Hey Wazat, exciting news afoot with second edition, eh? Almost makes me regret selling my collection... I might even pick up a new core set just to see what it's like. I came to see how you guys were handling the change (new wiki, good move imo) and I read you were hurting for a new admin for this wiki. Do you want my account with its admin privileges? I don't manage any wikias anymore, so I don't mind giving it up. I've already changed the associated email to a throwaway gmail account, and the password to something unique to this account so there's no security risk to me. You can send these details to a nominated user, and they can take over Ajones47 (and then change the username ala http://community.wikia.com/wiki/Help:Changing_your_username)
Let me know! :) I'll check back in a few hours or tomorrow.
Do I undertand correctly - after the bomb is dropped, the ship can't drop this bomb anymore (except when it have another equiped bomb of this type) - could you suggest any way to recover bombs for scum pilots (except Scavenger Crane)?
So would the M12-L be too powerful for casual play?
My opponent fields a Boba-piloted slave 1 with VI, tail gunner, and engine upgrade, an Inquistitor with juke, "v1" title, and autothrusters, and "zeta leader" with comm relay and wired.
I currently possess 2 M3 interceptors, a quadjumper, and a K-fighter.
The Kimogila is a solid munitions boat and damage dealer, but it's kinda slow and clumsy. Its reload ability is great for munitions use, it's a durable boat that can afford to take a few hits, and its bullseye arc can be scary for ships that rely on tokens (e.g. Inquisitor), or ships that fear stress (Enforcer). With Harpoons they're really mean ships (but then, so are many ships with a missile slot; they can just reuse those harpoons thanks to reload).
But they're also a bit tricky to fly into position to use that bullseye arc, and they fall to focused-fire just like anything else. So they need to be equipped not too heavily, and you have to fly them with care. Getting them ready for a 2nd munition shot takes planning, since you need to spend a turn reloading and not firing, and you probably need to get turned around in that time, and they don't have the fancy titles or SLAM action of the Alpha-class Star Wing. Also they're not very high in PS, so many aces can outmaneuver them quite effectively.
I think the Inquisitor is less afraid of the Kimogila than you might expect, thanks to being able to out-PS it and thus outmaneuver it with its actions (particularly with VI or PTL). Fall in arc+range, especially bullseye, and it's ouch time, but dodge the arc and you're sitting pretty. Boba might be more scared since Harpoons can hit so hard, and Firesprays are not terribly agile fliers either. Zeta Leader might struggle against Torani if he takes initiative, and Enforcer could double-stress him when he attacks (since Zeta stresses himself, and then enforcer stresses him) while the arc denies spending tokens on defense. So as the Empire player, you have to do what you can avoid that bullseye arc with him, or force bumps etc until you can get behind the ship.
If you don't field harpoons? Kimogilas are pretty standard. They have neat tricks up their sleeves but they're not overwhelming. But a lot of ships become nasty with a Harpoon equipped, and the Kimogila is no exception. If you find them to be overwhelming, follow a gentlemen's agreement to not use harpoons and I think you'll be fine.
Y-Wings are somewhat effective with TLTs, depending on what they're fighting. Occasionally they use Synced Turret or Autoblaster, but that's rarer. Their playstyle is to run away and/or strafe. They're also decent with Proton Torpedoes and Extra Munitions + Guidance Chips. Just don't load a Y-Wing too heavy; as with the Kimogila, they're not elegant fliers and they die to focused fire quickly. Firesprays are more afraid of munitions than TLT, and the Kimogila will generally be better at fielding munitions.
How Y-Wings would fare compared to a kimogila is harder to say. IMO I like kimogilas more but that's personal preference. TLT can exhaust tokens and chip foes to death; if Inquisitor doesn't have Autothrusters then TLT's a real threat to him. Same for Zeta; TLT can chip him down and really limit his lifetime. But both also fear heavy munitions hits, so again it's hard to say. Depending on how you fly, the forgiving nature of the Y-Wing may be better since you're not worried about your arc as much (except against autothrusters). But with skill, the Kimogila's munitions and bullseye could be much more effective.
BTW all of this applies to 1.0 only. I have no idea how these ships will work in 2nd Edition. ^_^
I think it would go here. All First Edition info would be at the bottom of each page, or in a separate article from the Second Edition info.
So for separate pages, Chewbacca 2.0 would be linked as "Chewbacca", while Chewbacca 1.0 would be linked as "Chewbacca (1st Edition)" or something like that. Or it's simple to just keep the 1.0 info on the same page as the 2.0, but divide the page in half with the original 1.0 info below. This lets players still access 1.0, but also compare and contrast the two versions to see how they've changed.
And pilots without a 2.0 component released yet would be clearly labeled 1.0 for clarity.
I have been searching the internet a little bit and one thing has surprised me. The is not a magazine or anything for x wing. So I am thinking to start 1 just where I live of course since I live in a small town and then maybe expand from there, the stuff it would have would be news of upcoming waves and speculation, campaigns, strategy tips, articles on tournaments and maybe even promo cards but that's a bit of a stretch. What do you think?
A website would be most manageable, as physical magazines are expensive to write and produce, and harder to build a following (particularly for a niche hobby). Even just a facebook page or other blogging site dedicated to X-Wing news for your area would work quite well.
If you're interested in news, speculation, campaigns, strategy, etc them here's a few places that offer those in spades:
Hi, Wazat I am thinking about making some sort of x wing youth group at my church and I need ideas of how that could happen. However, this discussion is rather controversial, to say the least. so if you're not comfortable then feel free not to comment.
Bah! No worries, religions are at the core of youth groups all the time. Even though I'm not religious myself, I'm not the least bit uncomfortable with it. :D Let's see what suggestions I can offer.
Your friends from church may be interested in board & tabletop games, and it's a good idea to ask after church. Gathering a group is usually the laborious part; finding a date/time & getting together at someone's house may be easier, depending on everyone's schedule. So the simplest way is to start talking to friends from church and maybe start a game night with them.
One larger possibility to consider:
Some churches host regular (or semi-regular) board game nights at the chapel itself, or at homes, youth centers, etc; others would be open to doing so and interested in having help setting one up. You might even ask whoever leads your church (which is different from denomination to denomination, so I don't know who that would be) if it's okay to use a room at the church for board & tabletop games on fridays/saturdays or some other weekday, or if they want to help you organize something at a youth center, someone's home, a game store, etc -- which might involve printing fliers etc. More than just an event with a few friends, this could be a wider event for all the youth, with a variety of board games, and X-Wing is one of the games you bring each night. You could essentially start a regular board game youth social night for your church, taking the initiative to get the ball rolling.
I know some churches are totally comfortable with this for several reasons (as long as the game theme is appropriate -- maybe leave cthulhu at home). First, board & tabletop games tend to be a wholesome alternative to not knowing where kids are (keeps 'em off the street). Second, board games are great at getting people to socialize face-to-face, etc. And board games are considered better than going home to play video games or stare at teh facebooks and cat picures. Just be prepared to be told no to having it at any church property or even organizing a youth event for the church, and don't take it hard; for some churches that kind of recreation inside the chapel, or in the church's name, just wouldn't be appropriate, and it's important to respect that.
Certain churches also view board games themselves with some concern... I know a few people in my own area still think Dungeons&Dragons is devil worship (one friend warned me to not let his neighbor see me carrying board games or D&D books to my car or I'd get an earfull), and for some even Star Wars is considered vaguely nefarious. And to be fair, I suppose the notion of the Force may be seen as competing with and displacing faith in God. You'll have to gauge the culture before making any suggestions to church leaders. The landscape is so diverse, I'm cautious about making sweeping optimistic statements. ;)
If your church is gung-ho about starting a youth board/tabletop games night, that's fantastic. If it's a church event though, some rules are in order: be sure to always show respect in terms of language, tone & content of conversation, etc. Where I live, the joke is that Church Basketball is the only time you'll hear anyone swear. ;) It's something that could get the event shut down too though. Generally you want to make sure any church-run event maintains an appropriate atmosphere -- certainly not praying all the time, mind you, but find nicer ways to express your displeasure at abysmal dice rolls, haha. Also I've found that when you're a guest (at a church, youth center, someone's home), putting away chairs and even sweeping & vacuuming the room at the end of each game night is a wonderful gesture -- basically leaving it nicer than you found it.
If that's sounding complicated and not the direction you want to go, then a few friends going to someone's home or a game store is a fine alternative, and so 'much simpler.
Either way... as a basic start, I'd recommend asking friends after church if they like Star Wars and would like to play a board game that lets them fly the ships around on the table. Each game takes about an hour, and it's a bit complex but easier to learn than a lot of Euro games, that's for sure. ;) You may find some friends that are interested right off the bat. And don't underestimate the power of cool Star Wars models -- getting to physically hold and look at a well-made Millennium Falcon, Slave-1, Lambda Shuttle, or TIE Fighter is pretty awesome. Then being told there's a board game where you get to battle them against each other? That's some people's dream, right there.
I hope that helps! And I hope you have a great time!
As a Christian, I think that it is a very fun idea. I would not use it as a substitute for actual biblical discussion, obviously. But even if it is not being used as a huge evangelistic tool, it gives the youth a safe, wholsome environment to be at and play in.
These are entirely my opinion, and which ship you want depends on what you're fielding with it and what you want to do. Order tends to be arbitrary, if not objectively wrong. Also I'm ignoring Huge Ships. With those qualifications out of the way:
Scum doesn't have the ally-assisting crew variety of Empire or even Rebel. However, Manaroo can still do great things. Also Manaroo had to be nerfed and she's still an excellent support. Quadjumpers are quite neat too.
2nd: Quadjumper with Spacetug and a crew (e.g. Intelligence Agent). These can fling enemies into bad positions, causing them to plow through obstacles, bump ships, fly off the table, etc, and the tractor token also reduces their agility. There's no defense roll; you spot a foe in arc at range 1, and you can spend an action to mess up their day. The crew slot is decent for helping the team (Intel agent, Inspiring Recruit, even Operations Specialist). They can equip Targeting Synchronizer to support friends with munitions or just normal attacks.
Generally, field the cheapest pilot; he works best with Spacetug, and you don't want to over-commit on points.
Honorable Mention: Sometimes scum benefits from fielding a HWK with TLT and a crew (though Scum HWK pilots IMO are not as exciting as Rebel, and the ally-support crew are also limited; Scum hwk pilot abilities harass the enemy instead of helping allies, which is a form of support). Depends a lot on what you want to do. For 23 points you can field a TLT boat with Intel Agent, which isn't bad.
Honorable Mention: YV-666. If you want to field Jabba in non-Epic, this is your only option at this time. 3 crew slots is also kinda cool. The YV is often built as a "party bus" (Zuckuss etc; I don't remember the exact makeup), but the crew selection tends to be self-serving instead of ally-supporting. Latts Razzi has a cool support ability though, made all the better by Weapons Engineer + K4 Security Droid. Sadly the YV is an expensive ship with not a great dial. Its wide arc is pretty cool and helps it keep foes in arc (just not as well as the Auzituck). But overall the meta hasn't favored it lately; I don't see it often anymore.
This faction has a lot of varying choices, so the order here is, of course, arbitrary...
2nd: Lambda with Emperor Palpatine, typically to support aces. Specifically Omicron, the cheapest pilot available. Yorr, Jendon, and Kagi each have neat support abilities, but if you're fielding Palpatine, you almost never have the points to spare for these much more expensive pilots.
I tend to not see the Lamba fielded for any purpose but Palpmobile, since its dial is the very definition of terrible and it's so vulnerable to outmaneuvering (and it struggles to keep in formation with the team to keep those support abilities active). It seems like Jendon with ST-321 would be a great alternative to giving your munitions fleet Long-Range Scanners (so they can take Guidance Chips instead, and still acquire their own locks at short range), but you're spending a minimum of 29 points on a really unmaneuverable ship that would slow down your fleet, so it's a tough sell.
But Palpmobile? Even after the Palp nerf that had so many players up in arms, Palp still sees play and he's still a strong support.
3rd: Sometimes the Upsilon is a great support + heavy power ship. It's just a bit pricey to field with Palpatine and two aces or munitions buds, which is usually what people want to do with a heavy Empire support craft. Dormitz and Stridan both have neat abilities, but you won't see them fielded often because of the base cost. But it's a better attacker than the TIE Shuttle or Lambda, enjoys a half-decent shuttle dial, and it has very useful upgrade slots, e.g. for Targeting Synchronizer (a great support upgrade). Consider giving it Engine Upgrade if you want to use its arc often.
3rd: A pseudo-support edge case is the VT-49 Decimator with Kylo and Palpatine, or something similar. It's expensive compared to a lambda or tie shuttle, but it's turreted and mobile and durable, and both RAC and Oicunn have good abilities. Typically it's RAC I see doing this.
Rebels have many options, but not quite as great a crew selection as Empire. Kanan is solid, but other rebel-only crew don't quite hit the spot for supporting other ships the way Empire or Manaroo can. Most of their crew support the ship they're on. That said, there's still Intelligence Agent, Inspiring Recruit, Operations Specialist, etc. And support is more than crew, even though crew are often a treasure for a support craft. Rebels sport some impressive support pilot abilities.
As with Empire, the variety of options makes ordering kind of arbitrary.
1st: Sheathipede for its coordinate action, crew slot, pilot abilities, and even its ability to turn a Ghost into a pseudo-support ship. It's a neat choice.
2st: Auzituck is an excellent crew transport with a good attack, and Lowhhrick is a good protector. Not an amazing dial but not bad, and its arc helps it stay in the fight. It can take an obscene beating, and it does most of what the U-Wing wishes it was doing and more. The U-Wing was already floundering when the Auzituck came out, and this ship just stepped into its role and pushed it aside.
2nd: Shara Bey for munitions and other lock support. U-Wing wants to do this too (Bodhi), but its overall package is disappointing. The ARC-170, on the other hand, is an effective ship you already want to field; Shara just makes it great at supporting allies too.
2rd: Though they're delicate in the current meta and without Biggs' lasting protection anymore, HWKs are great. They carry a crew and a turret (typically TLT), and Rebels have the best HWK pilots: Jan Ors and Kyle Katarn. I'm particularly fond of Jan for derpy casual fleets that throw 5+ dice nukes at my foes. But both pilots are more generally useful because they make the fleet noticeably more effective.
3rd: Rebel TIE. I've rated this lower because I don't see it as often, but don't take that to heart. Both Captain Rex and Ahsoka have useful abilities, and they can take a crew using the title. Typically you should load a 3-hull ship light because it can die trivially, but sometimes Ahsoka loads heavy and uses VI + Captured TIE to stay off most ships' radars.
Honorable Mention: YT-1300? It's expensive like the decimator and lacks the crew choices and pilot abilities that make Empire and Scum (Manaroo) so happy, but quite often pilots like Rey will have Kanan Jarrus (Crew) to support title shenanigans, and that crew works wonders on allies when the YT itself isn't using him. Might also slap on Inspiring Recruit to help allies, if the slot isn't too contested.
As mentioned above, U-Wing is a support, but unfortunately not a great one. It does have a couple useful pilot abilities, but too often it still won't contribute much. It's a lot like a Lambda, without Palpatine. Any crew it can field, the Auzituck fields better. :(
I'm having trouble telling what you're asking (it's a bit of a jumble), but you appear to be asking if there's X-Wing clubs in schools? Quite possibly, though they may take the form of Tabletop Or Board Gaming Clubs or something like that (X-Wing is one game among many in the tabletop genre of games, and sometimes peoples' passions for a game intermixes with other such games).
If such a club doesn't exist in your area, you might try to start one, even if it's an unofficial club that's not directly supported by the school. Schools (especially colleges) are great environments for finding people who share interests and want to get together, and often a college will have empty classrooms or breakrooms that you can ask to schedule out for your own purposes. I usually see people playing Magic The Gathering and a variety of board & card games when I visit a college outside of class hours and wander around.
You might ask one of the faculty if there's a club set up for people who love board games or tabletop games, or at least see if they know who to ask about it. You can also check Facebook, and any community posting boards in the hallways. These areas are also useful if you want to start the club yourself.
If you do start the club, it would be advantageous to find several X-Wing players who'd want to join, BEFORE you try creating the club. It's more likely to succeed if you start with some members first, and if new people want to come see what it's all about, it helps if you have several people with enough ships & such to be able to loan them out.
Game stores also tend to be great places to play such games and find players, even if arranging things at the college doesn't work out. See which stores are nearby, and give them a call to ask if they have X-Wing nights, and how many people arrive.
Finally, keep in mind that you don't need an official club. If you just find a group of players and play at regular times each week, that's fantastic!