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Campfire_Burning

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  • 3 weeks later...

Finally got around to a game of the miniatures yesterday. I got the core set and a Y-Wing from my loving family at Chrimbletide, and got my SW-obsessed mate around for a game. For the first game, I was TIEs and he was the X-Wing; no scenarios, no space-furniture, just a straight-up dogfight. For our first game I suggested no abilities too, whilst we caught on.

It was pretty much a massacre - to be fair, he's not the greatest strategist in the world, but even so the bog-standard X-Wing is no match for the maneuverability of two TIE Fighters.

Second game, we threw asteroids into the mix - which added a tactical edge - and I was the Y-Wing to his TIEs. Selecting the Ion cannon helps with the Y's tank-like turning potential as it can strike in a 360 arc (as long as the enemy's within 1-2 range) and I got some great hits in. Sadly, I totally forgot to use the pilot's unique ability (I always do this with board games; if the buff isn't on a separate card, I completely ignore it!) which proved my undoing...

My mate used his elite pilot's ability, 'Marksmanship' to kick the ever-loving snot out of me, got a critical hit, pulled a damage card that neutralised my secondary weapon (bye-bye ion) and it was goodnight Vienna. To be fair, I think the Y's rep as a support-only ship is a bit unfair - use the Ion cannon and a decent Astromech and it'll deal some serious harm.

I really enjoyed both games and have a better handle on which cards will be most useful as buffs, now. It immediately makes you itch for a larger set of minis, though, so you can pick from a bigger range of pilots, more cards and let you balance attack and defense more effectively. I've ordered a TIE Advanced and will grab a second core set when they restock (sold out just about everywhere). I can totally see myself owning about 8 expansion ships eventually! None of the prequel bullshit, mind.

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I could well have clicked on the Buy link for the LCG tonight, and then I saw people on BGG buying two core sets as there's only one of some of the more desirable cards.

Therefore, no thanks.

That's standard Lumpy distribution though. I agree that it's a pain the backside, and that although Fantasy Flight would have you believe that it's because they want to offer greater variability in cards for the cost of the starter box, the fact that with these things it's usually the better cards that come out as singletons does suggest that they're looking to make money out of the collector types.

It's the same with Netrunner, but for that you need three boxes to have absolutely everything; Star Wars 'only' needs the two as you can have a maximum of two of any card types in your hand at any one time.

Netrunner, however, has shown me that the game is completely 100% playable without having to splash out on extra boxes; and in fact you'll only be tempted to for the first few months before the expansion packs start appearing, which will hugely increase card variability and reduce the need to have those few, effective duplicates. People on BGG are collectors and want everything simply to have everything "just in case" - if you like the look of the game have a stab at it. OG Games have the core box for £25, which puts it in the 'lets have a go' price range of even a low-paid mook such as myself.

Hell, even if you bought two boxes you wouldn't be coming close to the price of having a competitive Magic deck or something.

That said, I'm not going to have a go because Netrunner.

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Played some games of star wars lcg tonight and... It's complicated :P

Reminds me a bit of game of thrones in some sense but it has plenty of nice ideas. The edge battles are interesting and make you really value your hands, while the use of resources is also a nice touch. The rules for the most part are a nightmare to get your head around, but there are some slicker tutorials on the website.

I love the theming of it for the most part, and there are some nIce combos to boot. I dont like how you cant make tournament decks without cannibilising the exisitng ones. Can certainly see me spending some more on this over the coming months....

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It doesn't matter at all - it's a game you're quite correct. The idea of a card game of any type that would have discreet theatres of war that can't touch under any circumstances? Well, I'm going to need a bigger table. The argument no doubt is one of thematic coherency; it doesn't make any sense that whichever character just jumped into space and started hacking away at a huge spaceship (with his sword made of lasers) if you look at it literally.

On the other hand, sell it to yourself as infiltration, sabotage or any one of a zillion things it makes far more sense in terms of what is actually a fairly abstract conflict rather than a specific narrative.

Sometimes BGG can be a little bit too much.

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Is it worth splitting the thread between the LCG and the X-Wing miniatures games now? Could get confusing!

I had a game of the one player variant that someone came up with, and to be fair it went pretty well. You can see the sheet I used (you roll 1d6 and consult the chart for what to do, based on the Imperials' position relative to the rebellion ships). You can also see the Y-Wing expansion, TIE Advanced, reference cards I printed and laminated (I love doing that!) and how it all now fits in the core box (sorry about the crap camera phone quality):

IMAG0281.jpg

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Is it worth splitting the thread between the LCG and the X-Wing miniatures games now? Could get confusing!

I had a game of the one player variant that someone came up with, and to be fair it went pretty well. You can see the sheet I used (you roll 1d6 and consult the chart for what to do, based on the Imperials' position relative to the rebellion ships). You can also see the Y-Wing expansion, TIE Advanced, reference cards I printed and laminated (I love doing that!) and how it all now fits in the core box (sorry about the crap camera phone quality):

Have you got a link to the solo rules? I had a look on BGG but got a bit lost and couldn't find them :(

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This version gets good reviews http://boardgamegeek...tem-tie-fighter Treble can confirm if thats the set though :omg:

Yep, them's the ones. Cheers Parka!

I found the table too wishy-washy so I copied it into a clearer version in a Word table. You can grab it here. I recommend printing it duplex so the instructions are on the back. Trim it down with some scissors and it fits well into the core box.

I'm working on the rules a bit, as the guy who created suggested: TIEs operate best in a tight formation but, of course, the 'random AI' splits them up so I think it needs a rule to counteract that. Also, the Rebels should always move first, other wise it doesn't make sense - the table works based on the rebels' positions, so if you all select manoeuvres at the same time then activate them based on pilot skill, the rebels move out of the way and the TIEs end up in the middle of frigging nowhere! So yeah, I find it best to go:

1. Select rebel manoeuvres

2. Move rebels

3. Roll Imperials' AI dice (1d6)

4. Consult chart

5. Move Imperials

The nature of the die roll means their movement is just about imperfect enough to mimic being guesswork by a human opponent.

Another rule I instigated was that, if you roll an AGGRESSIVE TIE (1d6, 1-3) you can only choose to select weapon abilities. If you roll a DEFENSIVE TIE (1d6, 4-6) you can only choose to use abilities/pilot upgrades.

Once I've finalised by version of the rules, I'll stick them up here for you lot, to see what you think.

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I have a £15 Forbidden Planet voucher burning a hole in my pocket. Which of these two should I go for? I'm thinking, for strictly financial reasons, the LCG is starting off with a massive head start. Sound reasonable?

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  • 2 weeks later...

Yeah, pretty sure you can. It's best following up with an attack from another rebel ship though - whilst the Imperial's incapacitated - so for that you need a pilot with a skill lower than the Y's.

By the way, for people playing the made-up single player variant I've been trialling a 'squadron' move for TIEs: any TIE within range 1-2 of another TIE can join it in formation (i.e. immediately next to its pal, facing the same direction) at the cost of 1-2 Stress depending on distance. The pilot also cannot use actions that round.

Had a couple goes, seems ok. As I said before, a separated TIE squad can be too vulnerable.

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  • 4 weeks later...

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