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Showing posts with the label Game Design

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 t...

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 T...

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...

I don’t really understand Kihraxz Assault Fighter

Wave 7 is coming out soon for X-Wing Miniatures . As a person that sides with Scum, I wasn’t ... well... I was underwhelmed by the offerings in Wave 7. Most of all I was underwhelm with the Kihraxz Assault Fighter . If you confuse like me on how to say it, I was told it's pronounced ‘ki-rax’. Fantasy Flight Games spend a great deal writing up and comparing the Kihraxz with the X-Wing . So I don’t need to do recap that. But I like to play Scum, not Rebels. If I wanted to field X-Wings, then wouldn’t I play the Rebels with their all round fighter? Kihraxz doesn’t have extra crew or a droid slot like the X-Wing, so it lacks synergy in both attack and defense. The X-Wing lately has been weak for survivability. More it just feels like a Scum version lesser version of the X-Wing, but for same points. I had high hopes for the Kihraxz, which don’t feel like they will be answered.  The M3-A Interceptor of the last Wave was highly customizable with a title card t...