/r/XWingTMG
A space to discuss the X-wing Miniatures Game!
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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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/r/XWingTMG
Back to Rebellion this week! It looks like we've covered everything in FO, Republic, and Separatists (If I'm wrong please let me know!)
What are your thoughts about this shuttle? How did this ship perform in 1.0? How has it preformed in 2.0, Legacy, and XWA?
Do you think it should've been included in the Ghost expansion? Or a reprint standalone?
So I am about 3/4 through my first 2.5 game with my son and think I found a big misunderstanding of the rules that I wanted to clarify. Thanks in advance for your help.
I found the ground assault campaign book and HOTAC campaign which has the basis for ground assault addition. I got excited so I started printing resources so my family and I can play the Battle of Hoth. All the HOTAC components seem directed toward AI movements. I can't seem to find a Hoth mission for X-wing. I did find this on Steam, but the movement appears to be a little different... I dont know.
So I am looking for cards for the turrets, hull value on shield generator, and movement dials for atat, atst, and t-47. Does anyone know if these exist somewhere.
So three friends and I all got into the game and are trying to parse out what point system we should use to play and I was hoping for advice and opnions.
We aren't really interested in Objectives, just dogfighting, and none of us are the type to net list or do something like corner camp/ score one kill and flee all game. We also dont like banned upgrades, and there is some frustration about loadout points beint really limited.
So far we have been using YASB Extensed, but we are talking about possible XWA, or Legacy, or home brewing a way to have more loadout points on pilots we like. (We understand that its better to put more models on the table over a few super kitted out pieces, but we seem to just want to have our dude be really cool and tricked out.) We are also kinda bummed that generics are completely unable to be modified.
Would anyone have suggestions for us on what might fit our desires best?
Also if we stuck with YASB Extended, how much would a single ship point be worth in exchange for additional load out points on average? (For our possible homebrewing.)
TLDR- We are 4 new players who are hella casual and want to be able to have a lot of loadout freedom and aren't to worried about balance, what point system would work best?
Hello all! I , like surely many of you, was once a daily participating member of the FFG forum for list building. I was just curious if there's an existing thread/discussion post that is used by the, now dwindling, community? (Discord, reddit, other location) Discussing and workshopping list ideas was always my favorite part of the game, aside from the game itself lol! Thanks and have a great day!
Most bombs say 0-1 range. Does that use the range stick or movement stick? 1 with the range stick seems like a lot...and seems to bomb said ship who drops it most the time.
My first attempt at a batrep for X-Wing - Always glad we have a good bunch here in Halifax that love to play, including casual tournaments
https://www.aluminum-falcon.com/blog/jendons-deep-space-dust-up
When you haven’t touched them in 8 or more years…may as well show it off here. I took quite a bit of pride in this collection. Probably played 20 times or less. Enjoyed collecting and displaying in a previous life. Kept every bag, box, stand and card from the entirety of my collecting. Cards are all in sleeve pages.
Is this collection worthless cause of it being v1.0?
On eBay as suggested by folks here.
*Don't worry. Kept a few fighters and a starter set back to teach the kids.
After some reddit help last week, my son and I started one of our first 2.5 games. A couple scenarios popped up that I made judgement calls on but don't necessarily see the documentation that supports what do do. Can someone provide some insight?
If you run into an obstacle, you stop and handle the ramifications of doing so. On the next turn, you are forced to fly through it. I'm assuming you act as normal and don't take a second set of damage, etc. Correct?
In the system phase, you can do something like drop a proton bomb or connor net. I know this is dropped "1" away. But does it always have to be behind you? I'm assuming so, but I could see a benefit of dropping it to the side.
Can you drop a proton bomb or connor net in the system phase if it would immediately fall on another ship?
If you take a hit while you have shields, a normal hit would remove one shield. But does a critical hit do more damage or still take away only one shield?
Thanks in advance for your help.
Hey guys can anyone point me in the right direction for the best 3D print files for small, medium and large bases that fit the 2.0 cardboard base tiles along with the 3D print files for the pegs as well? Thanks in advance
All for $60!
I just bought a used Gozanti and the plastic pegs were replaced with magnets. Any idea how to switch them back?
I live in LA, and most of the X-Wing nights I used to go to are ghost towns (and the ones that aren't are a little too far to be convenient). I live in a very central and accessible area with a great LGS with an open game night slot, so I've been thinking about spinning up a weekly X-Wing night.
But I'm not sure what to run in order to attract the most players. I was hoping to even attract new players by bringing some pre-built squads so that walk-ins and newcomers can play. To that end, I feel as though 2.0 would be best. On the other hand, with XWA so far continuing with 2.5, I expect that veteran players might not have any interest in a game night where they can't playtest tournament-legal squads. I guess I could run both? Or I guess new players could always just stick to Chance Encounter.
Anyone have any experience starting up a new game night in this post-mortem phase? Any advice would be appreciated!
I had a nice holiday break last week with more X-Wing then I thought I was going to have.
https://obiwinxwing.wordpress.com/2024/12/05/an-epic-thanksgiving/
I know that the XWA is still going through refining the existing point costs and everything but as far as I can tell they've made it impossible to fly Admiral Sloane?
Hey everyone, love x-wing but as my username alludes to, time is really not on my side haha
These are my two fleets I used to run and LOVE, I main republic and secondary imperial, but now they are all messed up with the changes (for the best), and my local x-wing group chat is blowing up to play again
Any advice on what is the best tweaks to these fleets to have them comply to the new point systems?
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.