X-Wing Miniatures Game: Battle Report 4

Star Wars X-Wing Miniatures Game By Fantasy Flight Games

The asteroids drifted slowly in space. Spinning and twisting in an endless orbit with a planet no longer possessing the gravity well strong enough to keep them in place as its rings. By any measure of interstellar navigation it was a hazard, but every other measurement it was suicide. Which was why smugglers used it to hide out until the heat died down. Han Solo scoffed at himself. Five minutes with the Rebellion and he no longer thought of himself as a smuggler? Was that really all it took?

He flicked a series of switches overhead to bring the Falcon’s systems from dormant up to standby. It had been 3 hours since the last Imperial sweep. They had to move and that waiting for the possibility of another patrol or taking a chance. And Han wasn’t one for waiting around. As the familiar hum of energy flowing through his ship turned to the comforting bass noise of the engines powering up he heard a familiar voice and even more familiar tone echoing down the corridor leading to the cockpit.

‘Are you crazy?’ Princess Leia barked. ‘What if the Imperials are waiting for us?’ She stormed onto the bridge. He couldn’t help but stare. He braided hair was scooped up around her head which only accentuated her noble bearing and elegant neck. The flush of checks only enhanced the rouge of her lips and her dark eyes flashed with annoyance. Something else he was familiar with.

‘Listen, your highness,’ He never knew why he did it but he always managed to make ‘highness’ sound like an insult, ‘we can’t sit here forever. This place is a death trap and we need to find somewhere to repair the Falcon and resupply.’

‘It’s too risky.’ Said Leia folding her arms. ‘My ship, my call sweetheart.’ Han turned and brought the ship up to full readiness and started to feed energy to shields and weapon systems.

‘You work for me.’ Leia blurted and instantly regretted it. Han’s contribution to the Rebellion had been small but vital – albeit unpredictable. He had saved lives and won victories and all for a cause he never really bought into and all, she suspected, for her. He didn’t respond well to authority and he sure didn’t respond well to orders.

‘Is that a fact.’ Leia wanted to apologise but the fire in his eyes told her all she needed to know. She sat in the chair behind his and strapped in. Han dropped into his command seat, and shoved the throttles wide open.

***

The Falcon surged towards the edge of the belt, her engines singing as Han danced her through the spinning ship sized lumps of rock. Just as clear space lay before him the proximity alarm sounded. Chewie and Han exchanged worried looks as the Falcon’s sensors brought back signal returns and a familiar silhouette appeared on the display.

‘What?’ Shouted Leia from behind Han. He appreciated her resisting the urge to say ‘I told you so.’

‘We’ve got company.’ He managed as he pushed more power to shields and the Falcon’s primary turrets.

‘Imperial?’

‘Worse.’ He said and Chewie let out a mournful cry. Han worked the controls, reversing course in an aggressive turn that, for a moment, giving a glimpse of their attackers and the familiar for foreboding shape of a Firespray 31 attack craft. ‘Chewie, send the signal.’

‘What signal.’ Leia was borderline hysterical. Not that Han could blame her. Few escaped Boba Fett’s clutches once he was on your trail. Ignoring why the Empire had resorted to using bounty hunters, it was a serious business.

‘A little insurance policy. You’re too important to the Rebellion to go anywhere unescorted.’ He pointed out to port to two bright flashes of light that materialised into the familiar shape of two X-Wing fighters. ‘Let’s get this over with…’

***

Our fourth battle report sees us using the scenario included in the Slave 1 expansion pack. Boba Fett is on the hunt and the target has to turn and fight of face a certain doom at the hands of the galaxy’s greatest Bounty Hunter.

The Rebels got 150 points to spend to the Empire’s 90, however one ship had to be the bounty and would cost double points. They did, however benefit from 10 points worth of free upgrades with the further bonus of being allowed two command upgrades. Which, if you choose right is horrendous. As it was Slave 1 we agreed that the only right and true bounty be Han Solo commanding his ever trusty Millennium Falcon.

The Rebels had to deploy in the middle of the board with the Imperials tucked behind that at extreme range. It was going to get tasty from the off…

Imperial Navy

So I finally get to take Slave 1 for a spin! And for this one we have a Bounty Hunt scenario so we have Slave 1 chasing down Han “I didn’t shoot first” Solo. So I’ve tanked up Slave 1 with enough ordinance to take down a small forest moon and its pointy stick waving indigenous population.  I had just enough points left to take a TIE advanced with Maarek Steele with some Cluster Missiles. Between the two I had the firepower to bring down the Falcon I just had to be wary of its turrets, even with Boba Fett behind the stick.

Rebel Scum

So the Fett-man had tracked down Solo and was out for his hide. Just another day the office for the Rebellion’s most loveable scoundrel. The fact that he cost double points was a sting and left me just enough points to take Wedge Antilles (I never leave home without him) and Luke Skywalker once again proxying for a member of Rogue Squadron. The first upgrades for the Falcon were a welcome addition and allowed me to take Marksmenship, Veteran Abilities, the Falcon upgrade and Chewbacca but sadly had nothing left for the plucky X-Wing pilots.

The plan was simple. The Falcon was the target so I’d use that to my advantage. I’d try to lead Slave 1 and whoever else on a merry chase whilst making full use of its 360 degree field of fire, leaving the X-Wings to gang up on targets of opportunity. I just had to hope that the Falcon’s resilience would be enough to fend off the, no doubt, juiced Slave 1.

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Turn 1:

M: It was time to give that scruffy looking nerf herder the hiding he so richly deserved. With only a couple of ships on the board the turns would be flowing pretty quickly. And as I spent fewer points than Phil…because he was forced to…I had the initiative. In short I moved both Slave 1 and the TIE Advanced in sweeping turns to starboard in preparation for attack run on the Rebels.

P: Right, so I had the galaxy’s greatest Bounty Hunter and a TIE Advanced fighter ace on my arse. This is not a brilliant state of affairs as things behind them is what tended to make X-Wings die. With my plan in mind my moves were simple. I made a hard turn to port with the Falcon with the intention of drawing Slave 1 out . It was hard not to hide my relief when I realised my move would take the Falcon out of fire arc for Slave 1. As the X-Wings were going to be hard pressed to make a move out of fire arc of the TIE Advanced I resigned myself to taking some damage in exchange for making a green move to port, removing the stress tokens they were forced to start the game with.

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The TIE Advanced targeted Rogue 3 (being played by Luke Skywalker in this game) but the Rebel danced his way through the volley, coming out the other side unharmed. The Millennium Falcon opened up on Slave 1 thanks to its 360 degree field of fire. 3 hits were scored of which none were evaded, stripping 3 out of its 4 shields.

Turn 2:

M: So Phil’s a dick. Who rolls three hits in their first shot of the game? Bloody no one! Jammy bastard. Losing 3 shields right on the off was not part of the plan. Although neither was finding myself out of fire arc to be fair. Still, no use getting upset about it. I put Slave 1 into a sharp turn to port, bringing the vessel back in line with its prey. Equally my TIE Advanced made a gentle but fast move to run down the X-Wings.

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P: Okay so the first turn was pretty good. Giving Slave 1 a bloody nose would hopefully make Mat a bit more cautious but I doubted it. I had to resign myself to taking a hammering this turn so but the Falcon into a slow turn so I could shake off the stress token. The X-Wings performed a Koigan turn to front off against the TIE Advanced. The Falcon could handle Slave 1 on its own for a couple of turns but if the Advanced was allowed to make an attack run as well it would be a different story.

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The shooting phase opened in earnest with the Falcon stripping away Slave 1’s final shield. It should have been much worse but Mat rolled incredibly well for his evade rolls. In response Slave 1 fired a volley of homing missiles. All put powerless to stop them, the Falcon losing 2 of its shields.

On the other side of the asteroid field Wedge Antilles proved to be just out of range of the TIE Advanced so instead the Imperial and Rogue 3 exchanged fire, stripping taking down each other’s shields.

Turn 3:

M: So my fleet was without shields. Not great. But my homing missile had knackered two of the Falcon’s shields. I had a bit of sinking feeling that my TIE Advanced was about to get seriously ganged up on by the X-Wings so I needed to get a kill in. Or, at the very least, damage the Falcon. Slave 1 continued its turn to port bringing it directly behind the Falcon. Maarek Steele made a turn to starboard, taking him to the other side of the asteroid to take a pop at Han Solo.

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P: The TIE had to die and the Rogues were the ones to do it. They moved dead ahead. The Falcon was done running, making a Koigan turn of its own facing down one of the most lethal killers in the galaxy. What could possibly go wrong?

The Falcon fired first landing two hits against Slave 1 but the Bobe Fett managed to evade one but the second found its mark inflicting critical damage. In response the he fired Slave 1’s Ion cannons inflicting a single hit, removing a shield and fixing the Falcon’s course for a turn.

With Wedge, this time, out of fire arc, Rogue 3 opened fire against Maarek Steele in his TIE Advanced scoring three hits, two of which were criticals. The Imperial pilot failed to evade any and was destroyed in a billowing cloud of flame.

Turn 4:

M: Well cock. As in Phil is a. With Maarek Steele dead I didn’t have much hope that I could deal with the still undamaged Falcon and two X-Wings. But I had to try. It’s what Boba Fett would do. I moved him forward but I rather forget that the Falcon had no choice but to do the same. The result was the two ships ended up in base to base contact and therefore unable to shoot at each other.

P: With the X-Wings now free of their distraction they performed another Koigan turn to bring them round to make an attack against Slave 1 whilst it moved past the Millennium Falcon.

Wedge opened fire scoring a hit but Boba Fett once again evaded. He didn’t fair quite so well against Rogue 3 who scored 3 hits, including a critical. The Fett managed to evade 1 but it took Slave 1 to within an inch of doom.

Turn 5:

M: There was nothing much more to do but play for spite. Slave 1 dropped a seismic charge and then high tailed it out of there. Unfortunately I couldn’t move the ship far enough and Boba Fett finished his move passing the two X-Wings. This was going to be…messy.

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P: The Fett was making a run for it, but not before dropping a seismic charge. Unfortunately for me the Falcon was performing yet another Koigan turn to chase down the fleeing bounty hunter which placed the transport ship right next to the charge. Fortunately I got off quite lightly, only losing another shield.

The X-Wings did little more than adjust their positioning as they closed for the kill.

Annoyingly the Falcon was a whisker out of range leaving the work to be done by the Rogues. Wedge Antilles finally got to shot he was waiting for delivering three hits against the Firespray, none of which were evaded destroying the ship and Boba Fett in the process.

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Live to Fight Another Day

Well that went well. I was able to lead Slave 1 around the board easily enough as the Falcon had a large bullseye painted on it. Where I got lucky was catching Mat off guard with my first turn of movement and some utterly jammy dice rolling which made Slave 1 and the TIE Advanced vulnerable. A combination of green and red manoeuvres meant my X-Wings were able to beat the TIE Advanced at his own game and then see off Slave 1.

Ultimately the Falcon, despite the X-Wings seeing of the TIE and Slave 1, was the star of the show thanks entirely down to its resilience and prodigious fire power. Next game it’s all toys or bust.

Prize Denied

Well fuck you Han Solo. That’s pretty much all I can say about the matter. I think I would have been better off not taking the TIE Advanced and taking 2 normal TIE fighters instead, that or concentrate fire on the objective. My plan was to use the TIE Advanced to distract the escort using the Cluster Missiles to remove the shields and leaving them open to shots from Slave 1, whilst he hounded the Millennium Falcon. But that slimy Nerf Herder pulled it out of the bag again [Does he mean me? – Ed]
Oh well next time a full on fight and hopefully I can get to see exactly what Slave 1 can do.
Wedge Antilles feathered the throttle, cutting speed. Rogue 3 dropped in next to him, killing his own, speed.
‘Nice of you to join me Tycho.’ Wedge said as the two X-Wings cleared a transport sized asteroid in a slow turn to starboard.
‘Just giving Fett some encouragement Rogue Lead.’
‘You hit him?’
‘Oh yes.’
Wedge could hear Tycho’s smile through the comm link. Ahead of them he saw the Millennium Falcon execute an inverted loop manoeuvre that it had no business being able to do. He smiled at Commander Solo’s piloting skill as the Falcon’s engines flared bright blue and powered back the way it came, laser cannons spitting. It was met by flickering bolts of blue ion.
‘He’s coming your way Rogue Lead.’
‘Roger that Gold Lead.’
‘Make it good, he’s fried half our systems.’
A moment later Slave 1, an object of fear the galaxy over, screamed into view, smoke and flame trailing tears in its outer armour. At such close range Wedge didn’t need to do anything other than let the Firespray cross his path.
Slave 1 was already part way through a reverse turn when the laser bolts hit. The ship shook as the bolts chewed through the rear plates and engine manifolds. Flames belched and the running lights flickered and died, the ship losing power and slowly tumbled away.
‘Your clear Gold Lead.’

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.