Col. Ackland (Ray) piped up on our little group chat the other week about his recent purchase of a few X-Wing starter sets and I went all fanboi, squeeing in delight, that someone in the group fancied playing X-Wing, a game I've wanted to try since its release, but which I wasn't sure the other lads were bothered with (silly me for not simply asking!).
His kit duly arrived this week (my purchase - I jumped in feet first once I knew he was keen - is still awaiting shipping), and even though he's got a touch of Nurgles Rot, I braved being struck down and went round his place last night for our first game (Ray had run some solo demo games during the week to get a handle on the rules).
Ray went all in for a couple of the new Force Awakens core sets plus, some expansions (ie the stand alone TIE F/O and T-70, Vaders Advance and the Falcon) so we had plenty of things to choose from. I picked up the Rebel side while he went First Order.
The volume of cards and tokens boggled me at first, but the rules themselves are fairly intuitive once you get started. Having so many upgrade rules on the Pilot, Ship and Equipment cards simply means it was more likely we'd forget to do something - like Ray forgetting his Squad Leader perk for most of the game!
We built a basic 100 point list each (I actually had 102 as I overspent with Rays permission on Astromechs) - I went with:
- Poe - Targeting Astromech, Cool Hand, Advance Proton Torpedoes, Integrated Astromech
- Blue Ace - R5-X3, Weapons Guidance, Proton Torpedoes, Integrated Astromech
- Blue Squad Rookie - BB8, Weapons Guidance, Integrated Astromech
Ray had five FO Toes of various pilot calibers.
|First turn movement - the FO TIEs are fast! I really hadn't expected them to be able to boost down the board as quick as they did|
|The view from my Blue Ace - Poe on his right. Ray was able to keep those three TIEs in formation for nearly the full game - great spacial awareness and movement decisions|
|Our mate Dale turned up at turn 3 and took over the Falcon. Ray received two more TIEs with kit in compensation.|
|Rays new TIEs rush towards the fray. He seemed to constantly manage to get his TIEs behind or in my flanks - he is a very canny player.|
|The Falcon swooping in. Dale suffered like me in his movement, constantly getting blocked by Ray (or myself!!) with the Falcon dithering around and then getting smashed by laser fire from the TIEs.|
|Late in the game, Ray, worn out from his fight against Nurgles Rot. and general sleepiness (this is near midnight!) pondering what to do with his next move sequence.|
It was a great game, and with that one under our belt, I feel confident the next time we face off we'll be able to knock a game out under this ones four hour play time! I'm expecting an original trilogy collection of Rebel ships in the next few weeks, and after seeing Rays repaints on Vaders Advanced, think I'll do a spot of touching up to model my X-wings after the Rogue Squadron colours from the Dark Horse comics and Michael Stackpole novels, with the A-Wing and B-Wings getting touch ups to match squadron colours in Jedi.
On the 40K front I have been very lax the last month. I have yet to finish the Gretchin crew I started before the new year, let alone lift a brush for anything else. I have assembled a few minis for the planned Lost and the Damned force, and leave you with this crappy phone camera images of the force as it currently sits. I want to add some Plague Drones, Blightkings, a Plague Hulk and then some armoured support of some type later on, but there is enough here for me to sink my teeth into slowly this year.
|Renegade Command, Cultists and Beastmen Auxiliary|
|Death guard heavy hitters and Renegade Ogryns|
|The professional element of the Renegade force using DKoK, and the Daemon contingent|