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: 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.