Mar 042013
 

starwars

I finally got in several plays of the Star Wars X-Wing Miniatures Game with my buddy Dan. A few people have already asked me how it went.

Short answer

Get this game.

Longer answer

It’s a wonderful game, horribly addicting and plays out just like I wanted it to. The rules are complicated enough to keep the game interesting, but simple and easy enough to keep it moving at a fast pace! Our 2nd battle, which consisted of 3 TIE fighters and 2 X-wings at a 60 point buy ran us almost an hour. That’s fast!

The minis are really good (although one of my X-wings suffers from droopy laser cannon syndrome) on the whole they’re well crafted and look amazing. I thought the little plastic stands and poles would be precarious but really they do a fine job of holding these things upright and facing forward. The details on these minis are very, very good. No painting needed, no assembly needed. Just grab the base, grab to plastic poles and you’re ready to fly.

Tactically the game is fairly simple, with everything you need to play right out of the box. Simple though doesn’t mean unfulfilling or easy. Playing this game feels like watching a battle scene out of Star Wars, with more in common with a WWII dogfight than space combat. That’s right where I want this game to be. Fighter craft whoosh by each other, execute amazing maneuvers and come up shooting.

xwing1

love the fact that you can play this game on any surface. I was quite surprised at the size of the box when I purchased this and the reason it’s so small is that there’s no board needed for this board game. We played on my buddy Dan’s kitchen counter, which was just a bit over 3′x3′ and it was a great size for the ships we fielded.

The hardest thing about this game was reading through the directions and really getting a sense of play. I read through them once, then broke out and assembled the three minis that come with the base game and actually played out a short combat by myself. Once I had done that, it all made sense.

Now my only problem is I want more! More ships, more pilots, more add ons!

Mechanics

The game is set up quite nicely into several phases. If you’re interested, Fantasy Flight has the rule book up as a PDF here. First, each player enters the planning phase. Both players take their maneuver dials (handy little round dials that show what each ship is capable of) and plan their next move. They then place these face down next to each ship so the other player cannot read them. In reverse pilot skill order (each pilot has a skill number, from 1-9, higher being better) each dial is revealed and that maneuver is executed. The game comes with every template you’ll need to do these maneuvers, which is amazingly handy. Just place the template at the base of the mini, hold it down, and move the mini to the other side of the movement template.

star wars in box

After each ship has moved, they can choose to perform an action. Many ships have standard actions (such as save up a dodge, or gain a target lock) and higher scored pilots also have additional things they may do during the action phase.

Now that everyone’s moved, from poorest pilot to best, it’s time to shoot some stuff. In the combat phase, things go in reverse order. The best pilot gets to shoot first (if there’s a tie, the Empire has initiative, causing Imperial ships to move first, and shoot first). Dice are rolled for both offense (that red number on the TIE fighter card above) and defense (the green number). Hits and critical hits are totalled, while the defender gets to remove them. Whatever damage is left over is applied to the ships in a neat mechanic. Standard damage has the player take 1 damage card and put it next to the ship card. With a hull of say 3, it takes 3 damage cards to destroy that ship. If a critical hit is scored that same damage card is taken, but flipped over. It then has text and conditions that are applied to the damaged ship, limiting it in some way or causing even more damage.

Lastly we hit the end phase, where tokens are cleaned up and everyone still flying breathes a sigh of relief.

Three turns later, two of these ships were destroyed.

Three turns later, two of these ships were destroyed.

Some Last Thoughts

This game has gotten the mix of simple mechanics, interesting abilities and tense situations exactly right. It’s can get a bit tense (in a good way) as each player is waiting for the others to reveal their maneuvers and move these ships around. Will you end up in someone’s firing arc? Will they be yours?

I really like the movement and firing mechanics, with simple range finders and movement templates provided in the base game. It makes for a really fast game. From introducing Dan to the game through the completion of our second battle took an hour and forty five minutes. That’s great! Our first battle was one X-Wing vs two TIE Fighters. Our second battle was 2 X-Wings vs 2 TIE Fighters and a TIE advance. You’re fielding fairly small ‘armies’ in the game which makes it entirely manageable. This game reminds me just a bit of the old Car Wars game by Steve Jackson Games. A few templates for moving and range and you’re good to go!

The biggest downside I’ve found to this game so far is my almost physical need to acquire more ships! I haven’t yet had a chance to use my Y-Wing (a problem I’ll remedy real soon now). The wave 2 ships have just come out, introducing the A-Wing, TIE Interceptor, the Millenium Falcon and the Slave 1. Wow! The last two ships are a bit more pricey with an MSRP of $29.99 – but they’re also nearly 4 times the size of the other minis available for the game, and introduce new rules for larger ships.

It’s been a long time since I fell for a game so quickly and fully. I think the last title that grabbed me this hard was Dominion and the various expansions that are available for it. The base set of X-Wing retails for $39.99 (you can often find it at amazon for $30) and comes with three models (2 TIE Fighters and 1 X-Wing). 1st wave expansions include the TIE Advance, X-Wing, Y-Wing and TIE Fighter.

With the base game you can certainly play it and have fun but I think you’ll find yourself craving more. Some folks have suggested grabbing two base sets to get six ships total. I’m on the fence with this. By purchasing a TIE Advance, the X-Wing, Y-Wing and TIE Fighter expansions I was able to add 4 new ships to the mix and you get some unique pilots and add-ons such as astromechs.

Either way, if you’re the type to like this kind of game, you are going to want to acquire some more ships. If you’re really into it, you can even go so far as to download this fan made, scale Corellian Corvette and add it into your game.

Wow!

Wow!

May 222012
 

Geeks Explicitly is here! Co-hosts Drew McCarthy & Jonathan J. Reinhart bust onto the Troll in the Corner podcasting scene. Clocking in under 30 minutes, the show discusses the SAGA historical miniatures game, disparages Privateer Press, and provides infectious laughter.

Be sure to tell your friends about Geeks Explicitly. You can contact us by e-mailing GeeksExplicitly@gmail.com, follow us on Twitter @GeeksExplicitly, or Like our Facebook page.

Many thanks to Jeremy Kostiew for creating our new logo appearing soon. Check out his work at MightyNightGaunt.com.

Also, listen to us on iTunes!

May 182012
 

For a change of pace, I painted my Panzergrenadier Platoon for Flames of War. I’ve had Flames of War models since the game first came out back in 2002, but I’m now finally finishing my first army. Other projects caused this to be pushed back. A gaming buddy, John, is helping me out by assembling the remaining few items I own, which I will then paint.

I am playing with a Panzerkompanie intended for Mid-War. Back in the day, the list was out of the Ostfront book. Now, it is from the Eastern Front book and is a Mittlere Panzerkompanie. Comprised mainly of tanks, which I assembled and painted from 2002-2009, the remaining units are a Panzergrenadier Platoon in trucks (no points for halftracks), a Scout Platoon using BMW bikes, and a Famo recovery vehicle. John cleaned up and glued all of my infantry onto their bases. This past Tuesday he gave them to me and I gave him half of the BMW bikes and the Famo.

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Apr 262012
 

Dystopian Wars Prussian Airship Box Art

Usually I’m the last guy you want painting tips from. My skills, or lack thereof, will NOT help you to receive a Slayer Sword. If that is your aim, well…I wish you luck and suggest you chat with Natalya Melnik. What I am is a chap that enjoyes painting different models.

This time around I painted a Pflicht Class Scoutship (aka zeppelin) for the Prussian Empire in Dystopian Wars. The rules, models, and accompanying accessories are in my possession. Yet, I have no intention of playing the game. The models won me over with their looks. Seeing pictures of them made me think “those would be fun to paint!”

Awhile back I painted some frigates and cruisers for the Prussian Empire. I decided to use something different with the airship. I had to know how Army Painter’s Quickshade impacted the process.
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Apr 192012
 

Combat Storm Banner Small

Awhile back I received an interesting e-mail from Dave Reiter. At first I wondered if it was spam but then I looked at the subject and it seemed like it could be a real e-mail for me in light of this blog and podcast. On opening it I was made aware of an interesting new game called Combat Storm by company Strategy Wave.

Combat Storm, or Operation Plastic as it used to be called, is different from any other game company I’ve seen. It has managed to create a rulebook and system for playing with plastic army men.

I fondly remember playing with plastic army guys as a kid in the ’80s. Bought them at the corner store for a few bucks giving 100 or so. Out on the grass and in the house they fought over everything. Having a formalized rules system for this is a nice way to recapture one’s childhood yet adapt it for “grown-up” play.

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Apr 052012
 
Picture of John Waterman's marker by WallyG on Flickr

Picture of John Waterman's marker by WallyG on Flickr

Henry Hyde, yes the Henry Hyde that I keep mentioning in relation to the Dedhampton Revolution, asked me for feedback on his Wars of the Faltenian Succession articles, which appeared in early issues of Battlegames Magazine. I wrote him 3,000 words responding to his 30+ pages of imagi-nation goodness. While I wrote my thoughts I realized that one area Henry glosses over is naming the people inhabiting your world. He mentions that foreign languages can be a gilded chest when needing to name countries and other places. When it comes to naming the hundreds of people living and fighting in our fictional worlds we can quickly run out of steam.

In fact, I noticed that I was using the same names repeatedly in the Dedhampton Revolution. Each of the colonial governors is a member of the House of Reisen. I covered it up as a cool ploy to examine nepotism. The reality is I couldn’t think of different last names.

Where is a wargamer to look for good, believable, names? Look into family histories. Recently I came across some information about the Howland family. They came from England on the Mayflower and settled in parts of New England. The information I found listed many historical first, and last, names in this real colonial New England family. Clearly I lucked out. But, you can be equally lucky if you look up some local history for the real world location inspiring your fictional realm. I could just have easily searched records for nearby towns and found a wealth of names.

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Apr 032012
 

Seaward March 1 Day Campaign map created with Hexographer by Inkwell Ideas

I’ve wanted to run a campaign for a decade or more. That never happened because, as we may all know, of the heavy work-load to create a campaign. The campaign creator needs to do a TON of work behind the scenes to get the campaign started, keep it running, and reach a conclusion. The players have to dedicate themselves to gaming on a regular schedule, which inevitably becomes interrupted as a result of real world commitments. Further, it can be difficult to create a campaign map.

My skills in the visual graphics arena are subpar at best. For years I’ve searched for an easy to use program that would allow me to easily create a gaming map. My frustration increased whenever I read early Battlegames issues where Henry Hyde detailed his amazing maps for the Wars of the Faltenian Succession. Seeing stunning maps, of that ilk, in other gaming magazines and on the web has brought my frustration to a boiling point. More recently I sat down and created a list of what I need of a map making program. It needs to:

  • Work on Mac OS X (whatever incarnation I’m on at the time, Lion currently)
  • Be intuititive and easy to use for a n00b like myself
  • Create square or hex maps with user chosen terrain types and features such as roads, hills, cities, towns, rivers, etc.
  • Export the maps into a common image format (for inserting into the blog, printing out, etc).
  • Be affordable

Finally, I’ve found a program that fits each of those requirement. Hexographer, by Inkwell Ideas, is a cross-platform program that works on OS X and Windows. It has a free version, with some features removed, and a paid version. The program allows you to create a map of varied dimensions and then populate it with terrain features, national boundaries, population centers, place names, ports, roads, and more.

The campaign bug never fully left me. It burst to the top of my list when I read an article in Wargames Illustrated discussing how to run a one day campaign. I knew that could be a blast…if only I had a map. That’s where Hexographer comes in. I can’t say much more without giving anything away. It would be cruel, however, to leave you completely hanging. Below you will find the map I made for the campaign. Releasing it is probably a mistake. After all, participants might look at it and formulate plans. Then again, maybe this map is a ruse to throw them off the scent. Whatever the case may be, I can assure you that I made it in less than one hour using the Hexographer program.

Mar 152012
 

Photo by Your's Truly!

In a previous post I announced my immersion into the realm of imagi-nation gaming. I quite rightly put all the blame on Henry Hyde. He piqued my interested with the Wars of the Faltenian Succession. Imagi-nation gaming is sort of like blending roleplaying games with wargaming. A wargamer, like a DM, creates the world in which their players exist. Everything is made out of the dust of the Earth. Wargames normally don’t have characteristics for commanding officers. One exception can be the imagi-nation. Like NPCs in D&D, unit commanders have values for Intelligence, Initiative, Courage, Charisma, Strength, and Health.

This article will expound some of the details for my imagi-nation campaign. Hopefully it will also answer some of your questions and maybe it will stir imagi-nation passion hidden deep within yourself.

The Dedhampton Revolution is based on the American Revolution (War of American Independence for our friends across the pond). The great nation of Dedhampton has spread its influence across the Bradford Ocean. Several colonies (based on New England and several Mid-Atlantic colonies) are thriving over a century after their founding.

Conflict arises. The colonies unleash anger at one another as resources become scarce. The mother nation also feels the pinch of limited supplies. Their mines have been exhausted. War materials are dwindling as a result of numerous combats fought with their neighbors. The colonies despise the increasing demand for money, supplies, and materials from their homeland. Beyond the frontier is a wilderness rumored to be inhabited by the original, and now displaced, natives. It is hard to tell what they are up to.

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