Sweetwater Forum

Sweetwater Forum

  • 28. Juni 2025 - 16:08:02
  • Willkommen Gast
Erweiterte Suche  

Neuigkeiten:

Seiten: 1 ... 5 6 [7] 8 9 ... 16

Autor Thema: FFG goes Star Wars  (Gelesen 46376 mal)

0 Mitglieder und 2 Gäste betrachten dieses Thema.

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
FFG goes Star Wars
« Antwort #90 am: 09. August 2012 - 15:59:09 »

Fire the Ion Cannon
Preview the Upcoming Y-Wing (TM) Expansion Pack

“This is Gold Leader. We’re starting our attack run.”
    –Star Wars: A New Hope




In recent X-Wing™ previews, we’ve revealed ship cards and upgrades from the X-Wing™ Expansion Pack and the TIE Fighter™ Expansion Pack. Together with the expansion’s detailed starfighters, these additions allow you to build whole squads and customize your play experience.

In a later preview, we’ll look more closely at some of the options and strategies available to those players who choose to take advantage of advanced squad building, but first we’ll continue to review the first wave of single fighter expansions.

Today, we look at another mainstay of the Rebel fleet, the versatile and durable Y-wing!



The Y-Wing™ Expansion Pack

The versatile and reliable BTL-A4 Y-wing was the Rebellion’s primary starfighter until the arrival of the T-65 X-wing, and long after it was scheduled to be phased out, its speed, durability, and weapon options helped it remain a staple of the Rebel fleet.

The Y-Wing Expansion Pack contains one detailed Y-wing miniature, its maneuver dial, four ship cards, five upgrade cards, and all requisite tokens. These give you everything you need to bring the Y-wing into your games of X-Wing, as well as a wide range of options for balancing your piloting skill and the tactical advantages and potency of your upgrades.

In the Star Wars: X-Wing Miniatures Game, Y-wings start play with three shield tokens and a hull value of five, making them easily the most rugged of the starfighters available upon the game’s initial launch. However, the Y-wing’s primary advantage may be its ability to equip an ion cannon, which it can use to temporarily shut down an enemy starfighter’s systems. While the ion cannon doesn’t do much damage on its own, it can leave a TIE vulnerable to coordinated X-wing fire.

This tactical weapon is definitely one of the highlights among the new upgrade cards the Y-Wing Expansion Pack introduces, and the expansion includes a reference card and token that allow you to bring this technology immediately into battle.


The Ion Cannon Turret upgrade card and reference card.

For five squad points, an ion cannon is a fantastic tool to help disable your opponent’s starfighters. It can only target enemy ships within range one to two, but it can target any enemy ship within that range, even one outside of its firing arc. Yes, the ion cannon turret can target anything within a 360-degree arc. This adds greatly to the weapon’s “effective” range and helps turn the tables on your foes. Normally, your opponent will want to surround your fighters and get in behind them at close range, but a Y-wing with an ion cannon is never a helpless target.

Then, once you hit an enemy starfighter with your ion cannon, you cripple that ship for one round, and it drifts slowly through space until its systems come back online. In game terms, this means that a starfighter struck by an ion cannon cannot assign a maneuver during its next planning phase. Instead, it must drift across the table as though it had been assigned a white \" 1\" maneuver. So after you hit a starfighter with your ion cannon, you’ll know precisely where it’s going to end up after its next activation phase, and you can coordinate your attacks against it in the subsequent combat phase.

Often, players will likely swoop in for the kill with their X-wings, since those starfighters pack more firepower, but some players may opt to build their squads solely around Y-wings, taking advantage of the starfighter’s ability to fire proton torpedoes. In fact, players can outfit the Y-wing with as many as two proton torpedoes, and a crack shot like Horton Salm can make certain that every shot counts.



Keep your eyes open for more information about the Y-wing and other starfighters from Star Wars: X-Wing as we get close to the game’s release at Gen Con Indy. Next up? A look at the TIE Advanced™ Expansion Pack!


Elite Pilots and Advanced Tactics
Preview the Upcoming TIE Advanced (TM) Expansion Pack



“Stay in attack formation!”
    –Darth Vader, Star Wars: A New Hope


We’re quickly closing in on the release of Star Wars: X-Wing™ Miniatures Game! Thursday morning, August 16th, at Gen Con Indy 2012, the game’s first starfighters are going to drop out of hyperspace to engage in fast-paced dogfights. We’ll have the Core Set and the first four single fighter expansions available at our booth in the exhibition hall from the moment the convention begins until they sell out. We’re also going to run demos all weekend, and players will have the opportunity on Friday morning to participate in the world’s first X-Wing tournament.

In earlier previews, we’ve explored the wide range of options that the X-Wing™ Expansion Pack, TIE Fighter™ Expansion Pack, and Y-Wing™ Expansion Pack add to the game. Now, we turn our attention to the fourth and final single fighter expansion arriving with the game’s initial wave of releases, the TIE Advanced™ Expansion Pack.

It’s likely you already know that this expansion will give you the opportunity to command Darth Vader, but there’s a lot more to the TIE Advanced than just the Empire’s most fearsome pilot…



The TIE Advanced™ Expansion Pack

The TIE Advanced improves upon the TIE/In design by adding shielding, better weapons systems, curved solar panels, and a hyperdrive. However, the extra costs limit production, and only the best Imperial pilots get to fly a TIE Advanced.

The TIE Advanced Expansion Pack contains one sculpted TIE Advanced miniature, its maneuver dial, all requisite tokens, five upgrade cards, and four ship cards, including two Imperial aces: the aforementioned Darth Vader and the daring Maarek Stele.

These pilots, and the expansion’s two other TIE Advanced pilots, benefit from the same range of actions as TIE fighter pilots, but they also gain the ability to acquire a target lock. Accordingly, the TIE Advanced costs more squad points in X-Wing than the TIE/In, and players building squads with one or more of these fighters must sacrifice some of their standard swarm tactics. In return, though, they gain more than just an extra icon on the action bar; they also gain durability from deflector shields, and they can equip missiles that allow them to strike with extra lethality.



With three agility and two deflector shields, the TIE Advanced offers pilots the means to maneuver through heated battles and emerge unscathed. This can make the starfighter an excellent lynchpin in an Imperial strategy, especially if that strategy involves tactics based around the actions afforded by an elite pilot talent.

Whether you intend to make use of Swarm Tactics, slip out of target locks with Expert Handling, or have your Squad Leader increase the efficiency of your other pilots, both Darth Vader and Maarek Stele are capable of using elite pilot talent upgrades, and the TIE Advanced’s increased resilience helps you retain their talents throughout the fight.


The talents of an elite pilot in a TIE Advanced afford your squad a wide range of tactical options.

Meanwhile, you’ll be able to equip your TIE Advanced with either Concussion Missiles or Cluster Missiles. Both of these upgrades come with the expansion, and they allow you to supplement your starfighter’s base attack value of “2” with a timely and deadly secondary attack. Concussion missiles can fire against enemy starfighters within range two to three, and allow you both to roll four attack dice and count any one miss as a hit. On the other hand, the Cluster Missiles upgrade is better suited to Imperial squads focused on combat at close ranges. They fire at range one to two for three attack dice, and then they allow you to make a second attack roll of three additional dice. Outfitted with such powerful weaponry, the TIE Advanced is a devastating war machine.


Concussion and cluster missiles greatly enhance your attack options.

You can look forward to commanding this deadly Imperial starfighter soon! X-Wing arrives at Gen Con Indy next week.

But we’re not going to sit idle while you wait! We still have more previews planned. In the next couple days, we’ll present you the game’s rules and tournament rules, and we’ll take a look at squad building and some of the ways players might approach the construction of a 100-point tournament-ready squadron!
Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
FFG goes Star Wars
« Antwort #91 am: 14. August 2012 - 11:58:06 »

Assemble Your Squadron
A Look at Squad Building

“Several fighters have broken off from the main group. Come with me!”
    –Darth Vader, Star Wars: A New Hope


Now that we’ve previewed the fast-paced combat of X-Wing™, as well as its first wave of starfighters, and rules, we can explore some of the more advanced strategies that open up when you begin building larger squads.

The play experience from the Core Set is rich enough to reward players with hours upon hours of entertainment. Still, tournament players and others will be interested in the greater design flexibility that larger squadrons afford them, and the game permits an astounding range of possibilities with just a few starfighters.

In fact, the official X-Wing dogfight tournament rules limit players to 100 squad points, and while that number may seem large at first, you may be surprised how quickly you have to make difficult choices to keep your squadron at 100 points or below.

Finding Balance

With the release of the Core Set, players are soon to discover that two squadrons that share the same number of squad points can differ vastly in their play style. The Core Set grants the Rebel player control of a single X-wing, but to oppose it, the Imperial player gains command of two TIE fighters.

As an example, the Imperial player might field both “Mauler Mithel” and an Academy Pilot for twenty-nine squad points. In turn, the Rebel player might spend the same twenty-nine squad points on a Rookie Pilot, R2-D2, and Proton Torpedoes. The Imperial player has an advantage in the number of actions his starfighters may take each turn, but the Rookie Pilot’s X-wing is the sturdier starfighter with both its deflector shields and an astromech that can repair damage to its shields each time it performs a green maneuver.

The differences magnify as the squad points increase, and each player has to find a suitable balance among the game’s starfighters, pilots, and upgrades. Can you get the maximum value out of a swarm designed to activate more ships than your opponent? Or is it easier for you to avoid a crowded battlefield, managing just a few ace pilots in starfighters decked out with powerful upgrades?

With 100 squad points, you’ll be able to fly a Rebel squadron of three to four fighters or an Imperial force with as many as eight TIE fighters or as few as three elite, outfitted TIE Advanced.

It’s also worth noting that when you play with squad building rules, the initiative goes to the player with the fewer squad points. This means that if your squadron is even just one point less than your opponent’s, when you and your opponent have ships with the same pilot skill, you activate yours first. Win the initiative, and your pilots get a better chance to shoot first!

Sample Squadrons

Of course, it’s one thing to talk about the differences between 100-point squadrons in the abstract and quite another thing to present examples. Without further ado, we present a few of the many possible 100-point squadrons you can build with a Core Set and just a couple single starfighter expansions.



Elite Rebels
(99 points)

“Dutch” Vander (23 points)
Proton Torpedoes (4 points)
Proton Torpedoes (4 points)
R5-K6 (2 points)

Biggs Darklighter (25 points)
Proton Torpedoes (4 points)
R2-D2 (4 points)

Garven Dries (26 points)
Proton Torpedoes (4 points)
R2-F2 (3 points)

This squadron seeks to take advantage of the Rebel Alliance’s superior firepower, and flies in formation to pick off enemies one by one. “Dutch” Vander grants his squadmates free Target Locks whenever he gains a Target Lock. R5-K6 gives him a chance of acquiring a new target lock immediately after spending his previously lock, which would grant a squadmate yet another Target Lock. While “Dutch” sets up volleys of proton torpedoes, Biggs Darklighter draws fire by forcing opponents to shoot at him. The damage he takes to his shields he can then repair with R2-D2.



Imperial Swarm
(100 points)

Darth Vader (29 points)
Concussion Missiles (4 points)
Swarm Tactics (2 points)

“Mauler Mithel” (17 points)

Academy Pilot (12 points)
Academy Pilot (12 points)
Academy Pilot (12 points)
Academy Pilot (12 points)

This squadron takes advantage of superior numbers to overwhelm the enemy. Darth Vader leads the attack with hard-hitting concussion missiles and the Swarm Tactics talent, which allows an adjacent Academy Pilot to attack early in the combat phase, as though it had a pilot skill of “9.” While the Academy Pilots have low pilot skill, their lasers hit as hard as those of any TIE fighter, and their sheer numbers are sure to strike fear into the hearts of the Rebels.



Elite Imperials
(99 points)

Darth Vader (29 points)
Concussion Missiles (4 points)
Squad Leader (2 points)

Maarek Stele (27 points)
Cluster Missiles (4 points)
Marksmanship (3 points)

“Mauler Mithel” (17 points)

Obsidian Squadron Pilot (13 points)

This elite Imperial squadron is all about bringing the hurt at close range. As Squad Leader, Darth Vader grants a nearby Maarek Stele the ability to use both the Target Lock and Marksmanship actions in the same turn, super-charging his Cluster Missiles and nearly guaranteeing that he’ll score and choose a devastating critical hit against whatever he targets. If Maarek ever goes down, Vader can lend his support to “Mauler Mithel,” who gets an extra attack die at close range.



Rebel Swarm
(100 points)

Rookie Pilot (21 points)
Proton Torpedoes (4 points)

Rookie Pilot (21 points)
Proton Torpedoes (4 points)

Rookie Pilot (21 points)
Proton Torpedoes (4 points)

Rookie Pilot (21 points)
Proton Torpedoes (4 points)

X-wings are among the most powerful fighters in the Star Wars universe, and this squadron serves as evidence. Rookie Pilots may not be the most exciting pilots, but they all know how to fire Proton Torpedoes. This squadron manages to assemble four X-wings and four sets of Proton Torpedoes. You’ll want to acquire Target Locks early, then use your shields to absorb the inevitable first volley, and retaliate in force with the X-wing’s superior firepower.

All Pilots to Your Ships

The fate of the galaxy will soon be decided in dramatic space combats. The time has come to take a side. Both Rebel and Imperial fleets stand in need of a few good commanders, so get ready to assemble your squad and join the fight…X-Wing debuts at Gen Con Indy later this week!
Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

Longshanks

  • BĂĽrger
  • ****
  • Beiträge: 1.353
    • 0
FFG goes Star Wars
« Antwort #92 am: 14. August 2012 - 12:11:59 »

Falls es schonmal gefragt wurde: mea culpa ignorantis, trotzdem:

Gibts den Kram schon irgendwo im deutschen Handel?
« Letzte Ă„nderung: 01. Januar 1970 - 01:00:00 von 1344940588 »
Gespeichert

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
FFG goes Star Wars
« Antwort #93 am: 14. August 2012 - 14:27:58 »

Erscheint grad zur GenCon in den USA.

Das Schiff befindet sich auf dem Weg nach Deutschland, von daher dürfte Ende August/September die Ware bei den deutschen Händlern eintreffen.
Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

macaffey

  • Fischersmann
  • ***
  • Beiträge: 552
    • 0
FFG goes Star Wars
« Antwort #94 am: 14. August 2012 - 14:30:06 »

Wird es das Spiel nur auf English oder auch auf Deutsch geben?

GruĂź

 Macaffey

Longshanks

  • BĂĽrger
  • ****
  • Beiträge: 1.353
    • 0
FFG goes Star Wars
« Antwort #95 am: 14. August 2012 - 16:33:56 »

Zitat von: \'AndréM\',\'index.php?page=Thread&postID=117968#post117968
Erscheint grad zur GenCon in den USA.

Das Schiff befindet sich auf dem Weg nach Deutschland, von daher dürfte Ende August/September die Ware bei den deutschen Händlern eintreffen.
Danke!
Gespeichert

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
FFG goes Star Wars
« Antwort #96 am: 14. August 2012 - 20:25:48 »

Die kleine Verzögerung entseht auch vor allem dadurch, dass die deutsche Version auch fast zeitgleich erscheint und die deutschen Boxen auch billiger als die englischen sein werden. ;)
Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
FFG goes Star Wars
« Antwort #97 am: 19. August 2012 - 21:41:37 »

Zweite Welle

Die folgenden Schiffe wurden auf der GenCon gesichtet und werden wohl mit der zweiten Welle rauskommen:

> A-Wing
> YT-1300
> TIE-Interceptor
> Firespray-31
Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
FFG goes Star Wars
« Antwort #98 am: 20. August 2012 - 15:43:10 »


Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
FFG goes Star Wars
« Antwort #99 am: 23. August 2012 - 03:11:51 »



Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

Longshanks

  • BĂĽrger
  • ****
  • Beiträge: 1.353
    • 0
FFG goes Star Wars
« Antwort #100 am: 23. August 2012 - 08:40:24 »

Die sehen wirklich gut aus und die Regeln lesen sicha uch ansprechend! I like!
Gespeichert

Dareios

  • BĂĽrger
  • ****
  • Beiträge: 1.793
    • 0
FFG goes Star Wars
« Antwort #101 am: 24. August 2012 - 00:59:04 »

Das ist ne feine Spielmatte auf dem Bild. Wir man die seperat erstehen können oder ist die gar in einem der Sets enthalten?
Gespeichert

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
FFG goes Star Wars
« Antwort #102 am: 24. August 2012 - 12:35:44 »

Der Tisch ist aus Resin gegossen und wird nur auf Messen auf denen FFG anwesend ist zu sehen sein. Allerdings kann man sich mit Plasticcard und etwas Geduld einen ähnlichen Tisch schnitzen.
Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

Conan

  • Leinwandweber
  • **
  • Beiträge: 199
    • 0
FFG goes Star Wars
« Antwort #103 am: 31. August 2012 - 11:45:20 »

Habe gerade auf der Seite von Heidelberger Spieleverlag gesehen, dass die deutschen zusatz-Tie Fighter und X-Wing  12,95€ /Stk. Kosten sollen.
Wenn man also einen 2 X-Wing und 2 zusätzliche Tie\' s haben will, ist es gĂĽnstiger sich die Grundbox 2 mal zuzulegen,  da spart man gut 4 Euro.

Meinem Geschmack nach sind die  boxen 3€ zu teuer, werde mir das Game aber dennoch zulegen.
Gespeichert

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
FFG goes Star Wars
« Antwort #104 am: 31. August 2012 - 13:13:59 »

Das sind UVP und wir wissen alle, wie haltbar die sind.
Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!
Seiten: 1 ... 5 6 [7] 8 9 ... 16