X-Wing: Collecting a Rebel Fleet

Star Wars X-Wing Miniatures Game By Fantasy Flight GamesThe addition of a second Y-Wing means my Rebel fleet for Fantasy Flight’s X-Wing Miniatures Game is starting to take shape. With a few games (and wins) under my belt I’ve started to get to grips with the tactics of fighting with a Rebel fleet.

To be perfectly, brutally, honest you can pick up the basics for my approach from reading the X-Wing novels but as that’s 10 books it may just be quicker to read on.

So the Rebellion’s main strength has always been the quality of its pilots. You can put a crap pilot in an X-Wing and they’ll end up dead. Perhaps not as quickly as a crap pilot in a TIE fighter, but still. So when it comes to collecting a fleet your first thought should be to the quality of the pilot you’re putting behind the stick over what the hardware can do.

Granted this is quite limiting at the moment thanks to the woefully slow release schedule Fantasy Flight are working to. There’s various hooky cards floating around the internet and it’s sorely tempting under the circumstances. But the point is, that ability to fire first is vitally important to the often outnumbered Rebellion.

And top tip; try to keep your points under the agreed limit, or at least less than your opponent. Possessing the initiative and the higher pilot skill is too good a combination to pass up.

Rebel Fleet

Profile cards aside the other issue is whether or not you collect a fleet with your heart or with your head. Given the choice, I’d happily collect all X-Wings. Their all round performance means that they’ll be able to go toe to toe with just about any other snubfighter with the exception of the TIE Defender. However the durability and weapons of Y-Wings and the savage speed of A-Wings make them both invaluable to a squadron sized force.

This combined arms approach, coupled with quick draw pilots and durability of those fighters is what makes the Rebels so lethal. And gives you the edge over the oft simplistic and bludgeoning approach of Imperial fleets full of cheap, poorly trained pilots, flying cheap poorly built TIEs. Couple it with the Imperials’ own preferred tactic of mobbing targets and it’s surprising how quickly you can chew through Imperial formations. Concentrated fire backed up by the ability to soak up some real punishment means that, providing you don’t allow your flights to get bogged down, they can take on a fleet twice their size and comfortably and capably deal with it. The trick being to scissor your say through Imperial formations. Try to avoid furballs which allow superior numbers to be brought to bear. And where possible try to plan your moves so you can tuck in behind a target with one element or another every other turn allowing you to hammer everything bar a Lambda Class and Slave 1 with impunity.

The important lesson however is never leave you wingman. A flight of three X-Wings is difficult to deal with. Possessing 9 shots, 6 shields and 9 damage points between them, they chuck out 3 more shots and can soak up 6 more points of damage for the same number of TIE fighters. Don’t be tempted to break one off to finish off a target. Ignore it and move on to the next. By the time the winged target is dead your lone fighter will be two turns away from formation and that’s a long time in X-Wing.

With all this in mind it’s also vitally important to identify threats. Figure out which of your opponent’s ships have comparable pilot skill to your pilots, or a trait that tips the balance in their favour. And then destroy them. Slowly stripping away advantages not only makes your life easier but demoralises the opponent. Plus the Imperial player is going up against a fleet of superior pilots and so target prioritisation almost becomes meaningless to them. You can play to your advantage by applying pressure with different ships at different times which forces them to engage multiple targets, spreading the damage points out.

But let’s not forget the various upgrade cards. Proton Torpedoes are a relative cheap, yet devastating tool. The important this is to not save them. They only work at long-range so fire them off as soon as possible. It’s up to you whether or not you put multiple locks on a single target. If the target gets destroyed by one missile then you’ll just have to wait another turn. The important thing is that you want at least one enemy fighter dead for each flight of two or three ships a turn firing that turn. There are ways this can be improved upon. Marksmanship is mandatory, among one or two others.

And finally: capital ships. Larger, bulkier, and tougher ships like the Falcon serve two vital roles. The first is the obvious magnet for enemy fire. They’re big enough and ugly enough to take quite a pounding. If you’re lucky your opponent will get so distracted trying to bring it down that they’ll ignore the snubfighters scything their way through TIE fighters. The second is their ability to anchor your ever flexing line. It’s 360 degree field of fire means that it will always – assuming you make it keep pace with the rest of your fleet – be able to lend a hand to soften up, or finish off, a problem target. Again, with the right combination of upgrades the Falcon can not only shoot first, but lob out a volley of missiles, repair itself, get a burst of speed or gain the evade ability, which is very very useful.

Ultimately the best advice I can give for collecting a Rebel fleet – assuming all the cards were available – is to go with what you love. Whilst, personally, I wouldn’t recommend a squadron of B-Wings because they’d get danced around more times than the proverbial piggy in the middle, if they’re your jam than take them.

My fleet will, eventually, be 4 X-Wings, 3 A-Wings, 2 Y-Wings, 1-B-Wing, 2 E-Wings and the Falcon. The reason being it offers a near perfect blend of firepower, speed and durability as well as the capacity throw a lot of Ion cannon shots and missiles at my opponents. Seven ships down, 6 to go. Roll on Salute…

The X-Wing Miniature series is available from Firestorm Games from £6.29.

X-Wing Expansion: Y-Wing – A Review

FFGSWXwinglogoThe much maligned Y-Wing has been the butt of jokes by fans and Star Wars novelists for years. It had everything to do with the fact that they were generally portrayed as a bit shit in the movies: fairly incapable of doing anything other than explode. And the design, with the extended – and seemingly decorative – support pylons did nothing to convey the robustness it’s supposed to possess.

There was an ill-advised attempt to make the Y-Wing cool by giving Anakin Skywalker one in the Clone Wars series, but as most people knew how the story ended it did little to gain either credibility. The fact is the Y-Wing is as tough as old boots and twice as ugly. A lethal combination of high-powered lasers, ion cannons and a hefty payload of torpedoes made them the workhorse of the Rebellion to the X-Wing’s warhorse.

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So when it comes to the X-Wing Miniatures game the Y-Wing provides all those qualities. With 3 shields and 5 points of armour it’s incredibly tough. Which is just as well because they’re less manoeuvrable than the Millennium Falcon. But for the points you can almost forgive it. Even when you take Horton Salm at 25 points, and the Ion Cannon upgrade it still only weighs in 1 point more than Wedge Antilles. And that comes with Salm’s ability of re-rolling blank misses at range bands 2 & 3. Which is fantastic when combined with focus. Not that Dutch Vander’s special ability is sloppy. Being able to acquire a target lock then immediately assign a second target lock to a wingman is extremely good. Especially considering Y-Wings will rarely be operating alone.

If you’re feeling particularly cheeky you can equip the Y-Wing with two lots of torpedoes which does jack the same pilot up to 38 which is barely worth it but its lethality, coupled with resilience and the fact you’d never leave it on its own, means that it’s got a fair chance of surviving. However being forced to babysit a Y-Wing is rather a waste of potential for an X-Wing.

And because the Y-Wing is as agile as I am, with lots of red manoeuvres on its dial and a single point of agility you’ll be hard pressed to decide which astromech to choose – and you will want to take one – whether it’s treat all 1 & 2 movements as green or the ability to remove damage cards. So the Y-Wing can weigh in a t between 39 & 41 points. For 6 points more you can take the Millennium Falcon piloted by Han Solo (including the 1 point upgrade to make it specifically the Falcon). But credit where credit’s due, she’ll pack plenty of punch per model.

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Ion Cannons, whilst expensive, are worth the points. Although they can do a single point of damage per hit, they prevent the targeted model from performing any manoeuvres next turn which makes them very easy to finish off with anything else at your disposal. The downside of Ion Cannons is, because they are a secondary weapon, you’ll be forced to choose between them and firing torpedoes. So Y-Wings working in tandem is where their strengths really come in. Between them they’ll be chewing through targets. Throw in the aforementioned characters and a heady astromech combination and all of a sudden two Y-Wings become a formidable, if expensive fighting force. And in bigger games I don’t actually think you could be without them. Especially if you’re going up against Slave 1, transports or the humongous Tantive IV/Corellian Corvette.

The model itself is actually pretty cool. The shit-kicker look that the pre-painted models have suits the Y-Wing far better than the X-Wing. The aforementioned workhorse label lends itself to a craft that just gets thrown into fight after fight with very little love going its way. Y-Wing aren’t as pretty as X-Wings. Y-Wing pilots don’t get the praise. They just suit up and ship out and hope to God they don’t get vaped in the process.

Fantasy Flight Games did a pretty good job adjusting the design so it was still faithful but not break every time you put it in a figure case. The ion turret is integrated into the canopy and the chin mounted lasers are much shorter than the original design but it works. Equally the pylons are thicker but I’ll take that. My brother had the Kenner toy growing up and not a one of those pylons survived not because we were careless but because it was too faithful a recreation.

I’m really pleasantly surprised by the Y-Wing. I wanted it out of a sense of completeness and thought it’d be a soft target to act as a lure but I’m a convert. The Y-Wing and it’s two named character cards are a valuable addition to a fleet. They’re tough, they pack a punch and whilst they’ll still get picked on, the right tactics can mean you can turn that to your advantage.

The Y-Wing Expansion Pack is available from Firestorm Games priced £10.79.