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Obsession Or Release?

More or less available, depending on the version played.

My fixation with 1e X Wing as a gaming distraction should be obvious to anyone who reads this blog.

I have a long and patchy connection to gaming, through my high school years, then a long break to a rekindling after a trip overseas and a chance meeting with a local gamer. Mostly historical (most periods), there has been plenty of non-historical also. X Wing, one of the many “outguess your opponent” games is my strongest crush, but it has not always been so.

The reality is, I missed the emergence of the game, watching bemused from the side lines, distracting myself with Attack Wing, Fed Commander, Wing of Glory, Canvas Eagles etc, clearly in denial. I had played it, but must admit, even in the early days, I did not take to it.

Part of this I think stems from my lack of interest in Star Wars as an industry/universe. A genuine lover of the early movies, I was there on their release, then through the toys and specials, but I strayed and with the release of the prequels, I released my hold (just not compelling enough sci fi) and had little to no interest in the spin-off cartoons etc. The new movies have me back in and I now own a Blue-ray set of all nine movies (and have even watched the prequels a couple of times).

When I did come into X Wing, as a gamer, not a Star Wars nut, I grabbed some 1e clearances (5x TFA sets for $100au) with little intention of going further.

It got me.

I became obsessed at the expense of all similar games, becoming a walking encyclopaedia of the Fandom page and a dozen or so blogs dedicated to 1e.

The most obvious thing about the game’s current meta (wave 14 had just been released), was the disconnect between the competitive tournament circuit and the “other” players, the players who just wanted to play Star Wars casually or to a scenario (much as they would play most games). It seemed that some time around wave 6-7 things started to get out of control.

Ships were introduced that were drawn from the lesser known parts of the Extended Universe. Upgrades became stronger with uber powerful combo’s and the game, although healthy, started to be discussed “from a point of view”, without the previous unity.

There was lots of love for the game, but also a thread of dissatisfaction and retrospection.

The tournament circuit has to be given credit for keeping the game at the top tier of the hobby, but the other and possibly sharper edge to that sword, was the semi obsessive power creep it promoted. Each wave bought more exciting combinations for tournament players, often resulting in a window of “one true way” to play the game at a given time until FFG nerfed it or replaced it with something even stronger.

There were exceptions, but the games core ideals were getting more and more diluted. It is safe to say, to be competitive on the later circuit meant embracing some of the real outliers of the Star Wars universe in unnaturally formed squads and “historically” incompatible combinations.

Bare Bones is one way for me (with friends) to play a more authentic, early days version of X Wing 1e and as importantly, to play casually.

Bare Bones (BB)

Bare Bones is our main squeeze, although lately Barest Bare Bones (below) is getting more play.

  • Only original movie or extended universe ships and upgrades that tie directly to those (10 Imperial, 12 Rebel, 13 Scum).

  • No EPT, Title or Mod upgrades, as these have been identified as the main culprits when it comes to increased action economy for competition resulting in flavour stealing changes. Action economy has become the catch cry for “competitive” play and story line flavour is obvious to those that want it and lost on those that don’t. Most EPT’s are still represented, just as unique pilot’s rather than being available to most.

  • Squads are built to a theme or for a scenario. With fewer influences, the purity of intended pilot/Droid or Crew combo’s is easier to adhere to. Legendary ships are limited to one, rarely two of each, depending on the ship and it’s role.

  • Only ships with the 5 core actions are included.

  • Some upgrades are limited to specific factions as appropriate. This improves flavour and reduces the instances of near identical squads lining up against each other. On rare occasions it has also made less loved ships more relevant.

  • No “Mod” like Ordnance upgrades (Chardaan, Extra Munitions), being seen as similarly applied by FFG as Mods and Titles, as tournament game balance fixers.

  • Primary turrets are nerfed to R1-2 only, with no R1 bonus, forcing the player to fly more aggressively or risk being picked off from afar. No more standing off and sniping.

  • More complicated options are removed like Tractor Beams, Cloaking etc. Bombs and Ion effects are as complicated as it gets.

  • The “Once we were Heroes” roster system is employed where no pilot may be used after being “killed” on the battlefield until the whole thing has played through.This adds tension and avoids the same old stars being rolled out. AAR’s are kept so pilots build up “Legends”, with their demise included.

This works for us for the reasons covered in far too many posts before, but there are a few others.

Skeleton Crew (SC)

Taking Bare Bones and further reducing the ships to 7 Iconic, role filling ships per faction. This again reduces upgrade choices naturally, but still gives each player plenty to work with and covers most bases. Apply the above with the following changes. This is straight forward enough for a beginner to pick their own squad after only a familiarisation game.

  • The Rebels get the X/A/B/Y Wings, HWK 290 and both YT’s.

  • Scum get The KIhraxz, Viper, Z95, Scurrg, YV-666, Firespray and JM 5000.

  • The Empire get the Tie Fighter/Interceptor/Bomber/Aggressor/Advanced, Lambda and Decimator.

  • Crew are limited to those connected to above.

  • No Ion effects weapons are used to further simplify play (and simulation).

Missing are the “super” fighters and many filler ships, but each faction’s core feel is represented. One of the big advantages of SC and to a lesser extend BB, is the ability to field a squad of basic ships that are not totally outclassed by a couple of untouchable super ships.

Bare Bones Expanded (BB-E)

In the wings for later is BB-Expanded. This adds back in named Titles for those ships that need them, ships that sport actions outside the core 5 (Cloak, Reload, SLAM, Jam, Coordinate, Reinforce, Rotate and Regenerate) and all connected upgrades. This adds in some early period ships from Rogue One or the EU like the Tie Phantom, Kimogila, Reaper, U Wing, Sheathipede, Auzituck, Sabine’s Tie, K Wing, Shadow Caster and the three single card Epic ships, but no Tech slot ships (Quadjumper).

It is all but full bore X Wing 1e, still having EPT’s and Mods removed as well as generic class titles.

Other BB considerations, like Turret limits are kept.

Triple Threat (TT)

This one switches from upgrade choice reduction to ship choice reduction.

Three very standard ships are used, each being a representative of their faction’s strengths and weaknesses. All have Titles and all other later game equalisers, making them quite different to their original versions.

  • The Rebels have the X Wing with the S-Foil Mod as standard, much like a 2e configuration.

  • The Empire gets the Advanced, X1 version (cheap Systems)

  • The Scum get the Vaksai Kihraxz (3 mods and cheaper upgrades)

Between these three ships, most Illicit, Torpedo, Missile, Droid, System, Mods and EPT’s can be represented, often used in a 60 point “duel” squad configuration with an Ace and wingman, but sometimes three bare ships.

Fight Club (FC)

Fight club is like an extension of Triple Threat, focussing on fighters only.

  • The Empire get the Tie Fighter/Advanced/Interceptor and Defender.

  • The Scum have the Z95/Kihraxz/Viper and Fang.

  • The Rebels get the X/B/A and E Wings.

The factions get their signature ships, worts and all and there is a support/standard/wildcard and advanced option for each. This one just lets you play with all the cool fighter Aces, full bore.

Relevant upgrades are available, again except for generic Titles, Mods and obviously Bombs, Turrets and Crew are irrelevant, leaving the core ships, EPT’s, the odd Cannon, System, Illicit and Droid slot and most Ordnance options.

EPT’s and pilot abilities now become the most important synergies, so this is probably more “flight college” than “fight club”.

Pick a 60pt squad, which is usually a synergy between an Ace and Wingman or occasionally three or even four ships like above and away you go.

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All these offer a deliberately limited version of X Wing 1e and all play well,. Each attempts on one level or another to reduce the “full noise” X Wing issues common in the later game.

Second Edition?

This is healthy enough with us in theory. I have a huge collection of First Order and Resistance (both factions were properly segregated and supported in 2e). I also have the conversion packs for the other three factions, plus Epic and Huge ships (not looking at the prequel ones at this point) and intend to continue, at least with the TFA period as available.

2e to me seems better suited to the newer movie factions both mechanically and cosmetically and sporting the Tech upgrade slot, theses two factions cover the bulk of the upgrades available, unless they are faction limited. They are also probably the safest two factions for casual play, being less “opinionated” than most other factions and lack in both dangerously weak or over-powered options.

The Scum factions is the cross-over point and the original series conversions is sitting there patiently, but who knows.

As far as gaming goes, I have the print-outs of the official points, and quick play tables and a simplified 1:5 scale point system for pickup games.

I do respect this version of the game for it’s own place in the table top world, but still feel drawn to the core simplicity of the original, which ever form is adopted.