$5 dollar entry. Registration start at 11 ships fly at 12. If you are attending and have a playmat you can allow us to use for the tournament that would be greatly appreciated. Prize support depends on turn out. Hope to see everyone there!
The X-Wing League is well underway and Imperial Forces are out to a strong lead. I have yet to contribute to this lead myself, but here is a peek and one of the many variations to my list.
“This is Halberd One to all squardrons, Long-range telemetry shows the Imperial fleet massing at point Zooloo-Four-Two. Drop out of hyperspace and accelerate to attack velocity,” ordered the calm voice of Cmdr. Dar Hadron. He was a veteran of the Clone Wars and as such was one of the oldest and most experienced pilots in the Alliance. In fact the old space dog had fought on both sides of the Galactic Civil War, having piloted cargo freighters for the Empire before eventually being recruited by the Rebels after the destruction of Alderaan.
“Remember, our mission is to harass the enemy fighter wings. Avoid engagement with the capital ships at all cost. This is not a seek and destroy mission, ladies.” Hadron listened to the chorus of affirmatives and Rogers from his squad, confining his orders.
“Gonna do it this time, Erma! I’m gonna make Ace with this sortie for sure!” blurted a young sounding voice over the comms. Hadron didn’t even need to check his panel to know who was speaking.
“Cut the chatter ‘Mynock,’ you’re on the squadron channel. All fighters prepare to engage, T-minus 30 seconds until the drop to normal space.” Hadron checked his read outs and adjusted his harness. He keyed a few commands to his astromech unit, and the streaks of white coalesced into the familiar pinpricks of distant starlight. He set his S-fools to attack position and opened up his thrusters to full speed. His B-wing wouldn’t keep pace with the faster A-wing fighters but for now his ship took up the vanguard position. His targeting array started to flash red with the confirmation of enemy forces directly ahead.
“All fighters, engage the enemy, T-minus 20 minutes until we jump back to hyperspace. Plenty of time to make our presence known.”
*** Admiral Naiman was standing on the bridge of the Imperial Star Destroyer “Abraxas” looking at the forward view port. Any enemy vessels would be at too great a distance to see with the naked eye but the viewport glass would automatically magnify the battle.
“Several squads of enemy fighters dropping out of Hyperspace and junction 009. They will engage the 707 in less than a minute,” said an ensign at one of the forward scanners. The veiwport showed him the trails of jet wash the enemy squadron left behind.
“Excellent,” Naiman said, more to himself than to any of his crew, “now they will witness the full might of our Imperial forces!”
*** To be continued.
This Thursday Starts the X-Wing: Force Awakens League at Go 4 games. I don’t know about you guys, but I am excited to get back to playing some X-Wing. This time around I decided I am not going to fight for the Rebel Alliance. Instead I am going to enlist myself with Imperial Forces. For a while I have been running this same list and it has had very good results. So let’s take a look at it.
Royal Guard Pilot (22)
Push the Limit (3)
Royal Guard Pilot (22)
Push the Limit (3)
Captain Oicunn (42)
Mara Jade (3)
Moff Jerjerrod (2)
The workhorse of the group is Captain Oicunn in the Decimator. His main objective is FULL SPEED AHEAD! He primarily is flying right into the line of fire and trying his best to bump as many enemies as he can while doing it. With the ability to deal face damage on a bump and Mara Jade tagging along to stress out all ships within 1 he has a ton of utility. That being said a 360 arc is never bad either. Especially when it is equip with an Outmaneuver. Any time he fires on someone who does not have them in his arc he is reducing their defense by one. This can be a big deal especially against rebel ships with low evasion. While the Decimator plows down the middle of the battlefield to start the fight I also bring in two interceptors with push the limit. Typically they are vultures. They look to stay away from the main fight as long as possible and swoop in on unsuspecting victims who have suffered damage from the Decimator. Adding Push the Limit makes these fighters extremely unpredictable. When you think you have a clean shot a them you are very mistaken. Being able to boost and barrel roll in the same turn can lead to many range 1 attacks out of an enemy arc. Try to run and the Interceptor is one of the fastest ships in the galaxy. If I ever get in a situation where they may be unable to avoid attacks there is always 2 actions to take an evade and a focus. This makes it hard for even an X-Wing at range 1 to land a good hit on them. I have considered stealth devices, but I rather put my points into a workhorse ship like the decimator. With him being 50% of my list he draws all fire too him leaving my interceptors to do as they wish on the battlefield. There is my build for X-Wing. What is yours? Will you be fielding the new K-wing or TIE Punisher? Or will you be taking on the dirty work of the Scum and Villainy faction? Hope to play you guys throughout the league and I will be posting updated league builds throughout the upcoming weeks. And always Remember “Join the Dark Side, We have Cookies”.
Last week we took at a look at the newest addition to the Imperial forces. This week we are looking at the newest addition to the Rebel alliance the K-Wing.
Lets take a look at the base stats, pilots, and upgrade cards :
Actions: Focus, Target Lock, Slam
Upgrades: Turret, Torpedo, Torpedo, Missile, Crew, Bomb, Bomb
Warden Squadron Pilot Pilot Skill 2
Guardian Squadron Pilot Pilot Skill 4
· Esege Tuketu Pilot Skill 6
When another friendly ship at Range 1-2 is attacking, it may treat your focus tokens as its own.
· Miranda Doni Pilot Skill 8
Once per round when attacking, you may either spend 1 shield to roll 1 additional attack die or roll 1 fewer attack die to recover 1 shield.
Twin Laser Turrets Cost 6 x 2 Attack Dice: 3 Range: 2-3 Attack: Perform this attack twice (even against a ship outside your firing arc).Each time this attack hits, the defender suffers 1 damage. Then cancel all dice results.
Plasma Torpedoes Cost 3 x 1 Attack Dice: 4 Range 2-3 Attack (target lock): Spend your target lock and discard this card to perform this attack.If this attack hits, after dealing damage, remove 1 shield token from the defender.
Homing Missile Cost 5 x1 Attack Dice: 4 Range 2-3 Attack (target lock): Discard this card to perform this attack.
The defender cannot spend evade tokens during this attack.
Bombardier Cost 1 When dropping a bomb, you may use the ( 2) template instead of the ( 1) template.
Conner Net Cost 4 Action: Discard this card to drop 1 Conner Net token. When a ship’s base or maneuver template overlaps this token, this token detonates.Conner Net Token: When this bomb token detonates, the ship that moved through or overlapped this token suffers 1 damage, receives 2 ion tokens, and skips its “Perform Action” step. Then discard this token.
Ion Bomb Cost 2 When you reveal your maneuver dial, you may discard this card to drop 1 ion bomb token.This token detonates at the end of the Activation phase.Ion Bombs Token: When this bomb token detonates, each ship at Range 1 of the token receives 2 ion tokens. Then discard this token
Extra Munitions Cost 2 When you equip this card, place 1 ordnance token on each equipped missile ,bomb , and torpedo Upgrade card. When you are instructed to discard an Upgrade card, you may discard 1 ordnance token on that card instead.
Advanced Slam Cost 2 After performing a SLAM action, if you did not overlap an obstacle or another ship, you may perform a free action
This expansion combined with the TIE Punisher adds an entire arsenal of new weaponry to master, but lets focus on what is new to this box set. First we are getting a new tanky ship for the rebels. With 6 hull and 4 shields it will take a lot of to take this ship down. It also comes with a 360 degree firing arc but we are only rolling 2 attack dice which is appropriate for the point cost of this ship. I imagine many will look to try and run just 4 of this ship to see how having so many 360 arcs plays out. The main problem areas in a build like that would be how slow this ship moves. It is literally a sloth on the battle field with 3 movement being max speed. The slam action provides some flexibility, but it disables our weapons to do the maneuver to move a second 3 template. I do however see this ship being valuable in a Ion Strategy. This ship can replace the Y-wing as being the workhorse in a control build. With the ability to equip every Ion weapon you could run a 3 ship build easily. Compared to the Tie Punisher this ship is less maneuverable, but the 360 arc gives it an edge. I have yet to run this ship but I see it having many uses as it is a good addition to Ion Builds, can be added to a falcon build, or used as a weapons platform. The new turret helps the k-wing and the y-wing when dealing damage to Tie Fighters and Tie Interceptors. Overall a solid ship 3/5 only because this adds so few new things to the rebel alliance. Next week we talk league builds.