|X-Wing | Published 02 August 2011|
Respected throughout the galaxy as perhaps the finest single-pilot starfighter ever produced, the X-wing’s superior capabilities are widely credited with the Rebel victory at the Battle of Yavin. With its arsenal of Taim & Bak KX9 laser cannons and Krupx MG7 Proton Torpedo Launchers, plus its full array of deflector shields and an astromech socket for in-flight repairs, the X-wing is among the Rebel Alliance’s most powerful weapons.
Fantasy Flight Games is proud to announce the upcoming release of X-Wing, a tactical ship-to-ship combat game in which players take control of powerful rebel X-wings and nimble Imperial TIE Fighters (with more starfighters to choose from in future releases), pitted against each other in fast-paced space battles! Featuring beautifully detailed painted miniatures, X-Wing recreates the excitement of Star Wars' incredible space battles throughout its several included scenarios...or gives you the tools to imagine your own. But whatever your mission, you’ll need all your skill and cunning to claim victory.
Assemble your squadron leaders
X-Wing delivers rapid gameplay that puts you in the middle of Star Wars‘ fiercest firefights. Each ship type has its own unique piloting dial, which is used to secretly select a speed and maneuver each turn. After planning maneuvers, each ship's dial is revealed and executed (starting with the lowest skilled pilot). So whether you rush headlong toward your enemy showering his forward deflectors in laser fire, or dance away from him as you attempt to acquire a targeting lock, you’ll be in total control throughout all the tense dogfighting action.
Want to customize your ship and crew? X-Wing’s advanced rules let you spend setup points to allot resources to your ships, so whether you enter the fray with a seasoned ace, an anxious rookie, or even Luke Skywalker himself, you’ll face a range of compelling options before you even fire up your engines. Choose your pilot, fighter specifications, and (in the case of the X-wing) Astromech droid, all of which has a direct and significant impact on your strategy.
With its easy-to-learn rules system, beautifully detailed components, and range of gameplay options, X-Wing immerses players in the tense cinematic excitement of Star Wars’ space battles. And with multiple sets, you can even combine your forces to create your own epic engagements. Learn more at our X-Wing website, keep checking back for previews, and look for X-Wing to hyperspace jump onto store shelves in the first quarter of 2012!
X-Wing is a tactical ship-to-ship combat game in which players take control of powerful rebel X-wings and nimble Imperial TIE Fighters, facing them against each other in fast-paced space combat. Featuring stunningly detailed and painted miniatures, X-Wing recreates Star Wars’ exciting space battles. Select your crew, plan your maneuvers, and complete your mission!
Re: AVJax, thank you very much for the information :) Didnt know about that :)
Re: RARodger , I couldnt quote from your comments ( the editor didnt do the paste operation sorry) . What you know and wrote about generic tailing maneouvers is not stated in this article which is official and from the company. It only says "after planning, the moves are executed starting with the lowest skilled pilot". What I expected is to give the pilots same chance in initiative. Depending on the rules, yes the initiative may not matter, but what I have seen, if system allows initiative to "matter", no two fights are equal, thus no boredom.
I agree on your thoughts about waiting the official rules of course. But it is always better to warn someone before falling, than saying "ah you fell".
May the Farce be with you, always...
"Besides, hiding maneouvres and speed is nice, but how will tailing and shaking be done? Shall we place our counters on a hex? If i am tailing someone and turn left or right and if he is going the opposite direction it will be hard to do these tailing and shaking in dogfights. Its not anticipation but observing the movement of an enemy that gives you the decision of the maneouver. ... I advise the game planners to rethink this initiative concept. Otherwise, if the player a skilled pilot , yes the customers can be pleased by the outcome, while green pilots are defeated easily because their chances to get the initiative is absent. Thus, the game will get boring for the players after a time."
Considering that we don't really know anything about the mechanics yet it may be premature to advise rethinking. For all we know tailing and shaking will be done by a generic "tailing" maneuver which attempts to copy the action of the ship in front of you. And depending on how fixed the order system is, initative may not be a big issue. If you've already decided your maneuver blind, initiative might just be an issue of who chooses targets first.
Lets get some harder information before crying out it's a bad idea.
amazing job with wow while it lasted, and since i buy about every sw pre-painted mini for use in various games and games of my own invention, so will definitely buy --- thanks ffg for picking up the license
Actually Caledon he may have been killed by a rifle round from the ground rather than by a pilot. (The Red baron that is) http://history1900s.about.com/od/1910s/a/redbaron_5.htm
Hmm, it seems its going to be a bit shallow. Determining initiative with piloting skills only means that the veterans shall eat the green pilots as snack. At least put an initiative dice to give the greens a chance. Red Baron was shot down by a rookie Canadian (if Im not mistaken) pilot.
Besides, hiding maneouvres and speed is nice, but how will tailing and shaking be done? Shall we place our counters on a hex? If i am tailing someone and turn left or right and if he is going the opposite direction it will be hard to do these tailing and shaking in dogfights. Its not anticipation but observing the movement of an enemy that gives you the decision of the maneouver. Unfortunately this initiative and hiding speed and maneouvers makes the nice Talon Rolls and other special movements obsolete. In WEG Star Wars 2nd Edition Rebel Alliance sourcebook it was defined quite clearly and who tails and who tries to shake can be determined fast by 2 dice rolls. Or in Aerotech where initiative is defined by dice only and not modified by piloting skill, the loser of the initiative moves first and piloting skills determine whether the movement is successful, or where you will be if the maneouver roll fails.
I advise the game planners to rethink this initiative concept. Otherwise, if the player a skilled pilot , yes the customers can be pleased by the outcome, while green pilots are defeated easily because their chances to get the initiative is absent. Thus, the game will get boring for the players after a time.
Will the ships be in scale to each other? Also, what about the possibility of a 3D Deathstar trench? They could be made of cardstock and fit together with plastic clips like terraforms.
If it's similar to Wings of War it would actually be a good thing for me, since I would have been interested in WoW but didn't care about the theme. So, this might be a winner :-)
This intrigues me, and I'm not normally a fan of minis. Will keep an eye on this for sure.
can't wait to get more info on the models and game play
Thanks goodness you guys got this. I hear Mongoose was trying....
You don´t know how strong the dark side of the force can be.......