning- I was playing against Dan here, running a Rebel list trying to take advantage of General Rieekan, getting my ships into good position, then shot up, but giving them a parting shot, so to speak. Dan's list focused on the additional firepower from Admiral Ackbar, locking his firing to just his side arcs. Many things went wrong for me this game- my MC80 started so far from his ships that I could not get it engaged at any point in the game. Additionally, I really just need to play more- my skills are awful!
I played two games of X-Wing against Ben, as we have recently rediscovered our love of this game.
In game one, I brought a Rebel list consisting of Corran Horn in an E-Wing, Poe Dameron in a new X-Wing, and a spare A-Wing. In several games (in the past), I had never managed to achieve victory with my Rebels- I get so caught up in the fact they have shields that I attempt to shove the ships right down the middle of my opponent's squad, and usually I can't take that beating long enough to be victorious.
With this list, I had a lot of maneuverability, and set Poe and Corran up to have abilities to recharge shields. My hope was that I could take a few quality shots, disengage, up my shields, and then get back into the fight. The A-Wing was there solely to get in my opponent's way, with the intent of keeping a larger, much pricier ship annoyed.
Ben also took Rebels, and designed his list to synergize his three ships (an E-Wing, a HWK-90, and a B-Wing) for some HEAVY attacks).
First turn, I fly all of my ships forward at near top speed, which results in the A-Wing getting too far forward, and hit hard very early (it lost all its shields, and all but 1 hull). The next turn, it does manage to get in the way of Ben's E-Wing (with very good timing, actually), although I do lose it this turn.
Corran's double shooting did some decent damage to Ben's E-Wing (Etahn), and I make a clean getaway, get my ships turned around, and keep the pressure on. Ben can't get his ships back into a good enough position to get his combinations to work, and my ability to stay out of his firing arcs ends up being too much for him to handle, causing him to concede.
Game two, I take my Scum and Villainy list, with Boba Fett and IG-2000B, and play against Ben's Imperial list running a heavily loaded Bomber plus two Interceptors (both with Push the Limit). The Bomber should hit hard, and the Interceptors should be able to stay out of IG-2000B's fire arc, and wear him down (Boba Fett, with the second arc, would be a much more difficult target for the Interceptors to avoid).
We move in to begin the engagement.
Our initial shots are all in my favor- I only hit the Bomber for two damage, but a critical on the shot prevents him from shooting with me dead center on him- look how perfectly he had me set up:
He does get some satisfaction next turn, however, when the Bomber moves first, and deploys its Cluster Bombs on IG-2000B, removing all four of its shields. With the Segnor's Loop and Boba Fett, however, the TIE Bomber does not get another shot- I destroy it.
Ben attempts to keep his remaining Interceptors safe, but Boba Fett has too many ways to get shots at the Interceptors, and eventually Ben concedes.
This was a great time- I need to keep trying out some new ships, and rediscovering how much I enjoy this game.
On the hobby front, I have begun working to get some Imperial Assault Miniatures painted. I am going to paint them, and then replace their bases with clear plastic bases, which I think is a very sharp look both on the Imperial Assault tiles and on traditional wargame terrain. Depending on how this goes, I will likely do the same rebasing for the Mansions of Madness miniatures.
Finally, I recently received the first part of my Kickstarter pledge for the Walking Dead: All out War miniatures game, and that will require some of my attention very shortly :)
Friday, March 8, 2013
X-Wing battle report from 2/20/13
Unfortunately, we didn't have the Wave 2 stuff back in February, but nonetheless, BK and I played a game of X-Wing, and had a blast doing it.
My list:
"Howlrunner" w/ Swarm Tactics
"Mauler Mithel" w/ Swarm Tactics
Academy Pilot
Academy Pilot
Academy Pilot
Academy Pilot
Academy Pilot
Total Squad Points: 99
This is just a basic TIE Swarm. I took a more useful set of upgrades this time, however- Swarm Tactics actually get my ships shooting before several other pilots, and it was definitely helpful in this game.
BK's list:
Luke Skywalker w/ R2-F2
Rookie Pilot w/ R2 Astromech
Rookie Pilot w/ R2 Astromech
Gold Squadron Pilot w/ Ion Cannon Turret, R2 Astromech
Total Squad Points: 99
3 X-Wings and a Y-Wing. R2-F2 with Luke makes him pretty tough to kill, and the R2 Astromechs should give the X-Wings more maneuverability. I am happy to see the Y-Wings in the list, of course.
Turn 1:
A quick note about our setup- I basically set up everything right in the middle, as you can see from the picture. BK put Luke Skywalker and the Y-Wing off to my right, and the two Rookie Pilots off to my left. It was different than I'm used to seeing, so I was eager to get into action.
Regardless, our first turn is of course, uneventful. We both move forward towards the center. Exciting.
Turn 2:
I have a choice here. I could go to my left, crush the Rookie Pilots, but then I'd have Luke and a Y-Wing behind me, which could really suck (getting hit with an Ion Token, then having Luke move to range 1 and Target Locking would be a dead TIE a turn, I'm sure). I decide to bank to the right, and take on Luke early.
Unfortunately, my piloting skills suck. A bunch of my ships run into themselves, but in general, I do manage to get my ships pointing the right way.
Both of BK's groups of ships turned slightly and headed towards the center.
We exchange some long range shots to little effect- the sole casualty is a single shield is taken off the Y-Wing.
Turn 3:
Well, it's action time. I figure that BK's ships are likely to bank to their right, and rejoin their buddies. However, I didn't want to fully commit to that way, so I tried to slightly go BOTH ways. Because the ships are already in position to not fall on top of one another, I actually get to take actions with everyone. Those actions, however, are 7 Evade actions. Seven. Yes, exciting.
BK's left group of X-Wings is forced to send one of them through the asteroid, but doesn't take any damage. The Y-Wing does bank to his right, but Luke goes straight forward, depending on his high agility to see him through the firestorm.
Well, he's right there. A few TIEs shoot at Luke, but fail to do any damage, and in return he deals a point of damage to one of my Academy Pilots.
On my left, I'm a little more successful- my massed shooting takes all the shields off the Y-Wing, and get a Critical Hit onto the starfighter (something minor). BK's Rookie Pilots deal two points of damage to an Academy Pilot as well.
So, three turns in, I'm in position to start hurting the Y-Wing, and I'm taking damage on my TIEs at a fairly mediocre rate. Not looking too bad, so far.
Turn 4:
Alright, what to do now? I'm fairly unsure about how well I can hurt Luke without sending every ship after him, and decide to give up on that for now, and focus on the other ships. I send my guys to the left, and try to spread out to cover as much of the board with firing arcs as possible.
BK sends his ships basically right into the middle of my lines.
I start off with some shooting at the Y-Wing with Howlrunner and a Swarm Tactic'd Academy Pilot, but fail to accomplish anything. Luke follows with a shot on Howlrunner, hoping to lower the effectiveness of my entire fleet, but fails to put any hits through (2 hits and 2 evades, I believe).
Mauler Mithel, however, has much better luck and lays into the Rookie Pilot right in front of him, rolling up four hits (to no evades), destroying him, and giving the Imperials the first confirmed kill of the match.
The Academy Pilot I had used Swarm Tactics on with Mauler also finds some success, and deals two damage to the Y-Wing right in front of him.
The Y-Wing gets a little revenge, however, and manages to put an Ion Cannon shot into one of my Academy Pilots, making my maneuvering a little more annoying next turn.
Unfortunately for said Y-Wing, he doesn't get to stick around and take advantage of it, as my remaining Academy Pilots bring him down.
At this point, things are looking pretty good. I've killed two ships, and although I've taken small amounts of damage on a few of my TIEs, I haven't lost any. If I can get my ships pointing the right direction, I should be able to depend on my weight of shots to carry the day.
Turn 5:
Every one of my ships turns around, except for the one that had an Ion counter. BK's ships slowly move up into the teeth of my squad.
My shooting is all at long range, and I fail to accomplish anything. BK's limited shooting is much more effective, however, and his Rookie Pilot puts two damage on an undamaged TIE (unfortunately, the only one he could get in his firing arc), both of which are critical (I don't remember the exact effects).
Now, ships are about to get close, which means things could get very ugly.
Turn 6:
And they do. I screw up all of my maneuvering, meaning almost none of my ships actually get actions (smooth), but unfortunately for BK, that's all that goes wrong this turn.
My shooting starts fairly weak- one of my Academy Pilots, shooting with Howlrunner's Swarm Tactics take a shield off of Luke, who fires back and gets FOUR hits... which I then proceed to evade all but one of.
My next shot takes two shields off the Rookie Pilot, who's shooting does nothing.
I finish my turn with two Academy Pilots, each shooting at Luke. Three shots apiece.... and each rolls three hits. Luke can't keep up with that kind of rolling, and gets destroyed.
With only a single Rookie Pilot facing off against my entire force, even damaged as they are, we decide to call it.
Thoughts:
This will probably be the last time I run a TIE swarm in a friendly match for some time. I'm really too eager to try all the new ships, and I really want to try running multiple TIE Advanced and see how they perform, as well as using the new Wave 2 ships. Running all these TIEs was fun, of course, but I want to try something different.
It's hard to say what I did wrong or right about this game - I got so lucky with dice at times that it didn't matter what I chose (killing Luke, for instance was almost purely luck). Obviously, I really REALLY need to work on my maneuvering, since I spent two turns without actions, practically. My overall game plan worked better than my last TIE Swarm game (I didn't lose Howlrunner right away, for instance), so that's progress.
So yeah, next time I play as the Imperials, look for a something with more variety as my list!
My list:
"Howlrunner" w/ Swarm Tactics
"Mauler Mithel" w/ Swarm Tactics
Academy Pilot
Academy Pilot
Academy Pilot
Academy Pilot
Academy Pilot
Total Squad Points: 99
This is just a basic TIE Swarm. I took a more useful set of upgrades this time, however- Swarm Tactics actually get my ships shooting before several other pilots, and it was definitely helpful in this game.
BK's list:
Luke Skywalker w/ R2-F2
Rookie Pilot w/ R2 Astromech
Rookie Pilot w/ R2 Astromech
Gold Squadron Pilot w/ Ion Cannon Turret, R2 Astromech
Total Squad Points: 99
3 X-Wings and a Y-Wing. R2-F2 with Luke makes him pretty tough to kill, and the R2 Astromechs should give the X-Wings more maneuverability. I am happy to see the Y-Wings in the list, of course.
Turn 1:
A quick note about our setup- I basically set up everything right in the middle, as you can see from the picture. BK put Luke Skywalker and the Y-Wing off to my right, and the two Rookie Pilots off to my left. It was different than I'm used to seeing, so I was eager to get into action.
Regardless, our first turn is of course, uneventful. We both move forward towards the center. Exciting.
![]() |
Turn 2:
I have a choice here. I could go to my left, crush the Rookie Pilots, but then I'd have Luke and a Y-Wing behind me, which could really suck (getting hit with an Ion Token, then having Luke move to range 1 and Target Locking would be a dead TIE a turn, I'm sure). I decide to bank to the right, and take on Luke early.
Unfortunately, my piloting skills suck. A bunch of my ships run into themselves, but in general, I do manage to get my ships pointing the right way.
Both of BK's groups of ships turned slightly and headed towards the center.
We exchange some long range shots to little effect- the sole casualty is a single shield is taken off the Y-Wing.
![]() |
Turn 3:
Well, it's action time. I figure that BK's ships are likely to bank to their right, and rejoin their buddies. However, I didn't want to fully commit to that way, so I tried to slightly go BOTH ways. Because the ships are already in position to not fall on top of one another, I actually get to take actions with everyone. Those actions, however, are 7 Evade actions. Seven. Yes, exciting.
BK's left group of X-Wings is forced to send one of them through the asteroid, but doesn't take any damage. The Y-Wing does bank to his right, but Luke goes straight forward, depending on his high agility to see him through the firestorm.
Well, he's right there. A few TIEs shoot at Luke, but fail to do any damage, and in return he deals a point of damage to one of my Academy Pilots.
On my left, I'm a little more successful- my massed shooting takes all the shields off the Y-Wing, and get a Critical Hit onto the starfighter (something minor). BK's Rookie Pilots deal two points of damage to an Academy Pilot as well.
So, three turns in, I'm in position to start hurting the Y-Wing, and I'm taking damage on my TIEs at a fairly mediocre rate. Not looking too bad, so far.
![]() |
Turn 4:
Alright, what to do now? I'm fairly unsure about how well I can hurt Luke without sending every ship after him, and decide to give up on that for now, and focus on the other ships. I send my guys to the left, and try to spread out to cover as much of the board with firing arcs as possible.
BK sends his ships basically right into the middle of my lines.
I start off with some shooting at the Y-Wing with Howlrunner and a Swarm Tactic'd Academy Pilot, but fail to accomplish anything. Luke follows with a shot on Howlrunner, hoping to lower the effectiveness of my entire fleet, but fails to put any hits through (2 hits and 2 evades, I believe).
Mauler Mithel, however, has much better luck and lays into the Rookie Pilot right in front of him, rolling up four hits (to no evades), destroying him, and giving the Imperials the first confirmed kill of the match.
The Academy Pilot I had used Swarm Tactics on with Mauler also finds some success, and deals two damage to the Y-Wing right in front of him.
The Y-Wing gets a little revenge, however, and manages to put an Ion Cannon shot into one of my Academy Pilots, making my maneuvering a little more annoying next turn.
Unfortunately for said Y-Wing, he doesn't get to stick around and take advantage of it, as my remaining Academy Pilots bring him down.
![]() |
At this point, things are looking pretty good. I've killed two ships, and although I've taken small amounts of damage on a few of my TIEs, I haven't lost any. If I can get my ships pointing the right direction, I should be able to depend on my weight of shots to carry the day.
Turn 5:
Every one of my ships turns around, except for the one that had an Ion counter. BK's ships slowly move up into the teeth of my squad.
My shooting is all at long range, and I fail to accomplish anything. BK's limited shooting is much more effective, however, and his Rookie Pilot puts two damage on an undamaged TIE (unfortunately, the only one he could get in his firing arc), both of which are critical (I don't remember the exact effects).
![]() |
Now, ships are about to get close, which means things could get very ugly.
Turn 6:
And they do. I screw up all of my maneuvering, meaning almost none of my ships actually get actions (smooth), but unfortunately for BK, that's all that goes wrong this turn.
My shooting starts fairly weak- one of my Academy Pilots, shooting with Howlrunner's Swarm Tactics take a shield off of Luke, who fires back and gets FOUR hits... which I then proceed to evade all but one of.
My next shot takes two shields off the Rookie Pilot, who's shooting does nothing.
I finish my turn with two Academy Pilots, each shooting at Luke. Three shots apiece.... and each rolls three hits. Luke can't keep up with that kind of rolling, and gets destroyed.
With only a single Rookie Pilot facing off against my entire force, even damaged as they are, we decide to call it.
Thoughts:
This will probably be the last time I run a TIE swarm in a friendly match for some time. I'm really too eager to try all the new ships, and I really want to try running multiple TIE Advanced and see how they perform, as well as using the new Wave 2 ships. Running all these TIEs was fun, of course, but I want to try something different.
It's hard to say what I did wrong or right about this game - I got so lucky with dice at times that it didn't matter what I chose (killing Luke, for instance was almost purely luck). Obviously, I really REALLY need to work on my maneuvering, since I spent two turns without actions, practically. My overall game plan worked better than my last TIE Swarm game (I didn't lose Howlrunner right away, for instance), so that's progress.
So yeah, next time I play as the Imperials, look for a something with more variety as my list!
Labels:
Session Report,
X-Wing
Location:
Glen Burnie, MD, USA
Friday, March 1, 2013
X-Wing wave 2 released
Those of you who play X-Wing no doubt have already seen that this is the case, but yeah, the new stuff for X-Wing is out!
I managed to snag one each of the new models- they were starting to sell out even as I showed up (not long after they were put on the shelves). It's great to see this game doing so well.
Anyway, I'm looking forward to getting the new stuff on the table. In another two weeks or so, I'll play another X-Wing game, and I'll make sure to use the new stuff.
I managed to snag one each of the new models- they were starting to sell out even as I showed up (not long after they were put on the shelves). It's great to see this game doing so well.
Anyway, I'm looking forward to getting the new stuff on the table. In another two weeks or so, I'll play another X-Wing game, and I'll make sure to use the new stuff.
Hobby progress for February, 2013
(EDIT: Oops, forgot to update this as the month went along!)
This month:
Malifaux:
* One game played (using Sonnia Criid)
Saga:
* Starter Box of Jomsvikings Filed
* Starter Box of Skraelings Filed
Warmachine/Hordes:
* One game played (eHexeris)
* Unit of Long Gunners filed
* Unit of Cygnar Mechanics filed
* A few other Cygnar solos filed
* Cyclops Shaman filed
* Necrosurgeon filed
X-Wing:
* One game played (As the Imperials)
This month:
Malifaux:
* One game played (using Sonnia Criid)
Saga:
* Starter Box of Jomsvikings Filed
* Starter Box of Skraelings Filed
Warmachine/Hordes:
* One game played (eHexeris)
* Unit of Long Gunners filed
* Unit of Cygnar Mechanics filed
* A few other Cygnar solos filed
* Cyclops Shaman filed
* Necrosurgeon filed
X-Wing:
* One game played (As the Imperials)
Labels:
Malifaux,
Minis,
Warmachine,
X-Wing
Location:
Catonsville, MD, USA
Saturday, January 12, 2013
X-Wing battle reports from 12/18/12
Managed to get a few 100 point games of X-Wing in prior to the holidays, and figured I'd post about them.
First game, I played against Rob, and I took the Rebels. This was our first time playing at 100 points, so we were both really excited about this. I don't know what list Rob took (since he was using my miniatures, it's possible he took the list I took in the second game, but I can't recall). My list:
Biggs Darklighter (X-Wing) w/ R2-D2.
Red Squadron Pilot (X-Wing) w/ R2 Astromech
Red Squadron Pilot (X-Wing) w/ R2 Astromech
Red Squadron Pilot (X-Wing)
The goal here is to have Biggs take the punishment early, playing defensively (since all TIEs that can shoot at him HAVE to shoot at him), hoping R2-D2 can help keep him alive, and use the 3 firepower of the X-Wings to carry the day.
For added excitement, we added an asteroid field (another new addition for us). Certainly something that we kept in mind.
Off we go!
Turn 1:
Basically, we move moved straight up into the middle of the board. He evaded with all his TIEs, I used Focus with all my X-Wings, and we ended up too far out of range to shoot.
Turn 2:
As you can see, Rob turned slightly away, probably hoping to avoid having his fleet too split up by the asteroids. On this turn, my squad basically turned into his fleet, while he maneuvered his squad into a much more compact formation.
Shooting begins, and Rob finds a lot of success, quickly dropping Biggs' shields, and although I manage to take the shields off his TIE Advanced, his numbers are telling, and he kills Biggs, then drops another hit on one of my X-Wings.
Apparently having Biggs be the mandatory target of every enemy fighter is a bad idea when you move him within range 1. Who knew? Lesson for next time- don't LEAD with Biggs. However, having Biggs there did allow me to use Target Lock (as you can see from the picture) without too much concern, so this sort of strategy could definitely work, I think.
Turn 3:
It's hard to explain our maneuver... err... strategy here. We basically become entangled, although I do a decent job of keeping formation. Unfortunately, Rob gets his guys to surround me pretty much fully, which isn't so good.
Shooting starts. I quickly tear apart Rob's TIE Advanced, but unfortunately lose ANOTHER X-Wing, and the shields off my other two are completely shot off.
*sigh.
At this point, the person I had been planning to play (BK) arrived, and Rob wanted to go and play Malifaux (despite having a good time playing this). I was outnumbered 2-5, and things weren't looking good, so we decided to call it. Still, shortened as it was, I had a really good time.
So, on to game 2!
BK received a bunch of X-Wing stuff from his awesome friends, and was extra excited to play a game, and wanted to play the Rebels. This was even more interesting, because he had never seen the Empire win, and I was definitely looking forward to correcting that. Of course, had he arrived to see Rob's squad in action, this 'correction' would've already taken place.
My list:
Howlrunner (TIE Fighter) w/ Squad Leader
Mauler Mithel (TIE Fighter) w/ Determination
Academy Pilot (TIE Fighter)
Academy Pilot (TIE Fighter)
Academy Pilot (TIE Fighter)
Tempest Squadron Pilot (TIE Advanced) w/ Cluster Missiles.
Six Fighters should easily give me a numerical advantage, and if I keep Howlrunner alive, I can get a lot of mileage out of even the most basic of Empire starfighters. In this game, I was smart enough to keep Howlrunner in the second wave, and not 'leading the charge', so to speak. I'm not sure how best to use the TIE Advanced, which is why he's included. Figure I need to practice.
BK built his own list, and eager to see some different ships in action, took some Y-Wings:
Biggs Darklighter (X-Wing) w/ R2-D2
Rookie Pilot (X-Wing)
Gold Squadron (Y-Wing) w/ Ion Cannon Turret
Gray Squadron (Y-Wing) w/ Ion Cannon Turret
Turn 1:
Basically, as it seems with every game, everyone just moved forward towards the middle, pretty much straight ahead. Very exciting.
Turn 2:
I again move everyone straight forward, and throw a target lock on Biggs. BK basically moved towards me as well, meaning our first shots of the game were going to be at nearly point blank range.
Our shooting goes into action, and I unload- Biggs dies, the Gold Squadron pilot loses two shields, and in return, I take almost no damage, aside from Mauler Mithel, who takes a hit from an Ion Cannon (meaning he'll be moving slowly forward next turn).
Turn 3:
I scatter, trying to avoid the asteroids, and BK slowly turns his squad around.
I really have nothing I can shoot at, since I had to scatter, and couldn't really loop back yet. BK's Ion Cannons have 360 degree range, however, and manage to hit Howlrunner with an Ion Cannon. His X-Wing, which had drove forward and turned around, managed to get a second hit on Mauler Mithel as well.
For now, I'm out of position, and spread out, but thankfully, I haven't lost anyone yet, and I outnumber BK 2-1. If I can reform, and get another attack run, I was sure I could end this game.
Turn 4:
With Howlrunner under the effects of an Ion Cannon, I really can't reform how I'd like, so I again spread out a little, and get into position to reform the following turn- but at least this turn, I get my ships facing the correct way. BK's Y-Wings continue their slow turn around, depending on their Ion Cannons to do the shooting, regardless of facing.
We start trading blows, again. I manage to get a lucky critical hit on the Gold Squadron pilot, and take off his secondary weapon (the Ion Cannon), and take a shield off the Grey Squadron Y-Wing. Howlrunner takes a second point of damage, however, but considering how out of position I am, I think the damage is pretty light.
Turn 5:
Both sides re-engage. I get my guys back into a better position... but then, so does BK, and again, we'll be taking most of our shots at Range band 1.
We start trading blows, and sadly, I come out a little worse than BK this time around- Howlrunner dies. Since I'm depending on him to make my Academy Pilots effective, this hurts, and the damage I deal in return (3 Hull hits on the Grey Squadron Y-Wing, and knocking off the shields of the remaining X-Wing) is substantial, but doesn't end with a dead Rebel ship.
Turn 6:
At this close a range, both of us basically keep up the pressure. I flip most of my ships around, and keep shooting.
This still isn't favorable though- another of my TIE Fighters dies, and I deal 3 hull damage to the Gold Squadron Y-Wing... still not killing it. I'm down to a 4-3 numerical advantage, although most of my ships are pristine, and BK's are not.
Turn 7:
We again close in, and again trade blows at close range.
This time, the shooting is a bit more favorable. I lose my TIE Advanced, but BK loses his Gold Squadron Y-Wing.
And... I didn't take notes past this point, for some reason. Basically though, by the end of Turn 9, it was over, and I had rid this sector of the Rebel scum. I'm pretty sure I lost another TIE Fighter, however, meaning I would've had only 2 TIEs on the table.
Some thoughts:
I really enjoy this game- it's fast, the miniatures are great, and of course, I love the Star Wars theme.
I was lucky to be able to play a game with each side, because I actually managed to get SOME feel for the tactics of each. I think my next game with the Rebels will go better, especially if I keep Biggs out of Range 1 from my enemy early on, where I can hopefully get some really good shots without losing much (hopefully keeping Biggs alive in the process). Doing this with Howlrunner worked, although I wasn't able to get away from the Ion Cannons, really.
The asteroids were a fun addition. I didn't really make note of them in the battle reports (because I took really shoddy notes, I guess), but I was stuck driving through them a couple of times, especially late in the game. I believe I only took a single damage from them, however. Running the extra ships makes it difficult to get all your TIEs into good positions without going through the asteroids.
Hopefully, I'll get this back on the table again soon!
First game, I played against Rob, and I took the Rebels. This was our first time playing at 100 points, so we were both really excited about this. I don't know what list Rob took (since he was using my miniatures, it's possible he took the list I took in the second game, but I can't recall). My list:
Biggs Darklighter (X-Wing) w/ R2-D2.
Red Squadron Pilot (X-Wing) w/ R2 Astromech
Red Squadron Pilot (X-Wing) w/ R2 Astromech
Red Squadron Pilot (X-Wing)
The goal here is to have Biggs take the punishment early, playing defensively (since all TIEs that can shoot at him HAVE to shoot at him), hoping R2-D2 can help keep him alive, and use the 3 firepower of the X-Wings to carry the day.
For added excitement, we added an asteroid field (another new addition for us). Certainly something that we kept in mind.
Off we go!
Turn 1:
Basically, we move moved straight up into the middle of the board. He evaded with all his TIEs, I used Focus with all my X-Wings, and we ended up too far out of range to shoot.

Turn 2:
As you can see, Rob turned slightly away, probably hoping to avoid having his fleet too split up by the asteroids. On this turn, my squad basically turned into his fleet, while he maneuvered his squad into a much more compact formation.

Shooting begins, and Rob finds a lot of success, quickly dropping Biggs' shields, and although I manage to take the shields off his TIE Advanced, his numbers are telling, and he kills Biggs, then drops another hit on one of my X-Wings.
Apparently having Biggs be the mandatory target of every enemy fighter is a bad idea when you move him within range 1. Who knew? Lesson for next time- don't LEAD with Biggs. However, having Biggs there did allow me to use Target Lock (as you can see from the picture) without too much concern, so this sort of strategy could definitely work, I think.
Turn 3:
It's hard to explain our maneuver... err... strategy here. We basically become entangled, although I do a decent job of keeping formation. Unfortunately, Rob gets his guys to surround me pretty much fully, which isn't so good.

Shooting starts. I quickly tear apart Rob's TIE Advanced, but unfortunately lose ANOTHER X-Wing, and the shields off my other two are completely shot off.

*sigh.
At this point, the person I had been planning to play (BK) arrived, and Rob wanted to go and play Malifaux (despite having a good time playing this). I was outnumbered 2-5, and things weren't looking good, so we decided to call it. Still, shortened as it was, I had a really good time.
So, on to game 2!
BK received a bunch of X-Wing stuff from his awesome friends, and was extra excited to play a game, and wanted to play the Rebels. This was even more interesting, because he had never seen the Empire win, and I was definitely looking forward to correcting that. Of course, had he arrived to see Rob's squad in action, this 'correction' would've already taken place.
My list:
Howlrunner (TIE Fighter) w/ Squad Leader
Mauler Mithel (TIE Fighter) w/ Determination
Academy Pilot (TIE Fighter)
Academy Pilot (TIE Fighter)
Academy Pilot (TIE Fighter)
Tempest Squadron Pilot (TIE Advanced) w/ Cluster Missiles.
Six Fighters should easily give me a numerical advantage, and if I keep Howlrunner alive, I can get a lot of mileage out of even the most basic of Empire starfighters. In this game, I was smart enough to keep Howlrunner in the second wave, and not 'leading the charge', so to speak. I'm not sure how best to use the TIE Advanced, which is why he's included. Figure I need to practice.
BK built his own list, and eager to see some different ships in action, took some Y-Wings:
Biggs Darklighter (X-Wing) w/ R2-D2
Rookie Pilot (X-Wing)
Gold Squadron (Y-Wing) w/ Ion Cannon Turret
Gray Squadron (Y-Wing) w/ Ion Cannon Turret
Turn 1:
Basically, as it seems with every game, everyone just moved forward towards the middle, pretty much straight ahead. Very exciting.
Turn 2:
I again move everyone straight forward, and throw a target lock on Biggs. BK basically moved towards me as well, meaning our first shots of the game were going to be at nearly point blank range.

Our shooting goes into action, and I unload- Biggs dies, the Gold Squadron pilot loses two shields, and in return, I take almost no damage, aside from Mauler Mithel, who takes a hit from an Ion Cannon (meaning he'll be moving slowly forward next turn).
Turn 3:
I scatter, trying to avoid the asteroids, and BK slowly turns his squad around.

I really have nothing I can shoot at, since I had to scatter, and couldn't really loop back yet. BK's Ion Cannons have 360 degree range, however, and manage to hit Howlrunner with an Ion Cannon. His X-Wing, which had drove forward and turned around, managed to get a second hit on Mauler Mithel as well.
For now, I'm out of position, and spread out, but thankfully, I haven't lost anyone yet, and I outnumber BK 2-1. If I can reform, and get another attack run, I was sure I could end this game.
Turn 4:
With Howlrunner under the effects of an Ion Cannon, I really can't reform how I'd like, so I again spread out a little, and get into position to reform the following turn- but at least this turn, I get my ships facing the correct way. BK's Y-Wings continue their slow turn around, depending on their Ion Cannons to do the shooting, regardless of facing.

We start trading blows, again. I manage to get a lucky critical hit on the Gold Squadron pilot, and take off his secondary weapon (the Ion Cannon), and take a shield off the Grey Squadron Y-Wing. Howlrunner takes a second point of damage, however, but considering how out of position I am, I think the damage is pretty light.
Turn 5:
Both sides re-engage. I get my guys back into a better position... but then, so does BK, and again, we'll be taking most of our shots at Range band 1.

We start trading blows, and sadly, I come out a little worse than BK this time around- Howlrunner dies. Since I'm depending on him to make my Academy Pilots effective, this hurts, and the damage I deal in return (3 Hull hits on the Grey Squadron Y-Wing, and knocking off the shields of the remaining X-Wing) is substantial, but doesn't end with a dead Rebel ship.
Turn 6:
At this close a range, both of us basically keep up the pressure. I flip most of my ships around, and keep shooting.

This still isn't favorable though- another of my TIE Fighters dies, and I deal 3 hull damage to the Gold Squadron Y-Wing... still not killing it. I'm down to a 4-3 numerical advantage, although most of my ships are pristine, and BK's are not.
Turn 7:
We again close in, and again trade blows at close range.

This time, the shooting is a bit more favorable. I lose my TIE Advanced, but BK loses his Gold Squadron Y-Wing.
And... I didn't take notes past this point, for some reason. Basically though, by the end of Turn 9, it was over, and I had rid this sector of the Rebel scum. I'm pretty sure I lost another TIE Fighter, however, meaning I would've had only 2 TIEs on the table.
Some thoughts:
I really enjoy this game- it's fast, the miniatures are great, and of course, I love the Star Wars theme.
I was lucky to be able to play a game with each side, because I actually managed to get SOME feel for the tactics of each. I think my next game with the Rebels will go better, especially if I keep Biggs out of Range 1 from my enemy early on, where I can hopefully get some really good shots without losing much (hopefully keeping Biggs alive in the process). Doing this with Howlrunner worked, although I wasn't able to get away from the Ion Cannons, really.
The asteroids were a fun addition. I didn't really make note of them in the battle reports (because I took really shoddy notes, I guess), but I was stuck driving through them a couple of times, especially late in the game. I believe I only took a single damage from them, however. Running the extra ships makes it difficult to get all your TIEs into good positions without going through the asteroids.
Hopefully, I'll get this back on the table again soon!
Labels:
Session Report,
X-Wing
Location:
Glen Burnie, MD, USA
Thursday, October 18, 2012
Past weekend gaming fun
Last weekend, a bunch of friends and I all headed over to a friend's place, and spent part of Friday and all of Saturday playing some games. So naturally, I'm going to say a few words about the different games I played.
X-Wing:
Finally, I got the chance to put Fantasy Flight's game, X-Wing, on the table. I ended up playing 3 total games, with two of them being basically starter/teaching games (pitting two TIE Fighters against a single X-Wing). Personally, I had a blast playing it, and would love to get it on the table more. The only non-teaching game I played was a small 50 point game that we ended up ending because Luke Skywalker w/ R2-D2 is too difficult to kill. I've actually accumulated a moderate amount of stuff (I LOVE Star Wars, for those that don't know), and I'm itching to try some of the other stuff out (like trying to get some mileage out of that Y-Wing, or even trying some of the weapon upgrades).
Warmachine/Hordes:
This was the main focus of the weekend, and I managed to get a few games in. I actually worked hard the last two weeks to have some new toys for these games, which mostly made an appearance. Brief recap:
First game I played was a 50 point game, with me taking Tyrant Xerxis against Rob taking Harkevich. Rob had recently built his Conquest, and was determined to get it on the table (which he did, several times- he'd have to tell you how he felt about it).

The scenario was Overrun (which I played a lot of this weekend... hmm...), and as you can tell, we played with a lot of terrain (thanks to Minute, which I decided I actually loved). My early game shooting did a ton of damage, and Rob was forced to come into combat on my turns due the the Nihilators, and I actually managed to take down the Conquest with a fully buffed Gladiator, giving me the win.
Second game was against Minute, another 50 point game, again playing Overrun. I took eHexeris, and almost the same list as my game against Rob, whereas Minute took Ossyan.
On the second turn, I dropped Black Spot through my Cannoneer onto his Halberdiers, and proceeded to lay into them with the Reivers, taking out most of the unit, and dropping a few Stormfall Archers as a bonus. Minute's shooting was a little disappointing for him, partially because my Nihilators made five out of their six tough checks on my right. At the end, I was pretty mangled, but killed enough on the board that Minute conceded.
Third game was a 35 point game against BK. I ran Epic Asphyxious against his Epic Lylyth, playing, you guessed it, Overrun.
BK used his feat first, killing a lot my infantry, but it ended up just powering up my feat, which I used to kill Typhon, and damage a Ravagore. Having taken over most of the zone on my turn, he wasn't able to get enough in to stop me from winning by scenario.
And finally, I played another 50 point game against Rob, who chose to run the Old Witch against Terminus (I didn't take a single picture of this game, unfortunately). Rob continued with his goal of running the Conquest though, something that actually made me a little concerned, since Terminus takes a LOT of infantry. This time, the scenario was Process of Elimination, and I managed to score the zone on my left on the second turn, leaving me free to focus on the right. Rob had a full unit of Winter Guard there, who took shots at the nearby infantry (mostly Mechanithralls). The Old Witch parked behind them and popped her feat, keeping my infantry back.
I took the bait, advanced up, and hit her with a spray, taking out more than half her health. Of course, this left me without Sacrifical Pawn targets, and after the Winter Guard easily destroyed my only nearby warrior model (a non-Incorporeal Pistol Wraith), lined me up for a combined range attack, starting at about my armor... and then rolled a 3. Eesh. Terminus chuckled, Rob's other shooting didn't get the job done, and after failing to Gallows me far enough to get me in charge range of the Conquest, Rob conceded (I could have walked up and killed the Old Witch next turn, most likely).
Managed to end the weekend 4-0 at Warmachine/Hordes!
Firestorm Armada:
In between games, Rob and I found some time to put Firestorm Armada on the table, and try to get a few turns in. Rob let me borrow his Directorate fleet.. and I think he took the Terran Alliance. We played a little into the second turn, ignoring some of the rules (mainly fighter/bomber wings and such), but enough to get the basic turn structure. It's pretty fun- there are definitely things about it that I think are great improvements over Battlefleet Gothic, and I borrowed the rulebook to read on my own time. Next time it hits the table, hopefully I'll have a good enough grasp of the rules to play with all of them.
Boardgames:
Finally, I managed to get two boardgames in: Sentinels of the Multiverse, and Zombicide. Both these games were AWESOME. Very thematic, dripping in theme-y goodness, and a blast to play. If you're looking for either a great super-hero themed card game, or a zombie survival board game, check these two out!
X-Wing:
Finally, I got the chance to put Fantasy Flight's game, X-Wing, on the table. I ended up playing 3 total games, with two of them being basically starter/teaching games (pitting two TIE Fighters against a single X-Wing). Personally, I had a blast playing it, and would love to get it on the table more. The only non-teaching game I played was a small 50 point game that we ended up ending because Luke Skywalker w/ R2-D2 is too difficult to kill. I've actually accumulated a moderate amount of stuff (I LOVE Star Wars, for those that don't know), and I'm itching to try some of the other stuff out (like trying to get some mileage out of that Y-Wing, or even trying some of the weapon upgrades).
Warmachine/Hordes:
This was the main focus of the weekend, and I managed to get a few games in. I actually worked hard the last two weeks to have some new toys for these games, which mostly made an appearance. Brief recap:
First game I played was a 50 point game, with me taking Tyrant Xerxis against Rob taking Harkevich. Rob had recently built his Conquest, and was determined to get it on the table (which he did, several times- he'd have to tell you how he felt about it).

The scenario was Overrun (which I played a lot of this weekend... hmm...), and as you can tell, we played with a lot of terrain (thanks to Minute, which I decided I actually loved). My early game shooting did a ton of damage, and Rob was forced to come into combat on my turns due the the Nihilators, and I actually managed to take down the Conquest with a fully buffed Gladiator, giving me the win.
Second game was against Minute, another 50 point game, again playing Overrun. I took eHexeris, and almost the same list as my game against Rob, whereas Minute took Ossyan.

On the second turn, I dropped Black Spot through my Cannoneer onto his Halberdiers, and proceeded to lay into them with the Reivers, taking out most of the unit, and dropping a few Stormfall Archers as a bonus. Minute's shooting was a little disappointing for him, partially because my Nihilators made five out of their six tough checks on my right. At the end, I was pretty mangled, but killed enough on the board that Minute conceded.
Third game was a 35 point game against BK. I ran Epic Asphyxious against his Epic Lylyth, playing, you guessed it, Overrun.

BK used his feat first, killing a lot my infantry, but it ended up just powering up my feat, which I used to kill Typhon, and damage a Ravagore. Having taken over most of the zone on my turn, he wasn't able to get enough in to stop me from winning by scenario.
And finally, I played another 50 point game against Rob, who chose to run the Old Witch against Terminus (I didn't take a single picture of this game, unfortunately). Rob continued with his goal of running the Conquest though, something that actually made me a little concerned, since Terminus takes a LOT of infantry. This time, the scenario was Process of Elimination, and I managed to score the zone on my left on the second turn, leaving me free to focus on the right. Rob had a full unit of Winter Guard there, who took shots at the nearby infantry (mostly Mechanithralls). The Old Witch parked behind them and popped her feat, keeping my infantry back.
I took the bait, advanced up, and hit her with a spray, taking out more than half her health. Of course, this left me without Sacrifical Pawn targets, and after the Winter Guard easily destroyed my only nearby warrior model (a non-Incorporeal Pistol Wraith), lined me up for a combined range attack, starting at about my armor... and then rolled a 3. Eesh. Terminus chuckled, Rob's other shooting didn't get the job done, and after failing to Gallows me far enough to get me in charge range of the Conquest, Rob conceded (I could have walked up and killed the Old Witch next turn, most likely).
Managed to end the weekend 4-0 at Warmachine/Hordes!
Firestorm Armada:
In between games, Rob and I found some time to put Firestorm Armada on the table, and try to get a few turns in. Rob let me borrow his Directorate fleet.. and I think he took the Terran Alliance. We played a little into the second turn, ignoring some of the rules (mainly fighter/bomber wings and such), but enough to get the basic turn structure. It's pretty fun- there are definitely things about it that I think are great improvements over Battlefleet Gothic, and I borrowed the rulebook to read on my own time. Next time it hits the table, hopefully I'll have a good enough grasp of the rules to play with all of them.
Boardgames:
Finally, I managed to get two boardgames in: Sentinels of the Multiverse, and Zombicide. Both these games were AWESOME. Very thematic, dripping in theme-y goodness, and a blast to play. If you're looking for either a great super-hero themed card game, or a zombie survival board game, check these two out!
Labels:
Cryx,
Firestorm Armada,
Khador,
Legion of Everblight,
Minis,
Retribution of Scyrah,
Session Report,
Skorne,
Warmachine,
X-Wing
Location:
Catonsville, MD, USA
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