Tuesday, 26 November 2019

X-Wing Buying Guide - Separatists

"Twice the pride: double the fall"



The Separatists are a loose coalition of all the various interest groups that have been coerced into serving Darth Sidious' nefarious scheme.  In this faction you'll find iconic villains like Darth Maul, Count Dooku and General Grievous but also the Trade Federations squadrons of mass-produced Vulture Droids and the weapons of the insectoid Geonosians who played such a pivotal role in developing the Death Star.  As well as featuring across the prequel trilogy of films they've also had a prominent role in the Clone Wars cartoon series

As befits a faction that brings together such a wide range of different groups the Separatist squads can be very different to one another, and their ships often have very little in common in terms of how they work on the table in Miniatures Game form.  We've seen hugely successful swarms of Vulture and Hyena Droids and we've seen the deadly Nantex swarm to great effect, but we've only occasionally seen the various parts of the Separatist movement successfully coalesce into one squad.  The ships are so different to each other I think it can be a real challenge to get them all pulling in the same direction at the same time.  

What almost every Separatist ship and squad does have in common, though, is that they're probably the single most complicated and frustrating faction to learn to play.  I described the Jedi as "easy to learn but difficult to master" and by that measure the Separatists are probably "difficult to learn and even harder to master".  The Belbullab is probably the only 'normal' ship the Separatists have to call upon while all the others rely heavily on players mastering tricky combinations of unusual maneuver dials and fragile ships that are propped up by complex abilities and interactions, and a need for extremely accurate flying.  

Take that as a warning but also as a recommendation.  The Separatists can do some amazing tricks and completely baffle opponents with all the options available to them... once you've got past the bit where they baffle you trying to play them!  There's a lot of fun to be had from just how different the Separatist ships are but if you're jumping into X-Wing for the first time then this is definitely the deep end and you're in for a pretty steep learning curve


If you're still reading after my concerted efforts to scare you away from playing Separatists then congratulations!  You should steel yourself for one more piece of bad news, though: because the Separatist faction features the cheapest ships in the game (points-wise) they can actually be one of the most expensive factions to play (wallet-wise).  When you pay $20 for a T-65 X-Wing you're filling out 40-50pts in your squad, while that same $20 of Vulture Droid only goes half as far in terms of getting you to 200pts.

The Servants of Strife expansion pack was designed as the introduction to the Separatist faction and it's still a fantastic place to start your collection.  This pack gives you three ships for the price of two so it's a good head start on building your ship numbers.  It's also the only box that has General Grievous' Belbullab starfighter in, so for that reason alone you're likely to wind up buying Servants of Strife eventually even if it's not your first purchase.  

Although I've already warned you that the Separatists can be an expensive faction to buy into that doesn't HAVE to be the case, especially since Jango Fett's Slave-I arrived late in 2020 to give you a really solid ship that can eat up a good half of your points allocation.  This is perhaps the cheapest place to start...

CIS on the Cheap (200pts)
  • General Grievous (Bellabub) - Outmaneuver, Impervium Plating, Soulless One
  • Jango Fett (Firespray) - Lone Wolf, Zam Wessell, Thermal Detonators, False Transponder Codes, Hull Upgrade
  • Trade Federation Droid (Vulture) - Grappling Struts
  • Trade Federation Droid (Vulture) - Grappling Struts
Purchases Required: Core Set, Servants of Strife, Jango Fett's Slave I ($110)

The aim of the game here is to get Jango Fett to be your last ship on the table so he can mop up what's left of the opponent.  General Grievous is a huge threat when he has Outmaneuver so the opponent should try and chase him first, giving you time for Jango and your Vultures to destroy as many ships as possible.  It's actually unusual to see a Separatist squad with so few ships and a lot of that is down to Networked Calculations, the Vulture Droid's innate ability to share Calculate tokens between each other.  Hurling as many Vultures onto the table as possible has a proven success rate and with their networked calculations ability each droid makes the others stronger.  They just drain your wallet to do so, unfortunately.

This squad below is on the way towards a more typical Vulture swarm, starting to build some strength in numbers.  Even this is scrimping some to save the wallet, though.  The HMP Gunship is interchangeable with a Nantex starfighter or even a Tri-Fighter, but if you were really looking for the maximum value it would probably just turn into another three Vulture Droids (for $140 not the $100 here)!

Grievous Miniswarm (200pts)
  • General Grievous (Belbullab) - Treacherous, Soulless One
  • Geonosian Prototype (HMP Gunship) - Synced Laser Cannons, Repulsorlift Stabilisers, Kraken
  • Trade Federation Droid (Vulture) - Discord Missiles
  • Trade Federation Droid (Vulture) - Discord Missiles
  • Trade Federation Droid (Vulture)  
  • Trade Federation Droid (Vulture)  
Purchases Required: Servants of Strife, Vulture Droid expansion x2, HMP Gunship expanson ($100)

So far both these squads have started with a Servants of Strife expansion but with the newer ships released in second of 2020 it's no longer such an essential starting point.  Here is a squad that ignores the Servants of Strife and goes directly to all the more complicated and interesting ships in the Separatist faction...

Technological Terror (200pts)
  • 0-66 (Sith Infiltrator) - Plasma Torpedoes, DRK-1 Probe Droids, Chancellor Palpatine/Darth Sidious, Hull Upgrade
  • DIS-347 (Tri-Fighter) - Marg-Sabl Closure, Intercept Boosters
  • Geonosian Prototype (HMP Gunship) - Synced Laser Cannons, Repulsorlift Stabilisers
  • Techno-Union Bomber (Hyena Bomber) - Proton Torpedoes, Landing Struts
Purchases Required: Sith Infiltrator expansion, Tri-Fighter expansion, HMP Gunship expanson, Hyena Bomber expansion ($100)

What this squad does is introduce all that complexity and interconnected abilities that I talked about when I introduced the Separatist faction.  It starts with the DRK-1 Probe Droids equipped to the Sith Infiltrator, which you're going to push out to scout the enemy fleet and allow your ships to get target locks set up before the firing starts.  

Those target locks allow 0-66 and the Techno-Union Bomber to fire their deadly torpedoes, they also allow the Geonosian Prototype to reroll it's attack dice with its Networked Aim ability, and finally having target locks strewn around helps DIS-347 with his pilot ability too.  The abilities don't stop there, because 0-66 also has Darth Sidious aboard and his coordinate ability can really add a lot to how the Tri-Fighter moves and has lots of defensive tokens.  And three out of your four ships have unique movement upgrades to manage too in the Intercept Boosters, Repulsorlift Stabilisers and Landing Struts!

Get it all wrong and all of those synergies fall apart.  You wont be able to fire your torpedoes, your Gunship won't be able to reroll dice, your Tri-Fighter won't pick up a target lock and you'll have spent loads of points on effects and abilities you can't use.  And THAT is really what the Separatist faction is all about in a nutshell!

Vulture Droid (Wave 3)
Hard to fly, Strong

Trade Federation Vulture Droids are currently the cheapest ships in the whole game, which makes sense as stat-wise they're also the worst ships in the game.  That individual weakness is more than made up for just how many Vulture Droids you can hurl onto the table at once, though, and through their Networked Calculations ability the swarm grows stronger as it gets larger.  Despite being the 'worst' and most fragile ship in the game the Vulture Droids have actually been terrorising competitive X-Wing tournaments for the last few months.

They're not easy to fly, though.  Their robotic nature means they have a maneuver dial that loves to work in binary 90-degree turns "Left, Right, Forwards!!!" but only reluctantly switches to analogue diagonal lanes.  You need to plan ahead to minimise the impact of that weakness, while opponents will certainly try to exploit it.  Although surprisingly effective in a swarm Vulture Droids also explode very quickly once they're isolated so they can be a very frustrating place for a new player to join the game.

But the sheer number of guns you can put on the table... 

Also of Interest: Discord Missiles (Vulture expansion, Tri-Fighter expansion)

Belbullab-22 (Wave 3 in Servants of Strife)
Easy to fly, Average strength

In a faction of oddballs and outcasts the Belbullab-22 is pretty much the only 'normal' X-Wing ship that the Separatists have to play with.  It's got an average number of red dice, a pretty average amount of agility and hull, a pretty average action bar and maneuver dial, and even the pilot abilities are pretty normal.

Although there's no separate expansion for it you get the Belbullab in the Servants of Strife expansion pack, and for most purposes that one Belbullab is probably going to be all you need.  They're good ships and in Captain Sear or General Grievous they're decent additions to a swarm of Vulture Droids, particularly as the Belbullab can equip a Tactical Relay to buff all the nearby droids.  But you're rarely going to want 2 of them.  They're just a bit too 'normal'.

Also of Interest: None

Sith Infiltrator (Wave 3)
Hard to fly, Weak

The Sith Infiltrator is the ship that Darth Maul flew to Tatooine in The Phantom Menace and in the X-Wing Miniatures Game the Sith assassin can be replaced by Count Dooku as a pilot. The Infiltrator's big problem comes from being a large based ship with just a front-facing weapons arc.  That's a combination that's always been problematic as it makes it difficult for the Infiltrator to keep its arc pointing at things it wants to shoot, and it takes a lot of forward planning to ensure that Maul or Dooku are in the right place when the shooting starts.

However... although the Sith Infiltrator itself is pretty weak this expansion pack is actually pretty important to pick up anyway because it has some very good upgrade cards.  In particular the DRK-1 Probe Droids are a staple for the Separatist faction and 'unlock' a lot of what ships like the Hyena Bomber has to offer by giving you target locks before the firing starts.  It also has General Grievous, Count Dooku and Darth Sidious crew cards and they may prove really useful aboard Jango Fett's Slave-I.

Also of Interest: Proton Torpedoes (Core Set)
Hyena Bomber (Wave 4)
Hard to fly, Average strength

The Hyena is the Vulture Droid's bigger, meaner brother.  As this is the Separatists faction, though, it defies such simple classification and in fact every Hyena pilot in the game has different upgrade slots.  Some are bombers, some are torpedo carriers, some are support ships, some are jousters... that alone makes them a pretty complex ship to squadbuild for as they all have their own unique roles to play.

Hyena Bombers have now proven their worth to Separatist forces in several configurations - as torpedo-flinging artillery alongside DRK-1 Probe Droids, as frustrating Proximity-Mining close quarters combat forces, and the unique DBS-404 is a potent threat capable of rolling 6 red dice at range 1!  The annoying bit about the Hyena Bomber is that almost all these uses require you finding the right upgrades from elsewhere so it might be an awkward ship to pick up if you've not got the right toys to make it work.

Also of Interest: Proton Torpedoes (Core Set), DRK-1 Probe Droids (Sith Infiltrator), Proximity Mines (Slave-I, Fully Loaded, Decimator), Advanced Proton Torpedoes (Sith Infiltrator, Fully Loaded)

Nantex Starfighter (Wave 5)
Very Hard to fly, Strong

Ah, the dreaded Nantex... there's probably not a single ship more hated by the broad X-Wing gaming population.  The Separatist faction trades on complex and awkward interactions and in the Nantex that manifests as manipulating gravity fields in how their ships fly and attack, thanks to the controversial Ensnare pilot ability.  At face value a Nantex starfighter is a fragile little ship with a limited range of movement, but once the Nantex pilot starts shifting gravity fields around they can appear in unexpected places and with Ensnare they can even move opposing ships to lock them in place with tractor beams!
History Lesson: For a lot of players the Nantex' Ensnare ability to create large 'no-go' zones on the table proved less fun than the game designers probably anticipated.  FFG put the points cost of Ensnare up to make players happy and suddenly the Nantex disappeared entirely from tables.  Then in July 2020 FFG put the cost of the basic Nantex ship down so people would use them and swarms of six Ensnare-less Nantex immediately took over and won everything in sight, leading to an emergency points change a couple of months later.
Touch wood, Nantex are finally in a good place - playable with or without Ensnare but not incredibly unpleasant to play against.  Personally I think they're a fun and whizzy little ship and like how their unique tractor/turret interaction works, but they don't naturally fit into all the target lock/calculate synergies that are so much a part of the Separatist identity.  I'd recommend picking one up to try out Chertek or Sun Fac first and see if you like them before buying more.

Also of Interest: Crack Shot (Servants of Strife)

HMP Gunship (Wave 7)
Average to fly, Average strength

You can find my full review of this expansion pack here.

The HMP Gunship would be just another missile & cannon boat without its unique Repulsorlift Stabilisers configuration, which allows the ship to strafe around the table in ways no other ship can do.  That makes the HMP both a useful offensive threat that can track targets as they maneuver, and it also makes the HMP hard to pin down because while most ships fly forwards the HMP can potentially zip off in three different directions.  Although there are a lot of upgrade options in the Gunship's loadout you can keep it pretty simple, just give it a gun and enjoy sidestepping your way to success - you may want to track down some DRK-1 Probe Droids from the Sith Infiltrator though!

Also of Interest: Diamond-Boron Missiles (Hyena Bomber), DRK-1 Probe Droids (Sith Infiltrator)

Tri-Fighter (Wave 8)
Hard to Fly, Average strength

The Tri-Fighter is the Separatist equivalent to the Empire's TIE Interceptor - it's a super-fast ship with strong cannons that will melt under fire faster than a Ben & Jerry's stand in the Australian outback!  This ship was only released a few days before I wrote this guide, but my initial take on the ship is that with the way the pilots are costed it seems like we're being steered towards playing just one or two Tri-Fighters as a flanking threat rather than dropping them into existing droid formations.  The high initiative Phlacc-Arphocc Prototypes may be the strongest pilots just because the best way of keeping these things alive may be ensuring they never get shot at!

Also of Interest: Predator (Core Set, TIE Interceptor)

Jango Fett's Slave-I (Wave 8)
Easy to fly, Strong

This isn't the first Firespray-Class Patrol Craft in X-Wing and players are well used to dealing with Slave-I when it was in Boba Fett's hands as part of the Scum & Villainy faction.  This version of Slave-I is the ship that daddy Fett flew in Attack of the Clones which is why it appears in the Separatist ranks, although interestingly a lot of the upgrade cards are dual-purpose and can be used by both Scum and Separatist players.

The sheer success of Boba Fett may well have led to Jango's Slave-I being toned down a bit and on first sight this isn't quite as powerful as the Scum version.  That said, the Firespray is still arguably the best all-rounder ship in the game with no real weak points and it's always going to be a solid ship on the table, even if you don't quite have all the Scum version's bells & whistles.  Jango Fett brings a new Initiative 6 pilot which is a threat in itself but it may be the changeling Zam Wessell, whose mindgames lead to free target locks and bonus attacks, that you'll see played most often.

Also of Interest: Lone Wolf (Servants of Strife), Treacherous (Servants of Strife), Count Dooku (Sith Infiltrator), Contraband Cybernetics (Punishing One, Xi Shuttle)

Monday, 18 November 2019

X-Wing Buying Guide - Republic

"Sand.  I hate sand."



Everyone flocks to the Galactic Republic faction for its clone troopers.  Faceless and featureless the clones make the Republic one of the most dynamic and exciting factions to play.

No, wait, that's not right.  You're here for the Jedi, aren't you?  Of course you are!

The forces of the Galactic Republic oversaw peace and order in the galaxy before the dark times.  Before the Empire.  In this faction you'll find many members of the Jedi council: Ahsoka Tano, Plo Koon, Obi Wan Kenobi and of course a certain Anakin Skywalker.  The Jedi fly their distinctive triangular starfighter and with the Force as their ally they make for incredibly varied and dangerous foes.  Alongside the Jedi you'll find the clone troopers, they may be less exciting and glamorous but their ships are tough and dependable in a scrap.  The Jedi can't be everywhere in the galaxy and clones do a lot more than just make up the numbers.

In terms of playstyle the Republic faction is incredibly customisable and can play most styles pretty well.  It's certainly possible to field the Jedi as powerful aces who can use their mastery of the Force to dodge attacks and ensure they get the best positions on the table.  At the other end of the scale a massed army of clones in their V-19 Torrents, V-Wings, LAATs and ARC-170 Starfighters can bring massed raw firepower capable of winning almost any duel.  And in between those extremes you can mix and match the two styles almost at will and the challenge with the faction often comes down to having to make difficult choices between several ships and pilots that could all work well.


The first thing to say is that the Republic faction is a lot like the First Order faction in that there's no real fixed route for how to fly them and thus what you need to buy.  My overarching medium-term advice is basically to buy one of every expansion in whatever order you want, but if you're looking at your very first purchases then "to Guardians or not to Guardians, that is the question..."

The Guardians of the Republic boxed set introduced the Galactic Republic to the game and it's still a fantastic launchpad into the faction.  Not only do you get your first three ships for the price but it's home to some unique Jedi pilots that aren't in the Aethersprite expansion pack (including Obi-Wan Kenobi).  It also comes with a lot of the upgrade cards that you'll need to load out your squad and make the most of the ships you buy.  However as more ships have been added to the Republic faction it's no longer the only way to buy in.

Guardians of the Republic 
  • Obi-Wan Kenobi (ETA-2 Actis) - Predator, Stealth Device
  • Plo Koon (Aethersprite) - Calibrated Laser Targeting
  • 104th Battalion Pilot (ARC-170)
  • Gold Squadron Trooper (Torrent)
  • Gold Squadron Trooper (Torrent)
Expansions required: Guardians of the Republic, ETA-2 Actis Expansion, ARC-170 Expansion ($90)

This squad brings a pretty typical and flavorsome blend of Jedi masters and clone toughness to the table.

But if you decide not to make Guardians of the Republic your first purchase you can benefit from the fact there are different Jedi pilots for the Aethersprite in the ship's own expansion than there are in the Guardians of the Republic box (for example: Obi Wan is in Guardians of the Republic, Anakin is in the expansion).

Dancing Jedi
  • Anakin Skywalker (Aethersprite) - Calibrated Laser Targeting
  • Obi Wan Kenobi (ETA-2 Actis)
  • Ric Olie (Naboo Starfighter)
  • Goji (Y-Wing) - Ion Turret, Proton Bombs, Delayed Fuses
Expansions required: Aethersprite expansion, ETA-2 Actis expansion, N1 Naboo Starfighter expansion, BTL-B Y-Wing expansion ($80)

And this squad really shows how interchangeable so many pieces are for the Republic.  We've picked up an N1 Starfighter and a Y-Wing in this example, but those same points could easily have gone on a V-Wing and a LAAT instead.  Or another Aethersprite, or an ARC.

And we've not even got into the possibilities brought about by converting your Aethersprites to their more potent (and expensive) Delta-7B configuration.  If you're prepared to trade the advancing piloting skills of Obi Wan and Anakin for raw firepower then there's other routes through the faction.

Feel The Force (200pts)
  • Jedi Knight (Aethersprite) - Delta-7B
  • Jedi Knight (Aethersprite) - Delta-7B
  • Warthog (LAAT) - Clone Commander Cody
  • 104th Battalion Pilot (ARC-170) - R4-P Astromech
Expansions required: Aethersprite expansion x2, LAAT expansion, ARC-170 expansion ($100)


Delta-7 Aethersprite (Wave 3)
Average to fly, Strong

Important: you get an Aethersprite in the Guardians of Republic box but the individual ship expansion features different pilots (and different paint schemes on the Aethersprite) so you'll almost certainly want to pick up both packs eventually.
  • Guardians of the Republic: Obi-Wan Kenobi, Plo Koon, Mace Windu, Saesee Tiin
  • Aetherspriate Expansion: Anakin Skywalker, Ahsoka Tano, Luminar Unduli, Barriss Offee
The Delta-7 Aethersprite is the chosen starfighter of the Jedi knights.  It may look small but in X-Wing this hugely customisable little fighter has several configuration options and is almost like two, or even three, different ships that can fulfil different roles depending on whether you take Calibrated Laser Targeting, Delta-7B, or no configuration at all.

Without any configuration at all the Aethersprite is like a little A-Wing or TIE Fighter buzzing around at high speed but not really posing much offensive threat.  That wouldn't be too effective for normal pilots but all the Jedi come to the table with unique Force abilities and so without a configuration the Aethersprite can function as a little support ship.  Adding the Calibrating Laser Targeting upgrade to your Aethersprite doesn't cost many points and can really transform the damage output of your Jedi if they can line their shots up carefully.  It's still a delicate little ship that can't take much punishment, but CLT adds a lot more threat to the ship.

The Delta-7B upgrade, though, transforms your nimble but fragile Aethersprite into a much tougher fighter that's more like a T-65 X-Wing than an A-Wing, translating some Agility for more shields and laser cannons.  With a Jedi master like Obi-Wan Kenobi or Anakin Skywalker at the helm a Delta-7B is one of the most complete starfighters in the game - lightning fast and agile, able to regenerate lost shields with R2 Astromechs and dealing out blistering Force-assisted attacks.

Also of interest: R2 Astromech (Core Set, N-1 Naboo Starfighter expansion), C1-10P (BTL-B Y-Wing expansion)

V-19 Torrent (in Guardians of the Republic expansion)
Average to fly, average strength

There's no standalone expansion for the V-19 Torrent but you get two of these little Clone troopers in Guardians of the Republic and, yeah... they're alright.  The V-19 Torrent is slow, weak and unglamorous but also has a very low points cost that makes up for all of that.  A lot of the time it simply takes so long for the enemy to waste time killing a Torrent that they'll just ignore it to choose a more valuable target, which then allows the Clones to get in close and start dealing real damage.  The Torrent has found a role filling out Republic lists and also became the backbone of a Republic swarm alongside Sinker's ARC-170 to make them punch much harder.  On face value the V-19 must be among the candidates for 'worst' ship in the game and yet it's a testament to how well X-Wing is designed that they're actually pretty good anyway just because they cost so few points.

Also of interest: None.  If you're spending more than 25pts on a Torrent you're probably doing it wrong.

ARC-170 Starfighter (Wave 3)
Very easy to fly, Average strength

The ARC-170 is an almost foolproof ship for a beginner to fly.  It doesn't have many maneuvers to choose from, it has plenty of hull so it won't die and it has front and rear guns so if you point it the wrong way you still get to fire!  The Rebel ARC pilots are all pretty expensive in points cost but here in the Galactic Republic their clone pilots are bought en-masse from the Kamino and come in cheap enough to do all the dirty work that the Jedi are too high & mighty to do for themselves.  There's several strong ARC-170 pilots but you don't often have to look much further than the efficient 104th Battalion Pilot who for 42pts has to be one of the most efficient and straight forward hitting sticks in the game.

Also of interest: None

N-1 Naboo Starfighter (Wave 4)
Average to fly, Weak

The Naboo Starfighter is the yellow streak of lightning that little baby Anakin whizzed into battle in at the end of The Phantom Menace.  It's a speedy ship that loves to be flown fast across the table and that is both it's strength and its great weakness - hard to pin down and kill, but also tends to travel so quickly that it's only in the fight half the time before it leaves all the lasers behind it and has to turn back around again for another pass.  Only one Naboo pilot has really proven their mettle to date, Ric Olie, and his main strength is baiting opponents into wasting time shooting at him when they should really know better.  Ric has been a fixture in some very successful Jedi ace squads but there's always the suspicion that he hasn't actually done very much apart from whizz about and stay alive while the Jedi do the heavy lifting.

Also of interest: Crack Shot (Guardians of the Republic)

BTL-B Y-Wing (Wave 5)
Easy to fly, Average strength

You may not have known it when you watched the Battle of Yavin unfold in Star Wars: A New Hope but the Rebel Y-Wings were rolling into their attack run naked.  It turns out those scrawny Y-Wings should be sleek and elegant as they were originally intended, with layers of extra armour plating.  The Galactic Republic flies those OG Y-Wings and despite the cosmetic changes they're pretty much the usual reliable bodies that the Rebels and Scum get from their Y-Wings.  You won't set many tables on fire by fielding a BTL-B Y-Wing but they're dependable and in Broadside and Matchstick at least have a couple of pilots with strong abilities.  

Just as interesting as the ship itself the BLT-B Y-Wing also comes with some great upgrade cards so you'll likely find yourself picking one up just for that reason.  Foresight and Precognitive Reflexes are good Force abilities, while the cranky astromech C1-10P is making a strong play for being my personal favourite upgrade card in Second Edition.

Also of interest: R4 Astromech (Guardians of the Republic, Naboo Starfighter expansion)

LAAT Gunship (Wave 7)
Easy to fly, Average strength

The LAAT Gunship is the UH60 Black Hawk of the Republic fleet, usually seen providing close air support to legions of clone troopers on the ground.  In X-Wing the LAAT is removed a little from it's usual environment but still provides a very similar role with a powerful Fire Convergence ability granting nearby ships extra accuracy from their attacks and with enough room inside for a Jedi master or two to provide tactical support too.

The LAAT is hardly a glamorous ship but it's a useful one to have at your disposal and in 'Warthog' in particular it adds some steel to the Republic's squads.  There's also a bunch of new crew cards for both the LAAT and the ARC-170 to field, including Yoda himself!

Also of interest: Clone Commander Cody (ARC-170) 

V-Wing (Wave 8)
Easy to fly, Weak

It's an odd bird, the V-Wing.  In canon this ship comes at a turning point for the Galactic Republic, right where their technology starts to disappear into a tunnel before finally emerging as TIE Fighters in the Galactic Empire.  Thus the V-Wing is in the X-Wing Miniatures Game too, kind of uncomfortably straddling a few other ship roles without necessarily excelling at any one of them.

In it's raw form the V-Wing's stats, dial and actions are rather similar to an A-Wing - light and fast with weak offense - although the linked Target Lock action instead of a Focus is punishing for a ship with 3 Agility.  As a nice touch you can see the TIE Fighter underneath starting to come through in that the V-Wing's 1-bank maneuvers are red (the TIE loses them completely).  When equipped with the 'Besh' configuration the V-Wing gains a bomb slot and starts to become something more like a TIE Bomber or TIE Striker, though without the Bomber's toughness or the Striker's more powerful cannons.

Also of interest: R4 Astromech (Guardians of the Republic, N1 Naboo Starfighter) 

ETA-2 Actis Interceptor (Wave 8)
Hard to fly, Average strength

The ETA-2 Actis is the smaller Jedi starfighter that we were introduced to in the opening battle over Coruscant in Revenge of the Sith.  In many ways it's very similar to an Aethersprite fighter equipped with Calibrated Laser Targeting - similar stats, similar dial, similiar force-powered reposition actions, similar requirement to land bullseye arcs to really deal damage, and similarly brimming with powerful Jedi pilots.  The Actis is a cheaper and more lightweight option than the larger Aethersprite, though, and it fits more comfortably into space where the Aethersprite has to really make compromises on points.

It's brand new (released just days before this guide was first written) so it's hard to say exactly where it falls in the over power level scheme for X-Wing, but at this point I suspect it's going to prove more of an annoyance for opponents than being a particularly potent threat.  This ship looks like it excels at flitting in and out of combat and being very hard to kill, but is perhaps less good at doing a huge amount of work in the meantime.  Maybe it's best suited to a support role and allow some bigger ships to do the heavy lifting for it.

Also of interest: Predator (Core Set), Ion Cannon (B-Wing, M3-A, TIE Heavy), Stealth Device (Guardians of the Republic)

X-Wing Buying Guide - First Order

"Let the past die.  Kill it, if you have to"


The First Order are the bad guys who have emerged from the scattered remnants of the Empire to threaten the galaxy anew in The Force Awakens.  Here you'll find Kylo Ren, Captain Phasma and General Hux as the most recognisable protagonists, usually surrounded by their TIE Fighter escorts.  There's also the first signs of ships coming in the Resistance cartoon series, with Major Vonreig's deadly red TIE Interceptor coming in Wave 6.

The First Order currently has one of the smallest selections of ships in the game with only four available.  You're going to see an awful lot of that familiar H-shaped TIE Fighter profile in a First Order squad, although the First Order do at least have the good graces to put some shielding onto their TIEs before they push them out the door to die.  The headline-grabbing aces in the First Order fly Kylo Ren's TIE Silencer from The Last Jedi, which is a deceptively tough ship to kill, and the selection is completed by the hefty Upsilon Class shuttle which has fearsome firepower to bring to bear... so long as it can turn fast enough to keep shooting at things!

The First Order certainly leans into it's Imperial heritage when it comes to the ships it uses, although they tend to be more advanced variants.  You'd be wrong to assume that they follow the Empire's playstyles though, and Fantasy Flight have clearly made a real effort to ensure they have a different feel.  Yes there are TIE Fighters but they tend to have independent abilities rather than rewarding being played as a swarm of TIEs like the Empire does.  And although they have some speedy ships and high Initiative pilots in the likes of the TIE Silencer and Quickdraw they don't really (yet) have the elements that would support an Imperial Aces style.

What the First Order has instead is... uh.  Their ships really reward being flown as... uh.

Ok, it's not clear.  It's really hard to put a First Order squad together that has a strong strategic goal and doesn't just look like a bunch of ships that happen to have turned up on the table at the same time.  That's not to say it's a bad faction, just that First Order lists tend to just play the game with little subtlety or overarching grand plan other than 'try and shoot them faster than they shoot us'.

NOTE: that variety and openness of First Order squadbuilding is celebrated in this blog!


One advantage that buying into First Order has is they tend to be quite self-sufficient for having the right upgrades in their expansion packs, especially in the TIE/fo expansion.  A budding Resistance player almost has to buy their Conversion Kit a First Order player can build a pretty good squad straight out the expansions, not least because their ships are so good with few or no upgrades at all.

And it's also true that because the First Order squads so often tend to look like a random collection of ships it means you can basically start out by buying almost any selection of First Order expansions and it will probably add up to a working squad...

Random First Order I (200pts)
  • Kylo Ren (TIE Silencer) - Advanced Optics
  • Major Vonreg (TIE/ba) - Proud Tradition
  • Scorch (TIE/fo) - Fanatical
  • Lieutenant Rivas (TIE/fo)
Purchases Required: TIE Silencer expansion, Vonreg's Interceptor expansion, 2x TIE/fo expansion  ($80)


Random First Order II (200pts)
  • Avenger (TIE Silencer)
  • Zeta Squadron Survivor (TIE/sf) - Special Forces Gunner
  • TN-3465 (TIE/fo)
  • Lieutenant Rivas (TIE/fo)
  • Seinar-Jaemus Engineer (TIE Silencer)

  • Purchases Required: 2x TIE Silencer expansion, 1x TIE/sf expansion, 2x TIE/fo expansion ($100)  


    Random First Order III
    • Commander Malarus (Xi Shuttle) - Fanatical
    • Seinar-Jaemus Engineer (TIE Silencer)
    • Seinar-Jaemus Engineer (TIE Silencer)  
    • Zeta Squadron Survivor (TIE/sf)
    • Lieutenant Rivas (TIE/fo)

    Purchases Required: Xi Shuttle expansion, TIE Silencer expansion, 2x TIE/sf expansion, 1x TIE/fo expansion  ($110)  

    Because there's not really a clear way to build 'a good First Order squad' it means there's not many bad decisions to make when buying into the faction.  The only ship you really need to think carefully about is the Upsilon Shuttle which probably isn't worth the immediate investment as you also have to buy the Conversion Kit just to put it onto the table.

    DISCLAIMER: This advice is accurate at the time it's given.  Because X-Wing uses flexible point costs they could easily change and make a bad ship good or a good ship bad.  I can't predict that, I'm afraid, but this is the best advice we can give right now.


    TIE/fo (Wave II)
    Easy to fly, Strong

    Although it doesn't sound like it would make much difference the extra shield that First Order TIE Fighters get over an Imperial TIE does make a pretty big difference to how frequently they'll explode on you.  What doesn't change, though, is that they're still not a particularly potent damage threat as they only have the same tiny laser cannons that the original TIEs had.  

    At their current low points cost in the game that limitation barely matters and you can feel pretty safe to stock up on multiples of these TIEs as they will be the backbone of many First Order squads.  Be it filling in alongside aces like Kylo Ren and Major Vonreg, or supporting Commander Malarus in her Xi Shuttle, the First Order TIE is a dependable annoyance for your opponent to deal with, and in characters like Scorch, Null and Lieutenant Rivas there are plenty of good pilot abillities to squeeze in.  Just as importantly the TIE/fo expansion pack includes both Fanatical and Advanced Optics upgrade cards, which you'll probably want for your other First Order ships.

    Also of Interest: None

    Special Forces TIE Fighter (Wave 4)
    Easy to fly, Average Strength

    The Special Forces TIE Fighter (or TIE/sf) is the ship that Finn and Poe escape in at the start of The Force Awakens - the two-man variant with an optional rear gunner.  The TIE/sf combines the raw speed of a TIE Fighter with the durability of a T-65 X-Wing to create a decent, if unspectacular, all-rounder of a ship that has a flexible threat profile depending on whether you add the Special Forces Gunner upgrade or not.  The addition of Passive Sensors has also given the TIE/sf a new lease of life as a potent long-range missile carrier and squads of five TIE/sfs have had a decent amount of success.  Just beware that assembling such a squad is going to stretch your wallet - those Passive Sensors only come from a couple of expansion packs!

    Also of Interest: Fanatical (TIE/fo expansion), Passive Sensors (Naboo N1 expansion, Hyena Bomber expansion), Concussion Missiles (First Order conversion kit)

    TIE Silencer (Wave 4)
    Easy to fly, Strong

    The TIE Silencer is the ship that Kylo Ren flies during The Last Jedi and it's for the elite of the First Order pilots.  As it's both very quick and very hard to kill the TIE Silencer is probably the most obviously beginner-friendly ships for a First Order player to start with and there's multiple strong pilots for the ship including Kylo Ren himself.  The recent points changes in 2020 have also dramatically reduced the price of the most basic Silencer pilot and it's becoming something of a force in its own right.  From a ship that you tended to only need one of (for Kylo Ren) the Silencer has pushed it's way towards the front of the queue to compete with the TIE/fo and TIE/sf as an effective brawler.

    Also of Interest: None

    Major Vonreg's TIE (Wave 6)
    Hard to fly, Average strength

    One of the early themes of the First Order was that they don't really have any specialists and everyone was pretty good at a bunch of things rather than mastering one thing: a bit tough, a bit fast.  Major Vonreg's TIE Interceptor changed that somewhat by adding a nimble but fragile fighter which takes real practice before you can get the most out of it. Vonreg's TIE is a very deceptive ship - it's not as good at avoiding incoming fire as it first looks so has a tendency to explode more often than you'd want - but in the hands of brave pilots it's also capable of throwing out a lot of damage before it ultimately leaves the table.  It's an exciting ship I unreservedly recommend for adding variety to First Order squads when you're ready to challenge your piloting skills some more.

    Also of Interest: Daredevil (Fang Fighter, RZ-1 A-Wing, N1 Naboo Starfighter, TIE Interceptor)

    Xi Light Shuttle (Wave 7)
    Easy to fly, Strong

    In brief, the Xi Shuttle mainly exists for the Commander Malarus pilot, who is a powerful addition to squads of otherwise efficient First Order thugs, giving them a real boost in firepower.  The Xi Shuttle isn't really a starting point for a First Order collection but once you've had your fun making all sorts of mixed squads in the faction and you're looking to get serious then Commander Malarus is certainly capable of helping you get there.  This expansion also comes with Agent Terex crew (good for supporting First Order aces) and Automated Target Priority tech (good for your thugs).

    Also of Interest: None

    You'll need to source a First Edition model and buy the First Order Conversion Kit to fly these ships

    Upsilon-Class Shuttle
    Hard to fly, weak

    The mighty Upsilon Shuttle certainly casts an imposing shape on the table and as one of the few ships in the game with a natural 4-dice primary attack it's capable of withering fire on anything that strays in front of it.  Like the Empire's Lambda Shuttle the Upsilon is very slow and clumsy so keeping enemies in your firing arc can take a lot of forward planning.  You need to work hard to make sure that the fight happens where you want so you can position the Upsilon there ahead of time, especially as without the Lambda's rear arc gun the Upsilon Shuttle can easily overshoot the fight and take an age to turn back around.  There are some potent pilot abilities, and Lieutenant Tavson in particular can be a real pain to try and kill, but in a world of mix-n-match First Order squadbuilding the Upsilon Shuttle is the one ship that you need to plan long and hard for once you include it. 

    All that said... I bloody love the Upsilon Shuttle.  I love how it looks, I love it's big 4 dice gun, I love the challenge of ensuring I actually get to use that big gun.  Sometimes the heart overrules the head :-)

    Saturday, 16 November 2019

    X-Wing Buying Guide - Resistance

    "I've known a lot of trigger-happy flyboys like you"

    *** UPDATED NOVEMBER 2020 ***


    Arriving with the release of The Force Awakens the Resistance is the future of the 'good guys' in Star Wars.  It's where you'll find heroes like Rey, Finn and Poe Dameron as well as some older versions of General Leia Organa or Han Solo.  There's also just starting to be a line of new ships coming in from the Resistance cartoon series with the Fireball that arrived in early 2020.

    Ship-wise the Resistance leans heavily on the next generation of classic Rebel Alliance technology like T-70 X-Wings, RZ-2 A-Wings, the rusted remains of the Millenium Falcon.  Although the ships may often look very similar to Rebel ships they've been designed to play quite differently so the Resistance features a lot less dependency on running your teams closely together to benefit from teamwork abilities.  That can be a positive as you're not shackled to each other in the same way, but that freedom also means you're given more opportunity to make mistakes.  You want your squad to be working together ultimately, after all!

    Like the Rebels the Resistance has some pretty tough ships so they're a pretty safe place for a new player to drop into the game and there's not really any bad ships in the whole faction so you can pick up whatever you like and make it work.  They're mainly focused on flying squads of one-man fighters but in the Millenium Falcon and MG100 Starfortress there are a couple of bigger options to build a squad around if you fancy a change of pace - you will need to go via the Resistance Conversion Kit to play either of those ships though.


    Although most of the Resistance's best ships have been rereleased for Second Edition the frustrating thing is that most of the upgrades you will want to use on those ships are actually NOT in the Resistance expansion packs - they're great for ships and pilots but dreadful for upgrades.  The following squad is something you can assemble from just the four Resistance ship expansion packs:

    Bare Bones Resistance (199pts)
    • Poe Dameron (T-70 X-Wing) - Heroic, BB-8, Integrated S-Foils
    • Blue Squadron Rookie (T-70 X-Wing) - BB Astromech, Integrated S-Foils
    • Tallisin Lintra (RZ-2 A-Wing) - Proton Rockets
    • Lulo Lampar (RZ-2 A-Wing) - Heroic
    Purchases Required: T-70 X-Wing expansion x2, RZ-2 A-Wing expansion x2 ($80)

    Although it adds extra cost to your initial buy-in to the faction it may be worth taking the hit and buying the Resistance Conversion Kit straight away.  It gives you a lot of the upgrades you'll really want to use (Heroic, Crack Shot, Advanced Optics, R4 Astromech) and set you up to add the Millenium Falcon or Starfortress to your squad.  If we go the Conversion Kit route you could build something much more well-rounded straight away.

    Converted Resistance (200pts)
    • Poe Dameron (T-70 X-Wing) - Heroic, R4 Astromech, Integrated S-Foils
    • Blue Squadron Rookie (T-70 X-Wing) - BB Astromech, Integrated S-Foils
    • Tallisin Lintra (RZ-2 A-Wing) - Heroic, Advanced Optics
    • Lulo Lampar (RZ-2 A-Wing) - Heroic, Advanced Optics
    Purchases Required: Resistance Conversion Kit, T-70 X-Wing expansion x2, RZ-2 A-Wing expansion x2 ($110)

    But as well as giving you some important upgrades, having a Conversion Kit at your disposal also gives you access to Rey and her Millenium Falcon (if you can source a YT-1300 model from somewhere)...

    Poe and the Girls (198pt)
    • Poe Dameron (T-70 X-Wing) - Heroic, R4 Astromech, Integrated S-Foils
    • Rey (Salvaged YT-1300) - Finn, Rose, Rey's Millenium Falcon, Contraband Cybernetics
    • Tallisin Lintra (RZ-2 A-Wing) - Proton Rockets
    Purchases Required: Resistance Conversion Kit, Millenium Falcon expansion, T-70 expansion, RZ-2 A-Wing expansion ($110)

    If you've got enough money set aside to go the Conversion Kit route then the whole of the Resistance Faction opens up to you and you can buy almost any other expansion packs thereafter as the ships are all good.  Without the conversion kit you're always fighting with one hand tied behind your back as you'll be fielding weakened versions of any ships you fly, moreso than in any of the other factions.

    TL;DR: buy the Resistance Conversion Kit even if you're starting your collection from scratch and have nothing to convert!


    T-70 X-Wing (Wave II)
    Very easy to fly, Strong

    The T-70 X-Wing is probably the best all-round ship in the game, featuring enough hull and shields to take a while to kill, enough firepower to pose a real threat to any opponent and some fantastic pilot abilities to help drive you forwards.  At the expensive end is the Resistance's top ace, Poe Dameron, whose flexible pilot ability means he can switch seamlessly from defensive flying to piling on the explosions when he's got into position.
    But Poe isn't all that the T-70 offers and right the way down through Nien Numb, Temmin Wexley, Jess Pava and Lieutenant Bastian to some of the most cost-effective generic pilots around too.  Anywhere from 42pts up you've got a raft of strong pilot abilities dedicated to ensuring the T-70 punches above its weight.  You're almost certainly going to want at least one T-70 X-Wing in your Resistance collection and it's not uncommon to field 2 or even 3 T-70s at once.

    Also of Interest: Heroic (RZ-2 A-Wing, Resistance conversion kit), R4 Astromech (Resistance conversion kit, Heralds of Hope)

    RZ-2 A-Wing (Wave 2)
    Easy to fly, Strong

    Alongside the T-70 X-Wing the RZ-2 A-Wing is one of the twin pillars of Resistance squadbuilding on which the entire faction is based.  Smaller and more nimble than the T-70, the RZ-2 A-Wing is one of the fastest ships in the game and features the powerful ability to switch its laser cannons from firing forwards to backwards.  This makes them a tricky opponent on the table as you're never sure if they're going to fly slowly towards you and continue firing out of the front, or fly right over the top of you and switch to firing backwards.

    Like the T-70 there are several A-Wing pilots worth flying and it's not unheard of to see players flying as many as five A-Wings in a single squad!  Although each A-Wing only packs a modest punch the opponent can be left blasting uselessly at empty space as a cloud of speedy A-Wings swirl around the table switching between front and rear guns. 

    One annoying note: the best A-Wing pilot is Zizi Tlo and she's not in here, she comes from the Hotshots & Aces box.

    Also of Interest: Crack Shot (Resistance conversion kit), Advanced Optics (TIE/fo expansion, Resistance conversion kit), Starbird Slash (Heralds of Hope), Zizi Tlo (Hotshots & Aces)

    Resistance Transport (Wave 4)
    Hard to fly, Average strength

    Resistance Transport Pod (Wave 4)
    Easy to fly, Strong

    The Resistance Transport expansion contains two ships: the transport itself, which is what Leia arrives in during The Force Awakens, and a detachable cockpit pod which is what Finn & Rose travel to Canto Bight in.  Neither ship may sound too exciting but they've both proven to have their place in the game, and it's actually the little Transport Pod that has made the biggest impact!

    The main Resistance Transport is a pretty unexciting support ship like the Rebel Alliance's Sheathipede or the Escape Craft from Lando's Millenium Falcon.  The reason the Resistance version is less useful is because the rest of the faction features ships that are so independently powerful that they don't really need a support ship to be effective.  When you fly Cova Nell with General Leia Organa on board the Resistance Transport changes role and becomes a tough brawler, but outside of that combinationit's not seen much use.

    The little Transport Pod, on the other hand, is small but mighty.  There are great pilot abilities on three out of the four pilots and when Finn is at the controls the Pod becomes one of the cheapest and most efficient damage-dealing threats in the game.  It's well worth picking at least one Resistance Transport expansion up just to add Finn to your squadbuilding options, and it's also worth noting that there's a lot of great crew upgrade cards in this expansion that can be used on the Millenium Falcon or Starfortress to good effect.

    Also of Interest: Heroic (RZ-2 A-Wing, Resistance conversion kit), Pattern Analyser (Resistance conversion kit), Advanced Optics (TIE/fo expansion, Resistance conversion kit), R4 Astromech (Resistance conversion kit)

    Fireball (Wave 6)
    Easy to fly, Average

    The Fireball is the main racer from the Resistance cartoon series and is frequently described as 'an explosion with wings'.  In X-Wing the Fireball is actually a pretty decent little ship that finds itself pushed to the fringes of the faction a little bit by simple virtue of being just a little bit more fussy than a T-70, RZ-2 or a little Transport Pod.  There's nothing wrong with the ship at all, just usually nothing quite good enough to justify taking it over the other great ships that Resistance have available.

    Also of Interest: Heroic (RZ-2 A-Wing)

    Heralds of Hope (Wave 7)

    Not just one ship but three, the Heralds of Hope boxed set is the first of the new 'squadron packs' that we expect to see starting to be released, designed to breath new life and styles of play into existing ships.  In Heralds of Hope you'll find two T-70 X-Wings (including Poe's orange and white one from Rise of Skywalker) and an RZ-2 A-Wing.  There's also a slew of new pilot cards in the box - a new Poe, a new Snap Wexley, some powerful new A-Wing pilots.

    It all sounds good, and it is, but if you're buying into Resistance I think there's a catch: most of the stuff that's here is the cherry and sprinkles on top of the cake, rather than the cake itself.  Yes you get three ships in one box but if you're starting out you probably should just buy three individual expansions instead.  It's not that there's anything bad going on, it's just that the meat & potatoes of the faction isn't here - you get Starbird Slash to put on A-Wings but you need the RZ-2 expansion for Heroic and Proton Rockets.  It's the same story with pilots - yeah you get Seftin Vanik as a cheap I5 A-Wing ace but you'd rather have Tallisin Lintra instead if you're only flying one A-Wing (or better yet Zizi Tlo from Hotshots & Aces), and yeah there's a new Poe Dameron pilot card but the original one is almost certainly better.

    It's a good box.  You'll probably wind up getting it eventually.  But it's probably not the right place to start unless you really REALLY like that orange T-70 X-Wing.

    You'll need to source a First Edition model and buy the Resistance Conversion Kit to play these ships.

    Salvaged YT-1300
    Average to fly, Strong

    The rusting remains of the mighty Millenium Falcon have been salvaged from Jakku and are flying once again!  This isn't the Falcon of Han Solo's prime that the Rebel Alliance gets to enjoy - the maneuver dial is worse and it's lost a couple of shields along the way - but there's life in the old girl yet and in 2020 she's become a mainstay of Resistance squads.  

    You'll usually find Rey in the pilot's seat of the Resistance Falcon, with Finn in the gunner seat and usually Rose Tico is around somewhere too.  Finn & Rey make for a potent combination and turn the Falcon into perhaps the single most reliably hard-hitting ship in the game, capable of removing smaller opponents in a single shot. The Resistance Falcon is not for the faint of heart, though: it blows up significantly more easily than the Rebel version and can take great piloting to keep the Falcon from being shot at too often.  But if you can master keeping the old girl on the table then the fastest hunk of junk in the galaxy still has a few tricks up it's sleeve.

    Also of Interest: Korr Sella (Resistance Transport)

    MG-100 Starfortress
    Hard to fly, Average

    If you've watched The Last Jedi you may remember the Starfortress as the Resistance bombers that lumbered slowly into battle and mostly died long before they achieved anything meaningful.  You'll be pleased to hear that experience has been faithfully translated into the X-Wing Miniatures Game!  The MG-100 Starfortress is one of the clumsiest ships in the game and once you've loaded it up with bombs is just an attractive target for the opponent to gun down as quickly as possible.

    The key word in that description turns out to be 'mostly'.  In The Last Jedi one bomber sneaks through to devastating effect and in X-Wing that role is played by Vennie.  The gaping weakness the Starfortress has is that it takes spending a ton of points to load it up with weapons, at which point the opponent focuses on it and makes sure it dies long before it gets to use all those weapons.  Vennie is the pilot who can add to the Starfortress' defenses and although you don't see her often she can be genuinely difficult to beat.

    It's not to everyone's tastes but if you're the type of player who's always liked the idea of a B-17 Bomber flight simulator where you and your escort fight off enemy fighter attacks then Vennie is the girl for you.  For most Resistance players the Starfortress is a ship you can comfortably forget even exists, though.