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Beitrag  Ruskal Fr 04 Sep 2015, 13:12

4 September 2015 | X-Wing
The Dogfights of X-Wing™

X-Wing Core Set - The Force Awakens !!! NEWS !!! ONLY !!! Swx36-box-left

An Introduction to Movement and Combat in X-Wing

Greetings, X-Wing™ enthusiast!

Whether you’re a new player or a veteran of many dogfights, The Force Awakens™ Core Set is your entry to the thrilling and intense starfighter battles being fought between the forces of the Resistance and the First Order.

- If you’re a veteran, you can learn more about The Force Awakens Core Set from the article, “Man Your Ships!” You can also look forward to upcoming articles that will more closely examine the Core Set’s new ships, pilots, and upgrades.
- If you’re a new or prospective player, you may be wondering, “What is X-Wing?”

The answer is that X-Wing is a two-player miniatures game of fast-paced starfighter combats set in the Star Wars galaxy. It utilizes meticulously detailed and pre-painted miniature starships sculpted at 1/270 scale and brings those ships and their pilots to life through game rounds that play out quickly, utilizing an intuitive set of rules that take only a few minutes to learn but still provide countless hours of Star Wars space battles.

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The X-Wing Game Round

Each round in X-Wing consists of four phases.

1. Planning Phase

In the planning phase, you and your opponent secretly choose one maneuver for each of your ships. Different types of ships have different maneuver dials. Each dial reflects a ship’s unique capabilities and features the selection of different maneuvers it can possibly perform.

All of these maneuvers are described by their speed and bearing, and each corresponds to a different maneuver template. Additionally, all maneuvers indicate a degree of difficulty.

For example, red maneuvers are “difficult,” and if you choose to perform a red maneuver, your ship will receive a stress token after it does so. Ships with stress tokens cannot choose to execute red maneuvers but can clear their stress by executing “easy” green maneuvers.

To select a maneuver, you rotate your ship’s maneuver dial until the chosen maneuver appears in the dial’s window. Then, you place the dial facedown near the ship.
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The Resistance player selects a speed “3” right bank maneuver, anticipating that it will allow his X-wing to clear the asteroid and keep his opponent’s First Order TIE fighter within its firing arc.

Once you and your opponent have assigned facedown dials to all of your ships, you proceed to the activation phase.

2. Activation Phase

In X-Wing, your ships are represented by both the physical miniature that you maneuver about the battlefield and by a ship card, which allows you to keep track of such valuable information as its attack and defense values, its remaining hit points, any unique pilot ability, any upgrades, and its pilot skill value.

In the activation phase, you and your opponent reveal your ships’ maneuver dials, execute their maneuvers, and have them perform actions, as they can.

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   You activate ships starting from the ship with the lowest pilot skill value to the ship with the highest pilot skill value.

In the case of a tie, the player with the initiative activates any and all of his ships of a given pilot skill value first, and then the player without the initiative activates all of his ships of that pilot skill value.

To execute the maneuver you reveal, you take the matching maneuver template and slot one end into the front guides on your ship’s base. Then, holding the maneuver template in place, you lift your ship and move it until you can fit its rear guides to the opposite end of the template.

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A TIE/fo fighter executes a speed “3” right bank maneuver.

Some difficult maneuvers, like the Koiogran-turn, may indicate that you invert your ship. When you perform these maneuvers, after you move your ship, you slot the far end of the maneuver template into its front guides, rather than its rear guides. By performing these difficult maneuvers, your ships may gain powerful tactical advantages, but such maneuvers will also stress your ships!

After your ship executes its maneuver, if it doesn’t have any stress tokens, it can perform a single action.

Each ship’s available actions are listed in its action bar, and each type of action grants a different advantage:
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Acquire a Target Lock. When you Acquire a Target Lock, you place a blue target lock token next to your ship and the matching red target lock token next to your target. You can then spend your target lock to reroll any number of dice you roll during an attack against the target. Alternatively, many of the game’s most powerful missiles and torpedoes require you to spend a target lock in order to fire them.
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Barrel Roll. When you perform the Barrel Roll action, you take the speed “1” straight maneuver template and place it alongside the left or right edge of your ship. You then hold the template in place as you lift your ship and place its opposite edge at the other end of the template. You can slide the template and ship back and forth as you perform the action, so long as the template does not extend beyond the edge of your ship’s base.
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Boost. When you perform the Boost action, you can choose to perform a speed “1” bank, either left or right, or to perform a speed “1” straight maneuver. You cannot Boost if the action would cause your ship to collide with another ship or obstacle.
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Evade. When you perform the Evade action, you place one Evade token next to your ship. When that ship is attacked and after you roll your defense dice, you may choose to spend your Evade token to generate one free Evade result.
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Focus. When you perform the Focus action, you place one Focus token next to your ship. Later in the round, whenever that ship attacks or defends, you may choose to spend your Focus token to modify your rolls. If you spend your Focus token to modify your attack dice, you convert all results to results. If you spend your Focus token to modify your defense dice, you convert all results to results.

After your ship has completed its maneuver and performed its action, its activation is complete, and you can activate the ship with the next highest pilot skill value.

3. Combat Phase

In the Combat Phase, each ship can attack one enemy ship within its range and firing arc. Ships attack from highest pilot skill value to lowest pilot skill value.

Again, if there’s a tie for pilot skill value, the player with initiative attacks with all ships of an equal pilot skill value before the other player has the chance to attack.

Ships attack and attempt to evade incoming fire by rolling custom red and green attack and defense dice. These eight-sided dice feature a variety of different icons that allow you to quickly determine whether or not your ship successfully hit its target and how much damage it dealt.

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   The game’s red attack dice feature four different results: Hit , Critical Hit , Focus , and blank.
   Green defense dice feature three different results: Evade , Focus , and blank.

You roll one red die for each point of your ship’s attack value, and your opponent rolls one green die for each point of his ship’s agility value. Each Evade result he rolls cancels one of your Hit or Critical Hit results, with Critical Hit cancelled last. Each uncanceled Hit or Critical Hit result deals one point of damage. If your opponent’s ship has any shields, this damage is first applied to the shields. Once a ship has lost its shields, however, each point of damage is applied to its hull.

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A Resistance X-wing performs an attack against “Zeta Ace” and rolls two hits. “Zeta Ace” manages to evade one of those hits, but the second hit goes uncanceled. The damage is applied first to shields, so “Zeta Ace” removes a shield token and must now fly without shields.

For each point of damage a ship suffers against its hull, one card is drawn from the damage deck and placed next to the matching ship card. Damage cards inflicted as the result of an uncanceled Hit are dealt facedown. Any damage cards a ship receives from an uncanceled Critical Hit are dealt faceup, and these cards’ effects then apply to the ship.

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After previously punching through his opponent’s shields, the X-wing pilot performs another attack. The Resistance player rolls a hit and critical hit. “Zeta Ace” attempts to dodge the shot, but again only manages to roll one evade. The evade cancels out the hit, but the critical hit is applied to the TIE’s hull. The First Order player draws a faceup damage card, and it’s a Direct Hit. “Zeta Ace” is barely alive, with just one remaining hull point!

If a ship receives a number of damage cards equal to its hull value, it is destroyed!

Notably, you can gain tremendous advantages in combat by paying close attention to the distances at which you engage your enemies. When you defend against an enemy’s primary weapon at Range “3,” you roll one extra defense die, but when you perform an attack with your primary weapon at Range “1,” you roll an extra attack die.

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If the X-wing attacks the TIE/fo fighter at Range “3,” the First Order player rolls an extra defense die. On the other hand, if the X-wing performs its attack at Range “1,” the Resistance player gets to roll an extra attack die.

4. End Phase

After all ships have had a chance to attack, you and your opponent remove all unspent Evade and Focus tokens and move on to the next Planning Phase.

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Move into Attack Position!

Secretly plot your maneuvers, fly at your enemies, take aim, and fire!

Whether you fly a custom squad in one of the game’s missions or just attempt to eliminate your opponent’s forces, your games of X-Wing always move through the same four phases. And while it takes just minutes to learn the rules, there’s plenty of depth to explore with the tactical selection of maneuvers and actions, as well as the nearly limitless possibilities for squad building.

Strap yourself into the cockpit of a T-70 X-wing or a TIE/fo fighter, and go fight for the fate of the galaxy!


Zuletzt von Ruskal am Di 16 Aug 2016, 09:34 bearbeitet; insgesamt 1-mal bearbeitet

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Beitrag  Ruskal Fr 04 Sep 2015, 13:21

4 September 2015 | X-Wing
Man Your Ships!

THE FORCE AWAKENS™ Core Set Arrives for X-Wing™


Fantasy Flight Games is proud to announce that The Force Awakens™ Core Set has now arrived for X-Wing™!

FFG schrieb:Force Friday Release

The Force Awakens Core Set is now available as a special Force Friday release!

While The Force Awakens Core Set is currently only available at select Force Friday locations, it is now shipping for wider release, and you can look for it at your favorite local gaming store later this month.

Featuring beautifully detailed painted miniatures, X-Wing is a two-player game of dramatic starfighter battles set in the Star Wars universe. You and your opponent take command of Resistance X-wings and First Order TIE fighters, then battle head-to-head for the fate of the galaxy.

Secretly plot your maneuvers, fly at your enemies, take aim, and fire. It takes just minutes to learn the rules, but the nearly limitless possibilities for squad building, along with the ability to expand your fleet with other ships from the game’s expansions, ensure that you’ll find plenty of Star Wars action to explore and enjoy for years to come!

Man your ships… And may the Force be with you!

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The Force Awakens Core Set

X-Wing is a two-player miniatures game of fantastic, high-speed dogfights. Now, for the first time, you can enjoy these dramatic space battles with the incredible new starfighters from The Force Awakens!

The Force Awakens Core Set is the heart of your X-Wing experience and contains everything that you and a friend need to start playing, including three painted plastic ships – one Resistance T-70 X-wing and two TIE/fo fighters.

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The Core Set’s T-70 X-wing and TIE/fo fighters are faithfully rendered at 1/270 scale.

Painstakingly and faithfully created at 1/270 scale, these miniature starfighters come to life with intuitive rules, individualized maneuver dials and templates, and custom dice that make your combats fast, deadly, and exciting.

Each ship has its own maneuver dial, and each type of ship boasts a unique range of maneuvers. At the beginning of each game round, you secretly select your ship’s speed and bearing, locking it into the maneuver dial. Then, after you and your opponent have assigned maneuvers to all your ships, you reveal and execute them, starting with the lowest skilled pilot.

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A First Order TIE fighter reveals and executes a speed “3” bank maneuver.

Whether you rush headlong toward your enemy to shower his forward deflectors in laser fire, or dance away from him as you attempt to acquire a targeting lock, you’ll be in total control throughout all the tense dogfighting action.

Want to customize your ship and crew? In addition to its miniatures, maneuver templates, and custom dice, The Force Awakens Core Set contains more than a dozen ship and upgrade cards that you can use to send your ship into battle with different pilots, droids, and tech. Each of these cards has a specified squad point cost, and as you assemble your squad, they’ll present you with a range of compelling decisions before you even fire up your engines.

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A Blue Squadron Novice outfitted with the Weapons Guidance tech upgrade costs the same twenty-six squad points as a Red Squadron Veteran but trades the Veteran’s higher pilot skill for the ability to spend a focus token to change a blank die result to a hit when he’s attacking.

Take Your Games to Hyperspeed!

With its easy-to-learn rules and beautifully detailed components, The Force Awakens Core Set quickly immerses you in the tense, fast-paced dogfights between Resistance and First Order starfighters.

Then, once you get started, the galaxy is yours to explore! The Force Awakens Core Set features advanced rules and special missions that let you take your game to the next level.

You can further increase your gameplay options by expanding your fleet with starships from Star Wars galaxy, past and present. Many of the galaxy’s most famous starfighters and pilots are available in the game’s expansion packs.

In addition to giving you the option to expand your Resistance and First Order squads, these packs allow you to command the most iconic heroes and villains from the classic Star Wars movies. With these expansion packs, you can call upon the heroes of the Rebel Alliance, the deadliest aces of the Imperial Navy, and even the bounty hunters, pirates, and mercenaries of the Scum and Villainy faction!

Lock on Target

You can learn more about X-Wing, its intuitive maneuvering, and its fast-paced combats in the article, “The Dogfights of X-Wing™.”

Additionally, we will publish a series of articles over the next several days that will more closely examine the Resistance’s signature T-70 X-wing, the First Order’s TIE/fo fighter, and what The Force Awakens Core Set means for the future of X-Wing Organized Play.

Whether you’re a new player or a veteran of many dogfights, The Force Awakens Core Set is your entry to the thrilling and intense starfighter battles being fought between the forces of the Resistance the First Order. Strap yourself into the cockpit of a T-70 X-wing or a TIE/fo fighter, and go fight for the fate of the galaxy!

FFG schrieb:How Does The Force Awakens Core Set Fit with the Rest of X-Wing?

The starfighters, pilots, and upgrades from The Force Awakens Core Set are fully compatible with the rest of the X-Wing Miniatures Game.

Meanwhile, the rules for squad-building have been revised so that you can pair your Resistance and First Order ships with those from the game's other factions:

   You can pair your Resistance starships with those of the Rebel Alliance
   You can command your First Order pilots and starfighters into battle alongside the ships and pilots of the Galactic Empire.
   The galaxy's Scum and Villainy include a notorious blend of pirates, mercenaries, and bounty hunters.

When you build a squad, you choose one of these three groups and can use any of its ships, pilots, and upgrades.

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Beitrag  Udo77 Di 08 Sep 2015, 17:21

Updating a classic

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The Force Awakens™ Core Set for X-Wing™ is your gateway to the thrilling clashes between forces of the Resistance and the First Order!
With three miniature painted starfighters from The Force Awakens, the Core Set transports you and your opponent to a time long, long ago and a galaxy far, far away. There, you’ll be able to enjoy fast-paced space battles, full of high-speed maneuvers, laser fire, explosions, and maybe even a touch of desperation.
In The Force Awakens Core Set, the Resistance enters these X-Wing battles outnumbered two-to-one. There are two miniature First Order TIE/fo fighters, but the Resistance gains just a single X-wing. This means that when you play as the Resistance player, you start in a tough position – outnumbered and outgunned. Accordingly, if you hope to emerge victorious, you’ll need to steady your nerves and get the absolute most out of your ship, the T-70 X-wing.
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The Force Awakens Core Set comes with three miniature starfighters – one Resistance T-70 X-wing and two First Order TIE/fo fighters, all carefully sculpted and detailed at 1/270 scale.

The Resistance T-70 X-Wing
The Force Awakens Core Set for X-Wing brings the Resistance’s T-70 X-wing to life as a highly versatile starfighter with three attack, two agility, three hull, and three shields. This gives it both significant punch and staying power, both of which the Resistance’s pilots can enhance by taking advantage of the X-wing’s tech and Astromech droid upgrade slots.
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The T-70 X-wings can equip upgrades for a torpedoes, an Astromech droid, and tech.

  • Tech upgrades like the Weapons Guidance system utilize newly developed technologies to help pilots maximize their efficiency in combat.
  • Astromech droids like R5-X3 or BB-8 can help pilots push their ships to the absolute limit, helping them find a flight path through extremely tight spaces or better react to enemy fighters.

Finally, the T-70 model benefits from modernized thrusters that increase its maneuverability in both space and atmospheric flight. In X-Wing, this increased maneuverability is translated in two ways – through the addition of the boost action and through the fact that the ship’s maneuver dial features two difficult speed “3” Tallon Roll maneuvers.
Tallon Roll
An extremely difficult maneuver to perform, the Tallon Roll is nonetheless an excellent option for X-wing pilots hoping to keep enemy ships close and in the line of fire.
A Tallon Roll begins like a hard turn, but as your ship continues its turn, it doesn’t fly away, but rolls to face the enemy. When your X-wing executes a Tallon Roll, you don’t fit its rear guides to the end of the template. Instead, it rotates so that the side of its base rests flush against the end of the template and it faces the opposite direction it faced at the beginning of its maneuver.
At the end of its Tallon Roll, your X-wing can slide slightly forward or backward along the end of the template as you desire, so long as the end of the template doesn’t extend beyond the front or back edges of the ship’s base.
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A Resistance X-wing pilot executes a Tallon Roll, catching the First Order TIE pilot off-guard.
As the Tallon Roll is a maneuver that neither the TIE/fo fighter nor the classic X-wing can perform, its judicious use may grant you the element of surprise and the edge in battle.
Even if your foes demonstrate an awareness of the threat your Tallon Roll presents them, that’s another edge you can gain. Against an opponent who maneuvers to avoid being caught off-guard by your Tallon Roll, you can use his fear to your advantage as you secretly select your maneuvers each round, hoping to outmaneuver your foe and line up that one final volley of laser fire!
Poe Dameron
X-Wing Core Set - The Force Awakens !!! NEWS !!! ONLY !!! Poe-dameron Naturally, once you have a starfighter, you need someone to pilot it, and The Force Awakens Core Set offers Resistance players the chance to field one of the Star Wars galaxy’s top aces, Poe Dameron .
Because ships execute their maneuvers from lowest pilot skill value to highest pilot skill value and then attack from highest pilot skill value to lowest, Poe Dameron’s high pilot skill value of “8” ensures he’ll be able to react to most enemy ships, maneuvering after them and firing before them.
Additionally, Poe Dameron comes with a powerful unique pilot ability:
“While attacking or defending, if you have a focus token, you may change 1 of your  X-Wing Core Set - The Force Awakens !!! NEWS !!! ONLY !!! Black-attack02 results to a  X-Wing Core Set - The Force Awakens !!! NEWS !!! ONLY !!! Black-attack03 or  X-Wing Core Set - The Force Awakens !!! NEWS !!! ONLY !!! Black-defense01 result.”
So long as he’s focused, Poe Dameron’s ability makes him one of the most consistent pilots in all of X-Wing, especially if his X-wing is also outfitted with Weapons Guidance. While it’s true that any pilot can spend a focus token to convert a  X-Wing Core Set - The Force Awakens !!! NEWS !!! ONLY !!! Black-attack02 result to a  X-Wing Core Set - The Force Awakens !!! NEWS !!! ONLY !!! Black-attack03 or  X-Wing Core Set - The Force Awakens !!! NEWS !!! ONLY !!! Black-defense01 result, Poe Dameron’s unique ability allows him to benefit from the token without actually having to spend it. This means, he can, instead, spend it for other effects, such as triggering his Weapons Guidance, or simply save it to convert other  X-Wing Core Set - The Force Awakens !!! NEWS !!! ONLY !!! Black-attack02 results during other attacks later in the round.
Of course, there are times that Poe Dameron may need to perform a Tallon Roll or Koiogran turn, leaving him unable to perform the focus action. In those situations, the elite pilot talent, Wired , offers him a second chance at securing the dice results he might have otherwise guaranteed himself. It’s never better to trust your luck than to know you can make your luck, but a Wired Poe Dameron at least gets the best of both worlds.
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Equipped with Wired, Weapons Guidance, and the unique Astromech droid BB-8, Poe Dameron’s T-70 X-wing is an extremely powerful and versatile fighter.
Fight for the Resistance

Available in The Force Awakens Core Set, Poe Dameron and the T-70 X-wing give the Resistance a real fighting chance against the First Order.
Of course, for every T-70 X-wing in The Force Awakens Core Set, there are two TIE/fo fighters. Will the X-wing’s strength and Poe Dameron’s skill be enough to overcome the combined firepower of these incoming TIE/fo fighters? Only time will tell.
In the meantime, head to our community forums to share your thoughts on Poe Dameron and the T-70 X-wing. Then stay tuned for more articles about The Force Awakens Core Set, including a closer look at the First Order’s TIE/fo fighter!


Zuletzt von Udo77 am Di 08 Sep 2015, 18:52 bearbeitet; insgesamt 1-mal bearbeitet
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Beitrag  Udo77 Di 08 Sep 2015, 18:48

Strength in Numbers

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The Force Awakens won’t be in the theaters until December 18th, but you can already enjoy the thrilling Star Wars dogfights waged by the pilots of the Resistance and First Order with The Force Awakens™ Core Set for X-Wing™!
The Force Awakens Core Set comes with everything you and a friend need to assemble your fighters and launch into battle. You’ll find one pre-painted miniature Resistance T-70 X-wing and two pre-painted miniature First Order TIE/fo fighters, all meticulously detailed and created at 1/270 scale.
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In X-Wing, these ships are represented not only by the miniatures that you maneuver across the battlefield, but also by their ship cards, which indicate the ship’s attack and defense values, as well as the relative value of its pilot’s skill, and any unique ability that pilot might have.
Yesterday, we took a look at the Resistance’s signature starfighter, the T-70 X-wing. Today, we turn our attention to the First Order and its TIE/fo fighter.
The TIE/fo Fighter
X-Wing Core Set - The Force Awakens !!! NEWS !!! ONLY !!! Epsilon-squadron-pilot Designed to take advantage of swarm tactics and numerical superiority, the TIE/fo fighter is an extremely agile, mass-production fighter designed for swarm tactics. However, it’s not quite as fragile as the TIE fighters that were flown during the Galactic Civil War. Instead, its hull and shields were reinforced to improve survivability. The result is a more durable First Order fighter with two attack, three agility, three hull, and a point of shields.
These statistics make the TIE/fo fighter less individually powerful than the T-70 X-wing that we saw yesterday, but there’s another important number associated with every ship in X-Wing – its squad point cost.
Once you’ve learned how to play X-Wing, the game’s rules for squad building afford you tremendous flexibility in your tactics and strategies, even with just a few ships. In short, you start with a certain number of points that you can spend to build your squad, and each ship card and upgrade you select costs you a certain number of those points.
Although the T-70 X-wing is both harder-hitting and more resilient than the TIE/fo fighter, it is also significantly more expensive to produce and costs more squad points. At twenty-four squad points, the least expensive X-wing, the Blue Squadron Novice , costs a full nine squad points more than the First Order’s fifteen-point Epsilon Squadron Pilot.
This means that your TIE/fo fighters should consistently outnumber the Resistance’s X-wings, and the TIE is, accordingly, designed to take advantage of this fact.
A Slippery Target
As a First Order squadron leader in X-Wing, you want to maintain the advantage of your superior numbers as long as possible. Among other things, this means that you’ll want to select your maneuvers and actions each round in order to discourage your Resistance opponent from consistently focusing fire on a single TIE.
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The First Order TIE/fo fighter’s maneuver dial is loaded with options for darting about the battlefield in close-quarters dogfights.
Fortunately, the TIE/fo fighter offers you plenty of options for both shaking a tail and then slotting back into firing position behind an X-wing. Its maneuver dial is loaded with hard, quick turns, including a speed “1” turn that the X-wing can’t match. It also features a full range of green, speed “2” turns, banks, and straight maneuvers. All together, these make the ship extremely well-suited to the sort of tight turns that you’ll want to execute in close-combat.
Meanwhile, your TIE pilots can take advantage of the ship’s loaded action bar.
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Like the X-wing, the TIE/fo fighter allows its pilots to both perform both the Acquire a Target Lock and Focus actions. However, whereas the X-wing features the Boost action, the TIE/fo fighter trades that action away in order to gain both the Evade and Barrel Roll actions.

  • The Evade action is an excellent option for TIE pilots engaging X-wings at long range as it can help them fly unscathed until they can close to Range “1” and perform their attacks with an extra attack die.
  • Meanwhile, the Barrel Roll action grants TIE pilots tremendous flexibility as they dodge asteroids or try to duck out of an X-wing’s firing arc. It can even help your TIE/fo fighter pilots disrupt your enemy’s flight paths or line up shots they wouldn’t otherwise have been able to take.

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"Omega Ace" performs a barrel roll to avoid an asteroid and catch a Resistance X-wing pilot within his firing arc.
If plan your maneuvers and actions appropriately, your TIEs can fly at Resistance fighters, get off a few shots to wear down their shields, and then break away from the engagement with tight turns, Barrel Rolls, and the Evade action.
At this point, however, you’ll need a plan to get back into the fight, and this is where the TIE/fo fighter’s speed “4” Koiogran turn comes into play, along with its two speed “3” Segnor’s Loops. When you execute any of these difficult maneuvers with your TIE, you don’t slot the far end of the maneuver template into the ship’s rear guides. Instead, you rotate your TIE until it’s facing the direction from which it came and its front guides are lined up with the maneuver template.
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By executing a speed “2” Segnor’s Loop, the Epsilon Squadron Pilot is able to stay in the fight. However, after completing this difficult maneuver, he must take a stress token and is unable to perform an action.
Executing either a Koiogran turn or a Segnor’s Loop will stress your TIE, and it won’t be able to take an action that round. However, if you time these maneuvers correctly, you’ll be lining up shots at X-wings that are in no position to return your fire.
It’s all part of your plan to win by attrition. After all, as a member of the First Order, the odds are in your favor!
Piloting Your TIE/fo Fighter
The TIE/fo fighter is always a fast, slippery ship, no matter who’s sitting in its cockpit. Still, there are definitely a number of veteran pilots within the First Order who are simply able to get more from the ship than their colleagues.
The Force Awakens Core Set comes with nine different TIE/fo fighter ship cards, including three unique veterans. Identified by their call signs, these First Order pilots are able to handle their TIEs in ways that less experienced pilots simply can’t.
X-Wing Core Set - The Force Awakens !!! NEWS !!! ONLY !!! Zeta-ace
At eighteen squad points, the pilot known as “Zeta Ace” costs more to field than your basic Zeta Squadron Pilot , but his pilot skill value is two points better, affording him more time to react to enemy movement and making him quicker on the trigger. Additionally, his unique pilot ability allows him to use the straight speed “2” template when he performs a Barrel Roll, instead of the speed “1” template. Along with his increased pilot skill, this ability makes “Zeta Ace” far more capable of outmaneuvering enemy fighters than the other, rand-and-file members of Zeta Squadron.
X-Wing Core Set - The Force Awakens !!! NEWS !!! ONLY !!! Epsilon-leader
Meanwhile, “Epsilon Leader” flies into battle with a unique pilot ability that improves the flying of all the other members of Epsilon Squadron, as well as all your other TIE/fo fighters:
“At the start of the Combat phase, remove 1 stress token from each friendly ship at Range 1.”
It’s always a risky decision to take stress on your ship because stress prevents you from performing actions, meaning you can’t Barrel Roll out of a firing arc, save up an Evade token with the Evade action, or even Focus in order to convert your X-Wing Core Set - The Force Awakens !!! NEWS !!! ONLY !!! Black-attack02 results to X-Wing Core Set - The Force Awakens !!! NEWS !!! ONLY !!! Black-attack03 results during combat. However, ships flying in close formation to “Epsilon Leader” are in better position than others to momentarily absorb a measure of stress. Because they get rid of their stress at the beginning of combat, they don’t need to execute green maneuvers in order to get rid of their stress.
That leaves them free to perform more unpredictable maneuvers. They could even perform back-to-back Segnor’s Loops, a feat so incredibly rare and difficult to perform that it’s bound to take most Resistance pilots by surprise.
X-Wing Core Set - The Force Awakens !!! NEWS !!! ONLY !!! Omega-ace
Finally, you have “Omega Ace,” the veteran TIE pilot with the highest pilot skill value in The Force Awakens Core Set. At a pilot skill value of seven, “Omega Ace” will activate after all but the most skillful X-Wing pilots, meaning that he can perform his actions with better knowledge of his target’s plans.
While the ability to react to your opponent’s final position is always good, it’s even better for “Omega Ace,” who wants to use as many actions as possible to coordinate the devastating volleys he can unleash as a result of his unique pilot ability.
“When attacking, you may spend a focus token and a target lock you have on the defender to change all of your results to X-Wing Core Set - The Force Awakens !!! NEWS !!! ONLY !!! Black-attack01 results.”
There will always be moments that you’ll want “Omega Ace” to perform a Barrel Roll and slip out of an X-wing’s firing arc, but you’ll generally want to use his actions to guarantee shots of two or three X-Wing Core Set - The Force Awakens !!! NEWS !!! ONLY !!! Black-attack01 results. This means first performing the Acquire a Target Lock action, then performing the Focus action. Such long-term planning is difficult to pull off, and it’s not for lesser pilots. However, when “Omega Ace” manages to truly catch his foe in his sights, it’s an inspiration to First Order pilots everywhere!
The Force Awakens Core Set and the Rest of X-Wing
With its three painted plastic miniatures, ship cards, upgrades, tokens, templates, and maneuver dials, The Force Awakens Core Set includes everything that you need to launch into the tense, fast-paced fighter battles waged between the forces of the Resistance and the First Order.
However, veteran X-Wing players and those looking to expand their battles beyond the Core Set will be able to tap into another whole galaxy’s worth of options by pairing the starships from their The Force Awakens Core Set with those from any number of different X-Wing expansions.
X-Wing Core Set - The Force Awakens !!! NEWS !!! ONLY !!! Swx36-gameplay2
Will you upgrade “Omega Ace” with the Push the Limit elite pilot talent featured in the Imperial Aces Expansion Pack? Will you recruit “Howlrunner” to lead your swarm of TIE/fo fighters? Will “Epsilon Leader,” instead, lead a swarm of TIE/ln fighters into battle? The possibilities are nearly endless, but they all begin with The Force Awakens Core Set!
Meanwhile, there’s still more to come! Keep checking back for more information about the T-70 X-wing, the TIE/fo fighter, and the many ways that the The Force Awakens Core Set will help to shape the future of X-Wing!
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Udo77
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