My first game of X-Wing!

By Tiltowait, in X-Wing Battle Reports

Wow...My previous miniatures experience was Dystopian Wars and Warhammer.

SWXW is a nice change of pace. After a couple practice games to learn the rules, I

went for a real session.

I did not track turn by turn but here are the highlights!

Setup (100 points):

Terrain: for extra fun we added asteroids. Boy what a difference!

My friend who loves the game had a fully loaded Millenium Falcon with Han, Chewie and a bunch of upgrades, with an X-Wing and B-Wing flying escort.

I went with my first purchase, a pair of royal guard Tie Interceptors plus a borrowed trio of Tie fighters. My budget is small so I only picked up the Imp Aces and Tie advanced. Did not like the Tie-A when I tried it during training demos so did not add in this round.

Well right off, my noob was strong. Flew two fighters into asteroids. Fortunately only one took damage.

Due to some lucky guesses, the X-Wing ended up in range 1 of the interceptors and a tie fighter. Double Opportunist heavily damaged the X-Wing. In return, one Tie-I lost her shield upgrade. The dogfight quickly became a furball with multiple collisions, mostly imperial. However, making some straight manuevers opened up the distance and allowed for follow-up attack runs.

By the 4th turn, both the B-Wing and the X-Wing had been destroyed, with a single Tie lost. However, this is where the massive endurance of the Falcon kicked in. Only continuous dodging and a streak of lucky evasion rolls kept the Interceptors alive. The dogfight got intense with all remaining Imps taking damage, plus one more destroyed, but in the end, the foul smuggler was brought to justice under the lawful guns of the Imperial Navy.

Thoughts:

The Falcon is a heck of a tank.

Tie-Interceptors that constantly dodge are a PITA to hit.

Tie-I+RB1+Opportunist is a very effective combo.

Boost is a lifesaver that gets you out of firing arcs/range.

Why can't Ties fly straight?

Anyway, love this game and hope to get more sessions in soon!