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Showing posts from 2016

Scum Faction Needs a Aces Pack

In X-Wing Miniatures Game both Imperials and Rebels have Aces Packs. These packs provide means for injections of price modifications and new pilots for older release ships. But with release of wave 8 Scum and Scum starting show viability as tournament force, It is time to Have a Aces Pack for Scum. With Scum  Aces pack I like  to see some two things... First is some price adjustments for some the oldest Scum Ships. The other are tools to break the U-Boat meta that is currently dominating the play lists. Scum has a lot of price problems with its earlier release ships. Making them too pricey for most tournament lists. Now with the Contract Scout dominating the play lists. And there isn’t much that can be done to counter its large alpha strike force of Turret / Jousters.   So one ship I love to see in a Scum Aces Pack is the M3-A “Scyk” Interceptor . I like to see this ship become a more a Jouster type ship. Fragile, cheap and highly maneuverable. At the same time have optio

Tractor Beams!

Oh man, I can’t wait for the upcoming Tractor Beam to X-Wing Miniatures Game . Most of the game has been loading up on options to get your fighters into the most advantage spot on the board. Now with tractor beams you can now move your opponents fighters to places that are to your advantage. Closer, out of arc even smashing them into other object and fighters... it's all so good.   One of my favorite fighters on the Scum and Villainy Faction is the small and nimble M3-A Interceptor . Typically nothing special, hard to hit but super fragile. Mostly ignored because it lack fire power with only two dice for attack. So it mostly regulated to a the annoying the opponent then anything useful. With the Tractor Beam this opens up new tactical uses for the M3-A. For 3 points the M3-A can be upgraded to have carry a Tractor Beam. The basic trade off of the Tractor Beam for most fighter that can mount a Cannon is that your trading out damage dealing dice to ability to make other units h

Is it Time to See the Tie Defender in Competitive Play?

When Fantasy Flight Games announced their new Core Set for X-Wing Miniatures Game , my first thought was how cheap the new units seem. Loaded capabilities and speed, and better stats for so little points compared to already circulating units. Yet my favorite fighter, the Tie Defender , was left in a deep dark hole of being way too expensive to be even competitive. Designed to be outnumbered in battles when the Imperials typically are the ones doing the outnumber of their foes. The Tie/D was was about superiority, firepower and survivability, and so it was expensive. Tie Defender as a dog-fighter than is nothing less than a monster to its foes. In X-Wing miniatures its current cost in points it's too expensive to field effectively. Pilot Rating Attack Dice Defense Dice Hull Shields Points Actions X-Wing (T-65) Rookie Pilot 2 3 2 2 2 21 Focus Target Lock T-70 X-Wing Blue Squadron Novice 2 3 2 3 3 24 Focus Target Lock

It's 2016, So What I'd like to see for X-Wing...

For 2016 I would like to see the X-wing Miniatures Game shake the game up, especially the Metagame. Most of all, Scum needs some love. Scum and Villainy doesn’t appear as strong as the other factions in terms of ship options and upgrades. New Maneuver Fantasy Flight recently added a new maneuver: the Tallon Roll with the The Force Awakens Core Set . I would still like to see the maneuver dial shaken up a bit more. It would be nice to have a new Maneuver color and ability associated with that color. As a proposal I would suggest a Blue maneuver. This would allow the unit to take two actions from their action bar. This wouldn’t remove stress as a green maneuver, but allow for more tactical flexibility. Now a fighter can use a Blue maneuver to Barrel Roll and Focus, Target Lock and Evade, etc., etc. Adding a maneuver dial color is not easy. As newly created units can have them on their dial, but another way to it in to the field would with upgrade cards, which all