Attack Wing By The Numbers.

I have written before about my feeling on the Attack Wing Game.

I love the back story, like the mechanics (maybe more then X Wing) and on the whole dislike the presentation (randomly the components, ship paint jobs).

I also really do not like the wholesale mix and match vibe it can have.

To play it, I need structure that goes beyond simple Factional segregation. I need the timelines, story arcs and scale issues rationalised.

Scale has two factors. The size of ships is the obvious one (the Elephant vs the Mouse in the room), but also the range of stats limits proper scaling. Tiny little ships with 2 attack, 3 Hull vs monsters 10 times larger with only 4 Attack and 6 Hull, seems wrong.

This is how it is played in my part of the world;

Enterprise era ships are kept together, which includes the Tholians (who made an appearance), Xindi, Vulcans, Andorians, early Klingons and Romulans. These are nice ships and with the really obvious exception of the Calindra, are also reasonably acceptable scale wise.

TOS original TV series, including the really old Enterprise, original Romulan Warbird , Klingon/Romulan D series as well as the Tholians and Gorn. Quaint ships with TOS crew. Where it all started.

TOS Movies, featuring the later Enterprise A refit & B, Hathaway as well as the later Klingon Warbirds. Some crossover with above and even below, except characters (they look very different) and some ships are exclusive. My least favourite period, but has some fun elements, such as Chang and the beautiful Excelsior class.

The Next Generation capitol ships. This is the big stuff. The Enterprise D and E, Excelsior class, Akira, Nebulon class, bigger Klingon, Dominion/Breen, Cardassian, Romulan and Reman ships, Species 8472 and of course most of the Borg. All capitol ships, designed for big battles. This is great for 200+ point battles.

DS9 and Voyager. This is exclusively the smaller ships from Voyager, DS9 and some from TNG. These ships, such as the Delta flyer, Equinox, Voyager, Defiant, Dominion Patrol ship (Robinson), Borg Scout, Hirogen, Romulan science and scout ships, Klingon Warbird, Marquis, Special 8472 (fudge there), Krenim, Bajoran, Kazon etc. Basically anything that is out of scale physically and mechanically with the big guns. These are also pretty nice looking, making this one of the better groups. These are great for interesting scenario games or skirmishes such as a hypothetical Marquis/Voyager/Equinox/Delta Flyer mini Delta Quadrant fleet.

Kelvin Time Line. This is the single boxed set of new movie ships, which really are different.

The crew and upgrades are kept segregated also, leaving the player with only canon acceptable options.

Sorry, can’t do it any other way.

Putting the tiny Delta Flyer next to the Enterprise E or the Scimitar is just too much of a stretch. Honestly, if the ships were all identical in size, used as simple markers on a map, I would be better able to deal, but the lack of consistency really annoys me.

If you are not too put off,I would like to look at the different periods and scale groups individually in the following posts.

If not, no harm no foul.

Pondering Bare Bones EPT's.

Other people’s blogs about X Wing are a wonderful resource for a semi new player or even an old hand.

One of the things I love about 1e is the number of healthy and helpful blogs that edition had. Reading one of the better ones, I came across this http://stayontheleader.blogspot.com/2017/02/the-state-of-x-wing-part-i-phantom.html .

In one set of clear (and mathematically proven) posts, he has managed to sum up what it is Bare Bones is trying to do.

Essentially, it is removing the Action Phase from the top of the effectiveness pyramid. This allows the Planning and Combat phases to ascend and the game to go back to the simple dog fighting game X Wing started out as.

For me, the ideal is a place where the Pilot (with inherent ability but no EPT), their ship (unmodified and without Title), is loaded with Ordnance, Crew and supportive “extras” like Droids, Illicit and System options, then the play, being the Planning Phase and the Combat Phase as the core of the game is all. Squad building can be based on what ships you like, what Pilots are in them and the tactics you use. The game should not decided in the “garage” before the game, via squad maximising.

Adding extra levels of synergy, we felt, simply added too much complication and depth of the game, making it hard for new players to enter and as hard for experienced players to “Fly Casual” in a world of knowledgeable winners and ignorant losers. The post above points out that the crucial change mechanically, is in Action Economy. I was/am aware of this both in game making and game breaking terms, but when you actually see it from the perspective of a top tier player and blogger, it really hits home.

Action economy, or at least the 2 to 3 layers that later builds effortlessly add, takes the important decision making at the front end of the game and effectively bins it. Have enough Action Economy and it all comes to nothing. Don’t have enough and you will have little effect on the game against those that do. Most of what I call the “band-aid” fixes in the later game either create or try to re-balance Action Economy. This could have theoretically never stopped (wonder why so many Actions are built in to ships and the EPT’s are comparatively blunt in 2e?).

The Countess Ryad with Push the Limit, Twin Ion Engine and x7 combo vs 2 X Wing Rookies, who really stand little chance of making any impression on her is such a good example of where my preferences do not lie.

These Mod, Title and EPT upgrades are all missing from Bare Bones builds as they were identified early as the game breakers. Some will not cope with that restriction, which is fine. We all play our own game.

Comparing the Bare ships, gives us a very different dynamic.

Ryad has different manoeuvre options, a better Pilot skill and a Pilot Talent (K turn surprise!), but now has only the usual single Action (Focus, Lock or Roll), is dearer, gets no semi automatic Evade and struggles to turn/clear stress, just as the Defender was designed to be. Both ships can have Ordnance and the X Wings a Droid. The rookies have a chance now.

I am a strong believer in the strength of the basic principles of the game. The FFG designers usually nail the ship and Pilot characteristics thematically and mechanically. This can then be drastically diluted by layers of upgrades, that seem to be designed on totally different principles of competition balance and competitiveness. I really feel the answer is in the roots of the tree, not the ever growing “options” branches.

I also feel that the designers make each level of the game mechanic with a mind to it fit with itself. Looking at the X Wing or Tie pilots shows patterns of offence, defence and support options. This is something that is again diluted by upgrade layers. In 2e, they seem to be looking more at this phenomenon, but there is still (A New) hope for 1e.

With EPT’s back, their brief time in the sun is probably over.

With EPT’s back, their brief time in the sun is probably over.

Removing the “big three” most damaging upgrade groups shaves 50-200% off of this phenomenon. Very few Pilots will have multiple Actions available, making these more valuable and more enjoyable when you pull them off.

Darth Vader was the big bad of the game in the early days with 2 Actions. He even made a middle of the road ship feared. How quickly he was over shadowed.

Is the game reduced by removing these upgrades?

Mechanically it is of course option reduced. From a game enjoyment perspective it is simply different.

If you find it less enjoyable, then look elsewhere for variety. Scenarios, semi-fixed, thematic squads, bigger squads etc are all ways of mixing it up (as with photography, I often find the limits we work with are the seed of creativity). Importantly, every ship will have a chance, so all of those dud ships you hid away years ago, may get some table time. Remember, squad synergy is now more important than single ship upgrade synergy.

We have found that 120 point squads add just enough to make the upgrade sparse BB game more of a squad vs squad experience, rather than a ship vs ship one, opening up a raft of tactical depth. 4 E Wings or Defenders, a 7 Tie + Vader squad are all possible.

As SOTL points out in the last section of his post, change is not bad for everyone. It comes down to what drew you to the game. X Wing more than any other predict and execute jousting game, offers the player many ways to break the core concept. Wings of Glory, Check Your Six, Sails of Glory etc give you few or no ways to circumvent the basic game style and Attack Wing is less obsessed with Action Economy and more with resilience and fire power mods.

Even BB X Wing has more options, but it provides enough of a point of difference and flavour to work without changing the core game concept or step too far from Star Wars.

As to SOTL’s point regarding “It’s Not Star Wars”, we have limited ships to the original Movies and the Extended Universe, hoping, doggedly to keep the Star Wars feel. He makes good points about the difficulty of keeping the game going, fresh and alive without killing it’s own babies**.

Also, would it have even killed them to do Pilot packs for 1e. You have the ship, but would a half dozen Pilot options go astray? Probably not and think of the revenue raised compared to manufacturing costs.


Getting back to the title of the post.

EPT’s do add a lot of variety to the game, but they also start the decaying orbit into the multi-layered Action Economy black hole. They have quickly become optional again with us, even looked at with some suspicion. Of all of the removed upgrade classes, they are the easiest to reconcile back into BB, but each to their own here.

For;

They add some strong abilities to certain ships that need them or have no other upgrade options (A-Wings, Interceptors, Ties, Scyks etc). Conversely, some ships that cannot have them (Punishers, most Y Wings), actually fare better in a non EPT world.

They can be fun.

Against;

Most are already represented by Pilot abilities*, which makes the relevant Pilot special (awww), so adding them to other, less thematically logical Pilots to taste mixes the message.

They can be unbalanced, many are auto buys or equally hard to justify. Soontir always gets PTL, as does Farrell. This is because they often effect Action Economy, which few other upgrades touch. Few other upgrade types have such a range of must have to near pointless cards. TLT’s are generally considered to be overly strong, but in BB the ships they are on are generally not, some Ordnance ends up as fillers, but few are totally useless. System, Droid, Crew and Illicit on the other hand increase in effect. Upgrades like Advanced Sensors, which change the order of the Action phase are actually game effecting, giving the few ships that can have them a real edge.

Edit; A little later in the day and EPT’s are out, for the same reasons as before. They add to the game in some ways, even making some inconsistencies go away, but on the whole they break the BB ethos, which is to prioritise the core concepts of the game.

*I would have preferred it if EPT’s were “Squad Tactics”, simulating pre-planned squadron manoeuvres or preferences, increasing the synergy of a group (as some do now) rather than an extra talent for an already (thematically) talented Pilot.

**In my humble opinion, another way FFG could have kept the game fresh and diffused the upgrade stacking issue, would have been to have offered separated or more Pilots, like Attack Wing Captains (effectively amalgamating Pilot ability with EPT). In 2e they have gone some way to doing this with the Resistance and First order factions, offering many more pilots over fewer ships. I like it.


Head to Head: E Wing vs Advanced

Looking at ship stats on a chart can bring to light some strange similarities.

The E Wing and Tie Advanced, may seem a long way apart, and in many ways they are, but the way BB balances ships out, they can be matched up intriguingly.

Points;

EW 27 to 35 (49 max) vs 21 to 29 (35 max) Def

The biggest difference between the two is points cost. The E Wing can actually make a 2 ship list with EPT’s and maxes out at a 3 ship list. The Advanced on the other hand can effortlessly add 1 or 2 more to a squad. How does the E Wing justify that?

Base Stats;

EW 3 3 2 3 vs 2 3 3 2 Adv

Base stats are very different. The usual weakness of Imperial Tie’s, a 2 Primary is balanced some what by the fragile 2 Hull of the EW.

Actions;

EW Focus, Lock, Roll, Evade vs Focus, Lock, Roll, Evade Adv

Identical. The EW is better than most Rebels here, but not against this opposition. The E Wing has some ground to make up for those extra points.

Upgrades (BB style);

EW Torpedo, System, Droid vs Missiles Adv

Again, the Rebel Torpedo vs Imperial Missile dynamic. This really became evident to me when in BB Ordnance became a major upgrade option. The E Wing has a varied suite of combinations with the unique Droid + System slots and actually has the best upgrade choice of any fighter, while the Advanced only has missiles. Clear divergence here. Although the EW has more options, it must still spend more points to use them.

Moves;

EW 10 White, 5 Green vs 10 White, 4 Green Adv

EW Speed 5, 4 & 3/K-Turn vs Speed 5, 4 K-Turn Adv

One more green move and an extra K turn. The Advanced is still a pure blood Tie, the E Wing a pseudo-Tie, like it was designed to be.

Pilots;

EW 4 (2 Elite) vs 8 (6 Elite) Adv

Hampered by smaller choice the E Wing can offer two very strong, attack minded pilots, while the Advanced (like the Defender) is relatively spoilt by offensive, defensive or manoeuvring choices. The EW Pilot short-fall is helped to an extend by upgrade slots, allowing for some interesting combinations. The Advanced has many neglected Pilots, thanks to Vader. In a full squad, some of these can prove to be quite tricky. The E Wing and Coran Horn + Advanced Sensors + a good Droid is often a killer combo, if a little expensive, but in this case, Vader offers one of the best pilots available to the Empire.

Summary;

Anytime a squad gives up a one ship advantage, it must justify that shortfall with either strength, trickery or uniqueness. The E Wing tries to do a bit of all of these. The Systems slot on a fighter makes it unique, the extra fire power and Droid + Systems + Torps combo can hit pretty hard and the dial is strong.

The Advanced on the other hand is no slouch straight off the blocks. Sure it lacks punch with a 2 Primary and unsupported Missile slot, but an extra ship (or more) and mix of Pilots can help here. A 5 ship Advanced squad (including either cheap Ordnance or an Ace), vs a 3 ship Ace + Droid E Wing squad would make an interesting match up. On paper you would back the Advanced, but maybe not.

Story or Game

I have some strong thoughts about the value of the story over the game. I guess it comes from my lean towards role playing and simulation over just game play. I must admit to not being an avid game player, even though I collect with a vengeance and love the process of researching and completing. I like the idea of it, the social side and the collecting/preparing, but when it comes to play I am heavily in the “just for fun, casual only” camp.

If this is looked at more closely, I could even rank it numerically, and I guess, so could you if you see yourself there.


1 The Modeller.

The look and feel of the simulation are more important than the game itself. Battles fought are historically accurate (even fiction must fit it’s own truth). It is not unlikely, that I will simulate an entire battle, scenery and all, just for literal reenactment, leaving little flexibility for re-use or theoretical endings. Collecting (accurately) is important to me, as is supplying both sides, so everything is consistent and eye pleasing (which can lead to heart flutters when others handle things). I often write my own rules, because my thoughts on the subject, after extensive research, do not fit with the ones of others I have bought.

2 The Story Teller.

I love the subject matter and value the stories the game potentially represents. Always preferring a scenario to set head to head “balanced” tournament game, I will play anytime and collect anything that interests me, good or bad. The level of simulation and story fidelity in my games is directly linked to my enjoyment, so I rarely play in tournaments or against competitive players, unless they share my love of the back story and accept my point of view, sticking to faction and time line. I will buy anything that is related to my favoured faction(s) for completeness, even if I know I will be derided by more competitive friends for buying “that” crap option (often, ironically off them after they have stripped it of the good bits).

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3 The Casual Gamer.

I like my games, because I like the company of friend’s and the down time it allows me, but I take play seriously enough to bother thinking about it when not playing. I play what I like, but not what is fashionable or to others tastes if not mine. Star Wars is great, so I play games based on that etc. The actual game is not overly important as long as it feels right and does not get too intense. I rarely supply/make/buy complete or exhaustive games, rather, I use what is provided (a friendly number 2 or 4) or I may choose a single favourite faction to support and play against whom ever I meet.

4 The Semi-Serious Competitor.

I collect only the perfect forces to be strong on the table or occasionally something off-beat to amuse or surprise others with my “cleverness”. I am aware that sometimes I go too far, so if pushed, I will accept the desires of others for balance and logic to prevail and play by those rules. It is unlikely that I will purchase anything that is not competitive just because it looks nice or fits into canon, but I will buy a rubbish expansion for the useful parts and off-sell the rest to a “gullible” #1 or 2 who will buy anything just because it “fits their collections”.

Really serious gamers often make me feel inadequate, so I migrate between communities, staying until things get toxic, then go and find a new “crush”.

Nothing says you cant have all the best options in one experience.

Nothing says you cant have all the best options in one experience.

5 The Pure Gamer.

The game comes first. Winning, or at least being competitive is all. Nothing is off limits as long as the rules, stretched to their limit, can cope with it. I can even accept unpainted miniatures and dodgy terrain as long as there is a game. I spend waaay too much time thinking about winning combinations or tactics and dreaming of titles to be won. My intensity can put some off, but they are weak, so should be afraid of me, while others are drawn to my “expertise” like pathetic moths to my stronger burning flame. I do not indulge lesser impulses like unlikely combinations unless I am sure I will have an edge.

Story accuracy means little in the game (although I may know everything there is to know on the subject). I play Attack Wing because I can beat most I play with my bizarre but powerful combinations of crew and ships and have only a passing interest in the stories themselves (there is not enough combat in Trek, so “they” are clearly doing it wrong).

I am also a competitive video gamer when I have any spare time (usually between 12am and 6am).

*

Of course, there is a little of all of these in all of us, especially if we have multiple periods and games types we like.

With historical miniatures, I like to create a force (usually in WW2 for example a battalion or equivalent at 1:5 scale), which will play off against a variety of opponents in hypothetical, but historically feasible scenarios. I do not like to play actual campaigns, but rather smaller actions within these. In other words I prefer the experience of playing like a combat leader of the time (#2), rather than the strict simulation of a particular action (#1), but value the spectacle and experience (#2-3) over winning at all costs (#5). I also tend to prefer “clean and clever” rules lite games.

I will not chase an all comers ancients play-off tournament that pits 12th century AD Saxons against Hittites, or two periods of Romans against each other (#5) but am happy to supply the Romans, Germans, Gauls, Britons, Parthians, Numidians and Spanish for a round robin Caesarian game (#1-2).

In Sci Fi, there is just as much need for “historical” accuracy. Maybe even more. The Sci Fi and Fantasy writer is trying to get us to pay into their created world. The Star Trek universe covers over 100 years of change and even divergent “pseudo” universes.

Mess with this too much and it makes little sense very quickly. I cannot roll off the names of all the leaders form Game of Thrones or the entire Federation fleet from the original series, but I know what fits where and how. When it doesn’t, the make believe world falls apart very rapidly, with little to hold it together but shattered belief.

Overall I tend to hover between 2 and 3, with an occasional lean towards 1 (which rarely ends well) and 4 for specific, often contained games such as Canvas Eagles, BB X Wing or board games.

What is interesting to me is how certain games bring out a type in me. X Wing leans me heavily towards 3-4 casual tournament thinking (controlling), while Attack Wing is more 2-3, scenario driven (all of the work I have done to “fix” 1e X Wing compared to the basic stick to faction requirement of my AW games is telling). The game mechanics are nearly identical, but the feel is not.

The one type I am almost never is the #5, which goes back to my role playing days where “rules lawyers” were game or mood breakers. No matter how much I like a game, I cannot let go of my basic desire to story tell, even if it means I do let go of a winning edge.



The Argument for EPT's in 1e Bare Bones

Bare Bones is a special little snowflake. It is (un/retro) designed to make X Wing 1st edition a more balanced and story accurate game. The ideal is also to make casual or novice play more enjoyable.

The ship options are strictly limited. The first three movies, the direct extended universe, but only as far as the end of the Empire and no ships from the new movies (Rogue 1 and Solo).

The main reason for this is feel and game structure. The later ships shift some of the glorious balance of the basic X Wing game and the post Empire or New Republic ships are timeline inconsistent with the core fleets.

If something is needed to expand the basic concept what would it be?

Titles.

Named titles are problematic, because FFG has hard baked some story relevant capabilities into specific ships, so this is handled “to taste”. A “Mist Hunter” without Tractor Beam or Roll seems odd, the lack of “Havoc” effectively removes the proper Nym experience, but some are just added bonuses that seem to be there to make the ship, not the pilot or player, better.

Class Titles however have traditionally been simple bandaid fixes for existing ships, that the simpler environment of BB goes some way to eradicating. In 2e some of these have been dropped or nerfed, so even FFG was in two minds there.

Named Titles, use as you please, Class based Titles, no thanks.

Modifications.

Mods are the one that to me stick out the most. The ability to rob a unique ship of it’s uniqueness and endow another with it is the main edge with a Mod seems at odds with the core design principals. Reading down the list is a strong case of something breaking what works, then patch fixing it to suit the gaming community. They are generally too powerful to be used without risking a ship losing it’s relevance by comparison to another. Often the Mod and the Title-fix go hand in hand.

Nope. Still feel they break the game, especially if mixed with any of these other elements.

EPT’s.

The argument for EPT’s is strong.

With Elite Pilot Tactics (we prefer not to say Talents, because those are the ones on the Pilot card), the game is more fun, more diverse (a full layer of synergy is added, but only one) and easier to reconcile. In a large way the game was designed for EPT’s as they allow the player to change the feel of a squad without actually changing the physics of the game world. EPT’s increase game options without breaking canon.

There are pilots that specifically need them by printed talent (Tomax Bren), a Droid that can only play if you have them (R2-D6) and several missing elements can be added moderately and gently*, but most compellingly, they allow the player to tactically prepare a squad with a “flavour” that is consistent with the game. EPT’s on their own do not run the risk of doing too much damage. It is when mixed with Titles or Mods that they get out of hand.

Like they need to be meaner.

Like they need to be meaner.

EPT’s like mods also help ships with no other slots like Tie Fighters or M3’s, but only if their pilots are of a calibre to use them, rather than mods that are applied to most. This also makes some of the Pilots relevant and logical. The Royal Guard Pilot, Black Sun Ace and Assassin, Mandalorian Merc, or Contracted Scout are average Jo’s who can be wild cards with EPT’s.

A small factor, when looking deeper is that the A Wing, an important ship to the Rebels is helped by EPT’s but not mods. This is a tipping point. A swarm of Tie Interceptors with mods can be better in any number of ways, where unmodified A Wings are left seemingly reduced by comparison. EPT’s on the other hand have the opposite effect. Some Tie pilots can aide their swarm, of just get better individually, but so to the A Wing pilots.

EPT’s are also only available to agile ships and some Pilots. Punishers, Y Wings etc have slim or no pickings and the spread of EPT’s is balanced to ship type. The X Wing for example is under represented in EPT’s (4 from 10), which fits with the simple, honest Rebel offering. Most Scum Fighters are over represented, suiting their unpredictable and sneaky natures.

The other thing is, they can be used to max out squads, which can be hard (limiting) without for those ships with no slots at all.

Finally, the cards have the Icon.

This pilot centric metric is more logical than a ship based one. Changing ships messes with story fidelity, augmenting pilots has little effect on canon, but adds to the game.


*Manoeuvres and combat EPT’s that can make the difference for some pilots, like limited Barrel Rolls with a stress condition (rather than Vectored Thrusters that have no restrictions) or swarm tactical effects, that just fit with the Empire.

Making a 2 Faction, 2e X Wing Collection

As I do, I have put together a ship comparison table of for my First Order and Resistance 2e fleets, just to see how they stack up and reassure myself that I have not overlooked anything.

The first thing that struck me is how small the table is compared to my 1e Bare Bones one. Two factions and small ones at that only supplies 16 ship types, including a fudged CR-90 (Rebel with generic crew, because well, you saw it, there was one in the final movie’s battle).

All of the types are covered, from the light fighter to huge combat ship, through support, wild card and specialist ships, but there is no denying, ship choices are retty limited.

Looking deeper though a few things have become evident.

The ships are really versatile and well rounded.

  • The T-70 for example, can play the role of the X, E, B Wings and Z 95, thanks to it’s better dial, Tech upgrade and multi role Hard Point (Cannon or Torpedo or Missile).

  • The “B-17” like MG-100 has depth and interest value, thanks to much better upgrade options than in 1e and is the only bomber in either faction.

  • The RZ-2 is better than the original A Wing and is the perfect foil to the T-70.

  • The Tie/sf is a better Ordnance carrying multi-role ship than the sluggish bomber, almost like an evil ARC-170.

  • Even the Tie/fo has a Tech slot and single shield, making it much more robust and interesting than the ordinary Tie.

  • There are no really weak or worse still, boring ships in either faction.

Deep pilot support for the supplied ships.

The Resistance for example have 39 combat pilots over just 4 ships (X, A wing, MG and Fireball). In 1e BB, the Rebels have 42 over 8 ships.

This means that the deeper level of play in 2e comes from more moving parts, more unique pilots, a wider upgrade selection (EPT, Mod, Tech, Title) and different play styles (Epic/Huge) that can be tackled with fewer ship options. Learn to play the basic ships, and then look at the huge variety within them. A bit like Chess really, easy core ideas, near infinite play options.

The factions are very different.

There are almost no like for like pairs between the factions. The Tie/sf and XT-70 are roughly equal, but no other two ships line up closely. This is good, because it means every ship is a new experience. In 1e, especially bare Bones, as I have shown in some recent articles, does manage to have the Rebel, Imperial or Scum equivalent of many ships, meaning there is a feeling of equivalence, rather than difference between factions.

Finally, everything in 2e play is covered.

Between the two factions there is a complete, if sometimes thin coverage of every facet of the 2e game.

All of the manoeuvres are represented, from reverse to pivot to S-Loops, K Turns and Talon Rolls. There are tight turning, fast straight line and painfully slow and predictable ships, all generally better (offering more) move choices than the earlier factions or 1e game.

All Actions are covered and all Upgrade types are represented (some specific ones are faction restrticted) .

Calculate Action only has 2 pilot options (but Crew aplenty), Force users 4, Illicit only 3 ships (5 slots, but some can be shared), 3 Titles and Turrets a mere 1, but these are all proportionately represented in the new meta.

I also have plenty of ships for full Epic play, with or without Huge ships.

Adding the Scum faction does deepen many of the weaker areas of this form of the game, but I am keen to stick to time line with these again.

X Wing 2e. A Brave New World

As a relative newcomer to X Wing, I guess I may have a different outlook on the changes made in second edition to many.

I have been aware of X Wing since it’s introduction, played the odd game with friends, but was never really a Star Wars nut. A strong start with the original movies awoke in me a genuine love of Sci Fi and Fantasy in all it’s forms, from books, comics, games TV shows and Movies, but Star Wars itself waned into the category of “A Legendary story, done and dusted”.

I guess the variety and tension (reality to fiction) in Sci Fi, from hard/real to more fanciful simply allowed Star Wars to be “placed” in it’s niche more specifically, making it less important to the Genre over all as time moved on.

For some reason Trek moved ahead, likely due to infinite re-runs of the TV shows and the “big ship” vibe, but again, it was only one of many flavours. My gaming, especially role playing falls more squarely in the Fantasy or real-fantasy sweet spot. Call of Cthulhu for example far outweighed Traveller back in the day. For those of us not science minded, the relative ease of Fantasy and Sci-Fantasy took a softer and more approachable form, letting the game get out of the way of the story.

1e X Wing grew (hugely) from a spur of the moment impulse buy of some TFA core sets. The idea was to stay within the TFA time line (some ringers allowed), representing enough ship type to play scenario or casual games well enough (certainly considering the huge number of other pre-painted jousting games I have).

This of course grew. I wedged Saws Renegades in to represent a hypothetical post-Empire renegade faction (T-65’s and S-Foils), added plenty of Scum, some Imperial Lambdas etc., but the inevitable flood gates opened when an old red core set popped up cheaply, out of nowhere.

The rest is (expensive) history. The tension between TFA and “old” period is not something I can deal with. I automatically separated the time lines, enforcing a soft apartheid.

When 2e was released, it did a lot of good. I had no interest in it. I was happy. Then a couple of things happened.

A supplier sent me a 2e core set instead of another cheap red core set (and let me keep it at the reduced price), then FFG released some new ships for the Resistance and First Order and promised more to come.

A plan was hatched. If I could separate (to a degree I found acceptable), the older movie/game segments from the newer, I would have effectively two games.

To me nothing says Star Wars more than the original ships as presented in the first core set and the movies. Bare Bones has, for me, balanced the original game and removed many of the “gamey” elements, giving me a true old school Star Wars junkie simulation.

2e on the other hand has allowed for a re-invention of the rules, driven in no small part by the ever changing Star Wars universe, that had outgrown the old game. The TFA ships were better in 1e, but balanced by being dearer, so from a game perspective, they made sense, but you cannot deny, they do not fit in time-line wise.

*

For me, the clean break of the new game, new movies and FFG ships and now defined factions fit together perfectly, just as the old 1e game and old movie ships do.

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The deeper gaming experience, with all of those “tacked on” additions that unbalanced later 1e now integrated fully, deeper, but stream-lined rules, with more upgrade slots (than BB) with Tech and Force (making all upgrade types available to these two factions), and the generally more robust and modifiable ships makes for a game that just feels complete in it’s own right.

Add in the Scum faction and you have a full spread of flying and gaming options, that allow all facets of 2e to be accessed.

The added benefits (for me) are the almost perfect fit of the conversion kits to my fleets, the size of my fleets (5 TFA core sets +), allowing a truly Epic game to be played and the better application of the (now allowed) Huge ships for these factions.

Looking at the factions more closely;

The Resistance offer the work horse T-70 (a better and deeper X Wing), the super fast RZ-2 (a stronger A Wing), the massive MG-100 (covering all of the bomber types, but with a real “Memphis Belle” feel), The Huge GR-75 and Resistance Transport+Pod, which cover the support ship roles. The Falcon, being the Falcon, with the Fireball, are the factions wild cards. Enough to give this faction not only all types of fleet builds you could want, but in each case a deeper and more flexible platform than previously offered in either the Rebel fleets or 1e. Each ship is noticeably improved and deeper than it’s 1e version or simply not available in 1e.

The fleet;

  • 13 T70’s (8 Blue, 2 Green, 2 Orange, 1 Black)

  • 6 RZ-2’s (4 Blue, 2 Green)

  • 3 MG-100’s

  • Transport and Pod

  • GR-75 Transport

  • Fireball

  • Scavenged YT1300

  • optional CR-90 (rebel generic used as proxy)

The First Order are much the same. Lacking the highs and lows of some factions, they are solid across the range, but nuanced within that. The Tie/fo is better than the Tie/ln, the ba/Interceptors and Silencers are a cleaner representation of the many different forms of “better” Tie, the Upsilon, Xi and Raider add support backbone and the Tie/sf is the multi role ship that does not suffer from slow “bomber-itis” like the Imperials. The Xi also fills the role of the wildcard, offering Illicit unpredictability.

The fleet;

  • 12 Tie/fo

  • 4 Tie/sf

  • 4 Tie/ba

  • 2 Tie/vn

  • 2 Xi shuttles

  • Upsilon

  • Raider

With the last few rafts of releases, FFG have filled the necessary holes in both ranges and stayed true to the feel of the factions. The Resistance are a hard core of veterans, dedicated to their legendary leader with versatility and consistency as their hallmarks. The First Order are again, the hardened remnants of a fallen empire, sharper and more refined than their predecessors.

The addition this month of more pilots and ships gives the Resistance (and First Order) even more of a same ships-many different builds vibe, quite different to the Imperials and Rebels, who offer fewer pilots but a huge range of ships.

This again suits the 2e experience, allowing casual/occasional players to get familiar with a small range of strong, easy to fly ships, each offering a different flying style and generally more upgrades for a huge range of easy (and safe) squad builds. Combined with extra rules depth, each game can be new and exciting within these limitations (remembering also there are other games in the closet).

1e as a Bare Bones game is more about ship synergies in larger squads, with simplified rules and faster builds.

There will likely be more ships to come for both factions (maybe a CR-90 upgrade kit ;) ), but my gaming needs are filled for now.

The Scum faction, much as they do in 1e, offer the variety and bag of tricks builds that befit them. Illicit upgrades and Turrets are both a little blunted, but the sheer variety of ships and sub-factions allows for all of the variety you could want. For me the Scum fit better in their correct time line, fleshing out the thin* 2e Imperials and Rebels (we allow a 60% max mixed squad build option with limited Scum mercs, allies and Bounty Hunters with Empire and Rebels, but not so much with FO and Resistance).

*I do have the conversion kits for the Empire and Rebels, but they do not cover all the ships I have, so the experience is lacking a little until the second hand market coughs up some more dials.

Class Groupings in BB; Heavy Combat Ships

Many of the Heavy ships are legends in the Star Wars universe, associated with the most heroic or villainous types. They are the toughest fighters, but often the dearest builds.

Heavy ships are more accustomed to fighting on their own than acting in support roles. Unlike true support ships, they are often heavy in Ordnance, but can also offer plenty of Crew or other non-combat upgrades.

Heavy ships can usually act as both a support to a squad of smaller ships and as front line combat ships in their own right. Two of these can be as powerful as any squad in the game.

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Rebel (YT 1300, YT 2400, VCX 100)

The Millenium Falcon, Outrider and Ghost are the spine of the Rebel legend. All three are potent, even without their Titles, and are still capable of decent upgrade synergy.

The YT’s can move better than their size would have you believe, the 2400 has 2 agility and a Barrel Roll and the VCX can Evade, but compared to the Scum ships in this class they are pretty vanilla.

Offensively both YT’s offer a Turret, the VCX a 4 Primary and Turret upgrade option and the 2400 a second Cannon. Each also has at least 1 or more Crew and one a System slot, so they can also be good support ships.

Some of the better, and definitely most famous Rebel Pilots can be found here. Strongly aggressive, defensive or supportive as needed and often synergise well with the various Crew they can host.

Scum (Aggressor, Firespray, Lancer, Jumpmaster);

A totally different vibe here with 4 stone-killer ships, all different, but equally potent. The Jump Master is an elusive Ordnance platform, the Aggressor a slow but very agile, relentless knife fighter, the Lancer strangely fast and agile for a big bird, with a semi-turret primary and the Fire-spray is a tough, dual arc bag of Ordnance tricks.

All of these ships have dangerous Pilots and lots of upgrades, offering an enormous range of options. Not strong as support ships generally, they can still offer some choices. The Aggressor can link to another through IG-88D (assumed rather than Title in BB), the Lancer can Tractor, The Firespray can take many forms, especially with Ordnance and Crew and Manaroo is a genuine supporter with an appropriate Attanni Mind link-like token sharing talent.

Three have evade, one has 3 agility, which some fighters do not share, two have Barrel Rolls and one has white 5 speed. These things can move. The lack of mods hampers them slightly, but here again is a good example of BB letting the core concept of a ship shine, without either over doing it or allowing other ships to blunt their uniqueness. Until I directly compared them, I had not noticed just how each offers a better feature or features than any other ship in this class.

Without Titles, Mods and EPT’s, they are as blunted as the rest of the BB ships, but even in their simplified forms they are fundamentally strong and the ship to ship tactical synergies are nearly endless. Every ship but the Aggressor has a Crew slot, 1 or more Illicit and the JM a Droid. The Aggressor offers Systems, that fits into it’s robotic theme. I have to come to respect the relentlessness of the Aggressor. Very robotic.

Imperial (Decimator, Raider);

A small offering for the Empire, the Decimator is still one of the toughest and most useful Large ships in BB and the Raider fills the role of the genuine “Big Bad” in 200+ point, scenario driven games.

The Turret, with 2 other Ordnance options makes it stronger than the YT’s before builds, 16 health is equal to the VCX and 3 Crew slots make it intimidating, versatile and it adds a lot to Imperial build options. Not even the two huge ships in BB can feel safe with it on the table.

The Raider is the only two card Huge ship in the game. Including this at the expense of the CR-90 Corvette is as much by design as by necessity. I missed the last of the 1e CR-90’s and have not yet been able to get a full set of 1e parts for my 2e one (latest purchase). This is not really a problem for me though as the Raider was originally bought as a scenario driver for the game, offering the nasty end point for a campaign or the big Imperial intimidator that the rag tag Rebel forces had to combat (mini Death Star scenario if you will).

It also adds all of the missing facets of the Huge ship, 1e experience (a two card ship, multiple hard points and teams). Without it, the C-Roc has to carry much of the Huge ship weight.

The main reason the Raider is in the combat, not support ship group is it’s emphasis on Teams and Hard Point upgrades and lack of support actions (Coordinate only). This ship goes up front, it does not not hang back. Costing more than half of a 200 point squad and being very forward arc biased, generally means it carries the weight of the attack, with it’s escorts defending it’s soft rear. Fully tooled up, there is generally only room for a 4 Tie escort out of 200 points.

Coming in at 100 points for the base ship, this can only be played either as a match the build scenario (build the Raider and match it with opponent points), or a full 2-300 point game, which is generally easier in BB as the builds are simpler. You can actually get 4 X Wing, 3 B Wing and 3 Y or A Wings up against it and some escorts for a mini battle. I am also experimenting with the basic “Epic” template rules from 2e.

As a rule, if we include the Raider, Palpatine can also get a go.

Head to Head: Tie Aggressor vs Y Wing

Probably not many people think of these two as equivalents. Possible, a lot of people in the 1e world don’t think of them much at all, especially the Aggressor. I will look at both the Rebel and Scum Y Wings, because they are very similar.

In BB the base ship’s are pretty ordinary, but as with most ships in the format, again become more relevant, maybe even competitive. The available options are fewer, both in ships and upgrades, allowing their native strengths (such as they are) to float back to the surface.

Full 1e offered some decent buffs late in the game for the YW, thanks to the Most Wanted Scum expansion, but even then, the golden era of choosing the ; AW > fast, XW > versatile and YW > tough were long gone. In BB however, they are essentially back!

Points;

YW 18 to 24 Sc/25 Re (47 max) vs 17 to 22 (38 max) TA

Capable of forming solid five ship squads, this pair can be loaded to the teeth, or flown pretty much standard to some effect. The Turret upgrade is usually mandator and other Ordnance can take many forms. The reality is though the YW would never be maxed out to 47 points, because Advanced Proton Torps are a bad fit for them (too slow, cant turn).

Base Stats;

YW 2 1 5 3 vs 2 2 4 1 TAG

The usual Rebel/Scum vs Empire dynamic. The YW is tougher than many, the Aggressor less so but more agile. 1 extra shield would even the Aggressor out a bit, but it is the weaker ship up to here.

Actions;

YW Focus, Lock vs Focus, Lock, Roll TAG

Being weaker (toughness 5 vs 8), the Aggressor needs the Roll option, although Turreted ships do not need or benefit from re-positioning much, Ordnance do.

Upgrades (BB style);

YW 2 Torpedo, Turret, Droid/S-Droid vs 2 Missiles, Turret TAG

The Aggressor was well served with upgrades when launched. Possibly too well as it’s cards usually found themselves in other squads. Twin Laser Turret in particular was so good it was dropped from 2e and Unguided Rockets, well liked in 1e, are actually the only way you can have multiple launch-able Ordnance in the game (no Munitions Fail Safe or Extra Ammo). The Empire only has one ship with a Turret upgrade, so the Aggressor has a solid role to play. The common Missiles for Empire, Torps for Rebel, dynamic is also present.

The Y Wing has plenty of competition in both factions, but having a Turret does allow them to chose a different Droid, other than the near mandatory manoeuvre options (R2/Unhinged).

Moves;

YW 9 White, 2 Green, 3 Red vs 9 White, 5 Green TAG

YW Speed Red 4, 4 K-Turn vs Speed 4, 4 K-Turn TAG

The Y Wing is plagued by a lack of green move options and poor speed (hence the common Droid/S-Droid upgrades). If used as a stand off Turret sniper, this is less of an issue, but if delivery of Ordnance is important, they are best used as finishers with other ships for support. The Aggressor on the other hand show it’s Tie roots with a solid dial. Flying YW’s well in a squad is often the main consideration. The TAG can be attached to most Imperial Squads without holding them back.

Pilots;

YW 4 Sc (1 Elite) /4 Re (no Elite) vs 4 (2 Elite) TAG

Rebel YW’s tend to come in two squad formats. The Ordnance platform or The Sniper with two good leaders for either option. Their Droid upgrade is also important allowing for some mitigation of any short-falls. The Scum are similar in dynamic, offering again two solid attacking aces and a few interesting re-takes on the Rebel Droids. A lack of EPT’s in Y Wings (Kavil only), makes the Aggressor feel like a real fighter.

The Aggressor boasts a pair of Pilots that serve their applications well, one offensive and one universal. Pretty even here.


Summary;

One of the things so attractive about BB is the re-emergence of some much maligned, or at least regularly ignored ships. Some of these ships are crucial to the Star Wars legend (YW), others come from the less known Extended universe (TAG), but either way, if you own them and don’t use them, well, they are wasted.

BB allows the YW to take on it’s dual roles with some old fashioned balance and relevance. A 5 ship YW “scout” squad with Auto-blaster Turrets is tough and annoying to fight, while a pair added to an X Wing squad can add variety, fire support or a cheap Ordnance platform.

The Aggressor can punch hard, over and over, like a light weight Punisher, adding cheap Ordnance fire power to a fast moving squad. It also allows the Imperial player to play “out of character”, which after dozens of games with the usual arc dodging swarm, can be refreshing (and confuse a regular opponent).

Artificially similar, these two ships are very different in application. The iImperials gain the most, having a Turret support ship option, the Rebels and Scum get an old friend back, warts and all.

Which would I like to fly in BB? The unlimited supply of Rockets the Aggressors can mount is tempting, but 4 Y Wings with R2/Unhinged Droids and TLT’s is easy to fly (boooring!) and deep (always causing damage, with 32 health).

Head To Head: Jumpmaster 5000 vs YT 2400

I have always found these two ships intriguing and similarly placed in their factions, but lets see just how close they really are.

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Points;

YT 30 to 36 (53 max) vs 25 to 30 (53 max) JM

The Punishing One Title boosts the (un-nerfed) JM to a staggering 65 points, but in BB the (assumed to be pre modified?) ship still ties with the non Title YT. Half a squad of points is an expensive ship, but realistically, a fully loaded out example of either ship, with more realistic upgrades would come in at about 45 points. A 25 point JM is tempting though.

Base Stats;

YT 2 2 5 5 vs 2 2 5 4 JM

Both surprisingly agile for big ships and very close in stats.

Actions;

YT Focus, Lock, Roll vs Focus, Lock, Roll JM

So far they are much the same.

Upgrades (BB style);

YT Missile, Cannon, Crew vs 2 Torpedo, Crew, Illicit, Salv. Droid JM

Now we are starting to see some real factional differences. The Cannon, not replacing the Turret on the non Title YT is not accurate to the Outrider story, but any turret is strong in 1e and the option of a different Cannon can be useful. The single Missile slot vs 2 Torpedo slots, 1 Crew vs 1 Crew and an S/Droid and Illicit give the JM an edge here. It starts as a cheaper ship, with more options to go as dear. Very Scum.

Moves;

YT 12 White, 4 Green vs 8 White, 6 Green (left heavy) JM

YT Speed 4, 4 K-Turn vs Speed 4, 4 K-Turn, Red S-Loop (right) and White S-Loop (left) JM

One of the most unique dials in 1e, the lopsided Jump Master dial is a thing of odd beauty. Left side green turns and a White S-Loop, but white and red on the right side make an opponent seriously undecided. The unevenness of the dial simulates the odd U-shape of the ship. The YT on the other hand has a very conventional dial, nearly identical to the YT1300. Flying the JM is an art form, flying the YT is generally easy, if a little unexciting. Or is it?

Pilots;

YT 4 (2 Elite) vs 4 (all Elite) JM

The Pilot and crew options fro the YT include Dash Rendar, a (not a real) clone of Han Solo. His talent is ignoring obstacles, which for a big ship is pretty cool. Not many big ships will be bought undone by asteroids, but we all have a healthy enough respect for them to be maybe overly keen to avoid them. Each ship has a generic, offensive, defensive, and manoeuvre or support Pilot option. Oddly the Scum ship has the support Pilot skill, so this ship provides another option for that faction. All of the JM Pilots having elite slots makes choice hard.

Summary;

They are pretty similar in core specs, but the on table play with these two will be very different. Dengar, loaded with Torps, S-Looping around the table counter-attacking anyone he can vs Dash careening around in the asteroid belt firing his Turret feel very different. If built and played conservatively, they would likely feel a lot closer, but there is no denying their differences.

From a faction perspective, the YT gives the Rebels a “mini” Falcon-gunship option, where the JM is, as is often the case, another unique Scum ship option either “lite” or as a “full noise” squad primary.

What to fly in BB?

The Turreted YT is strong, but I do not find the Pilots or other facets of the ship as interesting as the JM. Dengar in the JM with a variety of crew, some Torps, the Illicit slot and S-Loops are just too unpredictable and fun. In a squad dynamic, the YT is a better support ship, so maybe with that in mind, but then again, a Firespray, or Aggressor or even as a merc in an Imperial force? Too much fun to be had here.

Class Groupings in BB; Support Ships

This is the important, but often neglected support role that many good squads need. These are the ships that are not designed to work alone and often do not fit in any other category, but boost or protect others.

The Rebels in particular thrive in a support role with team work high in their tactical doctrine. The Empire and Scum on the other hand offer plenty of stress or offensive boosts to their fleets.

Some ships may seem a little odd at first, but the criteria is plenty of Crew and other support slots, a few Ordnance and some pretty different, even unique Actions.

Rebel (GR-75, Auzituck, HWK-290, Sheathipede & Attack Shuttles);

A very important category for the Rebels, many successful squads have been build around a seemingly weak support ship.

Unique or rare capabilities for the Rebels are; Coordinate (2), Reinforce (2), Jam (1), Recharge (1) Cargo (3) and a Huge ship. They ave lots of Crew (7), a Droid and 2 Turret slots, with a Bomb for good measure. The Turrets are especially useful, allowing a pedestrian ship to lend a hand in combat without having to keep a target in arc or nearby.

The GR adds Cargo and some good support options as well as a large table presence. It may seem odd to have a ship with no obvious offensive capability, but some Cargo and Crew upgrades can turn a game while it takes the brunt of the damage and regenerate it’s shields.

In base terms, the ships are a real mixed bag from small and agile to huge and cumbersome. The Primary attacks range from 0 to 3, agility 0 to 2, health 4 to 12 and they have a wide variety of Actions, manoeuvres and speeds.

The common thread is Crew synergies, where the Rebels are strong (the most Crew), mixed with some independently capable ships.

Empire (Phantom, Lambda);

With only two options, the Empire may look weak here, but lets look at the ships first.

The Phantom can cloak natively (there is a less efficient Illicit option), has a brutal 4 Primary, Crew + Systems, which is an upgrade efficiency rare for the Empire, can Barrel Roll and Evade and has some tricky Pilots. It’s support role comes in the from of being a dangerous, stealthy nuisance. It lacks some efficiency without Title or Mods, but is still a dangerous ship.

The Lambda has a long history of transporting Vader or the Emperor (not available in BB) as an attacking support ship. Ysanne and Mara, Tactical Officer and Rebel Captive also make good options and some of the Pilots are good at support.

Scum (C-Roc, G-A1, HWK-290, YV 666);

Similar in dynamic to the Rebel offerings, the Scum also have a Huge ship, which unlike the GR can mount a variety of weapons and a Team upgrade. They also have a variation on the HWK with a bonus Illicit slot.

Crew are generally meaner types, less about aiding, more about hindering others, but still have some strong synergies.

The G-A1, even without the Mist Hunter Title, has a unique Illicit + Crew + Systems combination, giving it many possible faces. Often called the Scum B Wing because it has a nearly identical dial and core stats, the G-A1 is quite different in reality, offering no Ordnance options, but several utilities.

The YV is a tough one. It could easily (and originally did) fit into the Heavy ship category, but the “Party Bus” is really more about support. In the Extended universe, it is the ship the mercenary Bossk uses, but in BB the role it serves is less front line and more rear support with it’s poor dial, 180 decree arc and 3 Crew slots.

Support ships have one thing in common, more passive than active options. Whether they are in the form of Crew, ranged weaponry, Cargo or simply blocking, the support ship is a squad build linch-pin, rarely a strong loner.

Class Groupings in BB; Multi Role

Multi role or heavy fighters are the workhorse bombers and Ordnance platforms of the Star Wars universe.

The first thing you notice on collating list or tables on these ships, is the quantity of upgrades, Ordnance or not. All have Target Lock, but very few other Actions.

Rebels (Y & B Wing, ARC-170);

Ordnance first, because that is what these guys are about. 12 Torp/Missile/Bomb (heavy lean towards Torps), Turret and a Cannon slot give the Rebels lots of strike power. To support this they can be supplemented with Droids (2), Crew, and Systems (1) upgrades.

On the surface, the four ships can look a bit same-ish, but they are very different beasts.

  • The ARC has a dual arc primary attack with the Crew + Droid combination.

  • The B Wing sports a Cannon, 3 Primary and Systems slot as well as the only 2 K-turn on the game. It is closest to a heavy fighter than ordnance carrier.

  • The Y Wing is a Turreted Torpedo platform with Droid

They are sluggish agility one, all natively slow with red 4 max speed, have plenty of red moves between them and limited manoeuvres (only 1 Roll Action between the 4), but are generally solid (averaging 8.5 health) and have good Pilot options.

Imperial (Punisher, Bomber, Aggressor);

The Empire has a very poor showing in this class. The three ships offered have all had a bumpy ride through 1e and are in fact three ships that BB highlights as being more solid in the reduced environment.

All move well enough. Two have Rolls, one a Boost and some Pilots offer more. They are marginally faster than the Rebel equivalents with black maximums rather than red ones, can all K-turn have only a few red moves between them.

Although they all have decent hull, they are low on shields and there are no evades, so they can crumple more easily than you would think, but they also offer the only two ships with better than 1 Agility.

Ordnance is of course why they are here. The Punisher has 6 slots, the most in the BB game (and remember no Failsafe or Extra Munitions options), and supports these with System, that offers great options for Ordnance.

The Aggressor also has the only Imperial Turret option other than the Decimator.

Scum (Y Wing, Scurrg, Kimogila);

The Scum do not have a defined style here, but do have possibly the strongest options.

They have three of the four 3 Primary attack ships in the class, the only speed 5 ship (and with Talon roll) and two Barrel Roll Actions, but are a mixed bag moves wise.

They tend to be close to the Rebels in resilience (8.3 avg).

Ordnance wise, the Scum offer 2 Turreted ships, and 8 other Ordnance slots. Reload gives the Kimogila effectively double slots for free, and the Scurrg pilots and Crew are Bomb experts.

Two ships have S-Droid slots also for added variety, but none have Illicit (without Title).

The factional differences are kept pretty much intact from what we saw in the fighter class. The Rebels have versatility and synergy, the Empire speed and action efficiency and the Scum, better 1 to 1 killers with tricks.

Class Groupings In BB; Fighters

While the head to heads are interesting, another pattern emerged when I looked at the classes of ships and how their factions defined them.

Fighters (front line and interceptors).

This is where you find the bulk of the Boost, Barrel Roll and Evade actions (45 actions in total including Focus, averaging over three a ship). All but two ships have Target Locks (both Imperial), but very few have any non-Ordnance upgrades (5).

The Rebels ( Z95, A, X & E wings);

Although the Rebels tend lean towards Torpedoes over Missiles, in the fighters, they are split 2 and 2. They also hog the lions share of the sparse utility upgrades with 2 Droid and one Systems slot (2 on the E Wing alone).

A mixed bag in manoeuvres, the Rebels have the fastest ship (AW), but are pretty pedestrian otherwise.

The Empire (Tie, Defender, Interceptor, Prototype, Advanced);

Lots of speed (all 5’s) and plenty of manoeuvres, both in actions or on dial, but not a lot of health and generally low attack values, which fits with the Imperial tactical doctrine of light weight and fast swarms.

Only three upgrades (all Missiles) and the only two ships without Target Locks, makes them less offensive overall, further defining their dodge-strike-dodge feel. They also have the only non Torp or Missile Ordnance option* with Cannons for the Defender.

Scum (Scyk, Viper, Kihraxz, Fang, Headhunter);

Variety is the hallmark of Scum and their Fighters offer plenty.

The solid Kihraxz, slippery Viper, swarmy Scyk, lethal Fang and plentiful Z95 are all very different beasts.

Like the Rebels, they can lack some speed, with a single 5 option, but really shine in manoeuvre options (S-Loop, Talon Roll and plenty of K-Turns).

Illicit, found on two ships, are the Scum Droid equivalent for their fighters often offering a tactical edge, but as often a one hit or sacrificial option. The Z95 is basically better than the Rebel one, because it has Illicit.

They are, like the Rebels, split between Torpedo and Missile Ordnance* and all have Locks. The Scum also have exclusive access to Harpoon Missiles.

*In BB we let the Binayre Pirates mount Cannons instead of Misslies on their Z95, sticking to canon,

Head to Head: E Wing vs Tie Defender

This time we will look at what is considered the future direction for front line fighters in the BB (extended universe) world, the Tie Defender and the E Wing

Points;

EW 27 to 35 (49 max) vs 30 to 37 (49 max) Def

First up, theses ships were both thought to be too expensive in the 1e meta. In BB they can hope to prove themselves by offering several unique (i.e. advanced) features, but in the unrestricted game, they need help to be points effective. A squad of only two fully loaded ships is probably a bit thin, but three stripped down ones can be effective.

Base Stats;

EW 3 3 2 3 vs 3 3 3 3 Def

Well rounded, although the 2 hull EW does tend to make the player lean towards defensive benefits, often telegraphing their build.

Actions;

EW Focus, Lock, Roll, Evade vs Focus, Lock, Roll Def

The E Wing is the only Rebel fighter in BB with Evade, which makes up some for the weak hull (I like this dynamic in BB. It shows the designers intent). The Rebs do have a couple of other Evade options, but they are unique and/or large ships that need the help. Otherwise, the two are even.

Upgrades (BB style);

EW Torpedo, System, Droid vs Missiles, Cannon Def

Again, the Rebel Torpedo vs Imperial Missile dynamic. This really became evident to me when in BB Ordnance became a major upgrade option. The E Wing has a varied suite of combinations with the unique Droid + System slots and actually has the best upgrade choice of any fighter, while the Defender only has some extra muscle in Ordnance upgrades. Clear divergence here.

Moves;

EW 10 White, 5 Green vs 8 White, 4 Green 4 Red Def

EW Speed 5, 4 & 3/K-Turn vs Speed Green 5, White 4 K-Turn Def

Quite different personalities show through here, as befits exaggerated, envelope pushing super fighters. The white K turn, the only one in 1e, gives the Defender a weapon more potent than a Talon roll or S-Loop, but otherwise the ship is punished by tight turns. The E Wing’s more conservative dial is quite well rounded.

Pilots;

EW 4 (2 Elite) vs 7 (5 Elite) Def

Hampered by smaller choice the E Wing can offer two very strong, attack minded pilots, while the Defender is relatively spoilt by offensive, defensive or manoeuvring choices. The EW Pilot short-fall is helped to an extend by upgrade slots, allowing for some interesting combinations.

Summary;

They look similar in points and core spec totals, but not actual performance and they are very different in build choices.

The Defender can be tactically predictable, relying on Pilot’s alone (and only one with manoeuvre options, but 5 with talents). It is fast and offers a white K-Turn for “fly through and turn” attacks, but struggles to turn otherwise and the weapon options, powerful as they are, tend to make the ship a points sink.

The E Wing is much more like a faster X Wing to build. The Droid and Systems slots are pretty much mandatory fills, giving the ship many options, but again can to make the ship expensive.

Compared to regular interceptor types, they can seem like expensive and needy, but in BB that is a role to be filled, without fear of a lesser ship being “pimped” out to match them. BB tends to hero special ship and pilot abilities, giving them their rightful place as bespoke advantages.

Sick of worrying about your fragile, plain label Interceptors, upgrade to a Defender. Feel the need for speed, with a Droid and Systems slot for that winning edge*? The E Wing is your option.

*In BB, the Droid and Systems slots in particular stand out as game changers, because their equivalent abilities found in EPT, Tech, Title or Mod upgrades are just not available.

What would I pick?

The Defender has always had a place in my gaming heart. Three of these with well thought out upgrades is potentially brutal in BB.

Head too Head: Tie Prototype vs A Wing

This is an odd one. The A Wing did not seem to have an equal-opposite until I placed it next to the Prototype (a ship I only recently purchased). Up until now I saw the AW as either an interceptor with quirks or a light front line fighter.

Points;

AW 17 to 26 (31 max) vs 16 to 25 (30 max) Pro

Similarly cheap at the bottom end, these can swarm or be used as elite interceptors (I do both with the A Wing, but only have one Prototype).

Base Stats;

AW 2 3 2 2 vs 2 3 2 2 Pro

Same, same. Nothing to see here.

Actions;

AW Focus, Lock, Boost vs Focus, Lock, Boost, Evade and Roll Pro

The A Wing is the fastest ship in the Rebel fleet and technically the game (Green 5 + Boost). The Prototype is very close with a white 5 and boost. It also has the almost mandatory Imperial Barrel Roll and unlike the standard Interceptor, a Lock option. Again, too close to split.

Upgrades (BB style);

AW Missiles vs Missiles Pro

Both have the useful Missile upgrade. The reason Missiles are so good on both these ships, is because of the two powerful (and cheap) agility/speed based options, Proton Rockets and Cruise Missiles. These two ships are good at maximising that payload.

Moves;

AW 6 White, 8 Green vs 9 White, 7 Green Pro

AW Speed Green 5, 5 & 3/K-Turn vs Speed 5, 4/K-Turn Pro

A bit of real difference finally. The A Wing has an open invitation to manoeuvre at speed like their is no tomorrow, while the Prototype is better than most at very close quarters.

Pilots;

AW 6 (2 Elite) vs 4 (2 Elite) Pro

Both ships show their penchant for avoiding the enemy, and/or making the most of getting close. The A Wing has a couple of manoeuvring dynamos, the only two with EPT’s (no Test Pilot fleeces them of that double EPT, but that is BB), the Prototype only has two pilots with talents, one defensive, one offensive, but both with EPT’s. I only have one ship with 2 pilots, bought second hand to fly a 2e ship.

Summary;

In my fleet, direct comparison is a little pointless. The single Prototype I have has 5 A Wing’s to deal with, but the similarities are clear. FFG has provided the true “crazy-Rebel” A Wing experience and a sinister close quarters killer in the Prototype. The A Wing stands out in Rebel circles as the fastest they can field by far and technically the fastest in the game (except the K Wing with SLAM). The Prototype, is more like a Tie Advanced with a twist.

Which appeals to me?

The A Wing has always been a sentimental favourite and my only option for a full squad. The single Prototype I have though does have an “X” factor that cannot be ignored, making an Interceptor or Tie Fighter squad stronger, like an Advanced but subtly different.

Still the A Wing I think (sooo much speed).

Head to Head: Fang Fighter vs Tie Interceptor

This has been fun and enlightening (for me) so far. The next two ships are personal favourites, but can suffer from short table life in full X Wing. Both can have very strong, tactically biased builds (the ultimate arc dodger and the in-your-face alpha striker), which tends to make them quite different in that form of the game.

In BB, things calm down a little. Ironically, the simpler format tends to make both craft more generic, so less possibly less predictable.

Points;

FF 20 to 28 (34 max) vs 18 to 27 (27 max) Int

Immediately a point of divergence. The Interceptor is cheap enough to field 5, still with an ace pilot or a strong 4 ace build. The Fang is either a 3 ship squad with torps or no ordnance and a support ship (three Concord Dawn pilots and a Firespray-31 Mandalorian Merc are a strong squad).

Base Stats;

FF 3 3 4 0 vs 3 3 3 0 Int

Very similar. The extra hull of the Fang, considering the Interceptor has no Ordnance option, nor many offensive biased pilots, almost guarantees them single shot survival.

Actions;

FF Focus, Lock, Boost, Roll vs Focus, Boost, Roll, Evade Int

Again a divergence. The Fang can lock, prioritising their Torpedo attack, the Interceptor has the best action arc dodging bar in BB, being the only ship with all three manoeuvre actions.

Upgrades (BB style);

FF Torpedoes vs nada Int

The Fang is an intercepting alpha striker, the Interceptor is an arc dodger. The Fang is the best ship in BB for Advanced Proton Torps, due to Pilot options and dial, in BB (even more exaggerated in full 1e).

Moves;

FF 8 White, 6 Green vs 7 White, 7 Green Int

FF Speed 5, 4/K-Turn vs Speed 5, 5 & 3/K-Turn Int

The Fang is a more conventional ship, with more white than green moves and a single K-Turn. The Interceptor is making up some for it’s lack of upgrades, with 2 K-Turns and 2 more green moves. The Interceptor is meant to arc dodge and the extra greens help with that.

Pilots;

FF 6 (5 Elite) vs 11 (6 Elite) Int

The secret of the Interceptor lies in it’s pilot options. Various abilities from extra manoeuvres to stripping enemy ships of tokens etc make it a fun squad to build, even without upgrades in BB. The Fang has some good pilots (3 without talents), but tends to fall into the same tactical paradigm of range one attacks. When kitted out with title and EPT’s this tends to go berserk, emphasising head on range 1 clashes, but in BB it is more of a strong lean towards close fighting.

The Fang pilots, all but one sporting an EPT slot are all spoiling for “Fearless”, which further emphasises their up close and personal feel. Mix it up a bit though.

Summary;

Very similar on paper, but quite different in application. The swarm of 4-5 Interceptors, buzzing around like angry Hornets is a very different dynamic to the close in, knife fighting alpha striker. The Fang is crucial to the Scum faction offering the only true interceptor option. The Interceptor is more of an elite Tie Fighter.

A favourite?

I cannot split these two. Fenn vs Soontir? Too hard. The Interceptor makes the most sense (1 or 2 more ships), but the lure of the perfect Advanced Proton strike is also strong.

Head to Head: Kihraxz vs X Wing

Comparing the Advanced and X Wing showed us two ships with fairly balanced but quite different personalities. Now we can look at the Scum Khiraxz against it’s Rebel peer the X Wing.

Points;

XW 21 to 29 (39 max) vs 20 to 28 (36 max) Kxz

The Kihraxz is sightly cheaper. Both factions can field a solid 3-4 ship squad, or the Scum a 5 ship “expendables” squad.

Base Stats;

XW 3 2 3 2 vs 3 2 4 1 Kxz

Same total, but again the factional differences can again be summed up in this one line. They both hit equally hard, but the Scum trade off shields for hull (a common thread). Shields are slightly better than hull, so the Rebels have a very slight edge here.

Actions;

XW Focus, Lock vs Focus, Lock Kxz

The Kihraxz is again living up to it’s reputation as the Scum X Wing.

Upgrades (BB style);

XW Torpedoes, Droid vs Missiles, Illicit Kxz

Same but very different. The Droid vs Illicit slots really highlight the difference in the factions. The Scum go for dirty tricks over team work. Illicit does not directly benefit the Missile upgrade, but does add some re-positioning benefits. In BB only Scum can have the nasty Harpoon Missile, so they tend to gravitate towards Kihraxz fit-outs.

Moves;

XW 8 White, 6 Green vs 8 White, 5 Green Kxz

XW Speed 4, 4/K-Turn vs Speed 4, 5 & 4/K-Turn Kxz

Fitting with the slippery feel of Scum, two K-Turns, in exchange for one less green move is a good trade off, especially with some Illicit tricks like Inertial Dampeners or Contraband Cybernetics. Both ships can be a bit boring to fly, but the Kihraxz less so and it can be quite unpredictable. This fits in well with some of it’s better pilot’s also.

Pilots (including Huge ship expansion options);

XW 10 (4 Elite) vs 6 (5 Elite) Kxz

Fewer pilots for the Scum, with a strong emphasis on offence and more EPT’s. Talonbane is very strong, Hel and Graz tricky and Jostero good in a pack. The X Wing on the other hand has as many as any other ship, but not many EPT’s in the mix. Without EPT’s the Rebels are strong, without the Scum have unpredictable options opened up to them. Again, factional differences are emphasised.

Summary;

The Kihraxz and X Wing have much in common, but their differences are where the gaming magic lies.

Facing off against each other, they would be well matched, but as a player, you would have to switch hats (a worn dirty white to a slimy green), which makes these two ships just as different as the Advanced is to either of them.

Three factions, three takes on the same thing, three very different experiences.

Which one for me?

Sentimental favourite and the new lease of life it has in BB makes the X Wing the one. It also has more variety, so from a gaming perspective, it is the head choice. Flying Khiraxz for a change has it’s appeal though, especially with Talonbane.

A Final (?) Word On The Bare Bones Concept

Lots has been written about the how and what of Bare Bones, but let’s revisit, as a point of finality, the reasoning behind Bare Bones option for X Wing 1st Edition.

This is very much based on my personal take and the results of sharing that perspective with others, The other stakeholders in BB share my philosophy, but to a certain extent, are following my lead due to a much weaker understanding of the game, it’s history and it’s problems.

After throwing myself into X Wing at the beginning of the year, reading all the blogs, reviews and playing enough to confirm what I read, a few things floated to the top as the primary strengths and weaknesses of first edition X Wing;

Balance

The game tended to swing with each new wave of releases. “Prime” squad builds ruled for a wave or two, but were often nerfed (weakened) later, just to restore some balance, but this was rarely enough to make some older ships even slightly appealing on the tournament circuit. Worse, often the nerfs applied were at odds with the purity of the game, sometimes, even to Star Wars as a whole. Upgrades that allowed things with no precedent, models (titles) of ship that may have been canon (at a stretch), but felt wedged in simply to make the game more coherent and even removal of printed on-card features (JM 5000), seemed all about the players comfort in the game space, not Star Wars relevance.

By the end of 1e, the name-sake X Wing had several “optional” upgrades to make it enticing. Looking like a Christmas tree with too many decorations, it went from a pretty simple (in the core set), Pilot-Ship-Droid-Ordnance dynamic to a far more powerful, but effectively mandatory set of title and droid cards. Where was Luke, with R2 and some Photon torps? Lost under Integrated S-Foil, Renegade Refit and Flight Assist Astro-mech upgrades. 2e has smoothed this out, integrating these into the core ship as needed.

This also led to some suspension of belief;

I like my story telling aspect intact. The line between the inspiration (Movie, book, TV) and the game, is for me, pretty straight and short. If the game makes it less pleasurable or even unhealthy to try to play to the story, then I loose interest pretty quickly. Not only is the lack of connection to story disappointing, but the inability to accurately replay scenes from it is doubly frustrating.

Accuracy

Making a game must be pretty tough. I have tried it a few times and the rewards are seldom enough to balance the hard graft and time involved. FFG has made a great game, based on a famous franchise. They have been true to the (extended) universe and accurate in their portrayal, to a point. Obviously the game comes first, so sometimes accuracy must take a back seat. When people start talking about the game in purely min/max terms, with little regard to it’s simulation-ist opportunity, I lose interest.

So what did we identify as the main game killing culprits and what could be achieved by changing or removing them.

Squad Logic

Making a squad, if taking the above into account, should make some sense. Few tournament successful squads do. Usually made up of too many of the same unlikely ships, weird combos or ships that simply do not share the same time line, winning 1e X Wing squads rarely make much sense. I want to field a squad that can tell a story, the story. One that feels and looks right, then plays on a level playing field. 2x X Wings guarding a pair of Y or B wings on a mission? 4x Tie Fighters escorting a Lambda? Why not? In the current meta, only scenario obsessed players would go there (and likely lose).

We wanted a game where any squad could be viable, as long as the player played to the strengths of their ships.

What is Dropped and Why?

What is dropped are the upgrades that affect all of the above. All of the things that have been identified as real or potential game killers.

Elite Pilot Talents. Each elite pilot comes with their “one unique thing”. These are thematic and fit well with their pilot (well done FFG). Most of these however are duplicated in the EPT meta, meaning that the pilot you pick for their special talent, can often be exaggerated, nullified or duplicated by your or your opponent’s choice of EPT. It just feels wrong to me that the pure and logical feel of each pilot is made redundant by EPT choice. To make things worse, some EPT’s are used almost universally, while others are seen as effectively useless.

The power and the pain of the EPT is a known thing. EPT’s layer levels of synergy into builds that seasoned players salivate over, but to me, they are the most common game breaking culprit. Also, the effect doubles down on pilots with no built in talent, who cannot buy one either.

I would have preferred a “tactics” upgrade, with a squad alignment rather than pilot one. I would have also liked it if pilots were separate from ships (but still limited), like Captains in Attack wing.

Modifications. Mods are like EPT’s in that they can change the very nature of a ship. Why is this bad? It is not really except on the scale and with the logic they are applied. When the Imperial Interceptor stands out as the best arc dodger, I feel a sense of rightness. When another ship can add a mod (or sometimes up to three), making the Interceptor a less special little snow flake, the game’s purity of purpose is (I feel) weakened. There is little mention in Star Wars of mods used with many, especially base ships. From a game perspective it adds another layer of synergy (complication) and again like EPT’s there are just some that always need to go on certain ships, while others are rarely played.

Titles. This one is a little problematic. We play BB two slightly different ways. The first is as indicated with no Title upgrades. The second allows specific, named ship Titles, but not generic ones. The Punishing One, Hound’s Tooth, Falcon, Mist Hunter, Havoc etc. sometimes need their title to fit their story. This can add an artificial benefit (+1 Evade), other times it is baked in (Tractor Beam), but either way, the exclusion of generic class titles feels right.

Most, if not all are game balancing nerfs. Mark 2’s, Refits, Special editions, “Brands” are all used to fix past mistakes or bring ships that have been forgotten in the mists of time up to date. Annoyingly, some of these were seeded into Huge ship upgrades, making these expensive packs almost mandatory for serious players ($100 upgrade card anyone?).

The Tie Advanced for example is a balanced ship compared to its equivalent X Wing and Khiraxz fighters. It almost immediately became a no-go option in the game due to a weak 2 attack and some mediocre pilots when most of it’s benefits became muted. This is fixed to some extent by the Title upgrade available in the Raider set (2 only), but that was a long time coming and only a balancer.

Most of these have been built into 2e ships, in a logical and balanced way and in that edition they make sense. In 1e it all feels a little desperate. Removing them simplifies all of the ships equally, making the game just as balanced as 2e, with less bells on.

Out of Timeline ships. The TFA period is separate. To confirm this 2e has split it cleanly. 1e had to include a part of it, but pickings were slim until the last trilogy played out, so a handful of ships were added into existing factions and regularly played with unlikely allies (Darth Vader with Kylo Ren or Young Luke and Poe in the same squad, not on my watch?). This also removes Tech slots.

Removing them does two things. The first is obvious, story consistency. The second, dropping Tech upgrades, further reduces the layering of certain ships and rids us of a faux-Systems upgrade. My large Resistance and First Order fleets are now the core of 2e, where they fit thematically and make sense systemically.

Limiting Bare Bones to the early movies and extended universe ships only, fits into the feel of the older game.

*

Is there enough to explore?

Looking at it from our perspective (casual players new to both editions), it is plenty. The fleets are almost comprehensive, so there are hundreds of pilots in dozens of ships with thousands of upgrade combinations to try. By reducing the clutter, the game feels more approachable for a group who play a lot of different things and do not have infinite time.

Without the format, the better practiced players gain too much advantage over less familiar players, reducing the fun for all. 2e has taken the role of “advanced” X Wing, with deeper play, more comprehensive ships and better integration of Huge ships and Epic games, but for us, 1e Bare Bones fits the role as the original perfectly.

Head To Head: Tie Advanced vs X Wing

Just for fun, I re-arranged a table I use for Bare Bones ship selection, placing the ships not in factions, but by type and in rough order of power. I was stuck (again) by the inherent balance of the basic ships.

This is the first of a series of quick Head to Head comparisons of these ships, highlighting some things that are obvious and some things that, in this form of the game, and accounting for my relative inexperience, have since come to light. I think this helps to understand the solid building blocks that X Wing 1e was created with.

The X Wing (T 65) vs the Tie Advanced.

The original X Wing is the name-sake ship of the game and often one of the first two or three (> Falcon and Tie) thought of when you say Star Wars to anyone. The crying shame of it was the ships relevance led to it’s early demise as a competitive ship in X Wing 1e. About wave 4 or 14 the basic chassis was showing signs of over simplicity, when compared to newly introduced faster and stronger ships.

The Advanced suffered a worse fate. On top of being “that other ship, you know the one at the end of the movie that spun out of control”, it has only one really great pilot (Vader), lots of filler pilots (the rest) and an odd role in the faction. It was not the little dime a dozen Tie, but more like something the Rebels would fly (which is of course why it exists, to give Vader a decent ride, just not a better than one than the heroes of the story).

In Bare Bones format, lets see how both ships hold up.

Points;

XW 21 to 29 (39 max) vs 21 to 29 (34 max) Adv

All even here, so a level field of comparison. Both factions can field a strong 3 or 4 ship squad.

Base Stats;

XW 3 2 3 2 vs 2 3 3 2 Adv

Same total, but the factional differences can be summed up in this one line. The Rebels hit harder, the Empire are harder to hit.

Actions;

XW Focus, Lock vs Focus, Lock, Barrel Roll and Evade Adv

The Advanced has a clear advantage here with a repositioning and defensive boost. With Vader at the helm, any two can be applied (simulating his Force power). The Rebels tend to be a bit predictable with only two to pick from, but it fits with the “keep your eyes open” or “stay focussed on the attack” feel. Many Pilots and Droids do supplement this.

Upgrades (BB style);

XW Torpedoes, Droid vs Missiles Adv

The Droid upgrade effectively adds a pilot talent and this synergy defines the X Wing, making it versatile and helps apply the main Rebel edge, team work. The Rebel Torpedo vs Imperial Missile dynamic is a common thread. Missiles give the Imperials more variety, while Torps are just good honest damage dealers. Do Droids make up for extra actions? I feel the balance is still intact.

Moves;

XW 8 White, 6 Green vs 10 White, 4 Green Adv

XW Speed 4, 4/K-Turn vs Speed 5, 4/K-Turn Adv

A speed advantage for the Advanced, but a slight edge in stress recovery for the X Wing. This again suits the factions. The Rebels are more daring jousters, the Empire fasts strikers, using actions to manoeuvre.

Pilots (including Huge ship expansion options);

XW 10 vs 8 Adv

This one is interesting. The Rebels have several pilots with offensive bonuses, relying on Droids or talents for a defensive or re-positioning benefit or even more offence, while The Empire ship has more manoeuvre or action talents. This makes the stronger X Wing an even more lethal one-punch fighter and the weaker Tie, harder to kill again or an make up for the offensive short fall. In effect, the ships strengths and weaknesses are played to.

Overall;

The two ships look pretty even on paper. This of course has little to do with on table performance or player love, but I am happy that in the Bare Bones environment, they both have their role to play. The Rebels have several fighters to pick from, but are a little weak in lighter, faster ships (A Wing). The X Wing adds depth there as needed. The strength of the X Wing, both in story and game terms, is it’s versatility. With Luke and R2, you are tough to kill, or with Wedge and R7-T1 you have a repositioning killer.

The Empire are generally fragile, so the Advanced allows a player to switch out their usual low health for something more resilient, giving them a 1:1 jouster, an arc-dodger with grit.

Most importantly, both ships play as they did in the films. The Rebels can “load for bear”, trying to maximise their one shot chance, the Empire flit around, getting more shots off, but with less chance of a one-hit kill.

A beginner can feel safer in the slightly harder hitting X Wing, while a veteran player would likely enjoy the challenge of flying the Advanced well.

Which would I choose?

Surprisingly the Advanced. The option of Vader, with a few rarely seen wingmen (Juno, Tetran, Stromm), make a nice change from the usual X Wing builds and I like the challenge of arc dodging over hitting harder. There is also the lure of the unknown with these.

Bare Bones Sample Squads (Empire)

Finally, lets loot at some Empire lists. Again, not the true definition of competition lists, but true to the story and balanced with each other.

Black Squadron (100 points)

  • Darth Vader (Advanced) Plasma Missiles Squad leader

  • Mauler Mithiel (Tie) Calculation or Crack Shot

  • Back Stabber, Dark Curse, Black Sqdrn Pilot (Tie Fighters).

The classic enemy from the first movie trench run scene. Vader is tough and with his PTL like skill gets two actons, his backups are also good with flanking, closing or evading benefits. Backstabber was his actual wingman in the movie.

Obsidian Squadron (100)

  • Howlrunner (Tie) Swarm Tactics

  • Night Beast, Winged Gundark (Tie Fighters).

  • 2x Obsidian Squadron Pilots (Tie Fighters).

  • 2x Academy Pilot

A true swarm, with the best Tie leader (Howl) and some other good pilots, it can be varied by adding another Obsidian Pilot and Scourge (Wingman) instead of Beast and Gundark or keeping one and downgrading two pilots to Academy. Any way you play it, this is the classic swarm, that went out of fashion in later X Wing, but is hopefully more competitive again now in BB (and 2e). Fly this if you want to brush up on your flight skills, intimidate an unsuspecting opponent with a wall of ships or just want the “stuff-up protection” it offers.

181st Fighter Wing Sabre Squadron (100)

  • Soontir Fel (Interceptors) Push the Limit

  • Turr Phennir (Interceptor) Crack Shot

  • 2x Sabre Sqdrn Pilots (Interceptors) Lightning Reflexes

The infamous Soontir with classic PTL and three Ace wingmen. A lethal force if flown well and fun to fly, but tend to wither under intense Turret fire.

181st Fighter Wing Alpha Squadron (100)

  • Fels Wrath, Lt Lorrir (Tie Interceptors)

  • 3x Alpha Sq Pilots (Tie Interceptors)

The super swarm, 5 Interceptors has plenty of fire power, but lacks depth in elite pilots. Flown as the “revenge for Soontir’s fall” squad, it is more about numbers and determination than the previous squad’s quality.

Delta Squadron (100)

  • Maarek Stele, Colonel Vassery, Delta Sq Pilot (Tie Defender)

The bare bones 3 Defender squad. The raw power of the ships is plenty vs other three ship fleets, but needs to be flown well/aggressively as it has limited health.

Onyx Squadron (97)

  • Rexler Brath (Defender) Heavy Laser Cannon Assault Missile Expertise

  • Onyx Sq Pilot (Defender) Heavy Laser Cannon Assault Missile

A different slant to Delta Sq, Onyx squadron is loaded to the hilt, but wafer thin (it has the same health as 4 Interceptors, but only offers two targets). It gets a massive initiative bid, as it cannot (in BB) be loaded up any more with points. The white K turn allows this squad to “fly through”, turn, and shoot in one move, so going second is huge. If canon is thrown out the window, Colonel Vassery replacing the Onyx Sq Pilot is stronger, still with a 5 point bid.

Royal Envoy (100)

  • The Inquisitor (Tie Prototype)

  • Princess Ryad (Defender) Cruise Missiles Tractor Beam

  • Glaive Sq Pilot (Defender) Cruise Missiles

All about manoeuvre and speed, this list is like Onyx squadron, but with a twist. The main advantage of the Prototype, is it’s rarity in our circles.

Imperial Guard Escort (100)

  • Princess Ryad (Defender) Heavy Laser Cannon Assault Missiles Outmanoeuvre

  • Royal Guard Pilot (Interceptor) Wingman

  • Carnor Jax (Interceptor) Swarm Tactics

The love child of the Interceptor and Defender list, this one offers jab-jab-hook. Too good to be ignored, the Interceptors can act as flankers, while the Defender stands off and lines up the killer blow.

Cluster Pluckers (100)

  • Maarek Stele (Advanced) Cluster Missiles Determination

  • Juno Eclipse (Advanced) Cluster Missiles Adrenaline Rush

  • Deathrain (Punisher) Cluster Mines Seismic Charges Trajectory Simulator Unguided Rockets

All about area damage, this squad is heavy on Ordnance with collateral damage, but is also reasonably strong in it’s own right. Tie Advanced have not had much of a go in 1e X Wing, with Vader being the only popular pilot and then only after the Raider expansion bought upgrades. The Punisher is also unloved, so lets see if these guys can get it together in the less stressful environment of BB.

Whispers in the Dark (100)

  • Cmdr Chiraneau (Decimator) Ysanne Visard Agent Kallus Cluster Missiles Cluster Mines Ruthlessness

  • Whisper (Phantom) Collision Detector Mara Jade

Always strong if used well, the Brute+Ambusher combo is a crew heavy Imperial list. Unlike the Rebels, who gain support rom crew, the Imperials dole out stress. This is especially powerful against squads that need to avoid stress to be effective.

Scimitar Squadron (100)

  • Major Rhymer (Tie Bomber) Unguided Rockets 2x Plasma Torpedoes Marksmanship

  • Captain Jonus (Bomber) Unguided Rockets Plasma Torpedoes

  • 2x Scimitar Sq Pilots (Bomber) Unguided Rockets

Fun to try for a change, this Ordnance heavy wall of rockets and missiles can be a surprise to an opponent expecting the usual arc dodging Imperial squad. With 24 toughness, the ability to fire Rockets and Torpedoes at R4 (or Plasma Torps at Range 1), there is a lot to be afraid of, if you are in front of it. Spread your ships wide though, because they are near useless from the rear, but don’t lose Jonus’s ability. The Bomblet Gen can be used to screen the flanks and rear, if you live long enough for it to matter.

The Elastic Band (100)

  • Major Rhymer (Bomber) 2x Homing Missiles Plasma Torpedoes Expertise

  • Juno Eclipse (Advanced) Cruise Missiles Daredevil

  • Tetran Cowell (Interceptor) Adrenaline Rush

All three of these Pilots have abilities that change the core concepts of the game, making them tricky to get a handle on. Cowell can K turn at three different speeds, Juno can increase or decrease speed allowing him to use his Missiles or not with more freedom and Rhymer can change the range of Ordnance. Fun. Optionally swap out Tetran for Lt Lorrir (Barrel roll options) and gain a point or Tur Phennir for a 100 pt list.

Sacrificial Lambda (100)

Captain Kagi (Lambda) Systems Officer Reinforced Deflectors Intelligence Agent Ion Cannon

Lt Kestal (Aggressor) Twin Laser Turret Unguided Rockets Opportunist

Double Edge (Aggressor) Twin Laser Turret Unguided Rockets Saturation Salvo

Giving a little love to the Aggressor in the form of it’s two packaged upgrades, this list is annoying to it’s enemies. The Lambda draws target locks, takes heavy damage blows well, causes stress, shares TL’s has some up front punch, while the Aggressors wear your opponent down with TLT’s and loads of rockets. The slightly comical sight of the Lambda pursuing your enemies around the table like a mad space cow, while the Aggressors act like mosquitoes is highly appealing.