Wednesday, 13 November 2019

2023 X-Wing Buying Guide - Introduction

HI!  Welcome to my Buying Guide!  I'm in the middle of updating this fully for 2023.  This introduction page is updated but the faction pages that it links to will be getting reworked shortly so if you see anything missing or looking wrong on those pages it probably just means I haven't got to it yet!  - Dave



So you're thinking about buying into the X-Wing Miniatures Game and don't have a clue where to start? 

Or you've started or don't know what to buy next?  

Well you've come to the right place.  The guide will hopefully give you what you need to know to navigate through from your first Core Set purchase right up to fielding more firepower than half the star fleet.

1) WHAT IS X-WING?


X-Wing is the tabletop miniatures game of whizzing through space in a Star Wars spaceship and engaging in exciting dogfights with other players.  Want to be Luke?  Or Darth Vader?  Or Anakin?  Or Obi Wan/Han/Poe/Boba/Kylo/Padme.  Or even Unkar Plutt?  They're all in here.  It's a pretty great game.

In my mind X-Wing falls into the the fabled category of games that are 'easy to learn but difficult to master'.  You can be up and running in your first games not long after you start, and the turn sequence is so quick and intuitive that you'll be trading laser blasts with your new X-Wing frenemies in no time.  

To get a sense of how the game plays a typical X-Wing turn really consists of three key phases:
  1. Planning Phase.  You'll decide what maneuvers you want your ships to perform and then secretly set maneuver dials to lock that information in - each ship has a unique manuever dial that gives them their own personality.  Most ships in X-Wing fire their weapons forwards so you're trying to guess what your opponent is planning and keep them in your sights, while also keeping them confused about your own plans!

  2. Activation Phase.  This is where your cunning plans are revealed and ships are moved around the table.  The more skilled pilots move last - so Han Solo would move after a TIE Fighter pilot fresh out of the Imperial Academy, for instance - and that can give the aces an upper hand in being able to respond to what they've seen happen in front of them.

  3. Combat Phase.  If you can see your opponent you can shoot at them!  Combat is a pretty quick affair to work out, with unique X-Wing attack and defence dice rolled to determine the outcome of attacks and damage cards dealt to keep track of ships as the attrition of laser fire builds up.
Aaaaannnd... that's it!  Your turn is over and it's back to the Planning Phase to go again.  The game can flow quickly with a real emphasis on positioning and planning to reward you with the best shots and angles of attack.



2) WHICH EDITION?

X-Wing has been around for a decade now and in that time it’s gone through a couple of major edition changes. Probably the most important pitfall to avoid making is to understand which of those three editions you’re about to buy into, and if it’s the right one for you.


First Edition – if you’re only ever looking to play X-Wing on the kitchen table with a couple of friends then the First Edition is still fine, and if you can find one of the old Core Sets for First Edition lying around in a store or on eBay then I’d expect you can grab a bargain compared to buying later editions. First Edition is still a fun game with all the key gameplay hooks that make X-Wing fun and if you don’t think you’re every going to be venturing out into the wider X-Wing community it may be all you ever need. Just be aware that support for this edition of the game ended a long time ago and most of the components are not compatible with moving into later editions should you that you want to do so, so there will be an extra expense to update your game. Most of the rest of this guide will also not be very much help for you, I’m afraid.

First Edition Core Sets and Expansions are in grey boxes like this:



Second Edition – I think it’s fair to say that when X-Wing launched in 2012 nobody knew just how successful it was going to prove, or how much it was going to grow. By 2017 the game had grown beyond all recognition and the cracks were really starting to show, so a complete overhaul was announced for Second Edition. Without question Second Edition is a better game than First Edition and as well as smoother rules it adds a lot of things you don’t find in First Edition, such as Jedi and Droid forces from Episodes I-III of Star Wars, full faction support for Resistance and First Order from Episodes VII-IX, and new rules for Force users to make them feel a bit more special than other pilots.

While it’s no longer the ‘official’ version of the rules you’d just need to download a copy of the new rulebook and you’d be set to play 2.5 as well. The biggest watch-out for players intending to play Second Edition is that any future expansions will have been designed with the 2.5 ruleset in mind, though there is a ‘Legacy’ community online dedicated to ensuring backwards-compatibility into Second Edition for most new releases.

Second Edition (and 2.5) Core Sets and Expansions are in black boxes like this:



‘2.5’ – in 2021 Fantasy Flight Games’ parent company, Asmodee, announced that it was moving all their Star Wars miniature games out of FFG’s portfolio and over to Atomic Mass Games.  AMG are another company under the Asmodee umbrella and the makers of the Marvel Crisis Protocol game. The designers at AMG immediately set to work on making their mark on X-Wing, shaking up a lot of the things that hadn’t already changed when First Edition moved over to Second Edition.   There were a lot of changes but the three key ones were:
1) Squadbuilding overhauled into a two-tier system with 20pts of ships that each have a loadout value for upgrades, replacing 200pts to spend however you want.

2) Simple 'Capture The Flag' style scenarios added as a the default mode of play instead of straight deathmatches 

3) Player order determined randomly each round instead of being decided by unspent squadbuilding points.
The 2.5 rules are the ‘official’ rules, they’re what all the organised play events will use and they’re what any future expansions will be designed for. They’ve also really added some fresh perspectives and different ways of thinking about the game, both from a whole new set of designers at AMG and from players adapting to all the changes to the game. and they're the most widely played ruleset.

Personally, I think 2.5 has been an improvement over Second Edition but it's fair to say not everyone agrees and if you're joining the game it's something you may need to be aware of.  What seemed to play out is that some local X-Wing groups switched whole-heartedly to 2.5 while other playgroups dug their heels in and turtled down to carry on playing 2.0 the way they always had.  If you're looking to join into what players near you are doing it might be worth checking what version of the game they're playing.

2.5 was a rulebook rewrite that didn't change the products on sale at all, so 2.5 still uses the black packaging of Second Edition (officially, '2.5' IS Second Edition now).


Final Word - X-Wing is a great game and the key gameplay hooks (setting maneuver templates at the start of the turn, the geometric nature of moving with the maneuver templates, playing with Star Wars spaceships and shouting “PEW PEW!” at people) are unchanged through all three editions of the game. To a certain extent all the other stuff that’s changed between the editions is superficial – under the hood, X-Wing is still X-Wing whichever edition you play. Personally I think 2.5 is the best edition and as it’s the official edition that’s being supported by all the future releases I think it makes the most sense for a new player to join the game with 2.5. But there are still good reasons to buy into First Edition (money if you’re only playing casually) and Second Edition (if it’s what your local playgroup plays) so pick the edition that you think is right for you!

This buying guide is going to talk almost exclusively about 2.5, though.



3) YOUR FIRST PURCHASE

Whether you're playing Second Edition or 2.5, almost certainly the first thing you're going to want is the Second Edition Core Set box.  This is designed as the starter pack and includes everything you need to learn and play the X-Wing miniatures game: dice, range rulers, movement templates, dials, damage deck etc,  It also comes with two Imperial TIE fighters and a Rebel X-Wing.  


Once you've got the Core Set, the only extra thing you need to know as a 2.5 player is to head on over to the Atomic Mass website and hook yourself up with the updated rules reference, errata, scenarios, and squadbuilding rules.


And in the absence of an official updated 'Learn To Play' style rulebook for 2.5 some fantastic X-Wing community members have mocked up an unofficial one that I would also wholeheartedly recommend.





2023 UPDATE - A NEW CHALLENGER EMERGES...

For a decade buying a Core Set like this has been the only way to really start playing X-Wing, but in 2023 that is going to change with the release of the first faction-specific starter boxes.


We've got Rebel and Imperial starters releasing in Q2 2023 and although they're not announced yet it's expected that other factions may follow either at the back end of 2023 or into 2024.  These faction starters are more expensive than the Core Set but they give you a bigger head start in terms of having a small fleet of four ships at your disposal instead of just 1 X-Wing or 2 TIE Fighters.  You probably still need to pick something else up to get to a full 20pts squad but the faction starters are leaving you much closer to the start line than the Core Set does.

There's pros and cons to whether you buy the Core set of one of these faction starters.   They offer great value for money in getting to you first full squad and they'll have the fully updated '2.5' rulebook in them.  They also come with some 'Standard Loadout' versions of the pilots in the pack which reduces the issue of having to hunt down loads of upgrades to use them properly, and that's a big deal (see the section on conversion kits below).  The most obvious 'con, though, is that unless you know for sure you want to play Rebel or Imperial you may as well buy the cheaper Core Set and save some money for buying Jedi or Vulture Droids with instead!   


But even if you want to play Imperials or Rebels the Faction Starters represent good value in terms of getting plastic ships at a discount but you do miss out on getting some really good pilot cards if it means you sidestep buying some of the expansion packs.  For instance in the Rebel Starter you get Luke Skywalker and Jek Porkins as pilots for your T-65 X-Wing but you miss out on Wedge Antilles so there's still a reason to buy the T-65 expansion pack.

And think carefully about those Faction Starters and if they're giving you the ships you're interested in playing in your chosen faction.  If you know you want to play Empire because of TIE Defenders and TIE Interceptors then however much value the Faction Starter represents it's not giving you the ships you want and the Core Set should still be where you start.


4) THE FACTIONS

The X-Wing Miniatures Game allows you to jump into the Star Wars timeline wherever you like.  There's seven factions in the game meaning you can play your favourite ships and characters right the way from The Phantom Menace all the way up to Rise of Skywalker!


Each faction has their own ships, pilots and playstyle and although individual power levels can wax and wane over time all of the factions are roughly equal in strength.  This all means you're free to choose the faction (or factions) that appeal most to you.

We'll talk about the individual factions in more depth on their respective pages of the guide, but here's a quick overview so you get a flavour or what's out there:

Age of Republic

  • Galactic Republic - hyper-mobile elite Jedi mixed with slow and unglamorous (but undeniably efficient) Clone troopers.  They probably embody 'easy to learn but difficult to master' more than any other faction so you can drop in as a beginner but it may take time to unlock the full power of the Force.
  • Separatists - swarms of Vulture Droids that die in droves accompanied by the odd powerful general like Grievous, Maul or Jango Fett.  Separatist forces are expanding rapidly with agile Nantex fighters alongside other technological droid terrors.  Perhaps the one thing they have in common is that it's tricky faction to learn with lots of unusual game mechanics.

Age of Rebellion


  • Rebel Alliance - probably the most beginner-friendly faction with some forgivingly tough ships that can absorb some punishment.  Rebel squads often emphasise flying in formation as a team to share strengths, while the Millenium Falcon provides a whole different way of playing
  • Galactic Empire - the ships may be grey and boring but with tons of speed and few shields the Empire is an exciting faction that rewards brave and skillful pilots.  The downside is that TIE Fighters have a tendency to explode just as easily as they do in the films so the learning curve can be unforgiving.
  • Scum & Villainy - Scum are a sprawling faction of 'everything that's not in the other six' with bootleg copies of most styles of play available to them.  Their hallmark is dirty tricks and unorthodox tactics that can confuse opponents so the best Scum players are always innovating new traps.

Age of Resistance

  • First Order - In many ways the First Order is a more beginner-friendly version of the Empire and many of their ships are upgraded TIE Fighters with shields.  The First Order excels at throwing out waves of cheap and disposable thugs with usually only a couple of aces around like Kylo Ren or Major Vonreg.
  • The Resistance - sitting somewhere between the Rebels and the Empire in playstyle The Resistance usually fields tough ships that can really move!  They're a pretty safe place for new players to learn the game although turning their individually powerful ships into a coherent strategy on the table can be challenging.


5) CONVERSION KITS & CARD PACKS

When you're first starting out on playing X-Wing the priority is probably going to be on building your fleet of little plastic spaceships so you want to buy the expansion packs that have those in.  But they're not the only products for X-Wing and you'll also see around lots of littlle boxes that are just full of cardboard.

Conversion Kits like these...


The official line: All the ships from First Edition are playable in Second Edition but not all of them have yet been rereleased in a dedicated Second Edition expansion pack.  The Conversion Kits exist to bridge that gap and give players all the Second Edition materials they need like pilot cards, bases, maneuver dials etc. to use their First Edition ships.  If you're coming in as a new player and buying ship expansions you'll probably not need these pilots & bases at all aside from just a couple of exceptions (eg. the Millenium Falcon expansion has Rebel cardboard in but doesn't have Rey or the upgrades needed to use the Falcon in Resistance faction).

The unofficial line: forget about all the pilots and bases and whatnot, what these packs actually are is a treasure trove of upgrade cards.  There are SO SO many completely normal upgrades that veteran players don't think twice about adding to their squads that a new player can't get hold of easily because they didn't buy conversion kits.  Those upgrades have all been reprinted since... but usually in wierd ship expansions you probably don't want to buy.  Want to put a Heavy Laser Cannon onto Poe Dameron's T-70 in your Resistance squad?  Well you'll need to buy a TIE Heavy, Sith Infiltrator, B-Wing, or Slave I, none of which you can use in Resistance.  Or buy a conversion kit.  Dorsal Turret on your Y-Wing?  You'll need to spend $50 on either a Ghost or Fugitives & Collaborators.  Or buy a conversion kit.

If you know some local veteran players then maybe you can beg, steal or borrow some of their upgrades from them - they'll probably have more than they want and may not realise they're actually sitting on a mountain of rare items.  If you can't do that then buying a conversion kit may seem completely superfluous but you'll be making everything you do go that bit more easily.
 

Upgrade Boxes...

These are designed to help new players fill in gaps in their inventory but they're both pretty low priority.  Never Tell Me The Odds has more asteroid/obstacle choices for you, while Fully Loaded is for players who want to use loads of missiles and bombs.


New Pilots foe existing ships...




There's some really good pilots in these packs but by their naure you need to have bought the ships first in order to use the pilots!  They're probably not among your first purchases but you should bookmark them for later because there's good stuff in these.  The faction flags are the bottom show which factions get things in the box.

'Battle' expansions 


Thematic packs based around particular battles from the movies these offer a unique casual scenario ,like recreating the trench run, which is good fun.  They also give new 'Standardised Loadout' pilots which was a new concept for the game - that's a pilot card which comes with all the upgrades printed on it so you can't choose what to give them, but you also don't have to hunt down upgrades from a bunch of different boxes to assemble your ship.  They're faction and ship-locked, so the Battle of Yavin box has TIE Fighters and X-Wings and Y-Wings pilots in but nothing for other Rebel or IMperial ships, or even other factions... but even so I would rate them as probably the most attractive cardboard boxes for new players just because they cut some frustrating corners by having everything you need already printed onto the card.

X-Wing Buying Guide - Rebels

BUYING GUIDE - REBEL ALLIANCE
"Lock S-Foils in attack position"

*** UPDATED NOVEMBER 2020 ***


1) INTRODUCTION

The Rebels feature the heroes who have been front and centre in Star Wars ever since 1976.  This is the faction where you'll find Luke, Leia, Han, Chewbacca, R2-D2 and Lando Calrissian.  You'll also find characters like Jyn Erso and Saw Gerrera from Rogue One and the motley crew of the Ghost from the Rebels cartoon series including Hera Syndulla and Ezra Bridger.


As well as featuring prominently in lots of film & TV the Rebels also have a fair number of less famous ships and characters drawn from the old 'Extended Universe' of Star Wars - books, comics and games that pre-date when Disney bought the franchise from Lucasfilm.  This means you'll also find things like the Wookiees wooden Auzituck Gunship, the butt-ugly K-Wing bomber or the YT-2400 Outrider freighter.  If names like Kyle Katarn or Corran Horn mean something to you then, yes, they're in the game too! 


In terms of playstyle the rebel alliance tends to favour durable ships with strong firepower and heavy shielding, although often that comes at a price that means limited mobility.  They also have a lot of pilots with abilities that help out nearby friends, like Biggs Darklighter who can take a hit meant for a nearby friendly ship or Jake Farrel who can help his allies take extra focus actions.  This means Rebel ships often fly in close formation and simply try to batter through enemy fleets with the power of teamwork.  It's a style of play that's relatively easy to pick up and can be very forgiving of little mistakes meaning that 'Rebel Beef', as it's often known, is a proven archetype that has won many tournaments.


Probably the biggest and most obvious gear change that the Rebel Alliance has is to pick up a big freighter like the Millenium Falcon and build a squad around that instead.  When you take the Falcon your whole style of play changes as you're no longer trying to duel opponents head-on but run and hide from enemy fire while taking potshots back at pursuing ships with your quad laser turrets.  It definitely works and in 2019 the biggest X-Wing tournament ever held was won by Han Solo flying the Millenium Falcon, but it takes a lot more practice to get right.    


2) STARTING SQUADS

TBC


3) SHIP BY SHIP GUIDE
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.



T-65 X-Wing (Core Set / Wave I)
Very easy to fly, Strong

Rogue One would have you believe that rebellions are built on hope.  That's a lie: rebellions are really built on T-65 X-Wings.  The iconic fighter that named the game is a hugely dependable all-rounder and in Wedge Antilles and Luke Skywalker has two of the best pilots in the game.  Luke's ability to regenerate Force whenever somebody shoots at him means he's a lot harder to kill then he looks, while Wedge's ability to reduce the defence dice that his targets get to roll make an absolute terror to face across the table.

You get Luke's X-Wing in the Core Set and you'll almost certainly want to pick a second one up in the expansion pack to get Wedge.  There's also some different pilots in the old Saw's Renegades expansion (see the U-Wing below) but they're not a patch on Luke or Wedge.
  • Core Set Only: Luke Skywalker, Jek Porkins
  • Expansion Only: Wedge Antilles, Thane Kyrell, Biggs Darklighter, Garven Dries
  • Saw's Renegades Only: Kullbee Sperado, Leevan Tenza, Edrio Two-Tubes, Cavern Angels Zealot
Also of Interest: Proton Torpedoes (Core Set, lots of other places)


BTL-A4 Y-Wing (Wave 1)
Easy to fly, Weak

The venerable Y-Wing briefly had it's moment in the sun when the points costs on Veteran Turret Gunner and Ion Cannon Turret were dropped in early 2019.  A few months of Y-Wing dominance were enough to persuade Fantasy Flight to put the cost back up and since then the old bird has returned to relative mediocrity.  The Y-Wing's not a bad ship at all but it's usually not as good as bringing a B-Wing instead... that may well change when new Turret options arrive in the game, though, so watch this space.

Also of Interest: None
B-Wing (Wave 4)
Average to fly, Average

The B-Wing has long been the gold standard for raw brawling firepower in X-Wing and it still fulfills that role in the Second Edition.  Compared to the T-65 X-Wing a B-Wing is slower and with less Agility but more Shields and it means you spend less time running and more time just throwing laser blasts at things until they die.  It's a solid and dependable addition to your squad, if hardly one that makes for exciting dogfighting.

Owners with deep pockets may want to check out the Auzituck Gunship as a competitor for the B-Wing, though that requires tracking down old ships and buying the Rebel Conversion Kit.

Also of Interest: Stabilised S-Foils (Hotshots & Aces expansion)

YT-1300 'Millenium Falcon' (Wave 4)
Difficult to fly, Average strength

Although the Millenium Falcon may be a really tempting ship to fans of the series you should be careful before heading that way.  It's a steeper learning curve to coax the Falcon through a long game than just throwing laser fire at opponents from X-Wings and B-Wings.  In the hands of a great player the Millenium Falcon can be a formidable opponent and in 2019 it won the biggest X-Wing tournament ever held, but when you're starting out it's much easier to leave the Falcon in the wrong place on the table and watch it take damage at an alarming rate.

Another good reason to avoid jumping onto the Falcon too early is that most of the upgrade cards that make it really good aren't actually in the Millenium Falcon expansion pack.  Frustratingly you'll need the Rebel Alliance conversion kit or Hotshots & Aces for valuable additions like Trick Shot, K2-SO or Kanan Jarrus.

But look... it's the Falcon and therefore the coolest ship in the game.  The model alone is reason enough to buy one if you ask me!

Also of Interest: Trick Shot (Rebel conversion kit, Saw's Renegades), Kanan Jarrus (Rebel conversion kit, Ghost), K2-SO (Hotshots & Aces), Leia Organa pilot (Hotshots & Aces)



VCX-100 'Ghost' (Wave 5)
Average to fly, Average strength

Sheathipede Shuttle (Wave 5)
Easy to fly, Average strength

The Ghost is the main ship from the Rebels cartoon series and in this expansion you also get the Sheathipede shuttle which can dock with the Ghost or operate as an independent ship in your squad.  

The VCX-100 itself is one of only two ships in the game with 0 Agility (the other being the Empire's Decimator) and that means it's often on a ticking clock to deal as much damage as possible before its inevitable demise.  Fortunately the Ghost is well equipped to pour out the pain and it's also one of the only ships in the game with 4 attack dice on it's primary weapon - a lot of enemy ships can't repel firepower of that magnitude!  Most players run the Ghost relatively cheap as a straight battering ram of damage output but in Hera and Kanan there's a couple of good named pilots that you can explore building a more complex ship with.

The Sheathipede is almost the opposite of the Ghost and usually tries to disappear into the background of your squad as a cheap little support ship.  The main advantage the Sheathipede has is it's the cheapest ship in the game with a white Coordinate action (Co-ordinate allows you to make nearby ships more powerful by taking more actions) and it often finds a role alongside more famous and flashy teammates.

Also of Interest: Saw Gerrera (Rebel conversion kit, Saw's Renegades), Ion Cannon Turret (Rebel conversion kit, Y-Wing), Veteran Turret Gunner (Rebel conversion kit, Y-Wing)


RZ-1 A-Wing (Wave 6 - COMING SOON)
Average to fly, Average strength

The little A-Wing is the Rebel Alliance's speedy scout craft and makes up in speed and agility what it lacks in punch.  The pilot you most often see in an A-Wing is Jake Farrel and with his pilot ability to pass nearby friends a Focus action he competes with the Sheathipede shuttle as a support ship as much as he operates as a fighter in his own right.  The main thing that counts against the A-Wing is that with only 2 red dice it can take some good flying to make it an offensive threat, and also that it's so fast that it can struggle to stay close to the slower ships that Rebel fleets depend on.

Even so it's a pretty good investment to make for any budding Rebel player.  Although A-Wings rarely cause fireworks they're the cheapest Rebel ship thats released in Second Edition and you'll often find yourself adding it as the last ship in a squad just because you can't afford anything more.

Also of Interest: Crack Shot (conversion kits)




U-Wing (the First Edition Saw's Renegades pack contains Second Edition cards)
Very Easy to fly, Strong

The U-Wing is the ship that Jyn and Cassian use for the second half of Rogue One, while in the miniatures game this hybrid fighter and transport is a very potent threat on the table.  It sits somewhere between a T-65 X-Wing and a B-Wing in terms of stats which makes it a tough customer in a fight, and it also brings a couple of unique selling points: a crew upgrade slot, and the ability to stop and pivot on the spot.  Unique movement abilities like the U-Wing's pivot wings are hugely valuable and it's meant the U-Wing has had a big role to play in a lot of Rebel squads.  You may even see players bringing four U-Wings as their whole squad!

Here's the rub, though.  The U-Wing has only been re-released for Second Edition as part of the Saw's Renegade's expansion pack, along with the partisan-schemed T-65 X-Wing.  That makes it a more expensive addition to your squad than it should really be as you're paying for two ships in the expansion.  You also only get half of the available U-Wing pilots and you'll need the Rebel conversion kit for the others.

Also of Interest: Leia Organa (Rebel conversion kit, Millenium Falcon)


===== THE FOLLOWING SHIPS ARE UNRELEASED IN SECOND EDITION =====  
As one of the original three factions there are a lot of Rebel ships but not all of them have been re-released in Second Edition yet.  To play these ships you'll need to find a First Edition miniature or expansion and purchase the Rebel Conversion Kit.
ARC-170
Very Easy to fly, Weak

The ARC-170 is really a ship that we associate with the Galactic Republic and I don't think it's an accident that the Rebel version of this ship seems to cost a few too many points.  The designers want you to be playing with the B-Wings and U-Wings that are more thematically Rebel instead of ARCs.  There's some good pilot abilities here and Shara Bey in particular can deal out a lot of hurt, but when you're looking at ARCs for your squad there's usually an X-Wing of B-Wing pilot you should be playing instead.



Attack Shuttle
Easy to fly, Weak

The Attack Shuttle is one of two ships that can dock with the VCX-100 Ghost (it was the original shuttle in the Rebels cartoon series until it was destroyed) and it's one of the cheapest ways to add 3 red dice to your squad.  Sabine has a really nice pilot ability which has some nice tricks you can do with it, but the reason you get those red dice at a discount is that the shuttle is easy to kill and outmaneuver.  It has a role to play in filling a gap in your squad when points are scarce but it's rarely going to be a star player.




Auzituck Gunship
Easy to fly, Average strength

Although originally the Auzituck was one of the ships that really suffered in the transition from First Edition it's benefitted from a few rounds of points reductions and is now a pretty competitive brawler.

In it's favour is that the Auzituck is one of the least fussy ships in the game with a wide 180 degree attack arc that enemy ships will find very hard to avoid.  Combine that with a decent chunk of hull and shields and you've got a ship that you can rely on to keep shooting and pushing damage until the opponent takes it off the table.  Going against the Auzituck is that it's sooooooooo boring you're liable to fall asleep at the wheel - the maneuver dial is boring, the actions are boring, the dependability of the firing arc and its stack of health are boring.  Even this review is boring.



K-Wing
Hard to fly, Average strength

The K-Wing bomber is one of a very few ships in the game with the SLAM ability.  SLAM is like a little mini lightspeed engine that allows it to blast across the table at high speed though at the expensive of being able to fire that turn.  Combined with its dependence on missiles and bombs to deal damage it makes the K-Wings very much unlike anything else in the game and that alone makes it a challenge to fly.  You're always faced with the same question: when do you run away and when do you stand and fight?  Run too often and you'll never kill anything as you aren't firing, but stand and fight too often and you'll lose ships - it's a real tightrope to walk.


E-Wing
Easy to fly, Average strength

The E-Wing originates from books and comics of the Extended Universe as 'the successor to the T-65 X-Wing' - a role that we now know is actually taken up by the T-70 X-Wing that the Resistance get to fly.  The E-Wing is so close to being a great ship, especially with Corran Horn at the controls, but it finds itself without a niche to really call its own - too expensive to be an efficient brawler but not quite acey enough to avoid the true ace pilots from still running rings round it.

Like the Auzituck the E-Wing has benefited from some whopping points cuts and is knocking of the door of being really good.  Unlike the Auzituck it's just a little bit too fussy and demanding even at its low cost.  To be fair that's pretty thematic as in the books and comics it was a fussy ship too and Luke wound up sending his E-Wing back and flying a trusty T-65 instead.  So would I.


HWK-290
Average to fly, Average strength

Any HWK-290 with the Moldy Crow title is good, period - the ability to stack a couple of Focus tokens on your ship is hugely useful and translates into either extra damage done (by also taking a Target Lock action) or being frustratingly difficult to kill as you can defend against multiple shots.  Kyle Katan and Jan Ors also come with some decent pilot abilities.


TIE/ln Fighter (Sabine's TIE)
Average to fly, Weak

In the Rebels cartoon series the heroes manage to steal a TIE Fighter and customise it, hence why it appears here on the Rebel side of the game.  Most of the pilots are pretty lacklustre but the July 2020 points changes really helped Sabine Wren out, who was probably the best pilot for these things anyway, so there's now at least one genuinely good reason to own Sabine's TIE1


YT-2400 'Outrider'
Hard to fly, Average strength

Dash Rendar was an utter terror throughout First Edition and the YT-2400 is really paying for that past life success, with the YT-2400 chassis being significantly changed in the transition to Second Edition.  The YT-2400 was one of the big beneficiaries of the July 2020 points reductions, although it has to be said the ship really needed the help as it was way too expensive before and may still not be quite good enough.

When you buy a YT-2400 you're investing in a really big cannon that tries to play keep-away with the enemy and blast them to pieces as they approach, much like the Millenium Falcon does.  It's a different way of playing the game than smashing front-facing fighter ships at each other and that alone is a decent selling point.  The Falcon probably still does it better than the Outrider, or at least more reliably, but the gap has closed up a lot since July.


Z-95 Headhunter
Easy to fly, Average strength

The Z-95 is a predecessor of the more famous T-65 X-Wing but this humble ship has long been a hallmark of efficient squadbuilding and it won two World Championships in First Edition.  There's rarely fireworks when a Z-95 hits the table but the real magic happens when you're tinkering with your squad and realise that if you drop this one upgrade you'll have enough spare points to buy a Z-95 and add a whole extra ship.  When that happens you're usually on the right track to winning a bunch more games.  And don't ignore the pilot abilities of either Airen Cracken or Lieutenant Blount, which can be real difference makers considering how cheap they are.

X-Wing Buying Guide - Scum

BUYING GUIDE - SCUM AND VILLAINY
"He's no good to me dead"

*** UPDATED NOVEMBER 2020 ***


1) INTRODUCTION

Scum and Villainy is a shaky alliance of bounty hunters, mercenaries and rogues who don't fit into any other faction. Fan-favourite Boba Fett is the poster boy for this faction, and he is joined by a host of other crooks whose names you may (or may not) know. The bounty hunters hired by Vader in Empire Strikes Back are all here, like Dengar and IG-88, as are mercenaries from the Rebels and Clone Wars animated series including getaway driver Moralo Eval, Mandalorian Protector Fenn Rau, and Black Sun Operative Ketsu Onyo.  The Scum faction even spans the whole of the three ages of Star Wars, with Unkar Plutt's Quadjumper from The Force Awakens also represented.


Just like the other original factions from the First Edition of X-Wing Scum features plenty of Extended Universe characters such as N'dru Suhlak, Talonbane Cobra, and the notorious Prince Xixor. Young Han Solo and his crew are also present and the Scum faction will likely only continue to grow as the world of Star Wars expands beyond the Skywalker Saga with The Mandalorian TV series likely to bring us the Razorcrest sooner rather than later.


On the table, Scum are most known for dirty tricks and control abilities that give them the upper hand - but at a price. Allow rogue protocol droid 4-LOM on board your ship and he can stop your opponent spending a green token on defense, but afterwards you'll have to pay him by taking two ion tokens yourself. In terms of ships, the Scum faction has access to a wide variety of different options, from sturdy brawlers like the Kimogila to nimble aces in the Starviper.  Many of the Scum ships are similar to those found in other factions (particularly rebel) but come with a unique twist that sets them apart. The pilots flying them are generally independent operators who don't rely on their wingmen, but a good Scum commander will know how to take advantage of their abilities to create a cohesive strategy. One great example of this is the "Torkil Cartel", which relies on Seevor and Torkil to shut down an enemy ship before their wingmen annihilate it with laser fire.


2) STARTING SQUADS

TBC


3) SHIP BY SHIP GUIDE
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.


Firespray-class Patrol Craft (Wave 1) 

Easy to Fly, Strong

The Firespray is one of the better-known Scum craft as it's the one flown by Boba Fett as he pursues Han Solo in The Empire Strikes Back. With strong front and rear guns, a sturdy hull and shields, a nimble dial and a wide range of action choices, the Firespray is ready for any challenge. Unfortunately, this flexibility and power comes with a hefty points cost, and you'll rarely see more than one or two wingmen flying alongside a Firespray.  The Firespray is a great beginners ship, though, and one of the best initial purchases a Scum fan can make - it'll rarely give up without a fight even in a beginner's hands.  You may well even be back for a second Firespray expansion and run them together!

Also of interest: Maul (Scum Conversion Kit)


Fang Fighter (Wave 1) 
Hard to Fly, Strong

The Fang Fighter is the Scum answer to the TIE interceptor, trading in double repositioning for more hull and the "Concord Dawn" ability, which makes Fangs very hard to kill at close range. With an excellent dial and linked actions the Fangs are brilliant knife fighters. Unfortunately, they are easy prey at range 2 and with no shields are particularly susceptible to crits.  As it's most dangerous ace Fenn Rau is the most commonly chosen Fang pilot, although all the pilots are playable.

Also of interest: none

Customised YT-1300 Freighter (Wave 1) 
Hard to Fly, Weak

Escape Craft (Wave 1)
Average to fly, Average

Sadly, Lando's Falcon is not very impressive on the table. Han hasn't upgraded the turrets to quad lasers yet and thus Lando's ship is stuck with a measly two attack dice and that really takes a massive chunk of how useful it actually is. While Han Solo pilot can theoretically roll absurd numbers of dice on obstructed attacks the Falcon's large base makes it very difficult to tuck in behind rocks. This expansion isn't a complete waste, though, as it features some excellent crew upgrades and a handy support ship - the Escape Craft.

You have to buy a whole Falcon to get it but the Escape Craft craft is the best support ship available to Scum. L337 can hand out actions to whoever needs them most, and she can shoot a bit too while she's at it. Many Scum squads feature a single escape craft feeding actions to another ship with bigger guns. Fans of jank and explosions can also bring the autopilot drone which is wired to go boom 3 turns into the game.

Also of interest: Suppressive Gunner (LAAT Expansion ), 4-LOM (Scum Conversion Kit), Trick Shot (Mining Guild TIE, Scum Conversion Kit)


Mining Guild TIE (Wave 2) 
Easy to fly, Average

The Mining Guild have cut the front panels out of their TIE fighters for improved visibility. This makes them a little slower, but allows their pilots to fly over asteroids without penalty (although they still have to move off the rock if they want to shoot). In all other respects this ship is identical to the TIE fighter flown by the imperial forces - cheap, fragile and disposable. Instead of the formation-flying synergy of Imperial Howlrunner, the Scum TIE features captain Seevor's jamming ability. This creates a more scummy synergy, jamming tokens away to make an opening in the enemy's defenses.

Also of interest: none
Z-95 Headhunter (Wave 3) 
Easy to Fly, Weak

The Z-95 headhunter is a durable, cheap ship that used to be a solid pick but has been pushed to the side by just how cheap M3-A Scyks are in points cost these days.  The Binayre Pirate is best used for blocking, soaking up damage, and taking range 1 shots at the enemy. The named pilots are not particularly exciting, though: N'dru makes it hard for your squad to work together and Kaa'to sucks focus tokens away from more important ships.

Also of interest: Dead Man's Switch (Scum Conversion Kit)


Jumpmaster 5000 (Wave 5) 
Very Hard to fly, Average

In First Edition the Jumpmaster 5000 was so damn good that the Jumpmasters dominated the game for years after release, but as a result of that it took a big hit from the nerf bat in Second Edition just to give players a break!  Adding a cannon slot onto the ship has pulled it back from being almost entirely useless, and we now see Dengar doing well in tournaments pretty regularly.  It's still not an easy ship to fly, though - it's got an unusual lopsided dial and tons of red actions to give you stress so it takes a lot of forward planning to keep the Jumpmaster engaged in the game.  But if you can manage it then Dengar's Proton Torpedoes are still capable of doing a lot of damage!

Also of interest: Autoblaster Cannon (Hotshots & Aces, Resistance Transport), Proton Torpedoes (M3-A Interceptor Expansion), Han Solo (Landon's Millenium Falcon), L3-37 (Lando's Millenium Falcon)


M3-A "Scyk" Interceptor (Wave 5) 
Easy to Fly, Strong

M3-A Scyks have benefited from the way X-Wing points have changed over time more than any other ship.  Forgotten and ignored for most of First Edition and the start of Second Edition, the Scyk saw its points drop to staggering 25pts for the cheapest Cartel Spacer pilot and that is, frankly, one of the biggest bargains in the history of the game.  With the addition of a cannon slot to buff your damage output (Tractor Beams, Ion Cannons and Autoblasters all work) the Scyk combines speed, defensive efficiency and a potent threat into one cheap package.

Also of interest:Tractor Beam (Scum Conversion Kit, Hound's Tooth), Autoblasters (Hotshots & Aces)


YV-666 'Hounds Tooth' (Wave 6) 
Medium to fly, Average

The reptilian Bossk's flying bus brings a fearsome bite with its forward weapons covering a full 180 degree field of fire. With plenty of room for crew and gunners plus a thick hull the YV-666 brings pain to anything in front of it, and a reinforce action makes the YV even harder to kill.  It's weakness is that once things behind the YV-666 they'll often stay there until you're destroyed so good YV pilots will be sure to fly slowly and cover the rear of their ship with board edges, asteroids, and friendly ships to prevent enemy fighters sneaking in behind it.

As a little bonus the Hounds Tooth comes with a custom Z-95 Headhunter, the Nastah Pup.  Much like Lando's Escape Craft the YV-666 can start the game with a cheap Z-95 docked onto the ship, with the YV's pilot escaping at the last minute.  It's a neat trick and one only the YV-666 can pull off!

Also of interest: Lando Calrissian (Lando's Falcon Expansion), Unkar Plutt (Scum Conversion Kit), 4-LOM (Scum Conversion Kit), Zuckuss (Scum Conversion Kit)


===== THE FOLLOWING SHIPS ARE UNRELEASED IN SECOND EDITION =====  
As one of the original three factions there are a lot of Scum ships but not all of them have been re-released in Second Edition yet.  To play these ships you'll need to find a First Edition miniature or expansion, and purchase the Scum Conversion Kit.

Starviper-class Attack Platform
Hard to fly, Strong

The mechanical butterfly wings of the Starviper allow it to move like no other ship - barrel rolling with a curved template instead of a straight one means it can strafe across the table. Combined with boosts and red linked focus actions, this makes the starviper a nimble and powerful craft. Guri with advanced sensors is almost impossible to pin down, dancing about enemy ships and dodging out of harm's way. The non-unique pilots are also a force to be reckoned with, capable of blocking enemy aces and spreading a wide net of firing arcs. While vipers are challenging to fly, they are not particularly common and many opponents don't know how to approach them effectively.


G1-A Starfighter
Medium to fly, Average

Home of bounty hunters 4-LOM and Zuckuss, the G1-A starviper brings a beefy statline and an extremely red dial to the fight, earning it the nickname of "Scum B-Wing". The pilot abilities, red stop maneuver and the presence of a crew slot are the most exciting features of this ship. Of particular interest is 4-LOM pilot, who can hand out stress tokens, simultaneously controlling enemy movement and offsetting the extremely red dial of the G1-A. Scum squads will look to the G1-A as an up-close brawler which can take a beating but take the enemy down with them as often as not.


M12-L Kimogila 
Medium to fly, Average

This Hutt fighter is a beefy brawler similar to the G1-A but with a dial better suited to longer-range engagements. The Kimogila also has a nasty bullseye ability which prevents enemies spending green tokens on defense, but catching enemies in the bullseye of a medium base ship is quite a challenge so don't expect that to happen too often. Torani Kulda is a popular ace, but even the generic Kimogila is a threat when flown with R5-P8 for double modifying attacks.  The Kimogila's biggest weakness is turning around - you'll need to plan your approach carefully to ensure you've got a clear lane and space to throw your big k-turn if you want to keep your guns on target.


Scurrg H-6 Bomber
Medium to fly, Average

The Scurrg rounds out the trio of beefy Scum ships, this time bringing bombs to the fight to supplement its offense. Pilots Nym and Sol excel at controlling the battlefield with explosives, setting them off with just the right timing or location to catch out an enemy ship. With ten hull and plenty of upgrade slots, the Scurrg is a versatile bomber that can handle itself well in a fight. Just be careful not to overload it with too many toys - it's very tempting to fill all those slots but there's diminishing returns at play!


Quadjumper
Medium to fly, Average

You might not remember the Quadjumper from The Force Awakens, where it had a starring role as a brief explosion on Jakku. You'll have to fly your quadjumpers carefully to avoid them suffering the same fate, but if you can get them to range 1 of the enemy then you will be rewarded with their extremely rude tractor beam ability. The strongest quadjumper pilots are those with low pilot skill, as they can tractor an enemy ship before it moves. This means enemies must set dials carefully unless their new location causes them to fly into a rock, a mine, or the board edge. Even if you don't move a ship when you tractor them, you can reduce their agility to make them easy prey for the rest of your squad. While quads are slow, their tractors pose a unique threat, particularly from enemy aces, and you can expect them to draw a lot of attention.


Aggressor Assault Fighter
Hard to fly, Weak

Chosen ship of the deadly assassin droid IG-88, the IG-2000 Aggressorr is one of the few medium-base ships with 3 green dice. While it has an excellent dial and the boost action, it tends to fly so fast that it overshoots the enemy, and thus relies on red-sloops and self-blocking to keep arc on its target, making advanced sensors an obvious choice for this ship. Aggressors work best in pairs, using the IG-2000 ship title to share pilot abilities. Two Aggressors don't leave much space in the squad for anything else, though, and aggressors on their own have a hard time dealing out enough damage. If you are searching for a nimble, durable fighter of middling initiative, you would probably be better served with a Starviper.


BTL-A4 Y-Wing
Easy to fly, Average

With a sturdy hull but only two red dice, the Y-Wing relies on bombs, turrets and torpedoes to contribute to the fight. Before the points increase on Veteran Turret Gunner, pirate queen Drea Renthal terrorised X-Wing tables with an army of veteran turret gunner scurrg bombers, rolling and rerolling stacks of red dice. Now, Drea is a bit too epensive to be efficient, but the Y-Wing remains a decent and dependable option for Scum.


HWK-290 Light Freighter
Easy to fly, Average

The Scum HWK-290 is a fantastic ship with exceptionally rude pilot abilities. Palob Godalhi can steal focus and evade tokens from enemy ships, while Torkil Mux forces an enemy pilot to shoot at initiative 0. Even though it's Scum, the ship still has access to the Moldy Crow title (the Moldy Crow originally belonged to Palob), granting it the ability to stack focus tokens and roll three red dice out the front. Neither of those abilities are to be sneezed at, and the only downside of the ship is that its pilots are a little too expenive without the turret equipped. Sadly, the ship title is only available in the Rebel conversion kit, making this ship even more difficult to purchase for Scum.

Also of Interest: Moldy Crow (Rebel conversion kit)


Kihraxz Fighter
Easy to fly, Average

What happens if you take an X-Wing, pull out the astromech, and cut off two of the wings?  Well, you lose the 1 straight, for starters. Kihraxz fighters have a slightly awkward dial, but they bring three red dice to the table on a cheap and durable chassis. While the named pilots have interesting abilities, the non-unique pilots are the most effective way to make use of this straightforward ship.


Lancer-class Pursuit Craft
Hard to fly, Average

One of the few Scum ships to actually appear on screen, the Lancer was flown by Ketsu Onyo in the Star Wars Rebels TV show. Just like in the show, she is a fierce combatant with plenty of firepower as well as tractor beams to capture enemy ships. Ketsu can often be seen flying alongside old Teroch and another initiative 5 ship (such as Kavil or Talonbane) making use of tractor beams and heavy firepower to kill enemy ships before they can shoot. The lancer is also home to the only force-using Scum pilot, Asajj Ventress (Dooku's apprentice in the Clone Wars show). While it has strong abilities, the Lancer is an extremely fast ships, and pilots will have to take care not to go too fast and overshoot the fight. While the ship does have a turret its front guns are much more powerful, and the tractor beam abilities require the turret to face the front.