Star Wars: Legion – A Review

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Writing this review was kind of weird for me. I felt a similar pressure starting as I did when I penned my highly opinionated – albeit heavily considered – reflective on The Last Jedi.

Star Wars has a tendency to polarise opinions one way or the other. The irony of that isn’t lost on me at all and I hope it isn’t for the super fans, although I suspect it is.

A double dose of irony, like a double espresso is enough to make anyone on edge.

The timing of Star Wars Legion couldn’t be more opportune for Fantasy Flight Games. It’s at a time when Star Wars has never generated so much money but has also never been more divisive.

With the early reviews of Solo: A Star Wars Story as mixed as a bag of liquorice all sorts we can expect the fanbase to get their collective panties in a wad things might start to rupture.

Use the Force(s)

So just as well then that a tapletop wargame should appear on the scene that allows fans to recreate battles for the Galactic Civil War. Or, as most people around my age will claim – the proper Star Wars.

It’s no accident that FFG have played it safe with the initial releases because they know that’s where the money is. But – in their defence – it’s also the part of the Star Wars universe that feels the richest.

Luke Skywalker and Darth Vader leading Endor gear Rebel soldiers and classic Stormtroopers oozes broad appeal not to mention a strong awesome factor. I can’t think of a single wargamer I’ve met over the years who isn’t positively erect at the thought of getting to paint and game with 25mm versions of the most recognised hero and villain double act in modern history.

Of course what makes it an even easier sell is we’ve had over 40 years for the characters, weapons and vehicles to become iconic. I mean who wouldn’t want a T-47 or an AT-ST?

Plus the sheer deluge of – albeit defunct – books, comics and video games helped to make the Galactic Civil War and the core characters feel very real. Although Marvel certainly isn’t wasting any time churning out properties that fill in the gaps between Return of the Jedi and The Force Awakens. So there’s that too.

For the fans that are still smarting from The Last Jedi and already deriding Solo it’s an opportunity to tell the story the way they want. To play out the civil war the way they want. And that’s fine.

For the rest of us we get to play at being Star Wars heroes and villains without resorting to shoddy cosplay outfits bought off eBay.

Although it goes without saying we’ll still make the appropriate sound effects whenever any of the models do anything.

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This is where the fun begins…

Speaking of which – the models are very nice.

The core set comes with Bespin Luke Skywalker, two units of Rebels, a Rebel AT-RT, Darth Vadar, two units of Stormtroopers and two speeder bikes which makes for pretty reasonable starting forces. Plus the deluge of counters, cards and other chuff FFG like to stuff their games with.

There’s no denying the boxset is incredible value when you consider individual unit prices. Two core sets between mates is the absolute best way to start collecting Legion.

I’ve always straddled the fence whenever it came to FFG playing pieces. Although X-Wing and Armada models were amazing, the Rebellion pieces were only okay. I understand the Imperial Assault was a big leap in quality but they are also the company who produced the Horus Heresy game. And those playing pieces were the poor side of average.

To be clear, this ins’t a criticism of any one particularly title more highlighting the inconsistency.

Star Wars Legion however has seen the love.

The models do have limitations however. For a start they aren’t posable. They’re multipart in the sense that you have to glue the arms on but there are 7 Rebel poses and 7 Stormtrooper poses and that’s it.

So if you buy more you’ll end up with an army of identically posed miniatures. This is rather disappointing and I”m not entirely sure what Fantasy Flight were thinking.

This is clearly their first proper foray in to the world of tabletop wargaming (the messy divorce with Games Workshop makes much more sense now) so I guess they’re testing the waters in terms of their capabilities verses expectations.

I suspect most fans are still so hyped up about the game existing at all that they’re willing to forgive a lot. Including the price tag. Those 7 plastic 25mm blokes with set you back £20 or more. That’s Games Workshop money and at least they’re properly multipart and 30mm.

However the level of detail is pretty good (not stonking but good enough) and the casting quality is excellent. I genuinely can’t fault that.

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I have the core set and an additional squad of Stormtroopers and Rebels and they’re all pretty much perfect. So props to FFG on that.

Ultimately though the lack of variety is going to sting the Rebel players the hardest. Stormtroopers are faceless instruments of the Emperor’s will so beyond the unit leader, ranks of identical soldiers isn’t an issue.

It doesn’t work quite so well for the Rebels and only gets worse when you add in models like the AT-RT as that only comes in one pose too.

Admittedly the are opportunities for conversions and that’s all fine but I’m of the opinion that a conversion should be a choice not a necessity to stop your army from looking like the Stepford Rebels.

It’s made worse by the key cut joints (I fucking hate that) so – again – short of carving up your very expensive models, there is no freedom with poses. I think this is a mistake on the part of Fantasy Flight. Aside from giving games more freedom, sculpting models with flat body and arm joins is both easier and cheaper to produce.

So they kinda screwed everyone with that decision. It feels like FFG thinks of the models more like playing pieces than scale miniatures so to them, lots of repetition isn’t an issue.

Of course it doesn’t impact of the playability of the game but to ensure longevity and engagement Fantasy Flight need to up their game.

Yes it’s Star Wars but they need to recognise they’re breaking into an incredibly saturated market and competing with their former business partner. Who do this sort of thing incredibly well. And has done for decades.

Control, control, you must learn control

Reading the rules I’ll admit to feeling a little frustrated. Fantasy Flight have a really annoying habit of assuming that everyone picking up the rules is – in some way – a moron.

I don’t necessarily think it’s ego because surely they know they’ve written a really straight forward – albeit poorly written – game. However, they felt the need to split the rules into a ‘learning battle’ section and ‘advanced rules’.

First of all – they’re not advanced rules. Advanced rules implies they are in some way optional. If you want to play the game correctly you need to read the whole thing. That’s a fact. Secondly it actually makes the game harder to understand by explaining the rules only to then discover an entire list of rules that tie in with them.

Except their not in a logical order. They did it with X-Wing and it was annoying as balls then too.

On the basis that the wargaming hobby is incredibly well established with millions of gamers around the world enjoying hundreds – if not thousands – of rules sets far more complex than Legion or X-Wing, it’s safe to assume that a traditional lay out works fine. That is to say all the movement rules in the movement section, all the shooting rules in the shooting section etc.

It’s not that the rules are overly complicated, it’s just easier to read all the related rules in one place. It also makes it much easier to find rules for reference.

I do understand then motive to make the game easy to learn but the assumption is that the game is hard to learn in the first place. Which it isn’t.

Although the annoyance goes deeper because there’s a 50 page PDF of complete rules which not only includes rules not in the core box rules – which means you have to read it – it’s better written. So having spent some time trying to fully understand certain sections of the rules I have, there was a better version on the internet.

I would have gladly paid slightly more money to get a book of the complete rules in with the box.

The game

Star Wars Legion works on alternating activations – which seems fairly common practise these days – activating a single squad, character or vehicle and carrying out two actions each.

Fairly predictably those actions are move, shoot, melee, dodge and a couple of others.

This is nothing particularly groundbreaking but that’s absolutely fine. FFG have a penchant for needlessly complicating things for no obvious reason so this is joyous.

Where it gets fruity is – unless a unit receives an order from a hero – the units activate in a random order. This may seem a bit mental but it actually keeps things really balanced. No army can steam roller another because there is an added layer of unpredictability.

It also forces you to keep your eye on achieving the objective because you can never fully rely on the combat effectiveness of your army. It also makes the inclusion and use of heroes significantly important – but more on that in a bit.

Set up

One of the coolest things about Legion is the set up rules. Much like 40k’s Open War deck, Legion uses deployment, objective and condition cards to keep the game interesting.

The nice thing is that these cards are always drawn after you’ve set up the board forcing you to to think on your feet. It also stops people from covertly setting up the board in a way that’ll favour them, because the deployment card could properly spoil your day.

The important thing to remember here is that Legion isn’t like 40k or – in fact – most other table top wargames. It isn’t about kick as much face as possible, it’s about achieving mission objectives.

After all the plucky Rebels lacked the military might to take the Empire head on. All of the engagements were chosen carefully…or reluctantly.

The emphasis on achieving your mission keeps players on their toes and encourages balanced force building.

Of course units and characters have various upgrades available to them to give that competitive edge. What’s cool is that some upgrades are only available to specific unit types which elegantly prevents units or models from becoming overpowered.

Command

Legion also has a command phase.

I’ll be honest, I’m guilty of skipping over phases like this in games because they usually add very little and slow down the rate of play.

However in Legion it’s actually pretty important and rather elegantly represents the chaos of war and the limited yet powerful influence a single hero can have on the outcome of the game.

In Star Wars victories have always been down to great leaders on both sides whether it’s General Veers on Hoth or Han on Endor. Okay, he had help from the Care Bears but you get my point.

Han Solo

As such heroes play an important role in Star Wars Legion. They are unusually capable warriors but also bring with them skills to augment the soldiers around them.

More immediately they are able to issue orders to units within ranges 1-3. This is significant because any unit given an order by a hero can activate when you choose rather than in a random order as described earlier.

The dilemma then becomes about how to use them. It’s almost like fighting a war is hard or something…

Movement

The rules for moving are simple in so far as a model has a movement value and you can move that model or unit of models up to the stated value. This is groovy and fairly standard across most – if not all – games.

However rather than using good old reliable inches or centimetres, Legion uses a sodding measuring tool. This was fine in X-Wing and Armada because abstracting space combat is hard and generalising movements of either tiny tiny snubfighters or slightly less tiny warships in this way works.

For Legion it seems unnecessarily restrictive and awkward as balls on a busy tabletop. Hilariously FFG even acknowledge this by specifically stating that – when circumstances prevent players placing the movement tool on the board – it can be held over the model instead of in base contact. So why not use a sodding tape measure and make everything easier for everyone?

In fairness it does makes sense for the vehicles as some – such as walkers – are naturally clumsy and difficult to manoeuvre but it feels like the rules make a concession in the wrong direction in the interests of consistency.

The reality is that most of the time you won’t bother to use the movement tool properly – at least not for the infantry because there’s just no point.

Shooting and Melee

These rules are actually pretty cool as they’re simple and requires involvement from both players so between that an alternating activations, no one ever really gets the chance to be idle in the game.

The attacker simply rolls dice for every model firing which keeps shooting simple yet satisfying. Some weapons get more than one dice but as a base line you get a roll for every model on the board more or less.

You can buff this by spending an action aiming at your target or with upgrades. The right up grades and the right combination of actions can make units utterly savage in a fight.

The defender then rolls defence dice to discount hits. This can augmented by upgrades, character bestowed buffs and  cover. The cover rules aren’t brilliantly defined in the standard rules I’m pretty sure at one point they contradict the line of sight rules but hey-ho.

Any unsaved hits are translated to wounds and models are either removed as casualties or accumulate damage – such as vehicles.

Where it gets cool though is being shot at – even if no one dies – earns your unit a suppression token. Earn too many and you lose an action. This presents a really interesting tactical element – on top of all the others – as you’re constantly forced to choose between resting your models or pressing the attack.

Whilst resting for an action removes a suppression token, you can give your opponent room to breathe. It’s a simple yet highly effective way of adding in psychology without it being a massive faff.

Melee works more or less the same way. I’m giving it as much attention as the rules do purely because most thing are armed with blasters. Yes you can charge Luke or Darth into combat and when they do it’s hilarious but they are very much in the minority. This game is all about blaster death.

The mechanic makes the game feel very fast and doesn’t allow you to stop and think. Considering engagements in Legion are meant to be relatively small scale and objective based, this keeps the pressure on and gives the game a sense of authenticity when compared to the movies.

Shooting does, however, require a range ruler, much like moving. Again, I fail to see how a range ruler would be better than a tape measure and makes less and less sense as you work your way up the levels of destructive potential of the weapons you employ.

Whilst I accept that a laser bolt can be less effective over distance, the kind of distances we’re talking about in the average game of Legion doesn’t make any sense.

Especially when you consider that the laser cannons on a T-47 Airspeeder have a significantly longer range than any given hand held weapon. It could be argued that because of the speed they’re moving at – which isn’t that far because that’s limited too – that it can only effectively target units at close range.

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This is of course utter bollocks and limiting both movement and range will inevitably make certain units identical in all but name.

I’ve seen it happen before with games like Dystopian Wars. When the mechanic doesn’t have enough flex then inevitably points of difference become arbitrary in an effort to appear original.

When you consider how powerful the laser cannons are, limiting the range could be a way of preventing it from being overpowered but it still doesn’t make sense. There are more logical ways of making a unit balanced but the mechanic doesn’t allow for it.

However this a relatively minor bug bear when you consider the overall experience and the fact that Fantasy Flight aren’t intending this to be anything close the kind of games Warhammer 40,000 can support. At least not yet.

That doesn’t mean they’re not going to release all of the things – especially as the fans will want 25mm scale Y-Wings for bombing runs and T-16s to bullseye womp rats. They’re only human after all.

With this in mind the mechanic may have been better suited to a 15mm game instead of 25mm.

From a certain point of view

You’d be forgiven for thinking that I don’t like Legion very much.

There are things wrong with the game. Aside from a poorly laid out and written rule book, the movement and shooting distances are too limiting. This will undoubtedly cause problems with scalability in the medium to long term.

I can see what they were trying to do but if you want to keep things simple then actually keep them simple, abstracting an abstract is dumb.

There are also other ways you can prevent units from being overpowered.

In reality these rules don’t ruin the game but inevitably there will be balancing issues that will mean – like X-Wing – models coming with their own set of rules because they simply won’t work any other way.

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However, those grievances aside, Star Wars Legion is a very fun game.

It’s as expensive as balls but there’s no ignoring the fact that you get to field an army of Rebels against an army of Stormtroopers. That’s hella cool.

The mechanic itself, with the random activation element, the balanced importance of characters and the slick dicing make for a fast paced game that really makes you work hard.

The set up deck and the heavy emphasis on objectives over blasting everything you see actually makes you play for the win rather than resorting to overwhelming force.

This makes it a very difficult game to power game with. This is good news. Although the range is still evolving so that could change.

Of course blasting your opponent to oblivion is always an option but you won’t necessarily win the game in the process.

What would be cool is an expansion deck with objectives and mission types around certain formations and types of terrain. It’ll prolong the life expectancy of the game and incentivise Gale Force 9 and 4Ground to make Legion scenery other than rocks and the industrial stuff.

One of the great things about the Star Wars Universe is the sheer variety of alien environments so the hobby element from a scenery board making point of view is endless.

This is particularly good as a rule set needs to do more than be a great game. It needs to inspire great games to be played. Playing over a Tatooine settlement is one thing, busting stuff to look tough on Mustafar is quite another.

To get the most out of Star Wars Legion you have to accept its odd quirks and limitations and take it for what it is: a fast and fun objective driven Star Wars strategy game.

For those use to playing games with more depth this could be frustrating but equally its overarching simplicity means it won’t take you as long to learn, master or play. Once you’ve got the rules down you can play a decent sized game in just a couple of hours. Including all the time spent making ‘pew pew’ noises.

Star Wars Armada – A Review

swm01_featureNow I seem to remember saying some time ago, around about the time I had a game of X-Wing involving a full squadron of fighters, that X-Wing – as much as I love it – doesn’t have the slick rules or the flexibility for really big games. A dozen fighters a side took ages and the dogfights, whilst awesome, did get really messy on the board. Shortly after Star Wars Armada was announced which leads me to conclude either FFG have planted a bug somewhere about my person or they had the same thought but about a year prior… I know, it’s totally the bug thing.

So fleet sized engagements in the Star Wars universe huh? Well all I can say is: fucking yes! This has been a long time coming and, if I’m honest, I almost needed this game to be good. X-Wing is so much fun but the mechanic was buckling beneath the weight of FFG’s ambition. As cool as it was to have a Corellian Corvette on your board, it wasn’t the most practical thing to play with. That goes double for the Imperial Raider.

Star Wars Armada, it seems, is the answer to our prayers – a game that allows Star Wars fans to don the warbly bits of Admiral Ackbar and yell ‘It’s a trap!’ at least once a turn. Even when it isn’t.

My other reservation about the game was the price. It’s more than twice the price of the X-wing starter set. Sure you get twice the plastic but as the X-Wing box was a lot of money for a lot of cardboard it still doesn’t feel like great value. The thought being: if the starter set is £80 how much is it going to cost to build any kind of viable fleet? The answer is: shit loads. A lot just doesn’t cover it. Expansions start at around £17 full retail but the average cost of a decent ship is £35 upwards. And you’ll need roughly a dozen to make the games tasty. So almost 3 times what it costs to play X-Wing. The concluding thought after all this was: this game better be fantastic…

swm01_boximageIn truth? It’s not far off. The rules are terribly laid out – think Dystopian Wars 1st edition (sorry Spartan Games but it’s true). It’s so poor that all the rules that explain how the hell you do all the things you’re told about in the main rules are called ‘Additional Rules’. I can only assume that some one meant to write ‘Essential Rules’ but just wasn’t paying attention.

Considering Star Wars Armada isn’t excessively complicated it takes far more concentration than it should to understand how to do anything. Maybe that’s the point. Maybe what FFG thought was: if the rules are so laboriously written people will really put the effort in.

The reality is there’s irritated gamers and Star Wars fans lurking outside FFG’s offices waiting to slap anyone that looks remotely responsible.

I stress the rules themselves are not bad, you’ll just spend the first half of the rulebook looking confused and the second half of the rulebook looking both relieved and annoyed.

The weird thing is that there’s a reference booklet included in the box that’s actually clearer than the rulebook. Which makes no sense what-so-ever. It’s still clumsily written so the rulebook has the edge because it provides you with examples without which you’d be lost.

However, once you’ve ploughed your way through Star Wars Armada‘s rules, what you have is actually a pretty slick game. It takes the simple principles of the X-Wing game and builds on them so the basic phases and functions of the game are just as simple but you get all the fun of hammering capitol ships thrown in to the mix as well.

The result is a game that’s quick and involves throwing fistfuls of dice. It’s fair to say that’s usually a hallmark of a good game.

The fact that you need to measure arcs for both shooting and damage isn’t as much of faff as you’d think and fighter squadrons make a real contribution to the action in Armada, much like they did in the movie so bravo to FFG for striking the balance as well as they did. Although if you’re a Rebel player always take Luke Skywalker, his special rule is broken. And very useful…

All the various phases are quick and the shooting mechanic not only works but reminds me of the days of my long-lost youth playing X-Wing on the PC. What I mean is this: the longer the range the fewer shots the ship will make and the less accurate they become. This took me back to making attack runs and seeing ranging shots flash past the cockpit only to find my shields being hammered a few seconds later as I closed within effective range. How it’s worked it is simple and visually represented on profile cards and the range rule so you don’t have to waste time buggering about with the rulebook.

Damage in Star Wars Armada is tracked much like X-Wing, using cards, which is good because it’s a satisfying thing making your opponent draw them. Where it does differ is shields are tracked on the base using wheels for the four arcs. Again this is inspired because large games of X-Wing were a nightmare of models covered in wobbly stacks of cardboard.

My only real gripe is tracking the activation of fighters is needlessly complicated. The stands have slides which move under the base to denote if they’ve been activated or not. The colour representing activated changes depending on the colour of the initiative counter. It’s confusing. Surly a far simpler solution would have been to have sliders marked with ‘awaiting’ and ‘activated’ or similar?

Other than that though it’s a really tidy little game. The profile cards have subtle differences almost to the point of being unnecessary, much like in X-Wing but it didn’t bother me then so why should it bother me with Star Wars Armada? Like X-Wing, the upgrades offer some interesting game changes to keep players amused.

armada_stp1_compAs for the models themselves for what they are and their size, pretty good. You get a Nebulon-B Frigate and a CR90 Corellian Corvette for the Rebels and a Victory Class Star Destroyer for the Imperials. The detail is more than sufficient and the pre-painted standard is okay. Roughly the same as that of X-Wing. However because the models in Star Wars Armada are of a small-scale that quick, slightly slapdash, approach works far better. A black wash works far better on something the size of the corvettes in Armada than the fooking huge one in X-Wing. Ultimately, they look good and they escape feeling like expensive Micro Machines.

In fact the whole set, as one would expect from Fantasy Flight Games is produced to a very high standard. I seriously doubt it’s £80 high though. Although maybe we’re paying fro the truly outrageous amounts of packaging. The box is 5.5 inches deep. It could be half that and there’d still be rattling around room. There really is no excuse for such an excessively big box other than to make people think they’re getting something hefty. I can well imagine new gamers feeling slightly cheated when they open Star Wars Armada for the first time. I didn’t because I knew  what to expect. I knew what to expect because they fooled me with X-Wing.

The mad sized box and the price tag aside there’s no denying that Star Wars Armada is a brilliant game. It’s fun, it’s fast paced yet you’ll still get to spend a decent amount of time smacking each other around the board without it dragging on for too long. Whilst the various counters etc all make sense there’s going to be somewhat of a learning curve making sure they all get used in the right way at the right time but that’s not an unusual condition for a new game.

So is Star Wars Armada worth the hefty price tag? No with a but. It is flatly not worth full retail price. It’s still a push at £68 (from Firestorm Games) but considering the entire offering of the box and the contents will actually keep you entertained for quite a while, it can be justified. Barely. However it’s important to consider the quality of the game, not just the models and piles of cardboard. It is a good game. A game that you’ll wince paying or but the point is you will pay for it because ultimately you’ll enjoy it.

Star Wars Armada is available from Firestorm Games priced £67.99.

 

X-Wing Expansion: Slave 1 – A Review

Star Wars X-Wing Miniatures Game By Fantasy Flight Games

So now we really get to the meat of the subject, capital ships for the X-Wing Miniatures Game, and for me it all starts with Slave 1, the entire reason I choose to do an Imperial fleet. Boba Fett was always my favourite. Yes, I know it’s an obvious choice but so what? He was freaking cool and his ship is awesome.

Before I get into the nitty-gritty of the Firespray 31 Prisoner Transport (check me out using the proper name) I would like to quickly comment on the packaging, as I touched on it in my last review about how I expected a premium product to be in premium packaging. Well now, I’m with Phil: this is massively over packaged frankly. It’s about twice as big as it really needs to be. But who cares, it’s what’s inside that we’re interested in.

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Now being a capital ship, and therefore somewhat larger than the standard snubfighters, it does weigh in at a hefty £22.50 when bought from the fine chaps at Firestorm Games. That seems pricey even by Games Workshop standards but actually when you compare it with the other expansion kits that come in at £10.79 and are considerably smaller, you’re actually getting a decent amount of ship for your money… and besides it’s Slave 1!

I would like to go on record at this juncture and say that so far the painting standard of the models hasn’t really bothered me. I mean TIE fighters are, well, dark so there’s not a huge amount of detail to see and honestly it’s better than I could do at this point. And it means I get to field a painted army. But Slave 1 is frankly a little poor. The whole shitkicker look (as Phil would say) works but it’s a little lazy, to be honest. I mean this ship is old. Really old. And the paint job is just a bit basic and blocky. There are some nice areas of detail but I think Fantasy Flight could have been done a little better given the size of the model.

Slave 1 for Star Wars X-Wing Miniatures Game By Fantasy Flight Games

So what comes in the rather oversized boxed?
1 x Slave 1 Ship with Plastic Base
2 x Ship Tokens
1 x Manoeuvre Dial
1 x Focus Token
2 x Stress Token
1 x Evade Token
1 x Critical Hit Token
4 x Shield Tokens
2 Ion Tokens (the fun begins)
1 Bounty Token
1 Proximity Mine Token
1 Seismic Charge Token
2 Reference Cards
6 x ID Tokens (21 – 22) We are yet to sue these but you know it’s on the cards (excuse the pun).
4 x Ship Cards, Boba Fett, Kath Scarlet, Krassis Trelix and Bounty Hunter. 13 x Upgrade Cards (yes 13 upgrade cards) 1 x Homing Missles, 1 x Assault Missles, 1 x Ion Cannon, 1 x Heavy Laser Cannon, 1 x Veteran Instincts, 1 X Expose, 1 x Seismic Charges, 1 x Proximity Mines, 1 x Gunner, 1 x Mercenary Copilot, 2 x Stealth Device and last but not least 1 x Slave 1 card.

And you get a rather cool looking scenario specifically for Slave 1.

So you really are actually getting pretty decent value for money on this Expansion set and some of these upgrade cards are serious game changers, especially when coupled with Slave 1’s Auxiliary firing arc, which allows it to fire behind it with its primary weapon.

Needless to say with all this in the pack you are a little spoilt for choice and it also means you can load the Firespray 31 to the teeth and that’s not just a whimsical expression, you can seriously load this bad boy up with some nasty ordnance and special rules.

I’m just going to pick out some of my favourites because honestly with 13 upgrade cards we could be here a while. So for me the essentials are: the Slave 1 card which adds torpedoes to your arsenal of very nasty stuff and it’s free so it’s a must. You also have your Homing Missiles which are pretty self-explanatory which weigh in at 5 points but means your opponent cannot evade. Although I find myself torn between these and Assault Missiles which are the same cost but if they score a hit they cause 1 damage to any other ships within range one of the target which is nasty. You can also choose between an Ion cannon or Heavy Laser cannon. I’m more inclined to lean towards the Ion cannon because of the longer term effect and the fact it will make your other weaponry more effective. And it’s only 3 points against 7 points.

Then you get to load up some mines. I can see these being a real pain for the opposition as you perform it as part of your action and by then it’s too late for your opponent to change his mind about where he’s going. Which makes them a bit beardy. But I’m still likely to load up on proximity mines though. At 3 points, they detonate once a ship touches them and they have their own reference card which explains the results. This is one of the aforementioned game changers I was talking about. These could cause some serious mischief for the Rebel Scum. You can also take the Veteran Pilot Skills card much like the Falcon which gives your Pilot 2 extra skills points which I have to say sadly is much-needed as Fett only comes in at 8 skill. But as this only costs you 1 point it’s well worth it. The Crew Cards are very much like those of the Falcon. And Finally you get to add your unique modification: a Stealth Device which adds one to your agility, however if you’re hit you lose it. It’s worth taking but at 3 points it’s not cheap considering you can lose it within two turns.

So your Pilots. Well it goes without saying, I’m only ever going to use Boba Fett who rocks in at 39 points and has a rather nifty special rule that allows him to change his bank manoeuvre once you turn over his movement dial. With the cost of Fett taken into account and all the additions you’re going to want to take to make him the ultra bad ass he is, you’re looking at around 65 points. You could get 5 TIE fighters for the same price. Whilst the TIEs are better value, Slave 1 will still pack a wallop and offers some handy tactical advantages over TIEs. Mainly in the form of high explosives.

But ‘what if we don’t want to take Boba Fett’ I hear you ask. Well firstly why not? Are you mental? And secondly, you have got some other rather cool options. You have Kath Scarlet for 38 points whose ability means that if an opponent cancels a critical hit they take a stress point which is not too bad. And then there’s Krassis Trelix for 36 points who allows you to reroll 1 attack die when firing a secondary weapon, which if your firing Assault Missiles could prove devastating to your opponent.

So to sum up, the Slave 1 expansion is, for me, so far (barring the core set) the best value for money with all the additions you get, as well as what it adds to the game. There is some seriously heavy hitting stuff going on in this expansion and all well worth the points cost. I know I can’t wait to see what it can do in a game and how much of a difference it will actually make. As you can tell the poor painting in the end is actually not that big a deal once you get caught up in the fact you’re going to field Slave 1 with some serious ordnance and Boba Fett at the helm.

The Star Wars X-Wing Slave 1 Expansion pack is available from Firestorm Games for £22.50.

Board!

So a thought occurred to me last night as Neil (of The Chaps) and I played quite possibly the most nail-biting game of Dreadball, or any game, that I’ve ever played. The thought was this: board games are awesome.

I don’t know why this comes as a surprise to me seeing as I cut my wargaming teeth at the age of 7 on Hero Quest and Space Crusade. Even now I still remember the thrill of excitement when I opened the box and read the rules and set up my first dungeon. Even now, almost 24 years later I look at the artwork and still feel that spark of wonderment.

heroquest

Of course, by today’s standards; the models are shit. I mean spectacularly. But you know what? Back there and back then they were the most incredible things I’d ever seen and it took me on a life long journey of boards, armies and dice that I’ll never trade and never forget.

But back to the present. Ish. As I say, it was the monthly games night and Neil and I were playing the Dreadball game to end all Dreadball games that went down to the last rush and the last dice throw that won me the game. Next to us Ian and Jeremy were playing Memoir ’44 another, by pure chance, hex based game.

What made it so good was that we all got to sit around a single table – a barrier of munch separating the boards – the games were hugely fun, were over in under two hours and didn’t require an hour either side to set up and tidy away. Now, I’m not opposed to a tabletop game. Of course I’m not, I have two full companies of Ultramarines for crying out loud. I’m all for boards, crammed with scenery, hundreds of models and dozens of dice. But board games have their place too. Even over a skirmish game which still requires faff and time to set up.

I suppose my thought is this – a board game, if well written, can have a tremendous amount of variety and diverse outcomes all wrapped up in a relatively restrictive setting. Let’s go back to Hero Quest. The outcome of a quest was determined as much by the people playing and the routes their heroes took as it did the dice being rolled, the objective or the beasties they had to face.

This thought has run in parallel with a couple of others I’ve been having recently. The first is that time for me is about to come in extremely short supply. At least for the next few months. The second is that I have so much shit, I don’t know what to do with it when I do find myself with a rare window of free time. And the third is that for some of it I just don’t care enough. No matter how awesome a range of models is or how good a game can be potentially, if it’s hours of debate over badly written rules or page flicking because the book was compiled by a room full of retarded monkeys then what’s the point? It’s meant to be fun, after all.

As wargamers we invest a huge amount of time and effort into our hobby so the return absolutely has to be there and I’ve begun to wonder if there is a strong enough one for certain games that I collect and play. This isn’t to say that’ll jack them in. At least not yet. But it does mean that I’m going to start looking at games that give me a better return on the investment I make both financially and my time.

My recent forays in to boardgames like Last Night on Earth, Guards Guards, Dreadball and observing Memoir ’44 has presented me with a new and relatively inexpensive avenue to enjoy a game with my mates that doesn’t require a huge outlay for any of us. Granted there is a sliding scale. Level 7 by Privateer Press and Super Dungeon Explore are around the £40 and £65 respectively but both are still relatively inexpensive games that still retain their roots in wargaming. But with the likes of Halo Risk out and Mass Effect Risk on the way it’s hard not to have one’s heard turned by the more conventional wargame.

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This isn’t to say that I’m hanging up my tape measure or anything like that but it’s an avenue of wargaming that needs far greater exploration and far greater attention paid because, when time is short, a board game allows you the opportunity to play a game and often allows the entire group to game together especially with the likes of Level 7, Zombicide, the soon to be released Warhammer 40,000: Relic by Fantasy Flight and the recently announced Firefly the Game from Gale Force 9 .

RE01 copy

I’m still madly in love with Mordheim. 40k is still my jam and Godslayer has me and The Chaps so hot and hard we can barely look each other in the eye, but you know what? I have room in my heart and in my cupboard for a couple of boardgames. And when it’s a school night and everyone needs to be in bed by eleven, I think something like Level 7 or Dreadball fits the bill nicely.