/r/XWingTMG
A space to discuss the X-wing Miniatures Game!
Don't be a jerk
Don't post squad lists without a short discussion.
Content should be X-Wing related
Excessive shitposting may be removed at mod discretion
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Infinite Arenas Quick Build Squadbuilder
Pink Brain Matter - Meta Analysis
Atomic Mass Official Rules Forum
Yet Another X-Wing Miniatures Squad Builder
/r/XWingTMG
Hey, I'm wondering if anybody who worked on the X-Wing Vassal module, specifically the part that allows for importing JSON files from listbuilder sites to automatically load someone's list, could possibly help us figure out how to implement a similar feature into the Imperial Assault skirmish module?
The balance balances - a fairly small but meaningful list of adjustments, with great commentary by the Points team!
So I played my first game of X-Wing and have since been HOOKED! Out of the box I went with Empire because I love the look of the TIE fighters and since TIE Interceptors have been (quite possibly) my favorite ship in all of Star Wars since before The Phantom Menace was released.
Problem is, I currently stink at the hit-and-run/swarm tactics needed to perform well as Empire. I'm thinking about playing as a different faction as I get more used to the game, and then later transition back to my Interceptor.
In other games, I tend to favor units that are highly mobile or hit hard from long range, but tend to be at-or-above average in hitting their target and soaking or avoiding damage. Obviously, this leads to me having fewer units on the mat. (In a fantasy setting I'd often use a good deal of calvary (split between heavy calvary and horse archers) +/- highly skilled archers on foot.)
As I'm writing this it occurs to me that I could try to field Vader in a TIE Defender and some buffed up Interceptors, but I feel like I would be working against the flow of the design of the faction if I tried to rework it like this and just cause headaches.
Anyone have a faction or list they'd recommend as I become more familiar with the game?
This is a scale gradient calculation I made a while back using FFGs proportions used for all the models. I designed this so I could 3d print playable large capital ships for massive epic games and keep within proportional scaling.
I know the Corellian Corvette is written as 150m, and to my knowledge the Tantive IV is the only one in canon that shaved off ≈25m, but both lengths are written as canon in official books.
Model Lengths in millimeters:
Star Destroyer- 1151mm Victory S.D. - 782mm Arquitens light cruiser - 541mm Nebulon-b frigate - 508mm
... and so on.
Scenario Title: Customs Check Objective:
Rebel Player: Evacuate the Rebel spy ship by reaching the hyperspace beacon and rolling a critical hit to escape. Imperial Player: Identify and destroy the Rebel spy ship before it can escape. Setup:
Game Board: Standard size (3’x3’ or 6’x3’, depending on preference).
Civilian Ships: Deploy 7 or 8 civilian ships (medium to huge base) in a staggered column formation within range 1 of the board edge opposite Rebel deployment edge. (Staggered column: alternate rows offset slightly for a diagonal pattern.) Civilian ships all move at speed 1 straight forward every round at the start of the Activation Phase until the Rebel spy ship is discovered.
Imperial Forces: Divide the Imperial squad into two halves. Deploy the first half in the Imperial deployment zone, which is range 1 from the centre of the left or right game edge, perpendicular to the civilian ships’ direction of travel.
Rebel Forces: Begin off-board. Deploy from the opposite game edge (the Rebel deployment zone) the round after the Rebel spy ship is discovered. Hyperspace Beacon: Place this in the Rebel deployment zone. Scenario Rules:
Scanning Civilian Ships: During the Activation Phase, any Imperial ship at range 1 of a civilian ship may perform a free Scan action (declare "scanning [ship ID]" to the Rebel player). After scanning, the Rebel player must secretly inform the Imperial player whether the ship is the Rebel spy ship. Civilian Ship Behaviour: Before the Rebel spy ship is discovered, civilian ships move at speed 1 straight forward. After the Rebel spy ship is revealed, all remaining civilian ships increase to speed 2 and move toward their nearest table edge during the Activation Phase. Civilian ships that reach the table edge are removed from the board. Rebel Spy Ship Activation: The Rebel spy ship is revealed immediately when scanned. On its next turn, it gains full movement capabilities and activates like a normal ship. The Rebel player may deploy all Rebel forces from the Rebel deployment zone the round after the Rebel spy ship is discovered. Reinforcements: The Imperial player deploys the second half of their forces from their deployment zone at the same time Rebel forces are deployed. Evacuation: The Rebel spy ship must reach range 1 of the hyperspace beacon in the Rebel deployment zone and roll a critical hit during the End Phase to escape. Victory Conditions:
Rebel Victory: Successfully evacuate the Rebel spy ship. Imperial Victory: Destroy the Rebel spy ship before it escapes.
IT'S BLOG TUESDAY!! 😬🤷🤣
What do you mean you weren't expecting one? Wait, is it December already?!!?
I don't fly republic very often so I'm not sure familiar with the ships. But the LAAT has been one of my favorites ever since clone wars came out in theaters. What's the best role for this ship and how should it be upgraded to fill that roll?
Initiative has always been a key mechanic in X-Wing Miniatures, shaping gameplay and strategy. In earlier editions, bids let players secure initiative, but this could lead to negative experiences, especially for those forced to consistently move first. With X-Wing 2.5, Random Order After Dials (ROAD) was introduced, randomizing initiative each round to level the playing field. While ROAD has its merits, its reliance on dice rolls can feel unsatisfying, leading to community discussions around alternatives like Random Order Before Dials (ROBD), alternating initiative, or revamped bidding systems.
For me, ROAD lacks the sense of control that makes gameplay satisfying. Inspired by mechanics from Star Wars Unlimited, I’ve developed a proposal that emphasizes player agency and integrates naturally into gameplay:
This system adds a layer of strategy by letting players influence initiative through their actions while maintaining fairness. It blends the predictability of the old bidding system with the dynamism ROAD sought to introduce.
Interested in people's thoughts!
I'm getting an Empire conversion kit soon and I'm curious... for the ships I don't have, will the conversion kit have everything short of the model/hull? Or would I need other things from the 1.0 expansion?
e.g. If I wanted to field an Alpha-class, would I be able to 3d print or proxy a model, and use cards/tokens/etc. from the kit to play?
Thanks!
My (tween) son and I are learning 2.5 and I see some key differences from 2.0. I have two questions that I think I know the answers to but I'm not positive and I'm getting lost in all the information. Can you help?
Please keep in mind, I'm looking for guidance that apply to the 2.5 ruleset.
Standard Loadout Cards
I know that you normally build off point values, but to simplify the process and make it easier on my son who may not have the patience for that yet, we want to use Standard Loadout cards. I know they don't have a point value or threat value from what I can tell, so how do you make sure the choices are balanced between the two sides? Also, how many can you have? I believe the answer if you pick between 3-8 loadout cards to make a valid army size and as long as the number of cards match on each side, you should be relatively balanced? Or am I missing something.
Dogfight vs. Objective based
I think we prefer a straight up "king of the hill" or "last man standing" dogfight over the objective based scenarios we see in 2.5. But I see no general rules on how that is done? Is it basically the same thing? Same sized gameboard, 8 terrain, 3-8 ships, to a maximum of X rounds. Then count up points if there is not a clear winner? This is the one I am the most unsure about.
thanks in advance for the help guys.
Hey Everyone!
Onto the final (I believe) Resistance ship with the Resistance Transport!
I didn't realize the transport and the pod are different ships, so feel free to share all your favorite combinations and pilots!
A few additions, plus a number of bug fixes. As always, please let me know if you run into any problems or bugs by posting a new Issue in the GitHub repo. Current points update is AMG 2024-11-01.
https://github.com/Baledin/FlyCasual/releases/tag/v2.5.20241101.02
What are your thoughts. Will prices come down anytime soon? Who as watched a game like this get discontinued, are there any similar comparisons to base a guess off.
I see some ships are not for sale and those that are are sometimes many times higher than msrp.
Not sure if we are in a new normal or if this is peak prices
Since the beta point update I've had to scrap most of my lists. Fenn Rau was in most of them and now that they only get 3 points for upgrades they just can't fill the roll they did before.
Here's the new list I've been toying with. Feedback is welcome and appreciated.
Han Solo – Customized YT-1300 Light Freighter (5)
Latts Razzi (5)
Dengar (6)
Engine Upgrade (3)
Lando's Millennium Falcon (0)
Ship Cost: 5 Loadout: (14/14) Half Points: 2 Damage Threshold: 5
Lando Calrissian – Escape Craft (3)
Composure (1)
Tactical Officer (3)
Burnout Thrusters (6)
Ship Cost: 3 Loadout: (10/10) Half Points: 1 Damage Threshold: 2
Cad Bane – Rogue-class Starfighter (4)
Elusive (4)
Synced Laser Cannons (6)
Xanadu Blood (0)
IG-88D (3)
Ship Cost: 4 Loadout: (13/13) Half Points: 2 Damage Threshold: 3
Viktor Hel – Rogue-class Starfighter (4)
Proton Cannons (5)
Proton Rockets (6)
Ship Cost: 4 Loadout: (11/11) Half Points: 2 Damage Threshold: 3
Leema Kai – BTL-A4 Y-wing (4)
Targeting Synchronizer (3)
Proton Torpedoes (14)
Ship Cost: 4 Loadout: (17/17) Half Points: 2 Damage Threshold: 4
Total: 20
The X-Wing Alliance has updated their beta points to version 3.
Visit: https://www.xwing.life/resources/points
Skywalker nails the exhaust port, first go. Deathstar destroyed on round 6. It was a very tough game. But we enjoyed it. Will definitely play this scenario again.
I was wondering if anyone could give me a some clarification and maybe a reference from the rules in regards to this situation.
Ship A collides with ship B and ship A only partially completes its maneuver. Then, ship B moves through ship A fully completing its maneuver. Is ship A now allowed to attack ship B? Am I correct in thinking the only time ships cannot attack one another is when they are at range 0 of each other? And even if ship A is at range 0 of ship B, ship A can still attack ship C?
Sorry if this is a stupid question. I am just having trouble finding the specific rules that might apply to the situation.
If you have a rules question, a question about the game or a small question about anything x-wing related, this is the thread for you.
If you have a question about what to buy, please check out the buying guide.
An interesting question arrised in a game, with Separatist alliance darth Maul and a proximity mine. Can maul attack the mine and then use his ability to target another enemy ship? Are bombs and mines able to be attacked and destroyed without detonating it by overlapping or moving through it?
Does anybody know of a Mod or Even just a Mat that i can pull up on TTS for Resistance Racers? Look into it as we've been playing a ton online with bad weather about in our area.
Update: I've done 2 hours of work making track components and then find this...
https://steamcommunity.com/sharedfiles/filedetails/?id=2074144670
In my current living situation I don't have room for ALL of my ships (I've got just about every scum ship as well as a smattering of most of the other factions) and I've been storing my stuff at my parent's house. If I were to only get 5 ships from my collection, which 5 scum ships would offer me the most flexibility?
I have at one of every ship (multiples of Helena and vulture). Trying to see what duplicates I need. For boy Republic and CIS
I am currently one of the few people I know who play and aren't busy a lot, so I don't have a lot of time to play. Is there a way to play online that people know of?
Hello,
I have a rule question:
A ship wants to execute a maneuver where the template overlaps an obstacle. But because of overlapping other ships the maneuver is executed partially and the ship stops in front of the obstacle without oberlapping or moving through it. Do the effects of the obstacle apply?
Thanks for the answers.
The final obstacle for my club's annual Santa bounty hunt.
I've got a question regarding Tor Phun's ability. Say their bonus attack destroys it's target, would that trigger this ability a second time?