/r/XWingTMG

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A space to discuss the X-wing Miniatures Game!

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47,943 Subscribers

10

Reddit Module Creators?

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?

3 Comments
2024/12/04
18:08 UTC

19

X-Wing Alliance's Nov. 2024 Beta Points Revision 3!

The balance balances - a fairly small but meaningful list of adjustments, with great commentary by the Points team!

0 Comments
2024/12/04
17:00 UTC

16

Help me choose a faction

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?

7 Comments
2024/12/04
14:58 UTC

20

X-Wing Scale Gradient

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.

9 Comments
2024/12/04
14:00 UTC

8

Opinions on this scenario?

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.

2 Comments
2024/12/04
11:01 UTC

12

[blog] News Flash

IT'S BLOG TUESDAY!! 😬🤷🤣

What do you mean you weren't expecting one? Wait, is it December already?!!?

https://exilesquadron.com/xwing/news-flash/

0 Comments
2024/12/03
15:48 UTC

14

LAAT gunship

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?

4 Comments
2024/12/03
04:47 UTC

1

Proposal: A New Way to Determine Initiative

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:

  • The System: The first time a ship takes damage in a round, the opposing player gains the right to determine initiative for the next round.
  • First Round Initiative: For the first round, initiative could be determined either by reintroducing bids (a nod to the old system) or simply via a coin toss for simplicity.
  • When No Damage Occurs: If no damage is dealt in a round, initiative remains the same for the following round.
  • Applicability: Damage from any source—including obstacles, Snapshot, or similar effects—counts toward determining initiative.
  • Strategic Depth: Since the first player shoots first, they also have the earliest opportunity to reverse the initiative order with their attacks. The system introduces a new tactical dimension where targeting priority may be impacted by wanting to steal (or more likely, get rid of) initiative.

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!

34 Comments
2024/12/03
02:10 UTC

18

Conversion Kits

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!

14 Comments
2024/12/02
18:59 UTC

13

Q: Standard Loadout and Dogfighting

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.

13 Comments
2024/12/02
14:03 UTC

17

Random Ship Discussion #58 - Resistance Transport

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!

https://preview.redd.it/ocs577ddid4e1.png?width=660&format=png&auto=webp&s=1a9a9b7f7633b1173b81d9621bec74a28159edc9

8 Comments
2024/12/02
05:44 UTC

22

[Fly Casual 2.5 UO] 20241101.02 Updates and Bugfixes

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.

Download

https://github.com/Baledin/FlyCasual/releases/tag/v2.5.20241101.02

Updates

  • Added new upgrades:
    • Crew - Ahsoka Tano (Scum, Republic)
    • Crew - Bo-Katan Kryze (Rebel, Scum)
    • Crew - Bo-Katan Kryze (Republic, Separatist)
    • Gunner - Tiber Saxon (Empire)
    • Modification - Mandalorian Optics
    • Title - Outrider
  • Added Pride of Mandalore asteroids to Obstacles selection
  • Added Loose Cargo and Spare Parts debris cloud types
  • New Imperial pilots
    • Lieutenant Karsabi, "Payload Courier" - Alpha-class StarWing (SL)
    • Major Vynder "Helping Hand" - Alpha-class StarWing (SL)

Bugfixes

  • Contingency Protocol now allows you to select one ship to take an action instead of affecting all ships with Contingency Protocol
  • Vagabond, TIE/sk Striker (Empire), is now set up to use his ability
  • Arvel Crynyd, RZ1 A-Wing (Rebel), can now modify dice when attacking at Range 0
  • Captain Oicunn, VT-49 Decimator (Empire), can now modify dice when attacking at Range 0
  • Commandant Goran, TIE/in Interceptor (Empire), now uses the erratad ability instead of his original
  • Ionized ships can now choose a ion maneuver instead of just using 1 Straight. Ionization also removes active target locks held by the ionized ship (but not locks on the ionized ship)
  • Hol Okand, Y-Wing (rebel) now has the correct initiative
  • Rigged Cargo Chutes now deploy loose cargo instead of debris clouds
  • Spare Parts Canisters now deploy spare parts instead of debris clouds
  • Gas Clouds now ionize and break all locks on ships in the cloud
  • Droid Tri-Fighters (Siege of Coruscant) standard loadouts now have the correct upgrade slots and appropriate upgrades
22 Comments
2024/12/02
05:10 UTC

22

Are prices ever going down?

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

31 Comments
2024/12/02
00:08 UTC

9

New XWA list

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

View in YASB: https://yasb.app/?f=Scum%20and%20Villainy&d=v9ZbZ20Z89XWWW47W80WW107W152Y93X115W61W462Y534X119W354WWWWWW472W36WY535XW470WW102WWY458X177WW136WWW&sn=New%20Squadron&obs=

7 Comments
2024/12/01
17:49 UTC

72

Frist time playing Yavin

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.

8 Comments
2024/12/01
10:05 UTC

11

Clarification on colliding ships

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.

9 Comments
2024/12/01
08:41 UTC

7

Got a question? Ask it here!

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.

13 Comments
2024/12/01
06:00 UTC

12

Can you target and destroy a proximity mine?

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?

8 Comments
2024/11/30
23:10 UTC

9

Resistance Racers/Mario Kart on TTS

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

2 Comments
2024/11/30
20:27 UTC

11

Just the basics

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?

11 Comments
2024/11/30
18:31 UTC

72

Fiend and scout guard(?) fighters

12 Comments
2024/11/30
16:06 UTC

10

Siege of Corasant, how many of each ship is needed for a good game.

I have at one of every ship (multiples of Helena and vulture). Trying to see what duplicates I need. For boy Republic and CIS

6 Comments
2024/11/30
01:16 UTC

18

Is there a way to play online?

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?

6 Comments
2024/11/29
22:08 UTC

8

Rule Question

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.

4 Comments
2024/11/29
11:33 UTC

62

More Christmas Nonsense

The final obstacle for my club's annual Santa bounty hunt.

4 Comments
2024/11/29
07:58 UTC

18

Tor Phun

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?

5 Comments
2024/11/28
04:27 UTC

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