Star Wars X-Wing
is clearly designed to be a gateway game, encouraging players to buy
lots of expansions. As I'm probably going to do. But before then, how
well does it do at being playable out of the box?
What you get in that box is quite a lot:
- One X-Wing and two TIE Fighter painted minis, with stands
- Manoeuvre dials for the above
- One set of manoeuvre templates and range ruler
- Six custom dice (3 attack, 3 defence)
- 8 double-sided ship tokens to go on the minis
- 13 ship cards
- 33 damage cards
- 5 upgrade cards
- 19 action tokens (4 evade, 3 focus, 6 pairs of target lock)
- 13 mission tokens (shuttle, tracking, satellite)
- 6 (flat cardboard) asteroids
- 2 shield tokens
- 3 stress tokens
- 3 critical hit tokens
- 27 ID tokens
Which is not a bad bundle, and some of it (like the target locks, of
which you'll only ever need three pairs with these ships) is clearly
designed for later generic expansion. The only real problem is the
number of dice: it's easy to get into situations where one's rolling
four attack or defence dice, and having to reroll one of them makes
the game feel stingy. I would recommend that anyone who enjoys the
game and plans to play it reasonably often purchase either an
additional dice pack (they're available separately) or an additional
copy of the basic set. The latter also gives one a second set of
manoeuvre templates for players' convenience, and three more ships
potentially allowing larger games, for rather less than they'd all
cost individually.
The ship tokens and ship cards are used to assign a pilot to each ship
(ranging from generic rookies to named figures like Luke Skywalker);
the basic ship stats stay the same, but the special actions they can
take differ, and some of them have unique abilities. So that already
gives a bit of variety on the basic scenario of two TIEs vs one
X-Wing. Perversely enough, one face of one of them can't be used:
there are two copies of the unique TIE pilot "Mauler Mithel", and
one's only allowed one of any unique character in a game.
There's a cost system used to balance scenarios, and this also applies
to the upgrade cards, which are more special abilities such as proton
torpedoes (a one-shot heavy attack that needs a target lock) or an
astromech droid to repair damage. The standard squad cost is 100
points, but with just the contents of this box you'll be looking at
more like 30 points. Even so, there's a reasonable amount of tweaking
possible to the basic two-on-one scenario.
After one's exhausted that basic scenario, which has clearly been
pretty heavily balanced, there are three "missions" in the rules,
which have goals beyond simply blowing up the other side. These have
been cut down to work with the ships in the box, but can be expanded
to full tournament-legal 100-point squads, so they don't become
obsolete once one adds to the game. All three of them give one side a
job to do, while the other side receives infinite reinforcements (as
each ship is destroyed, it gets a new one). They are:
Political Escort: Rebels try to get the unarmed shuttle from one
side of the map to the other.
Asteroid Run: Damaged Rebels try to survive four turns at low speed
before fleeing.
Dark Whispers: Imperials try to scan (get close to) several fixed
satellites, then flee with the information.
They're perhaps a bit similar, but do at least rub in the point that
there are options other than just destroying the enemy. I must admit
I'd rather see more asymmetric forces with the weaker force given an
easier mission (all right, with this box that means one X-Wing and
one TIE rather than two) but that may be personal bias.
So what's the gameplay like? Pleasingly simple. Each ship has a dial
that shows which manoeuvre templates it can use (these come in lengths
from 1 to 5 arbitrary units, and angles of straight ahead, 45 degrees,
or 90 degrees; not all ships can use all templates). Each turn, each
player chooses a manoeuvre for each of their ships, turn the dial to
show it, and puts it face-down by the ship to which it applies. In
increasing order of pilot skill, each ship is put through its
manoeuvre, and may then perform a single action: Evade makes you
harder to hit that turn, Focus lets you have the option of either
hitting harder or defending more effectively, Barrel Roll lets you
shift sideways, and Target Lock lets you designate a specific enemy
ship for more effective weapons fire. Particularly hard manoeuvres
make you stressed, which means you can't perform actions or other
hard manoeuvres until you take an especially easy manoeuvre to
un-stress (but you can still shoot normally).
Then, in descending order of skill, everyone fires. Pick a target,
roll attack dice based on weapon, target rolls defence dice based on
ship. Various modifications are possible (based on range, evasive
manoeuvres, target lock, etc.) but basically you end up with a number
of hits, some of which may be critical hits. Normal hits are face-down
damage cards, which deplete the ship's shields first, then if they
equal the ship's hull strength will destroy it; critical hits are
face-up cards, which also have specific results impairing the ship or
pilot.
And that's basically it. Move and fire, move and fire. A small game
with the contents of the box can take as little as twenty minutes, and
individual turns go past very quickly. Status indicators are clearly
on the map or on your ship card. It's a very cunning system, because
the slowest part, making decisions about how you're going to move, is
the part that everybody does at the same time.
The impressive thing for me is that, in spite of these simple rules,
it's fun. It feels a bit random when you're rolling two or three
attack dice vs two or three defence dice, but (much as in BattleTech)
the point of the game is to use the deterministic manoeuvre phase in
order to get into position to shoot more effectively than your
opponent in the random damage phase.
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