Why The Last Jedi is actually brilliant

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I had planned on writing a review after I saw The Last Jedi at the cinema. I thought it would be the review of the blockbuster that would kickstart my blogging again after far too many months (years) of absence.

Then I saw the film and to my horror I didn’t love it. In fact, I wasn’t sure I even liked it. Undeterred I did what I do best – I reflected on it and in the end I couldn’t decide one way or the other which would make for a pretty terrible review.

Plus I was genuinely shocked by the abuse Star Wars fans who loved the film were directing at those who didn’t – so much so it stopped me writing. Which is pretty terrible really. I’ve never been scared into silence before and I didn’t like it.

To all those people guilty of abusing their fellow fans, regardless of which camp you’re in – I remind you that fandom is subjective and we are all entitled to our preferences.

But moving on…

I felt so conflicted that I eventually went to see it again. This time with no expectations and able to focus on the story rather than the orgy of special effects and battles. Which are as splendid as one might think.

However, this isn’t a review. Those that care will have already seen it and they certainly would have bought the Blu-ray.

This instead is more about why The Last Jedi is the movie that ties all the various Star Wars elements together. It – weirdly – makes the prequels better and The Force Awakens, unfortunately, slightly worse.

To be clear, the movie isn’t perfect. A lot of people were rightly annoyed by the casual way in which much-loved characters were killed off.  They may have a point.

Personally I think there could have been a more elegant way of doing it but I suspect Rian Johnson was trying to make the point that even heroes can die lousy deaths.

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Dan Abnett does the same thing in many of his books. It’s a valid plot device but it doesn’t work as well in movies – usually because things move too quickly for the audience to process it. Or appreciate it.

Similarly the entire casino sequence tries to make an important point but it’s too obvious and exaggerated and rang a little too true to the naffer moments of the prequels. The daft thing was that the point Johnson was scrabbling around for was made just after the absurdity was over. But more on that later.

Breathe. Just breathe…

Star Wars has always been very much ‘of its time’. The original movies were made during a time when people were rebelling against the idea of ‘the man’ and big government.

The prequels were made at a time when governments were being corrupted by big business to allow them to do more or less what they please and – more significantly – profit from warfare. Thank goodness that isn’t a problem any more…

The Last Jedi was made at a point when – certainly in the UK and the US – there is a widening political divide, especially between the generations and something needs to change.

The vast majority of the Baby Boomers and Generation X are clinging bitterly to the I’m alright Jack, fatally flawed infinite growth model with a healthy dose of zero sum gain economics thrown in. Xennials, Millennials and Generation Y (presumably because they say why the fuck a lot) are sick of the corruption, the dodgy dealings and the post truth bullshit of a the Trumpian era we now find ourselves in.

We’re also tired of a system that gave the generations before us free university educations and salaries sufficient to become home owners. The generations after spend half their salaries on rent and are lucky to own a home before the age of 35.

Where lies are the norm and we regularly question the motives of our leaders and the mainstream media to keep us objectively informed, the system is broken.

This is not a brilliant situation by any measure.

[NB: If you disagree with my politics just stop reading. Our lives are too short for you to spend ages writing an angry comment only for me to waste a few seconds deleting it unread.]

Regardless of political leaning, the movie speaks to this need for a new beginning. The New Republic falls so easily in The Force Awakens because the lessons of the past weren’t learned. Complacency or just good old-fashioned bureaucracy blinded the Senate to the threat posed by The First Order.

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That face says it all.

Similarly The First Order – or the Empire 2.0 – is as hopelessly paranoid, inflexible and as arrogant as the Empire was, if not more so.

Neither system works. And when they collide it only goes one way. A cycle that has repeated in the Star Wars universe for thousands of years in one form or another and one that we see repeated in the real world too.

The Last Jedi challenges the audience with the idea that there needs to be a new way. It’s an uncomfortable thought for those who have grown up with the originals because they feel so just and true. Their motives so pure. More so for those who read the old books – willing the Rebellion ever onwards to turn into the New Republic.

Most of us aren’t politicians or powerful business types so it’s easy to identify with the Rebellion. It’s easy for us to see the Empire as evil because it’s immediately relatable to our world. The prequels were less relatable because the vast majority of people – until recently – were totally unaware just how toxically intertwined big business, special interest groups and politics have become.

Restoration of the Republic was always the ideal – the symbol of hope that drove the characters and the fans through the fighting.

The Last Jedi forces us to come to terms with the idea that we may have been wrong this entire time. And this is when the wheels come off the cart…

This is not going to go the way you think…

The prequels were heavily criticised for being over sanitised and kid friendly. I suspect – and admittedly I could be reading into things to prove my point – that this was deliberate.

In episode 1 the Republic was a shining beacon of democracy. The planets within its borders were shining utopias. Spaceships were new and shiny because it was a very prosperous place to be.

Although you stray outside of the Republic and everything becomes a lot darker. However the Republic leaves the Outer Rim to criminals and despots like the Hutts because it’s convenient to do so. Not so sanitised when you think about it.

But as the films move on and the Republic is not only torn apart by war but by bankruptcy too. By episode 3 we’re starting to get the ‘worn future’ look of the originals. The tone also darkens considerably. The mass execution of the Jedi and the mutilation of Anakin. Being the most obvious ones.

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Then there’s the millions upon millions of clone troopers who fought and died for absolutely no reason at all. If Star Wars was set in the 40k universe Khorne would be positively erect at that level of callous blood-letting.

For now we have to side step the debate surrounding the appalling acting by some of the cast and the equally dire dialogue (especially in Episode 2). As Harrison Ford once said to Lucas after a table read: You can read this shit George, but you can’t say it.

On that we can all agree.

But the Republic was a galaxy spanning organisation who were at their most powerful – and their most prideful. The Jedi Order served as peacekeepers to the Republic yet they were also an autonomous agency with near limitless resources and the ability to pursue their own agenda should the need arise.

Within the bounds of the Jedi code and Republic law of course.

For all of its assumptions of superiority, the Republic’s inner workings were snarled with infighting, territorial disputes, power grabs and jealousy exacerbated by special interests groups pushing their own agendas. Sound familiar?

Meanwhile, the Jedi Order – so supremely confident in their powers and the extent of their reach – completely failed to uncover a plot by a single Sith to not only defeat them with their own army but seize complete control of the galaxy in the process. I think Luke sums it up rather well:

‘…at the height of their power, the Jedi allowed a Sith Lord to take over the Republic and turn it into an Empire.  That’s their legacy.  Hubris.’

Their arrogance was their undoing. Correct me if I’m wrong but I’m pretty sure that leads to the dark side?

The Jedi Order, at it’s most powerful were at their weakest and the reason is really quite obvious.

Why on Earth would Luke – or any other Jedi – want to recreate that order, using the same teachings, with the same totally binary view of the force – the light vs the dark.

And I’m pretty sure that only a Sith deals in absolutes. I mean, I’m just throwing it out there.

The greatest teacher, failure is…

When you stop and think – and not even that hard – The Last Jedi is about balance.

The extremes of the Republic and First Order leave an incredibly large grey area for profiteering weapons dealer types to make oh so very much hay out of both sides.

Engineering increasingly more destructive weapons of war (heavy AT AT walkers or the comically named battering ram cannon anyone?) causing escalation and more fighting.

Which is exactly what happened in the Clone Wars. The pattern is repeating only each time the level of destruction increases and balance disappears.

In the absence of balance does Chaos reign.

This has never been more true when the same thinking is applied to the Force. When Rey stretches is out with her feelings everything in nature is balanced.

Luke says as much himself – On Ahch-to, in line with the source of light there is a source of great darkness. Balance.

Significantly Rey is drawn to both.

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And here is in lies the big reveal – the galaxy doesn’t need Luke Skywalker. As painful that is to accept, it is true – whether you agree with the ending of the movie or not.

At first I resisted the idea that Luke was redundant. I wanted him to fight but this Obi-wan quote from Star Wars Rebels sums it up rather elegantly:

‘If you define yourself by the power to take life, the desire to dominate, to possess…then you have nothing.’

…then you have nothing.

The galaxy has as little need for Luke and the old ways of the Jedi as it does broken governments.

A single Jedi cannot halt the advance of a galactic power and to believe different is that hubris we spoke of earlier. The call back to later line later in the film is brilliant and emphasises how absurd we all are for naturally assuming Luke could single-handedly save the galaxy.

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The Jedi cannot be rebuilt as they were because an absolute good only gives rise to an absolute evil and they are compelled to destroy each other.

Even as peacekeepers Jedi were often punitive in their rulings because their definition of fairness didn’t come from a place of balance, it came from a place of righteousness that no other being could hope to meet.

In many ways fighting the Clone Wars revealed the Jedi for what they had become – a self-righteous instrument of judgement. They weren’t soldiers, nor did they have any experience in large-scale warfare and yet they led the armies because they believed they were the superior choice…than the soldiers genetically engineered for that exact role.

But on a deeper level they were the light clashing against the dark. Jedi history is littered with bloody conflicts be it against the Sith, the Mandalorians or anyone else. Their righteousness in the light side drives them to conflict just as the dark side does the Sith.

Instead the Jedi need to occupy a place of balance. That middle ground – neither light nor dark – but fair…balanced. Truly just and therefore truly just if they take action.

Equally the people they serve need to find a new path away from the Republic and the First Order. Neither system works because there is no balance.

Ironically both systems benefit a tiny minority just through different methods. Something to do with power and corruption. But when systems exist to consolidate power and eliminate balance the effect is always the same.

Again, this is being echoed in chambers of government around the world right now.

In the absence of balance, the people in charge become only concerned with staying in charge because their way is the right way.

And there’s those absolutes again.

We are what they grow beyond…

The Last Jedi is brilliant becomes it turns everything we have accepted about the Star Wars universe on its head and it’s incredibly uncomfortable. So much so that some consider it to be the worst Star Wars film of the bunch.

Until I gave it some thought I would have agreed. I actually think it’s one the best. And not because of all the torch passing bollocks that most critics have spouted on about – of course new characters are picking up where the old ones left off.

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There was a transition between Episode 3 and Episode 4 so why did we expect this trilogy to be any different? We’re only grumpy because we wanted more of the same. The reality is had Star Wars been made today, with today’s budgets and special effects, it would have been a TV show and it would have blown people’s minds.

The Last Jedi is brilliant because it really is a Star Wars movie for Star Wars fans. Not fans of specific bits of Star Wars. The Force Awakens by comparison is a busted, plot holed homage to the originals in an effort to apologise for the prequels. An apology that no one needed. Apart from Jar Jar.

I originally thought that Johnson was the fan boy making the movie he always wanted. Now I think it may have been the other way round.

The Last Jedi owns the sins of the Force Awakens – like why did Han and Luke both bugger off when Kylo goes bad. Until the Last Jedi that goes painfully unexplained.

It also brings everything together. It gives the three acts of the story cohesion made all the richer if you’ve watched The Clone Wars and Rebels programmes as well.

It also directly challenges the notion that every problem can be solved by ‘jumping in a cockpit and blowing something up’. Again it’s an uncomfortable thought because the word Wars is in the title and X-wings are awesome.

But the point is that although there will be battles, the war won’t end at the end of a gun.

X-Wing Miniatures Game: The Force Awakens – A Review

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Three years and one month ago I reviewed the X-Wing Miniatures Game from Fantasy Flight Games. I was quite taken with it but what made me love the game was the gradual – albeit slow – release of very groovy expansion packs.

It didn’t take me long to acquire a full squadron of fighters, the Millennium Falcon, the Rebel Transport and the Tantive IV. So, you know, just a couple of things.

The new movie (and the chucking out of the entire expanded universe) means updated rules and, of course, new models. This time, however, it’s the Resistance and the First Order rather than the Rebel Alliance and the Empire. Rest assured the old stuff is compatible with what is essentially second edition X-Wing Miniatures Game.

Now I’m going to say something fairly unpopular: I don’t like the new X-Wing design. Whilst the logical part of my brain accepts that in 30 years the design would have moved on, the emotional part is too attached to the original.

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It’s the T-70 now rather than the T-65 and basically looks like the Z-95 Headhunter and the concept X-Wing got freaky. Which I could more or less live with that if the wings didn’t split down the middle. It’s a gimmick and it’s absurd. Now, before I get flamed/blasted into oblivion I know I’m complaining about the design of a fictional snubfighter of which the original is just as absurd but there are some lines I don’t feel can be crossed.

The standard of the models has been upped since the original X-Wing Miniatures Game core box. The pre-paint was distinctly okay and the laser cannons on the T-65 X-Wing was troublingly flimsy. I have 4 of them and every time I lift them from the case a little bit of poo comes out.

The T-70 (or lesser) X-Wing is definitely made from sterner stuff and the casting is better quality too, with no noticeable warping on the lasers either.  The paint job is better but it’s helped along by by less detail in some areas but more in others. Either way it looks a more polished piece than the T-65 that came in the original core box.

The TIE/FO Fighters are resplendent in their new, sinister, black paint job, just in case it wasn’t clear they were bad guys. Although when you get down to it all J J Abrams and co have done is reverse the colours of the original. They did make the cockpits red which is all very groovy but, other than giving TIE pilots the option of developing their photos between engagements there’s nothing new.

At least not on the surface. The rules haven’t changed much. They’re been tidied up considerably and the layout is so much better than the first rulebook – which was shit – so it’s readable. Which is nice.

A big tick in the Woot column for the new X-Wing Miniatures Game is the reference guide. It’s actually thicker than the roles but summarises rules and includes all the various different special rules and maneuvers too. This is an absolute God-send, saving a good hour off every game as players fumble about with their cards, reading the rule then carefully returning them to the table with all the appropriate counters and cards that were placed on them.

As silly as it sounds, that’s one of the things to be most excited about with this new core set because it’ll make the flow of play so much smoother. It’ll also stop you from forgetting that all important action you can take to pull your boys out of the fire or turn the tables at the pivotal moment. I’ve lost count of the number of times a Koigan turn has won me the day.

The cardboard has had a tidy up as well with the addition of damage counters to scatter liberally across the board as shit gets serious. Whilst useful it’s yet another counter in an already counter heavy game.

What is slightly odd – although I know the reason why – is TIE/FOs come with a shield. Now I know a lot of Imperial players (dogs to a man) complained that TIEs were too flimsy but the issue was more that they were too expensive, even for the shit ones. Adding a shield makes them way too durable. Throw in the fact that the T-70 X-Wing now has 3 shields instead of 2 all they’ve achieved is making the game take longer to play because the durability is a wash.

One must assume that the TIE/FO in The Force Awakens has shields which rather forces Fantasy Flight’s hands for rule writing for the X-Wing Miniatures Game. The joys of a licensed product. Either way, it makes the TIE/FO quite nasty when fronting off against the T-65 and other Galactic Civil War era fighters. Based on the rumblings coming from Fantasy Flight, other ships will be coming out at a faster pace than the movies which means a few glimpses of starship related grooviness before they’re seen on the big screen.

Beyond the rules tidy-up and a reference guide that makes me want to kiss Jay Little on the mouth, there’s a few additions that are worth mentioning – namely upgrade cards and critical damage.

The critical damage cards are far more pilot focussed which hampers, rather than cripples, the ship taking the damage. It’s a very nice touch and makes the game far more cinematic and prevents critical damage from unbalancing the game.

The upgrade cards have a couple of star players in the form of Astromechs. They’re mad and obviously intended to garner favour with fans for the upcoming movie but screw it, they’re well worth taking. BB-8 (the new droid beach ball) gives you a free barrel roll with every green maneuver. Which is amazing and only costs 2 points!

If you’re new to the X-Wing Miniatures Game this is a great place to start. The rule clarifications, the awesome reference book and the upgrades make it a far stronger offering than the original. The models are a preference thing. I prefer the rules and the design of the Galactic Civil War era stuff but there’s nothing wrong with The Force Awakens models. Far from it as the quality of the models is superior. Not leagues better but still better.

If, however, you’re already got a bunch of X-Wing stuff and feel like your collection is complete…buy it anywhere. Bringing together all the rules from the various expansions is worth the money, let alone the new models and new damage cards.

The X-Wing Miniatures Game: The Force Awakens is available from Firestorm Games priced £26.99.

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.

 

Special Ammunition

6 months ago I took a leave of absence. My life was getting very complicated and things were reaching a critical mass that would have seen, amongst other things, myself explode like a poodle in a microwave.

Things are much better. Still complicated but I am happier. It’s taken a lot of reflection and a lot of changes many of which are personal and those closest to me will know what those are and the rest of you…well tough shit.

This site and my hobby – and the future of both – hung in the balance for quite some time. This website, once a source of great joy for me, had become something negative with the resounding screwing over I and it got last year. Equally my fixation on making it a success and its ultimate downfall cost me a lot. It cost me my health, it strained relationships, it impacted on my work performance – particularly during the aforementioned screwing over – and my hobby suffered too. It took a lot to reconcile all that and decide if I wanted the site as part of my life. The fact that I’m here typing suggests I do but I’m yet to full decide in what form that will take.

As for my hobby…like a fat chick fresh out of an LA cosmetic surgeons office, it’s looking pretty unrecognisable. Most of it has gone including items with obligations attached. I apologise sincerely to all those concerned, but promised content won’t be forthcoming. They were assignments taken on at a pretty difficult time in my life and I needed a cleansing of all the negative shit that had built up around the site. Which is why, beyond esteemed guest writers like the immense Gav Thorpe, you won’t see contributors on this site whilst it exists in its current form. Again, certain contributors had made promises, none of which were kept and rather than continually setting myself up for disappointment, I’m putting a stop to it all together. This does mean various series will not be concluded and, again I apologise for that also.

But back to my hobby. As I say, it’s all pretty much gone. I’ve kept my Games Workshop stuff, my X-Wing fleet, and the Terran contents from the Firestorm Armada box and that’s it. The rest was sold or given away. The reason why isn’t because my hobby had become my job. I’d love my hobby to be my job. It was because I had too much content to produce and not enough time or willing hands to achieve it. Whether it was ambition or ego (or both) I overestimated a great many things last year and it cost me.

So where does it leave this site? Well, I was amazed to find that despite being untouched since Christmas people were still visiting the site. That’s a very humbling thing. As for content, it won’t be every day. Hell, it may not be every week but I’ll be writing again. I’m also going to be writing about what I’m up to in the hobby with a smattering of whatever takes my interest thrown in. Essentially I’m taking the site back to what I created it for. To talk about my hobby.

I hope to still do the odd product review because I really enjoy them. Firestorm Games being the amazing people they are, stuck by me when they had every right to cut me loose so I’m looking forward to renewing our friendship. Equally there are a great many companies I’ve gotten to know over the years that I hope I can still support in some small way.

I also owe an apology to fellow #warmongers who expected to see me at Salute 2015. I had a ticket but the reality was it was better for me to stay away. Granted I had the worst cold I’ve had in years over the weekend, but to represent this site wouldn’t have done me any favours. I wouldn’t have been there to network like previous years – Mr McVey I still owe you that beer! – and I’d done no hobby to speak of. Plus I’d just got back from Houston, Texas (big up to the guys at Fat Ogre) so it’s not like I could dropped a wad of notes at Forge World like I normally do.

But the fact that all the Horus Heresy armour variants I bought at Salute 2014 – intended to get me painting my Ultramarines again – remain distinctly resin grey means that buying more shit I don’t use is a great way of putting myself into a flat spin again.

So. I’ll conclude with this: I’m back, at least in part. Thank you to everyone for the outpouring of support when I went on hiatus and after.

I’m working on a couple of Mordheim warbands at the moment so I shall be kicking things off with some stuff about them.

Until next time…

Deep Cut Studios Epic Play Space Mat – A Review

deepcutstudioYou may remember back in June I reviewed a 3×3 space mat from Deep Cut Studio and I really rather liked it. Being someone who appreciates beautiful things – and with a massive X-Wing fleet – I got back in touch with Deep Cut to see if I could look at their 6×4 foot mats and they kindly obliged. Just as a teaser we’ve played a 400 point X-Wing game over this thing and we’ve got a game with the Tantive IV coming up so watch this space for the prettiest X-Wing battle report this side of Tatooine.

wargames_terrain_mat_planetsAfter I reviewed the 3×3 mat I had a couple of The Chaps and people on Twitter ask me if the mat was really that good, especially compared to the better known Gale Force 9’s product. In a word? Yes it is. And its big brother is even more so. To be clear it’s not made of a different material or possessed with an AI that strokes your ego every time you move your X-Wings (although that would be wicked cool), there’s just more of it. There’s more material which means a bigger gaming space and that means bigger games. Because it’s 6×4 rather than 3×3 or even 6×3 it’s Battlefleet Gothic compatible which fills me with such unbridled joy even I can’t find the words.

But more over it is completely and utterly beautiful. Mat and I are both in marketing. We both appreciate a good bit of design and we’re both hyper critical especially on things we’ve deluded ourselves into thinking we could do better. Mat’s exact words, when I unrolled it the other week at games night, were ‘Oh my God! That’s gorgeous.’ And he’s right.

I’ve been in the hobby a long time and in terms of my painting skill I’ve hit my plateau. I’m as good as I’m ever going to be plus or minus a few skill points. Equally I’ve hit the time wall that everyone hits when they do silly things like grow up, get jobs and have children. My personal time is very limited and the time I do have I try to indulge in all the various different facets of my hobby, but the one area that always gets neglected is – I’m sure you’ll all be stunned to learn – painting. And not just my armies: my scenery too. And my boards. These stupendous games mats offer people like me the opportunity to play across breathtaking boards that aren’t normally scene outside of places like Warhammr World or Babylon 5.

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The production value of the design is crazy. The previous mat was like looking at something from Astronomy Picture of the Day which, for all I know, it could have been. Not that I would have cared. But this is an entirely original creation. Time and effort and skill went into designing the mat. Not to mention the faultless printing of it.

It is a bit of a faff to get in and out of the cardboard tube and you either need to reverse roll it or flatten it with a couple of figure cases when you first lay it flat, to prevent curling, but they’re minor, trivial, gripes that in no way detract from the product. And the benefit of playing over a pretty sexy looking space board. And the fact that 6×4 is available breathes life into a game that could grow stale trapped within the confines of a 3×3 gaming space. That’s not to say smaller games of X-Wing aren’t fun or even that the space is tiresome, but it’s just nice to be able to kick things up a notch from time to time and the mat from Deep Cut Studio allows you to do just that.

And the cost for this 6×4 beauty? A trifling £39.90. Now to put that in perspective, I did make a space board a while back and the paint cost me – at those prices – £30. Today that’d be more like £50.  And whilst it looks pretty cool it isn’t anything compared to the mat and doesn’t include the cost of the boards themselves.

The epic 6×4 game mat lives up to that word. It’s a stunning looking mat and the fact that Deep Cut Studio offer other sizes over the standard 3×3 puts them head and shoulders above Gale Force 9. Throw in the fact they look better, they’re made better and are better value makes them the best and first choice for gaming mats.

You can pick up the game mats direct from Deep Cut Studio.

X-Wing Expansion: Lambda Class Shuttle – A Review

Star Wars X-Wing Miniatures Game By Fantasy Flight GamesA slightly different tack for me for this X-Wing ship review. I’m going Imperial. But just this once. I’m Imperial-curious I guess you could say. And for my dabble in the Dark Side I’ll be looking at the iconic and epically cool Lambda Class Shuttle.

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First: the model. Which is, even by the gaming standard pre-paint jobs that Fantasy Flight churn out, not awesome. Admittedly there’s not a lot you can do with a grey ship with lots of flat surfaces but visible brush strokes are a little much. The model itself though is way cool and I love the fact that the wings move. As arguably there will never be a situation when the wings will be folded up they didn’t have to design the model with movable wings so it’s kind cool that they did.

And that’s really the point of the Lambda Class. It’s just cool. It looks bad ass. It looks bad ass despite the average paint job and the alarmingly flimsy blaster cannons mounted on the wings. Those buggers will snap faster than someone with anger management issues at a twat convention.

In the game the Lambda Class Shuttle is a mess of contradictions. In terms of movement it is a slow, wallowing, turd of a ship that is quite at odds with the fast movers that make up the bulk of the Imperial fleet. This does mean it’ll need baby sitters like a teenager needs supervision at the magazine rack. That said, it’ll take some killing. With 5 shields and hull points it’s very solid and that makes it a problem for Rebels as their smaller numbers requires them to make clean kills and move on to the next one. Ten hits are a heck of a lot of punishment to have to dish out. Not to mention having to wade through all the other ships to get to the shuttle in the first place.

And it’s no slouch in a fight either with three shots and for 2 points it can take an anti-pursuit laser which means, much like the Firespray, you can only really catch it amidships. But for around 10 points less. However this fact does actually play to the Rebel’s strengths but providing you’ve not left the Lambda Class alone you should have a very meaty anchor unit in your fleet.

So the Lambda Class is a slow-moving, durable, weapons platform and a rally point. But that’s not all. Oh no. The pilots provide very useful advantages like taking on stress tokens or target locks which keeps you flimsier but faster fighter in the fight for longer. Colonel Jendon can assign his blue target lock action to another ship, presumably even if they can’t normally acquire it. Which for the likes of a TIE fighter is very useful indeed. Double that up with the ST-321 upgrade and you can acquire a target lock on any enemy on the board. Which, for an extra 3 points, is a lethal mix.

All the upgrades are a bit mental actually and none of them are over 3 points. Including being able to take Darth Vadar who gives you the opportunity to inflict a critical hit on a target in exchange for taking 2 points of damage. A two-edged sword but timed right and it could be decisive. Although the cheekiest card by a mile is the Rebel captive who inflicts a stress token on any Rebel ship firing on the user. Which is just horrendous and anyone using the Lambda Class without that card should probably have a slap. And, theoretically, on the basis that Rebel captives aren’t in that short supply, you can take one per shuttle.

And really that’s the Lambda Class Shuttle‘s strength: investing in sensible upgrades which dramatically increase the fleets longevity, allowing you to offset its weaknesses. And then take two.

I gameplay terms I’m not sure at which point you’d take a Lambda Class Shuttle over other elements. Especially now things like the TIE Defender is readily(isn) available. The unit buffs and upgrades are a strong lure but it’s slow speed forces you to change tactics and that’s worth considering. Points wise it’s embarrassingly cheap for what it gives you. TIE Defenders are the more expensive option and it’s only their aggression and tasty mix of Ion Cannons and Laser Cannons that makes them my first choice but in the right scenario a Lambda class is devastating. Especially anything that requires the Rebels to attack a specific point. The fact that the Lambda can actually come to a complete stop gives you floating bunkers and that’s terrifying.

The Lambda Class Shuttle is available from Firestorm Games priced £19.99.

-Phil

X-Wing Expansion: Tantive IV – A Review

Star Wars X-Wing Miniatures Game By Fantasy Flight GamesI was very young when I was first exposed to Star Wars. Return of the Jedi was released when I was just a year old and so I was watching the Original trilogy on VHS (kids you’ll have to Google that) from around 2/3 years old. I didn’t have that seminal, life changing, moment that friends that are a few years older had. Instead I was born to a world with Star Wars and actually that makes me pretty lucky. I grew up watching and rewatching those incredible, industry changing, films countless times.

Even now, 30 odd years later, the opening scene of Episode IV is just as exciting as it was when my tiny infant mind was first exposed to intergalactic violence. And even now I still look upon the ‘Blockade Runner’ as it became known with great fondness.

So when Fantasy Flight Games announced that the Tantive IV would be released I must admit to a certain degree of nerdgasm. And with fairly good reason. Aside from being an incredibly cool looking ship and an iconic one at that, it was also going to completely change the way X-Wing played. Introducing large vessels not only could make for some scenarios very close to the kind available on the X-Wing PC game but introduce campaigns and even ship to ship combat rather than just snubfighters.

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When the Tantive IV arrived from the good people at Firestorm Games I was, according to my wife, as excited as a kid at Christmas. Who am I to argue. I was. It’s the Tantive IV for crying out loud! And it’s massive. I thought the Rebel Transport was big (a review will eventually be written I promise) but the Tantive is crazy big. Below is a size comparison (swanky star mat kindly provided by Deep Cut Studio) and as you can see it dwarfs the transport and makes the X-Wing look very flimsy indeed.

IMG_3026But as one would expect from something classified in the game as Epic. And it is. Very. But so is the truly embarrassing amount of packaging. I’ve commented on this before but it’s just mad on this occasion. If Fantasy Flight were willing to have just one window on the box rather than two it could be half the height. Granted, most of it can be recycled but it’s an unnecessary cost of production which gets built into the cost of the model.

The model itself is impressive. The larger the X-Wing models get the better the detail – stands to reason – so the Tantive is impressive. I even brought up images on Google to compare the model with the original and it’s all pretty faithfully done, right down to the asymmetrical hull sections. The ventral turrets and radar dish move which is a nice touch. But be aware they’re a little on the flimsy side so if you don’t have a case for the Tantive make sure you keep the plastic tray it comes in so you can keep it safe between games. It is epic though. I mean so impressive. And the joy of scrutinising the model and identifying little details cannot be emphasised enough. Being able to use this ship in a game is, well, epic. There’s also the usual stack of cardboard. Cards, upgrades, energy tokens etc. And all produced to Fantasy Flight’s usual standards.

What really lets the Tantive IV down, however, is the paint job. Now I appreciate and accept that having mass-produced pre-painted models is going to mean a drop in quality somewhere along the road, especially considering the volumes Fantasy Flight are being forced to ship now. However some parts of the paint job are just down right sloppy. And for the money they’re asking this shouldn’t be the case. Of all the ships I own – which is a lot – this is the only ship I think I’m going to have to repaint. Not because the quality is staggeringly under par compared to the rest of the range but because it’s so big the flaws are glaring obvious which is a bit of a shame. Overall and when on the board it does look awesome but once you spot a mistake your eye will be drawn to it every time.

In game terms the Tantive behaves rather differently to its more agile cousins. For start its a walling cow of a craft when it comes to movement. There’s two reasons for this. 1 the designers shrewdly acknowledged that it was represented at the speed depicted in A New Hope it’d fly off the board in a single turn. 2 this game is about the fighters ultimately and being able to have a squadron of anything swarming around a Corellian Corvette is immensely cool. Just putting an X-Wing or the Falcon next to it gives me hobby stirrings so you can only image what it’s like in-game.

The Tantive – again in difference to the fact that to behave any way would make it devastating – has to generate energy before it can do anything. For those that remember Titan Legions and using the Imperator or Mega Gargants, it’s not entirely dissimilar to that. Energy is produced and then directed to systems which allow it to perform special actions and fire secondary weapon systems. The good news is firing its range 5 (yes I said 5) turbo lasers isn’t included. It’s assumed there’s enough energy available to fire primary weapons and drive the engines. As the ship takes damage energy can be lost or you have to make the choice between diverting energy to make repairs to continue to fight. It’s kind of a game within a game which is a nice touch.

Upgrades can obviously augment the energy levels as well as generally up its lethality. Not that much is needed. Especially if you have a fighter escort within the vulnerable 1-2 ranges. However the option to take Prince Leia, Raymus Antilles, R2D2 and C3PO is pretty cool and most of the upgrades are worth taking. And some of them can be taken with other craft as well so there’s some nice buffs to be had across your fleet with our without the Tantive IV on the board.

The added bonus that comes with the Tantive IV box is a campaign leaflet which is something that’s always been lacking. Yes there’s been missions but they’ve always been stand alone. This adds the missing piece of the puzzle. Whilst not long or complicated it’s something you can build on and gives you a series of missions that allow you to bust out the Tantive in various capacities which certainly increases your return on investment.

Although the X-Wing Miniature Game has never been about value for money. It’s been about Star Wars on your gaming board. It’s about X-Wings facing down TIE Fighters and daring dogfights. Heroes and villains, good and evil and some way cool ships all smashed together in the form of little plastic ships. So in those terms the Tantive IV ticks all the boxes because it’s the iconic ship of the Rebellion, a desperate and ultimately failed gambit and all wrapped up in that gorgeous looking craft. And it’s all mine.

The X-Wing Miniature Game expansion, the Tantive IV is available from Firestorm Games priced £67.49.

X-Wing Miniatures Game – A Three Party System

Star Wars X-Wing Miniatures Game By Fantasy Flight GamesIt doesn’t take much to realise that I’m really enjoying the X-Wing Miniatures Game at the moment. I’ve been a Star Wars fan ever since I saw Return of the Jedi at the age of 2 or 3 and that love grown over the years with the introduction of the Star Wars novels, specifically the X-Wing series by Michael A Stackpole and Aaron Allston. If you haven’t read them do so, they’re awesome.

As Mat and I have grown our fleets Lee has found himself increasingly interested but was always put off by the fact that there was only ever two sides to choose from – The Rebellion or The Empire. Being a Rebel through and through, and the person he was going to play the most it left him with little option but to collect the Empire, which he didn’t want because, in his own words, he ‘had no love of the Empire and their ways’.

And that by rights would be that. He’d either have to collect a Rebel fleet and we never really get to play one another, or we have to play ‘training missions’ from now until the galaxy far far away collides with our own thanks to interstellar drift.

However, thanks to those wonderful novels mentioned above I was reminded of a third party that features often in the books and indeed one of the best loved characters fell firmly in their ranks for a while. I refer, of course, to scum and villainy. Smugglers, outlaws and raiders and pirates.

Granted, a certain degree of artistic license is going to be required as such ne’er do wells in the books and comics used Uglies, pilot slang for mongrel craft cobbled together from components salvaged from both sides of the conflict.

ZCeptorThey’re pretty cool but to recreate the craft above it would require the purchase, and subsequent chopping up, of an X-Wing a Y-Wing & a TIE Interceptor. And that’s £36 you could be spending on three ships and not chopping them up.

The point is this – a faction without allegiance is a faction that allows you to pick and choose whatever you want from the range. The transports and the Firespray are obvious places to start affording your fleet a solid core that’s entirely in keeping with its shady origins. A Rebel Transport suits the role of a mother ship or mobile base of operations just as fine as it works as its purpose for the Rebellion. And the fighters on both sides are fair game. Personally I’d set myself limitations – TIE Defenders, for example, are unlikely to make it into a pirate fleet. The robotic TIE-D – should it ever be released – would be almost impossible to maintain. The E-Wing would be too new and in too few numbers and in the likely event raiders did get their hands on one they wouldn’t know about the laser cooling issues.

But the most important piece of the puzzle if fielding unnamed pilots. This puts the pirates at a disadvantage in terms of skill but this tracks as few to none would have had military training. Plus the points saved by buying cheap pilots will mean you’ll have more of them. Coupled with the option of being able to mix the durability of the Rebel fighters with the speed and numbers of Imperial fighters and it becomes a very interesting fleet to go up against.

Moreover it represents the only truly legitimate painting opportunity for the X-Wing Miniatures Game. Whilst you can repaint the models you get for your Imperial and Rebel fleets, you don’t have to and generally the quality is gaming standard which suits most of us just fine. However with a pirate fleet there’s an opportunity to do some really fun stuff with your ships, making up for the fact that converting a fleet of Uglies would be prohibitively expensive.

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Throw in the fact that you have the pick of the Imperial and Rebel fleet lists (with the aforementioned limitations) and you’ve got a fresh set of tactical challenges along with the fun of painting up a truly individual looking force.

If your Photoshop skills can stretch to it there’s nothing stopping you from making up your own pilot cards to give your piratical dogs even more flavour.

Whilst somewhat of a bodge, putting together a raider/pirate force is relatively straight forward. It allows you to cherry pick all the ships you like from the Star Wars universe and use the various larger ships – with a groovy paint job – to add some real flavour to the force.

The X-Wing Miniatures Range is available from Firestorm Games from £6.29

 

 

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.

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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 Expansion: B-Wing – A Review

Star Wars X-Wing Miniatures Game By Fantasy Flight Games

I’ve always had mixed feelings about the B-Wing. When it dove into view in Return of the Jedi I was fascinated by the design. Of all the Rebel fighters it looked the least like a conventional/modern/atmospheric craft. But this had a lot to do with it being designed by Admiral Ackbar, a Mon Calamari who has no reason to think like a human and therefore design like one. In the movie it seemed to keep up with the fighting and the squadron did themselves proud in the Battle for Endor taking down two Imperial Star Destroyers.

When I got my hands on the X-Wing game for the PC and my opinion soured slightly. Whilst undeniably well armed, the B-Wing was a turd to fly. Slow and lazy in its turns, it was a pig to fly in a dog fight. Whilst I appreciate it’s a bomber and shouldn’t be in the middle of a furball it was an often inescapable situation in that game. Especially if you were a young, aggressive rookie pilot like I was back in the day. I can’t say I’ve mellowed in my piloting style but I do now, at least, appreciate the combat role the B-Wing is supposed to play which is that of a ship killer. How convenient that two are now available…

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Similarly with the X-Wing Miniatures game I wasn’t sure about including a B-Wing in my rag-tag interpretation of Rogue Squadron. Especially as the majority of the unit is made up of fast-moving X-Wings and even faster moving A-Wings & E-Wings (the latter are on their way and a review will follow). That was, however, until I read the rules for the B-Wing.

Whilst slow and alarmingly prone to stress, it is as well shielded as the Millennium Falcon and nearly as well armed. And for near enough half the points. That’s incredibly good. Partner a B-Wing with the Falcon, or a couple of Y-Wings and you have an incredibly capable killing blow after the fighting wedge of your fast movers punches a hole in the enemy formation.

Whilst I can’t see myself taking one (or more) B-Wing in every game I can definitely see the pros in taking one at all.Especially against larger craft. Aside from its crazy resilience to damage and meaty amounts of basic fire power the two special rules on offer from the character pilots are incredibly good. Being able to either prevent a critical hit from being cancelled or being able to re-roll a dice when under stress (which will happen al lot!) is very useful. Not cheap however. 31 and 28 points respectively. But this has something to do with the B-Wing being nails and able to take piles of upgrades including two missile types which is just as well because the expansion comes with both proton torpedoes and advanced proton torpedoes. For 6 points (ouch) the advanced torpedoes gives you 5 dice and allows any blank results to be turned into focus results. Which if you’re smart ensures you utterly destroy whatever you shoot at.

To be honest, you’d be mad not to take all the upgrades for the B-Wing. The Fire Control System being a must for 2 points, giving you a target lock on the ship you just fired on. For. Two. Points. Chuck in a focus action and advanced torpedoes and that’s a heady mix and shaves a turn off delivering the aforementioned destruction. However, all this kitting up will set you back around 15 points. On top of the 28-31 points for the pilot and ship. Or to put it another way, roughly the same number of points as the Falcon. The only saving grace being it’s harder to hit.

The model itself is actually pretty cool. And massive. It’s significantly bigger than the X-Wing and dwarfs the A-Wing which makes the B-Wing pretty good value for that reason alone. Fantasy Flight did a nice job of work around the design of the ship and the flight stand. And already I’ve seen conversion were gamers have worked the stand loose and rotated it 90 degrees to get the horizontal pose which actually works better.

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The B-Wing is a bit of a surprise choice for me. I was expecting to be indifferent at best but I can actually see a real benefit to taking them in your fleet. Whilst very high in points they have more than potential enough to make those points back thanks to the prodigious amounts of damage it can do. Its lack of speed isn’t such a problem because targets will be flying towards it. The hard part will be keeping it  alive once the Imperials get behind it because it lacks the ability to turn and face. I’m not sure how it’ll fit in with my aggressive playing style but if used correctly the B-Wing is a devastating asset.

The X-Wing Miniatures Game B-Wing Expansion is available from Firestorm Games priced £10.79.