X Wing 1e for us takes many forms.
Recently these have had a bit of a shake up, so here is a little run down of their ever developing “shape”.
Flight School
Flight school is an introductory game, a simplified tournament set and optionally a super compact way of travelling with the game (ships can be substituted with cardboard dial tokens on bases).
Player A chooses 2 Resistance XT-70 fighters ranging from 48-62 pts total.
Player B chooses a number of Tie/FO fighters up to the same value or less (can also make init bid). A soft rule of only ships from the same Squadron can also be applied.
There are no upgrades, just ships and pilots (optionally they can be included, but maybe later, and limited, but try to stick with the concept). BB-8 is there in spirit :).
The game is played on a very portable 2x2 mat with 0-2 obstacles placed each player.
These two ships with 8 pilot choices each (multiples of the base types, but “Aces” and “Leaders” are unique), represent the core of the game’s concepts in a neat and balanced way, ideal for teaching the game. You have Focus, Lock, S-Loop, Talon Roll, Evade, Boost, K-Turn and Barrel Rolls all covered with tough and forgiving ships with the added bonus of using ships that are not included in any of the other 1e games below. The pilots also bring to the table many of the mechanical realities of the game.
Skeleton Crew
The original nemesis (Lord Vader with his wingman “Back Stabber”) kings of the low upgrade game.
This is the current favourite around here and the closest to “pure” early 1st ed X Wing and first trilogy Star Wars. Squads are 60-120 points and generally kept to theme as much as possible (scenarios are preferred).
21 different ships (no duplicates across factions), giving each faction it’s relevant representative(s) of the Interceptor, Fighter, Multi-role/Ordnance platform, Support and Brute roles.
The Rebels get the A/B/X and Y wings, YT1300, YT2400 and HWK-290. The A-Wing, is king of speed, the B Wing is the only small ship with Systems and Droid/Pilot/Crew team work synergies are strong.
The Empire get the Tie Interceptor/Fighter/Advanced/Aggressor and Bomber and for bigs, the Lambda and Decimator. The Interceptor is the manoeuvre king, The Decimator is the brutiest brute.
The Scum get the Head Hunter, Star Viper, Kihraxz, Scurrg, YV-666, FS-31, and JM 5000. The Scum boast the S-Loop and Talon Roll with lots of Illicit tricks., living up to their “slippery” reputation.
Basic 5 action ships only with stress as the only real negative effect (apart from damage).
Basic upgrades including relevant Crew (see ships and effects), basic ordnance (no special effects like Ion, Tractor etc), Illicit (no cloak, or EMP devices), Droid (no TFA, Flight Assist or Targeting) and limited Systems.
All Turrets are limited to R1-2 and no R1 bonus with does much to curb their strength and add some tactics to their deployment.
This is a pretty sparse environment for Actions (3 native Boosts, 5 Evades and even Barrel Rolls are a little thin on the ground), but the ships and pilots with them stand out from the pack, as they should. Action economy rarely goes past 2 layers and effects are kept simple (no Ion, Tractor, Cloak, Jam etc). Pilots are the real heroes, offering the bulk of the “exceptions”, which I love. The idea is to offer a new player (or jaded veteran) enough to create a varied squad, but without overwhelming options. They then fly their squads within the synergies available. The original Star Wars feel is kept intact (with a few ringers from the Expanded Universe).
Basic Bare Bones
This is the original “Bare Bones” format. The balance of ships are added within the same limitations as above, but a few more upgrades and effects are introduced.
The Rebels gain the Z95, VCX-100, ARC-170, E Wing and Attack Shuttle as well as the Crew that come with them (the “Rebels”) and the Y Wing may now take Bomb Load-out. This increases the Rebel offering considerably and adds some new combinations (Droid-Crew, Droid-Systems, Crew-Systems), plus 2 Rolls and 3 Evades.
The Empire gains the Tie Punisher, Prototype and Defender. System and Cannon slots are now available on non-large base ships. The Tie Advanced can take Advanced Targeting Comp (only and at 5 pts). The Empire get a couple of Systems options and the only ship with a white K-Turn.
The Scum get the Fang, GA-1, Aggressor, Y Wing, HWK-290 and Scyk. Scum now have Droids and more Crew. Nym can swap out “Genius” for his Crew slot. The Scum get the most ships and the most variety, which add several manoeuvre actions, a line ship with Salvaged Droids and a Crew-Illicit-Systems build.
Ion weapons are now in and the twitchy Illicit Cloaking upgrade, but still no other effects like Jam etc.
Rebel and Imperial squads may optionally take up to 1/3rd of squad points as Scum mercs, bounty hunters etc., but in factions only, with the Empire choosing first and scum may only maix two factions as allies, but may have as many mercs as they want.
This is much the same as Skeleton Crew, but with about double the options. The main restrictions are still the 5 core Actions (although more ships on balance now have them) and limiting of most of the more complicated effects. For example the Rebels go from 2 Rolls and 1 Evade, to 4 and 4 respectively anf Y Wings get Ion Turrets.
Expanded Bare Bones
This is nearly “full noise” 1e X Wing and can feel close enough to it (for better or worse). The only elements missing are EPT’s, generic Titles and Mods, which may seem like a lot, but with named ship Titles, all Actions and some selected Huge ships included, it increases the options enormously without going into late 1e action economy or balancing pain.
The Rebels get the U and K Wings, Sabine’s Tie, the Sheathipede, GR-75 transport and Auzituck with the upgrades that go with them (no TFA period).
The Empire gets the Tie Striker, Reaper, Phantom and Gozanti, again with relevant mods. The Empire can now access the S-Loop on two ships.
The Scum gain the Lancer, Kimogila and C-Roc.
Huge ships are kept to the three single card models and get Titles, Hard-points, Crew, Teams and Cargo (but no Mods).
All named Titles are included, but no generic ones. This gives the legendary ships their full capabilities outside of mods, in effect making them even better by contrast and the Huge ships get their pilot equivalent.
All effects and their upgrades/Actions are now included like Jam, Reload, Cloak, Reinforce etc and all Ordnance get a go.
Still no EPT’s or Mods, which keeps the ships and pilots pure and curbs action economy layering.
Close to full 1e, but avoiding the things that can so easily break it. Players now have a greater sense of variety and control, special ships are special and the bag of tricks is vastly expanded. Action economy spread is similar to Bare Bones, just with more available.
Nasty at the best of times, but in “Fight Club” they get fully nasty.
Fight Club
This takes a very different tangent and is greatly expanded from the above versions. This is the “all you can eat” 1e, warts and all for those who find it hard to let go of their favourite aces with full empowerment. The control comes from limiting the ship options to four factional representatives (Interceptor, line work horse, superiority and wildcard).
The Empire get the Tie Advanced (X1), Tie Defender (D or X7), Tie Interceptor (Guard option) and Tie Fighter, all now with EPT’s and Mods. Manoeuvre is still the Imperial “thing”, but the X1 opens up Systems and all ships are substantially better than in any form of above.
The Rebels get the X Wing (S-Foils included as a free “configuration” mod and the Renegade Refit option), A Wing (Test Pilot and Chardaan), B Wing (no E2 option to exclude Crew entirely) and the E Wing, with all possible Droids as their edge.
The Scum can field the Kihraxz (Vaksai), Star Viper (mk2 and Virago), Fang Fighter (Concord Dawn Protectorate) and the M3 Scyk (all three configurations). They have Illicit and exotic manoeuvres as their edge.
All upgrades that these ships can take are available, with some minor factional limitations for flavour.
Squads are limited to 60pts, which helps keep the madness in check, but still allows 5 basic Tie or Lt Scyk fighters, 4 Chardaan A Wings and 3 Cartel Kihraxz, or Refit X Wings and at least 2 of the rest (making sense of all of their late game point cost cuts).
Action economy reaps the greatest benefit here, opening the door to the best of the late game madness, but the limited choice of ships and smaller squads help keep things in check to some extent. A “perpetual” roster of pilots is used (once “killed” they can no longer be used until the whole thing is re-set, basically when everyone has had a go) and the winning squad has to face off against the next challenger unchanged, but may be swapped out if they win a second time. This allows for a better counter build.
Second Edition
So, you want to play with all the options on all of the ships?
Do your self a favour and go to 2nd Ed. Lets be clear, 1e with no restrictions on upgrades is fundamentally broken. The late game 1e band-aid measures do not fix the core issues, especially in competition games. These go back to the earlier game evolving well past its built-in restraints.
EPT’s, secondary weapons, titles, mods and others are all heavily rationalised in 2e, with much of the later meta integrated into the ships effectively removing the worst EPT and Title offenders. It is overall a better game, if deeper and with more moving parts. The strength of 2e is the ships and pilots, who are ascendant again, upgrades are supplements only, not ship defining. It’s back to you flying well, not necessarily building better based on known winning combos.
I like it, but have to admit, with no point values printed, regularly changing values, the 200pt squad and the depth of each ship alone, even without upgrades, 2e has not yet allowed me to unleash my enthusiasm fully. The clean simplicity of 1e still calls, just heavily re-cleaned.
Flight School allows players to experience the full range of, manoeuvres, pilot skills and the yin-yang of ship types.
Skeleton Crew is all about squad and pilot synergy and player flying skill, with upgrades adding variety, but not effecting that base line greatly. It hopefully captures the feel of the original movies (with extras).
Bare Bones slightly expands that by adding Ion weapons and more ships and pilots. Otherwise the Keep It Simple Stupid approach of above is intact.
Expanded starts to creep into 1e full noise, but is still restrained in the most important game defining area, Action economy. The main changes come from added Action options and ship Titles (named only).
Fight Club is the 1e, no holds barred version with the major exception of the number of ships included. It is a little bit of self indulgent retrospective madness, focussing on the ships that benefitted most, effectively playing them as their later 2e versions.
The later game meta became Action economy obsessed. The game is one of positioning and Actions, but that can come in too many layers. Skeleton Crew has one layer with exceptions, BB has a few layers, Expanded has many more, Fight Club the most, but the shackles are never completely released. The difference is in play style, feel and player pay-in.
Experienced 1e tournament players often had a very short list at any one time of the winning combinations (it changed regularly as new products and resulting nerfs came out), often meaning tournaments had the same pilots and squads playing off against each other and these were most often not the ships (or pilots) we all know and love, nor did they fundamentally make much sense.