Showing posts with label X-Wing Miniatures. Show all posts
Showing posts with label X-Wing Miniatures. Show all posts

Monday, December 23, 2013

Fab's Squadrons Generator- UPDATE!

Hey y'all, 

Apologies for being MIA lately. I've got a few days off after Christmas so I'm going to get back to work on the Wave 3 pilots soon. Until then though, I got an email from our pal in France, Fab, of Fab's Squadron Builder.

Hi Clint !

Just to inform you that I just put online a new version of my squadrons generators. http://fabpsb.free.fr

The new features are :
- Full display of the permalink (with the full code that code reloaded in the new LOAD features) an easy way to share creation !
- Display of the permalink for each faction with link to create a short url
- Display of the upgrade cards by type in the "EXPANSIONS" section
http://fabpsb.free.fr/extensions2.php
- New feature to load squadrons using the squadrons codes

So you can easily display full squadrons information, put all information between square brackets except the codes and paste in the LOAD features.

[1 • Kath Scarlet - Slave 1 (38)
- Veteran Instincts (1)
- Seismic Charges (2)
- Recon Specialist (3)
• Total : 44 • Code : ]e15m8b2d7
[2 • Soontir Fel - TIE interceptor (27)
- Push The Limit (3)
• Total : 30 • Code : ]e18m10
[3 • Turr Phennir - TIE interceptor (25)
- Veteran Instincts (1)
• Total : 26 • Code : ]e19m8

Load features : http://fabpsb.free.fr/load.php

- Display of the card codes
- New feature to evaluate the necessary expansions to build the squadrons ()

This features allow you to create squadrons manually and to check the extension you need to build them.

I hope that you will find this useful.

bye.

I like it, Fab! Great work as usual! Hope you get what you want for Christmas/ Hanukkah/ Kwanzaa/ Festivus/ The Winter Holiday, etc.! 

Peace!

Monday, December 2, 2013

Pre-Orders for the Tantive IV, Rebel Transport, and Imperial Aces are up on Miniature Market!

I'm sure y'all probably saw this when you were drooling over Miniature Market's Black Friday/ Cyber Monday sales, but if you didn't, well, dig on this- 










As for when they'll actually be released? Your guess is as good as anyone's, including mine. Unfortunately I don't have any kind of inside line on stuff like this (though it'd be nice if somebody would throw me a friggin' bone for tirelessly promoting this game for damn near a year now, y'know? :) ). I mean, you want to say, "It's gotta be before Christmas, right? I mean, come on- it's definitely a "Shut up and take my money" situation, isn't it? Closest thing to printing money FFG could possibly do?  

Just remember how we all said that about Wave 2 about this time last year and that dropped in March. I don't mean to sound like a pessimist, and trust me- there's nothing I'd love to do more than be flyin' that Tantive IV around my dining room table while the snow blows around southern Indiana the evening of Christmas after the kiddos go to bed, but much like my feelings about the new Star Wars movies they're making, I'm kinda not getting my hopes up based on past experiences. 

Sidenote- those friggin' space tile things still haven't been released? Good Lord, how long has it been since they announced those? 


Wednesday, November 20, 2013

HOWTO: X-Wing over Google Hangouts

X-Wing Miniatures over Google Hangouts



Intro
So many of y'all have been reading TheMetalBikini.com long enough to have picked up on the fact that I play many of my games not in person, but instead over Google Hangouts. The main reasons for this are as follows: 


  • My wife is a charge nurse who works the weekend shift
  • I work a lot of Monday through Friday hours at my job
  • We have two boys ages 1 and 3
  • My only semi-reliable free time is from like 10:30pm until about midnight or 1 on Friday and Saturday nights

So long story short, it's tough for me to get out to the FLGS for games. Brief aside, I think that's partly why I got so into the rules of X-Wing (to the extent that I started TMB.com)- on the rare occasion I do get out to actually play some X-Wing with other people in the same room, I didn't want to let rules lookups get in the way of playing. Initially, I was also trying to overcome my own inexperience with the game.  

Funny story though- while it might appear that it was the other way around, Hangouts was the reason I actually got into X-Wing Miniatures. 



So my pal Ben doesn't live around here. We talk and text a lot and played a helluva lot of games online together (mainly PC), but we're rarely able to get together and hang out in person. Ben and I used to play a lot of Dawn of War, which was my gateway drug into miniatures gaming in the form of 40k. I don't remember if Ben was still in college or he just didn't have anyone or any stores around to play with/ at, but in any case, I got into tabletop 40k and he didn't. We'd talk about games I'd played and I'd show him pics of stuff I'd painted and he was way interested in playing, but just never really had the opportunity. 

We'd talked several times about trying to play some kind of miniatures game over Skype or whatever, but I could just never think of any way to actually do it without it just being a total pain in the ass. We'd talk about trying to find miniatures games to play online, we'd do some searching around, find nothing, then we'd give up again for another 3-6 months. 

Until I read about X-Wing and the template movements- that sounded like it just might work. 

It's funny because we're both huge Star Wars fans, but like a lot of Star Wars fans in their 30's, the new movies had almost completely turned us off to the franchise. Me probably more than Ben, but we went from nuts about it as kids and in high school on into college and beyond to like "meh" around the time we saw Attack of the Clones in the theater together. When I first read about X-Wing Miniatures, I was not at all interested because I was just so over Star Wars after those prequel movies- and bear in mind y'all, I have an Alliance tattoo. On the middle of my chest, right over my sternum. That I got in 1994. Word. 

Anyway, we talked about it some, we kind of outlined how it'd have to work, and one payday, I picked up the X-Wing starter box at my FLGS which must have only been a couple of weeks after it came out. I got it out, looked it over, and found that it would indeed work over the net like we'd thought. 

We'd finally found the miniatures game we could play without being in the same room. 



How It Works
So basically, it works exactly how you imagine it does- there's no fancy boardgame Hangouts plug-in we ran across that you've never heard of that does the work for you and it's very close to how you play X-Wing currently, just with more setup and stuff. 

If you've ever played a game-by-email or seen Blade Runner, you have the basics of what you need to play X-Wing over Hangouts.  Again- there's really no trick to this. What you have is a remote chessboard type setup. 

See, people play chess apart from each other because if you own a chess set, you have all the tools necessary to play the game apart from an opponent- i.e. all the pieces for both sides and the playing surface. X-Wing is sort of unlike most other miniatures games in that you probably have the same exact setup- I don't think I've ever heard of another miniatures game where damn near everybody has every model for both "sides." It's also one of the few minatures games with basically no scenery, so no worries there either- the scenery that is present, the obstacles, are the same ones your buddy has exactly- no wondering if you both made your Basillica Administratum with the same footprint. 

Of course, you don't have to actually own every model your buddy intends on fielding- as I've mentioned on here before, the actual miniatures themselves are, from a game mechanics perspective, actually the least important part of X-Wing Miniatures, but it's much more fun if you do have them. It's also way handier because you can use the cardboard base inserts to remind you who your buddy has on the other side, but you can get by just by using an empty base of the appropriate side if your opponent gets all exotic on you. 

In addition to the playing pieces (again- bases), you need to have the playing surface. We played our first 5 or 6 games on either plain tabletops or my black felt photo backdrop/ starfield play mat. Now, if you kinda don't really care about the game and are mainly doing your X-Wing over Hangouts game to hang out and talk and stuff, that's totally enough. If you're a little more serious, you might need a mat that will let you more easily convey position. More on that in a sec. 

Setting up, it's the same as a regular game of X-Wing- both players make their lists, you decide on your game type, get all your stuff out, and get ready to deploy. Generally speaking, I don't usually get out the cards for my opponent's ships and upgrades. I usually just use the cardboard inserts to remind me who's who and what's what. I think my buddy Sean does actually pull out my cards and stuff, but I'm not sure. We usually play 100 points or less, so I don't generally have a hard time keeping track of everything, but if you're kinda new to the game, you're playing high points, or your buddy is using a swarm or something, you might want to take the few extra minutes and track all of that stuff though. 



Deploying and obstacle placement can be the toughest thing to convey to a remote player. I say "can" be, because it really just depends on the player. If you plunk down all your ships Range 2 away from your board edge and Range 2 from each other, it's really not going to be that tough, but if you're turning your Falcon's big base about 30 degrees towards the center of the table, measuring that distance in such a way that you can explain it so your opponent can replicate the orientation and everything can be difficult. Obstacles are especially problematic for the same reasons, but again, if you're just playing to have fun and don't really mind, you can always just measure to the bulk of the obstacle and say that over your mic. 

If none of that sounds that appealing, you need something besides range rules and yeah, probably even a tape measure, to try and convey your bearing and location information. We decided to get some starfield maps printed up with a grid on them. This helped tremendously. Now you could say stuff like, "Ok, I'm kinda between J and K, and 12 and 13. Oh, you know what? Actually, my shield valve on the cardboard base is like right on the intersection of K and 12 and I'm kinda hanging over into J and 13." You wouldn't believe what a difference having a grid makes. Obviously, as is the case with any grid, the smaller the squares, the better the resolution, which will give you more accuracy. 

So that's how we do deployment and obstacle placement. Well, that's how we did obstacle placement for awhile. Truth is, it was still a friggin' nightmare even with the coordinate system because the asteroids aren't like, inherently easy to describe. We got around that by me taking some pictures of the asteroids on my table and uploading them to my G+ account, which I then shared. Before the game, we'd say which of the four pictures we'd use for the asteroid layout and we'd all set up to that pic. Sure, asteroid placement can be an important strategic part of X-Wing, but we decided to make a concession in the interest of the game setup not taking forever. An alternative would be to place the asteroids then show it with your webcam so your buddy can get it right. 

Once you've got everything set up, the whole thing is pretty well downhill from there. 

You play your turns just like you would regular X-Wing Miniatures although you don't have to turn your dials face down of course (although I still do out of habit, which is kinda hilarious when you think about it especially when you take into account I did that for MONTHS before I realized it). When you move your ship, you say what maneuver you pulled and while you grab your template and move your ship, your opponent picks up his template and moves his proxy of your ship on his table, just like in a remote Chess game. 

Barrel Rolls are about the only kind of movement that can be kind of tricky because even though you use the 1 Straight, you can place it anywhere along the side of your base. If you're lining up the template with your leading or trailing edge, that's easy enough to describe. If not, we often just make the move then instead of trying to describe where the template aligned, we just describe the final location of the base using the grid coordinates. 



I'd say the things that trip us up the most are maneuvers in the wrong direction/ speed and collisions. Moving back along the template for a collision can be hard to do just like Barrel Rolls. Also like Barrel Rolls, we usually forget about trying to actually replicate the move remotely and instead just try to communicate where the ship ends up. Calling stuff out wrong is probably a by-product of us playing so late at night and being tired or just flat out getting it backwards because your ship is facing you instead of away from you like usual. Either way, it usually crops up when you're left wondering how in the heck that ship could possibly be outside your firing arc and after discussion you realize on your opponent's table, the ship is like Range 3 away and going in the opposite direction. Generally, the owning player has the final say on where his ships are when we play. Sometimes that happens because I said, "Left bank three" when I meant right bank three or maybe even left turn three, sometimes the other guy picks up the wrong template. In any case, we've found it's a good idea to stop every three turns or so and just call out where all the ships are on your table. 

Combat and stuff works exactly the same as in-person X-Wing. You call out your target, measure to see if it's in range, and if so, you roll your dice. Obviously there's a huge opportunity for cheating here. If you don't trust the guys you play with, you can always roll on your phone with the Dice App or you can point the camera at the table while you roll. Thankfully, that's unnecessary for playing with Ben and Sean. Or at least I think it is. Heeeey, what a minute...

Keeping track of critical damage can be hard to remember, and laying down cards from your own damage deck on your opponent's ships can affect outcome, so I usually just mark the ship on the map with the crit token and periodically ask what damage the ship has if I can't remember. Of course, you probably own more than one copy of the starter set, so you could always put that extra damage deck to good use as an alternative. I do the same thing with Actions too- I go ahead and place the token by my opponent's ship, and because I'm sometimes terrible at remembering my own, I place them by my own ships still as well too. 



Teh Ends.
This is probably the part where many of you are halfway into your email or comment about VASSAL. Let me just say, VASSAL is a perfectly fine product and I have no problem with it whatsoever, it just isn't for me. I'm not mad at you if you love VASSAL, I don't hate VASSAL, I just like to play my miniatures games with actual miniatures. That's all. Don't read into it more than what it is. It's just not my cup of tea. So save it. I'm not saying I'll never play via VASSAL, I very well may at some point as I'd like to check out one of those Team Covenant tournaments sometime. 

That's pretty much it, y'all. Like I said, there's no fancy way to do it, and yeah, unquestionably it's more work than a normal game. There are ways to make it easier, but you still kinda have to want to do it for it to be worthwhile. A grid map, some preset asteroid pics, and the ability to describe where stuff is on the table make the whole experience much faster and easier. Oh, and a large collection of ships doesn't hurt either. And an opponent you know and at least halfway trust. 

Good luck, and if you play this way sometime, let me know how it goes for you. Hell, who knows- maybe when things slow down a bit at work for me we'll try to start up some kind of Hangouts league or something. That might be fun, huh? To get to play with some of y'all? Might be cool! 

Monday, November 11, 2013

Half a Mil? Holy Mackerel!

So a couple of things- 

First, apologies once again for my infrequent posting lately. We're going through a new product launch at work and I've been working six days a week for the past month and a half. While that kind of workload wasn't entirely uncommon in my last position, I had a lot more downtime during the days than what I do now, so it wasn't impossible to keep the site going. It kind of has been lately. Good news is this thing launches a week from today, so one way or another, I ought to have a little more free time in the pretty near future. Hopefully. 

Also factoring into this infrequency was one of our dachshunds passing on us very unexpectedly two weeks ago today. You know those people who dress their dogs up because they don't have kids? Well, that was the wife and me up until three years ago. Me and that dog were tight, and after he died, I just couldn't go to the place in my head I need to get to for TheMetalBikini.com articles. Still kinda bummed out, but like with everything, each day it gets a little easier. 

Lastly, it seems like the Blogger scheduler deal I've always used is messed up. The past two posts I've made have not gone up at 4am like old times. Maybe I've got some kind of settings conflict, I don't know. In any case, going forward, my updates might not always be up at 4am for a bit. I will definitely try to get it back to that, but I'm not guaranteeing anything for the near future. If any of y'all know anything about this, by all means- email a brotha.  

So half a million page views in less than a year for my little 'ol website. Crazy, innit? Thanks again to all of y'all for your continued support. 

Peace!


Monday, October 21, 2013

Just the FAQs Ma'am- Wave 3


A few of y'all noticed last Wednesday, FFG posted a new, Wave 3-centric X-Wing Miniatures FAQ update as well as a very brief addition to the X-Wing Miniatures Tournament Rules and shot me some emails about it. Before I had a chance to write something up for TMB, Larry from BoLS asked me to write a brief article about it for him. 

This article is not that article, but as they're both about the FAQ, they will probably be kinda similar in places. Also, I don't think my article has run on BoLS yet, but I could be wrong. My youngest is still getting over being sick, so I've been kinda out of it the past few days. 

In any case, on with the show! 

Tournament Rules 
As expected, the Wave 3 ships have now officially been added to the Legal Products listing. Aside from that, the only other addition is a tiny, no-brainer clarification on when a player may request a single range ruler and set of templates be used in their match (it's before the game actually starts now). 

The FAQ
As before, I'm not going to talk about every single little thing that got FAQed. It seems like a lot of stuff in the FAQ are just answers to questions that people have mailed in rather than actual necessary clarifications or whatever. In other words, unless I just completely botched a particular rule interpretation or interaction on TMB somewhere or I think it's kind of interesting, I'm probably not going to specifically call it out. There's a link to the FAQ itself at the top of this page and a link to it on the sidebar under the Rules and Resources section if you want to check out the whole thing (and I totally recommend that you do). 

So just kind of going along with the order in which this stuff's presented in the FAQ, here's some commentary. 

Oh, also- the FAQ and the Tournament Rules have more generic names than before now. For me, this is great because it means I (probably) won't have to ever update the sidebar links to the new FAQ and Tourney Rules addresses ever again. It's great for you because now you can just favorite them if you don't want to come here or drill down through FFG's pages to get to them when they change. 


Q: Can a ship perform the same Upgrade card
action or Damage card action more than 
once per round?

A: No. Having more than one copy of the same card 
that requires an action to trigger its ability does 
not allow you to perform that action more than 
once per round.


Q: If a ship has more than one copy of the
same card that does not require an action 
to trigger its ability, can it trigger all of 
those card abilities?

A: Yes. For example, when a ship equipped with two
Mercenary Copilots is attacking, it can change two 
results to two results.

Ok, so at a glance, you may be all kinda like, "WTF?" reading those two FAQ entries, but if you look closely, you'll see why their answers differ. 

In the first example, the question is in regard to an Action (emphasis, me) where in the second they're talking about stuff that isn't Actions. As you still can't (directly) perform the same Action in the same turn, non-Action stuff is totally cool to use any time they're triggered. 


Q: If a ship does not have a dial assigned to
it when it activates during the Activation
phase, can it resolve any effects that refer
to its maneuver dial?

A: No. For example, a HWK-290 with an ion token
cannot use the effect of Navigator to change the 
speed of its maneuver.

I'll admit, this one kinda surprised me at the time, but like a lot of stuff in the FAQ, upon close inspection, it really shouldn't have. 

If you read Navigator closely, the trigger for the card text is when you reveal your maneuver. As an Ion Weapon sticks you with that white 1 straight, you're not revealing the maneuver. 

(I thought this would go the other way because Nien Nunb and R2 Astromech were FAQed to still work on an Ionized ship. I know, I know- the wording is completely different)


Q: If a ship suffers more damage or critical damage than is needed to destroy it, are 
the excess Damage cards still assigned to 
that ship?

A: Yes. This means that a ship still in the play area
due to the Simultaneous Attack Rule can be 
affected by additional faceup Damage cards.

Additionally, it means that whatever cards are stuck to that ship are out of the game after that. That can be good or bad depending on the Damage cards the ship took with it, and it's unlikely it's going to make some big statistical difference, but there is always that chance that you've managed to deplete your Damage deck of some particular card(s) in some abberation of probabililty.

It's kinda the same reason why you shouldn't mix multiple damage decks, make sure your opponent didn't get his cards mixed up with yours, etc. I talk more about this kind of stuff in the Damage Deck Explained! Bikini Battle Basics article. 


Q: How does Veteran Instincts work with
other abilities that set a ship’s pilot skill value to a new number?

A: Veteran Instincts increases a ship’s printed pilot
skill value; it does not increase further alterations
to that ship’s pilot skill value. For example, while
Black Squadron Pilot is equipped with Veteran
Instincts, his pilot skill value is “6.” If Darth Vader
(pilot skill value “9”) uses Swarm Tactics on that
Black Squadron Pilot, that Black Squadron Pilot now
has a pilot skill value of “9,” not “11.”

I'm kinda glad they clarified this. While the above example may not seem like much of a head-scratcher, I personally was wondering what the order of operation was when adding Veteran Instincts benefit to a ship Mr. Roark was buffing. 

Hey, don't laugh- it wouldn't be the first time you got to pick the order in which your cards executed. Heavy Laser Cannon with a Mercenary Copilot? Bueller, Bueller? Anyone, anyone? I didn't think so. 
Q: Can Maarek Stele use his ability on a
ship that is dealt a faceup Damage card 
because of Draw Their Fire?

A: No. Maarek Stele’s ability only affects the defender.

Hadn't thought about it, but that's pretty lame really. As mentioned previously, Steele isn't exactly a bargain for the points to begin with. I get it though, I mean, I guess I get it. From a game mechanics perspective, I guess it makes sense, but if a ship is flying to try and draw Steele's fire away from the other ship- flying in between them or whatever, doesn't it stand to reason that they're going to take the consequence of his preternatural ability to damage ships where and when it counts?

Guess not. 


Q: If a ship equipped with Nien Nunb attempts
to execute a red maneuver but overlaps
another ship and must treat the maneuver
as a maneuver instead, does Nien Nunb’s
ability trigger and cause that maneuver to 
be green?

A: No.

Again, kinda surprised me, but only because they went seemingly the other way when it came to the Ionized stuff. 



Q: If a ship doesn’t have the action icon
in its action bar, can it acquire and/or 
maintain a target lock granted by some 
game effect, such as Captain Jendon’s 
ability?

A: Yes.


I remember some folks talking hypothetically about this on the FFG forums back in the day. I don't recall if I voiced my opinion on the topic or not at that time, but their argument was that you couldn't do a particular Action if it wasn't even available to you. 

... Which is of course, not the case. 



Q: Can Captain Jonus use his ability twice on
a nearby friendly ship that is attacking with
Cluster Missiles?

A: Yes.


Makes sense if you read the card. 


Q: When a ship’s maneuver template (but not the ship’s base), overlaps a ship equipped 
with Anti-Pursuit Lasers, does that ship 
suffer the effects of Anti-Pursuit Lasers?

A: No.


While we've talked on here before about how the ships in X-Wing just sort of magically teleport from one end of the movement template to the other in a game mechanics sort of way (and therefore wouldn't create an overlap which doesn't trigger Anti-Pursuit Lasers), I'm still glad they went ahead and clarified this. 


Q: If a ship overlaps another ship equipped
with Anti-Pursuit Lasers, but as the result 
of overlapping additional ships, it does not 
touch the ship equipped with Anti-Pursuit 
Lasers in its final position, does it suffer 
any damage?

A: No.

This is kinda interesting to me. 

What the question is asking is if a ship overlaps a ship with Anti-Pursuit Lasers, but there's another ship right next to the one with APLs, so the original ship has to move back along the template again because he'd be on top of that other ship, does APL trigger? 

The answer being "No", the takeaway here is that even though you totally did overlap the ship with APL, at the end of it all, from a game mechanics perspective, you actually didn't. 


Q: If a ship acquires a target lock by using
Fire-Control System, and that ship is within 
range of Captain Kagi, is the locking ship 
required to lock onto Captain Kagi?

A: No. The target lock granted by Fire-Control System
must be acquired on the defender. If the attacker 
acquires an additional target lock, such as from 
Weapons Engineer, that target lock must be 
acquired on Captain Kagi if possible.

Another one of those order of operation questions- which takes precedence? Fire Control System saying you lock onto the ship you just shot at or Kagi's bit about making you acquire him as a Lock if able? 

Now we know.

Q: If a ship attacks twice through some effect,
such as the Gunner upgrade, can the ship 
use the ability of Darth Vader (the Upgrade 
card) twice?

A: Yes, once after each attack.

Yup.


Q: If a ship equipped with Darth Vader would be
destroyed by using Darth Vader’s ability, can 
it use that ability?

A: Yes

Remember the end of Jedi? The dude's a martyr, man. 


Q: If a ship equipped with Darth Vader has
a number of Damage cards that equals
or exceeds its hull value, but is not yet 
destroyed because of the simultaneous 
attack rule, can it use Darth Vader’s ability?

A: No.

If you take yourself out, it wouldn't be a simultaneous attack I guess. 


Q: If Saboteur causes a player’s ship with a
stress token to attempt to execute a red 
maneuver, does that player’s opponent 
get to choose the ship’s maneuver when it 
activates during the Activation phase?

A: Yes.


Hadn't even thought of that possibility. Probably won't happen much, but now you know what to do when it does. 


Q: If a ship with a stress token reveals a red 
maneuver, can it use Adrenaline Rush?
A: Yes. Treat the maneuver as a white maneuver; 
the opponent does not choose a maneuver for the 
stressed ship.

Cool. 

Q: If an effect “deals a damage card” (either
faceup or facedown), does the effect follow 
the procedure for “Suffering Damage” on 
page 16 of the core set rulebook?

A: No. For example, the effect of Proton Bombs deals
one faceup Damage card to each affected ship. 
This effect should not be confused with producing 
a result, thus this effect does not interact 
with shields, cannot be canceled by evade tokens, 
cannot be redirected by Draw Their Fire, etc.

We've talked about this difference on here before, but in case you thought that +Davyd Atwood and I were nuts, now you know we're not. Well, at least not when it comes to the difference between "suffering damage" and just getting a card dealt to you. 


Thursday, October 10, 2013

X-Wing Miniatures Re-Paints Showcase on BoLS

I got an email from Larry at BoLS earlier that brought to my attention some really amazing re-paints a guy named Ratty has done. I'm not going to re-post them all because I want y'all to patronize Larry's site, but here's an appetizer- 


Feel like knocking the dust off your Citadel paints? Yeah, me too. Might just have to do something about that this weekend... 

Check out the full article and get inspired!

Friday, September 13, 2013

OH MAH GAWD!!!! WAVE 3 DROPPED!!!

The past couple of weeks I've gotten several premptive, gun-jumping "Did you know Wave 3 is in stores?" emails from my well-meaning but somewhat confused and/ or overzealous readers, but lo and behold, about 4pm yesterday, Sean hit our long-standing Google Hangout chat thread with the following-

Nevermind the time- that's just when I thought to take the screenshot.

This time it's for reals, yo. Miniatures Market has their stuff up, as does The War Store, Cool Stuff Inc., and just about everyone else you can think of. This isn't folks getting confused and seeing Wave 3 Gencon ebay threads- this time they really do seem to have been released.

Two things though- either the HWK-290 has been made artificially rare or they had some sort of production issues with them because like everyone seemed to be immediately sold out of them, and those starfield tiles dropped too. Also, for those of y'all who have emailed me lately and asked when Wave 1 stuff was going to be reprinted, looks like I was wrong- a lot of places still seem to be out of the other expansions. I assumed that FFG would drop them the same time as Wave 3, but I guess not. Sorry y'all. I'm sure they'll be coming soon. Keep an eye on the Upcoming page at FFG.com for further developments and I'll mention it on here when I notice they're released. 

I'll be hitting my FLGS on the way home from ye olde salt mine today to pick mine up. Time to get back to work, aficionados! Have fun and see you on Monday!



Wednesday, July 24, 2013

Just the FAQs, Ma'am. Well, and Tourney Rules too!



My goodness, I finally have something new to talk about on here that doesn't feel completely forced to my internal editor mechanisms. 

Yesterday (well, two days ago by the time you read this, but yesterday while I'm writing it- ah screw it, July 22nd in any case) FFG updated both the X-Wing Miniatures FAQ and the X-Wing Miniatures Tournament Rules. Let's take a peek and see what's up, shall we? 

First, because it's much shorter, the Tournament Rules addendum.  Here's the short versions of the new stuff- 

Tournaments must now have at least one TO who is not playing. 
I think this is great. I remember reading a thread on the FFG forums where a guy kind of felt like he got the shaft playing against one of the TOs. I don't remember the whole scenario, but I think it was something along the lines of the TO wasn't making people use asteroids, this dude called him on it, and the TO was a bit whateva about it. Again- I might have that wrong, but it was something along those lines. It wasn't anything like obviously bad, but it was enough to put a bad taste in this poster's mouth and I remember posting something like, "They should just not allow TOs to play in the tournaments they're TOing." 

Y'all may have read the blog long enough to read between the lines and realize that I'm a big soccer/ football fan. To me, being a TO that plays in his own tournament is like being the visiting team while Howard Webb refs your match against United at Old Trafford. 


You have no idea the self control I'm exhibiting right now not just posting another 20 Webb United pics for my own personal amusement

You can use 3rd party rulers and templates are still allowed, but bases, ships, and card proxies are not. 
You may recall in the previous edition of the FAQ, FFG allowed for 3rd party rulers and templates, but made no mention of the bases, ships, and cards, except to say you couldn't proxy and you had to have a copy of ever upgrade you were representing in your list, etc., etc. 

The only real difference I see here is they make a really big deal out of not continuing your turn without a ship on a base. Man, I didn't think he'd be that mad. They go on to remind us of what's in the rulebook about taking a peg off the base if your models are going to touch if the bases aren't, etc., etc. Again, I get the point I guess, but the reality is this is kinda clunky if you thought you weren't going to touch, you move your ship, ah jeez, they do actually touch, hold on, let me move back along my movement template, now let me remove a peg, now back forward along the template enough so that our bases are now touching. Sheesh. 

They still have the bit about using a single set of rulers and templates if you think somebody is gaining an advantage, but they added in this is all up to the TO now. 

Squad Deployment Procedure must be used before the start of each game, and may be used before the tournament round. 
The fifth time I read this, I think I finally got the point- you and your opponent can perform the 7 Squad Deployment steps before the clock starts on the actual game. If you think about it, this is kind of a big deal, especially if you're in a tournament that only allows the bare minimum of time for each round. Deployment doesn't have to take a long time, but I'd bet on average in a tournament setting, performing your Squad Deployment step before the match would save you a good 5 minutes. Doesn't seem like much, but they're the ones at the end where it's going to matter, y'know? Where you can get three full game turns in 5 minutes easy. Could potentially make a pretty big difference. 

Point total calculations
The last bits are about scoring and the red ink is spread out enough it kinda won't make sense if I quote it directly the way I have the other topics. Suffice it to say, I think they're just clarifying wording. I don't see anything in there that's different from how I've played it or told you guys to play it. You add up how much stuff you killed from the other guy's list (including upgrades). Higher score gets a Match Modified Win, if you killed 33 or more points than the other guy, it's a straight Win, if you both killed the same amount of points, it's a draw unless you're in a championship bracket round in which case the guy with initiative wins. 

That's it for the Tournament Rules, so let's move along to the FAQ. There's a ton of stuff in the FAQ, and I'm not going to hit all of it- much of it is just clarifying the way you probably already play it, but there are a few things in here that made my eyebrows go up, so I'll talk about those a bit. 

Daredevil wording change
I can't decide if this is a big deal or not, probably because I wasn't one of those guys who made a case for Daredevil not actually giving a Stress Token because it happened in the Action phase which is actually after the "Check for Pilot Stress" step happens, and blah, blah, blah. In any case, the wording on the card has been changed from doing a red 1 turn right or left to a white 1 turn right or left, then take a Stress Token. Note that only replaces the first sentence- the second part (the part about if you don't have the Boost Action roll two dice...) is still in play. 

Boost Action wording change
Again, this is probably how you were already playing it, but in case you were only not Boosting when your actual ship base was going to overlap an obstacle/ other ship, to clarify- yes, your template counts too. If your Boost Action will make your ship base or your maneuver template overlap, you can't perform the Boost Action. 


Barrel Roll wording change
Basically, same as above regarding Boost Action. Or to put it in internet speak, "Also barrel roll." 


If two ships are oriented so that their closest edges are parallel, there is no single closest-point-to-closest-point line between the two ships. If one ship attacked the other, could it choose which line to use?
I don't think this has ever happened to me in an actual game, but I can see the potential for it occurring especially if you play X-Wing via Vassal. Long story short, the attacking player can choose the path that doesn't cross over an obstacle if the above condition (100% parallel bases) occurs. 


When a ship executes a maneuver, is the entire width of the ship considered to be moving along the maneuver template and possibly hitting obstacles?
I'm pretty sure I've talked about this on here before, but it kinda seems like it wasn't in an article; most likely somebody asked about this in the comments or maybe they even emailed me the question. In any case, yeah, as strange as it may seem, ships in X-Wing just kinda magically go from one end of the maneuver template to the other without actually crossing the space in-between. 

This really only comes into play if your maneuver template just barely misses touching an obstacle or other ship. If that happens, you're still good assuming of course your base doesn't overlap. 


During an attack, can the defender choose not to roll defense dice?
This is kind of a big deal because of the way FFG chose to clarify Kath Scarlet's ability interacting with an Ion Cannon later on. Simply put, the answer to this question is "No." You gotta roll the dice if you have them available. 


Are a bomb token’s movement guides considered when measuring range or when a ship overlaps them?
This one jumped out at me because I swear I read on a rules forum somewhere there was some precedent for another rule that seemed to indicate the opposite. Answer according to FAQ though? They count. 


Are bomb tokens obstacles?
This is another one of those wishful thinking, "Well, it doesn't say they aren't, so maybe they are", kind of questions. Answer? No. 


If a ship with the Stunned Pilot Damage card executes a maneuver in which only its maneuver template overlaps an obstacle, does the ship suffer the effect of the Damage card?
Ok, so this one kinda surprised me. There was really no precedent for this, I just usually play stuff that can go either way in the most negative fashion for me so nobody can complain that I cheated, but the answer here surprising is "No." Stunned Pilot apparently only activates if you actually overlap the obstacle with your ship base. 


Can “Dark Curse” be the target of a secondary weapon attack that requires the attacker to spend a focus token?
I thought this one was kind of interesting because I've never had it come up in one of my games, but after thinking about it for a moment, it seems like it would come up all the time. In any case, the answer is "No." Take that torpedo aficionados and future HWK-290 players!


If “Night Beast” has a stress token when he executes a green maneuver, is he able to perform a free focus action?
Ok, here's one I've almost certainly gotten wrong and allowed other people to get wrong. The answer here is, "No." The reason given? Night Beast's ability triggers before the Check Pilot Stress step. Which, I guess, reading between the lines, clarifies for future reference when your ship actually loses its Stress Token. I'd always played it that you lost it right after you pull a green, but apparently that wasn't accurate. 

These next two really, really surprised me- 

If a ship equipped with R2-D2 executes a green maneuver and moves through or overlaps an obstacle, does it recover a shield before rolling for damage?

If a ship equipped with R2-D2 executes a green maneuver and moves through a proximity mine token, does it recover a shield before rolling for damage?

Surprisingly, to me at least, the answers here are not the same. The first question, FFG says, that R2-D2 recovers a shield before rolling for damage. The second question, he does not. 

I suspect if I really looked closely in the book at the timing of Actions versus the book text for moving through/ overlapping an obstacle versus the card text of the Bombs card and the Proximity Mine card, there's some differences there, but I never noticed it before. 

If Kath Scarlet attacks with Ion Cannon, obtains a <unfilled explosion> result, and then the Ion Cannon’s effect cancels all dice results, does Kath Scarlet’s ability trigger?
Ah, so here's the big one. Answer? "No." The explanation goes on to say the <unfilled explosion> result has to be cancelled by a Defense die, Evade token, etc. 


When a ship uses Daredevil, does the ship follow all of the normal maneuvering rules?
Long story short? Yeah. It's a maneuver, after all. Says so on the card. So you're free to go overlapping if you want and anything that triggers upon executing a maneuver kicks on here too. 


If a ship equipped with Nien Nunb or R2 Astromech suffers the ion token effect and must execute a white [ 1] maneuver, can he treat it as a green maneuver?
This one really kind of f@cked me up. I have always played this as a white maneuver, too bad, so sad. I swear I remember reading rules debates on this that quoted the rulebook and previous incarnation of the FAQ that made this white instead of green a fully foregone conclusion. As of the new FAQ though? Nope! You pull a green instead of a white if you've got Nunb or R2 Astro along for the ride. Still can't believe that's how this works. 

This next one is kind of a two parter- 


If a ship using Cluster Missiles hits with the first attack, but then misses with the second attack, can he still use Gunner/ Luke Skywalker even though the first attack hit?
If a ship using Cluster Missiles misses with the first attack and then triggers Gunner/Luke Skywalker, can it still perform the remaining attack granted by Cluster Missiles? 

The answer to the first question is a "Yes", while the answer to the second question is a "No." They're that way for the same reason- the Luke Skywalker Copilot card text. 

The first scenario is acceptable because Cluster Missles is two separate attacks on the same target, so even if you hit with the first, but missed with the second (and again- missing here is missing as in not hitting per the rules definition of the word), Luke or Gunner triggers a primary attack (which doesn't have to be at the same target). 

The second scenario doesn't work because the last bit on Luke or Gunner is "You cannot perform another attack this round." 

The rest of the FAQ addresses some finer points about declaring Target Locks, Barrel Rolls, and Boosts. To be honest, these clarifications won't affect the way 99% of you play because they really don't matter much. It's like, the Target Lock thing is technically you declare your intended target first.  Is that exactly how you've been playing it? Probably not. You probably throw your range ruler out on the table, check to see if the ship you want is in range, then you declare him TLed. Does it make a functional difference? No, because the rules go on to say if the ship isn't in range, if after measuring you find you're out of range, you can then opt to declare a different target or declare a wholly different Action. Long story long, it's the same outcome. Maybe there's some stuff in Wave 3 that'll make this more significant, or maybe there's some scenario already out there I've never heard/ read/ though about, but as it stands, it seems as though they're just nailing down floorboards to make sure the house doesn't creak. 

So there ya go. Like I said, there's more stuff in the FAQ than what I've mentioned, but a lot of those things are either pretty self-evident upon a close look at the rules or I've already clarified them on here in Bikini Battle Basics articles, Veteran Instincts articles, ship articles, or upgrade articles. If you think I've missed anything though, by all means, call it out in the comments and we'll talk. 



Thursday, June 6, 2013

Fire-Control System and Recon Specialist Leaked! UPDATE: Also Ten Numb and Captain Jonus

EDIT: Bikini Aficionado Michael Anderson emailed me shortly after I got to the office this morning informing me that a couple of the Wave 3 pilots had been leaked in the background of some pre-order pictures from an Australian online retailer. 

The images following the original post re: Fire-Control System and Recon Specialist are from a BGG thread you can find here. I could be mistaken, but it appears that it's Michael's thread on BGG as well, so thanks for the catch Mike! Good on ya!  

Back before Regionals, when I was writing about some of the more popular 100-points lists, I was doing a bunch of reading here and there collecting info on what was winning tournaments versus what was just popular, and I ran across people talking about two Wave 3 cards, Recon Specialist and Fire Control System, like they knew what they did in-game. 

At the time, I chalked it up to someone really squinting and making some assumptions, then promptly forgot about the whole thing as I worked on my Regionals articles. 

Well, earlier this evening I was trying to think of something to write about for today's update and something made me think about those cards again. With a little Googling, I came up with a thread on AFM that lead to a thread on BGG. 

So without further aideu, and apologies if I'm the only one here who hasn't seen these- the last few weeks have been hectic getting my feet on the ground at the new job, here ya go- 






So what do y'all think? I'm more interested in Recon Specialist as it's a Crew Member, and could be used in either the Falcon or Slave I (and of course the HWK-290 and Imperial Shuttle) where Fire-Control System is a System Upgrade. (see the little radar dish symbol?) and would only go on the B-Wing or Shuttle. 

Stick Recon Specialist on Trelix- good Lord, would he ever miss? 

In general, it makes big ships with crew even more survivable, which is kinda debatable that they needed any help with that- you can use one Focus on offense and one on defense every turn with this card. Not bad for 3 points, y'know? 

It also makes the HWK-290 more viable as it has a Crew Member slot to help make up for the 1 Shield and 4 hull. Best way to mitigate those statistical shortcomings is to just never take hits to start with, amirite? Always having at least one Focus for defense? That's not bad. 

Of course, it meshes well with Katarn's card text too, providing him with Garven Dreis functionality without the limitation of actually having to spend the token to pass it along to a buddy. It also happens at a more predictable time (start of Combat Phase), which makes it that much more reliable. Which is good, because the HWK-290 is perhaps the least likely ship to be purchased in Wave 3. Everybody wanted a B-Wing, Shuttle, and TIE Bomber to begin with anyway. 

Fire Control System seems pretty awesome at a glance. All it says is you have to attack- you don't have to hit, just attack. That's pretty sweet. So you can throw some lead out there at somebody on the edge of Range 3, then after you close some more the next turn, you've got a pre-existing Target Lock to couple up with a Focus or whatever. Not knowing the rest of the System Upgrade cards it's hard to say at this point where Fire-Control System is in the food chain, but it seems straightforward in its use, is reasonable in cost, and ought to go well on any B-Wing. Probably the Shuttle too, but as the Shuttle can take Crew Members, there's a lot more options there to consider synergy with, so its System Upgrades will likely depend on several different factors, all of which I'd assume will be pretty contextual based on other upgrades and the role you want the ship to provide in-game. 

Of course, we don't really know any of the named B-Wing pilot abilities, so who knows- FCS might be the go-to System Upgrade, it might not. We'll just have to wait and see! 




I'll let y'all do the squinting- I gotta get back to work. I will update that Wave 3 Consolidation Post I have going late tonight with all this new info though! 

Thanks again Mike!

Friday, May 31, 2013

Tournament Lists- Multiple Firesprays



Standard X-Wing Miniatures List Discussion Disclaimer- The most important element you can bring with you to any X-Wing Tournament is your own experience with the game. You can take the nastiest, meanest, and most bestest internet list with you to a Tournament, but if you don't know how to manage Pilot Skill, Actions, and Maneuvers, you are going to get sent home with an donut for your W's. 

I can't stress this enough- this game is not 40k where you plop down the most points-optimized net list from the latest codex, push it forward the max amount, then win. Your list is important, but you need to be familiar with the game and you need to be familiar with playing the list you're using if you want to consistently compete at a high level. 




It seems crazy to think now, that in the weeks leading up to the release of the Wave 2 ships just three months ago the internets were alight with people talking about how terrible Slave I was. To none of those naysayers defense, the full (and accurate) ship stats along with all the pilot and upgrade cards had been revealed worldwide within days of the Kessel Run Tournaments, so it wasn't like folks had no idea what was coming, or that things somehow changed drastically, it really just boiled down to a lot of people getting it wrong. 

My how times have changed.

People want to look at stuff in this game in that same vacuum that they look at units from other miniatures games. Eventually I think those folks will finally realize there's more to a ship in X-Wing Miniatures than it's stats, but I digress. 

 Anyway, dual or multiple Firespray lists. Right. 

There's several different flavors making the rounds, but they vary, sometimes fairly significantly. I want to talk about a couple specifically because 1) They're the most common, and 2) I can't spend all night talking about every single build variation I can think up, no matter how viable and different they may be- I got my Regional to pack for, yo!

Sample 100 Points Dual/ Multiple Firespray Lists

Triple (B)H- actually 99 points
Bounty Hunter
Bounty Hunter
Bounty Hunter

It ain't pretty, it ain't particularly sexy, and it'd be kinda pricey in real money, but dig on that for a second. I've said before that Firesprays are sorta like big ship versions of X-Wings what with their three primary and 2 defense, but where the X-Wing has 5 HP (2 shields, 3 hull), the Firespray boasts 10 HP (4 shields and 6 hull). 

Nasty, right? And there's three of them. 

So what a Bounty Hunter can't take Elite Pilot Skills? So what they're Pilot Skill 3? If you can maneuver big ships, more specifically you can maneuver with the Firespray dial, this really is something you ought to consider in a tournament setting. 

Dig on the cold data- 

Triple (B)H
Total Attack Dice at Range 2: 9
Total Hull: 18
Total Shields: 12
Total HP: 30

I'm still not 100% sure if I'm engaging in my trademark hyperbole when I say this or not, but I think the Triple (B)H might be the most accessible Imperial list to date. I hesitate because it isn't cheap money-wise, but it's really not hard to fly, puts out a good amount of lead, has good survivability, doesn't rely on gimmicks, tricks, or synergy... it's kinda like the X-Wing Miniatures version of a NIN show- there's so much cool stuff going on, it's hard to really pick out the best part. 

Bear in mind too, it's possible a buddy or two from your local gaming club might not be taking his Firespray to Regionals, so maybe you can borrow his instead of having to buy. You can pay him back by loaning him the upgrade cards that came with yours- you won't be needing them anyway, right? 

All right, let's say you can't get three Firesprays, but you can get your hands on two. Hows about...

KKH
Krassis Trelix w/ Heavy Laser Cannon*
Kath Scarlet w/ Veteran Instincts
Howlrunner 

My buddy Sean summed up why exactly these kinda long-range oriented Firespray lists are so dangerous in an email to me yesterday. I'm paraphrasing a bit here, but it's Sean's opinion that they're the only ship in the game that can do good, consistent damage from afar and every other ship becomes easier to deal with the longer you can stay away from it. 

I talked about what a no-brainer Trelix with an Ion Cannon or Heavy Laser Cannon is in his article. It still applies. I like him with an HLC personally, but if you really want Ion functionality, well, that's why the little asterisk is there, innit? 

I think Veteran Instincts works on Kath because it bumps her up to a 9, and well, frankly, that's scary. It's only a point, so if you think another Elite Pilot Skill might better serve you in particular, or you're really sold on the Ion Cannon idea, you could remove the upgrades I have on Trelix and Scarlet and just give them both Ion Cannons for your version of this list. 

Howlrunner is there in case somebody gets too close. Not only is she PS 8, but her special ability works on Firesprays as well as standard TIEs, so the Firesprays can blast the ships that do manage to close on them while benefiting from her card text. Doesn't work on their secondaries remember, but they've got an Attack 3 primary, so it's not like you're wasting it by any stretch. 

Cold data for KKH- 


Total Attack Dice at Range 2: 8 (primary), 9 (secondary)
Total Hull: 15
Total Shields: 8
Total HP: 23


So what beats up on this list? 

A Falcon-centric list can probably get close enough without dying to at least disrupt some maneuvering plans, and the more nimble ships can try and exploit that huge blind spot on the sides of the Firespray.

Should you take out Howlrunner first? Second? Last? I don't know. Me personally, it would depend on if my opponent is relying on her card text. If both the Firesprays are shooting me up with secondary fire, I'd be more likely to try and get one of them off the board and kind of ignore Howlie. Of course, if Howlie were to blow a maneuver and lose her Perform Action step right in front of me at Range 1, you better believe I'd go after her. If not, I don't know if I'd worry about her. Both of those Firesprays are worth a modified win if you don't lose any of your own ships, where Howlrunner is not enough to trigger that win criteria by herself.