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!
For small ships, I and many other players use Tackle Boxes -- those multi-compartment plastic boxes that hold people's fishing hooks, lures, bait, etc. You can find them at your local Walmart or related store, or on Amazon etc. Each ship goes in a separate compartment, usually on top of its baseplate (e.g. my A-Wing sits on top of the Tycho cardboard baseplate). Ideally you'll have their dials nearby too, but I was lazy and stored all my dials together, much to my chagrin when I have to go hunting for them. ;)
The best tackle boxes I've seen were ones that could link together in a stack and clip into place, so you could carry them all as a unit. If you find yourself needing more space, you buy another box and snap it into place. You don't need to get fancy though -- basic tackle boxes work great.
They also hold your componets -- I have one tackle box that holds my move templates and range rulers, focus/shield/etc tokens (each in their own compartment), etc. I always pull it out, and then pull out the boxes for the faction I'm playing today.
There are companies out there that sell custom holders for all the ships, and those can be interesting for players who want to spend a lot. It's not for me though, and I also don't recommend it for a new player who's just getting into the game.
Large ships are tougher, since their size and shape doesn't fit much of... anything. I use large tupperware with newspaper or soft junk foam to cushion them, and often store multiple large ships together in the same container with padding between them. Huge ships are substantially harder and I've not yet found an elegant solution, other than keeping them in their original box (since I rarely have to transport them anyway).
For cards, some people use a card binder, with sleeves of the right size for pilot cards and others for upgrade cards. I personally hate this method -- it's expensive, very bulky, and requires a lot of re-organization when you have to put a card somewhere in the middle. Instead I found a double-tall tacklebox(tall enough for upgrade cards to stand up inside, and for pilot cards to stand on their sides). It had long rows that were wide enough to hold the upgrade cards, and I built simple cardboard dividers labeled with each letter of the alphabet. Then each upgrade card of letter A gets ordered alphabetically and put behind the A divider. Next is B, and so on. Took me some time to organize, but I like the end result: very compact, and it's easy to find stuff and make additions. I do all my squad building with the Squad Builder Apps or Websites like Yet Another, and then when I want to track down all the cards and put them on the table, they're all alphabetized and easy to find. I keep them loose enough that I can flip through them with ease, and it's a reasonably fast process considering it's only two tackle boxes in size for the obscene number of cards I've accumulated over the years.
For pilot cards, I order them by ship type and then roughly by Pilot Skill and then Pilot Name. So A-Wings come before B-Wings, and within A-Wings, Arvel before Tycho. Then I folded some printer or lined paper in half, curved that around the cards, and dropped them into a slot in the rectangular sections of the tackle box. To pull out my rebel pilots, I grab both sides of the U-shaped paper and pull them out, and it's easy to work with them. Same deal for Empire and Scum. I have so many pilots that I actually have two such sleeves per faction (e.g. A-Wing through HWK for one sleeve), and I've written on the paper to label them for easy searching.
It is such a cheap engineering solution. I love it. :D
I have painted some ships but I'm not amazing at it. The good painted ships I have are from people selling/trading them to me, or I won in tournaments.
I'd recommend visiting your local hobby shop and asking them for painting advice. Start with cheap/simple stuff until you're getting good at it, and then you can worry about buying more quality paints/brushes if you think there's an advantage. The game stores that play X-Wing, Warhammer, etc quite often also sell model paint.
The paint I bought is called The Army Painter -- Wargames Hobby Starter Paint Set. I bought a few other colors when I needed them for specific projects, mostly painting Super Dungeon Explore (my first model painting experience, and I feel I did pretty well). The colors I needed could usually be achieved by mixing, so I haven't bought tons of colors.
I haven't done much painting in this game because it's unnecessary, and also because I'm lazy. It's one of the big draws of X-Wing: everything is painted really well and each looks like the movie ship. I don't want to play a game where I have a ton of work in front of me before I can play the thing I just bought (just my preference). But painting can be a great way to add your own flair or style to a ship, and stand out. I've seen some gorgeous ships in the past!
Spend a hundred bucks or more and shipping is free. Otherwise, their shipping page lists prices. In general I think it's about $6? You're usually saving more than that on their discounts, though it's often worth comparing prices on Amazon and Coolstuffinc (taking shipping into account, of course).
Captain Rex and Ahsoka have both seen moderate use from what I've experienced. They're both good supports, so long as you don't load them too heavy (though sometimes an expensive Ahsoka works well).
The most valuable upgrade for other ships is VI, in my opinion. If you don't already have all you need, it will be desirable since a lot of ships like it. The other upgrades are interesting; I don't think I've seen Rex crew used much, but Captured TIE is common on Ahsoka with VI so scrubs have to leave her alone. The title is very useful (so long as you resist the urge to load points-heavy on a 3-hull ship).
I've seen EMP used a few times, including on the rebel TIE but also on other ships. It's useful on a high-PS Captured TIE because it doesn't remove Captured TIE (it's not an attack; and you can affect enemy ships even if you've bumped into them), and it's useful on a low-PS TIE because you can block their maneuver and them EMP them.
As for whether it's worth it, it's very much a support ship, not the star of your fleet. But a good support can make a team really effective. I'd say theory-craft some lists with it and see if you're interested in trying them. You could fly a normal imperial TIE and just proxy the cards (or borrow from someone), if you want to try it out before you buy.
With the right setup, yes it's pretty decent. I'd recommend Imperial Veterans over the bomber expansion, as it comes with some good upgrades & pilots for the bomber. And it's paired with a TIE Defender, which makes an excellent wingman.
Actually you can look at them on Compare Ship Maneuvers and see. The YT-2400 trades the 3-speed K-turn for 3-turns (while keeping the 4-speed k-turn), which IMO means a better dial overall. But the dial probably won't be the deciding factor as much as other features, e.g. pilot skill and abilities, titles, crew slots, and so on. With Kanan Jarrus (Crew) + Millennium Falcon (HOR), you can actually fly a YT-1300 better than a 2400 thanks to the crazy sloops that give stress but immediately shed it. Rey + Finn love this. However, then you've got the Outrider + HLC spam of Dash Rendar to compete with that.
They're both fantastic ships, and which one you choose is going to come down to a lot of factors.
Hi Wazat I have been playing this list a little against other rookies and have had some success but I wanted to know it it would be good in a tournament if I got more experience ps9 poe + bb8 + black one + integrated astromech + trick shot = 36 red squadron vet + r2 d2 + trick shot = 30 Dutch vander + m9-g8 + synced turrent = 30 how is it
Seems alright. BB-8 + Black One on Poe is a strong combo, as it can purge target locks and partially protect the team from munitions and certain abilities (as well as simply preventing foes from rerolling dice, so you take less damage overall; this is helped further by M9-G8). Strategically purging locks is particularly important in this Harpoon-heavy meta.
Dutch looks like a pretty good support, and Synced Turret is a good offensive weapon if you can get a lock on a target that will be in range when you shoot. And I'm sure Poe/Vet will love the free locks.
Red Squadron Veteran is alright, decent damage soaking build. Not specifically exciting, but not bad either. Use that solid attack to help Poe or Dutch finish foes, and see what you can do to direct occasional shots at Vet so you can heal them later (shots on vet aren't on poe and dutch).
I'm guessing Trick Shot is there because you don't have enough squad points for any other elites you own. It's not bad, though if you happen to have Adaptability (or you can save a point somewhere in the list for VI), Poe might like that a lot more. Depends on how often you encounter PS10+, which you often could in a tourney (it depends on the local meta). Poe benefits a lot from activating last since he has so much reposition potential (BB-8 and his natural boost); he wants everyone in their final position when he makes his reposition decisions.
My assessment is, you'll do okay in a tournament if you learn to fly well. You will often face lists that are stronger than yours, sometimes a lot stronger, but you're not flying a weak list either. Learn how to fly your list well, and play some games against common lists to learn how they fly. Start with casual games at the game store, and cheap tournaments. You'll get a feel for how your opponents' fleets work and what you should do to pick them apart. And what they want to do to pick you apart.
Poe is your star player and you'll want to put him to good use and not get him killed too easily. Red Vet and Dutch are solid attackers and you've got some great support abilities. Use those judiciously; you want to M9-G8 ships that are a potential threat (or Poe/Vet to help their accuracy when you're not handing them the free lock), and make sure you're in range to grant locks to buddies. The free Dutch locks will let you focus more often and play more defensively (and Poe should usually focus unless his repositions get him out of all threat zones).
As for the bombs, those can help a lot with high-PS aces that are very dodgy. You activate first, and you'll know (with experience) if you can park your ship in the right position to bomb them; this can really hurt ships that are otherwise very hard to crack, like The Inquisitor. Or you can drop them behind you to keep foes from taking a certain path. Lots of strong options.