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X-Wing Wave 2 Review

X-Wing big ships - firespray and falcon

If an evil genius were to invent a machine to suck money directly from the bank accounts of gamers, it’d look a lot like the X-Wing miniatures game. If he were to go back and tinker with it, seeking to make to terrifyingly irresistible, and add the power to suck in non-gaming Star Wars fans too, it’d look a lot like the wave 2 miniature releases.

There are four new ships to add to your collections. The Empire gets Boba Fett’s Slave-1 and the four-cannon TIE interceptor while the Rebels resist them with the A-Wing fighter and, of course, the one we’ve all been waiting for: the Millenium Falcon.

I have to admit I passed on Slave-1. Ever since I was a small boy, watching Empire Strikes Back on the cinema screen in slack-jawed amazement, I always thought it looked ugly and ungainly. And as a big ship, it’s pretty pricey. I’ll probably pick it up at some point for all the usual, tedious, nerdy reasons: completeness and a cool-sounding scenario. But for now you get reviews of the other three.

X-Wing TIE Interceptor

We’ll start with the lone Imperial ship that remains: the TIE interceptor. It only featured briefly in the original trilogy films so, unsurprisingly, you don’t get any big-name pilots or upgrades. What you do get is an astonishingly flexible ship. It’s a TIE fighter with an extra attack dice, and a new “boost” feature which allows you to make a 1-length straight or banking move after it’s normal move.

Think about that a moment. It’s still got the TIE barrel roll ability, alongside its speed and agility rating. It might be fragile without shields, but It’s a hard ship to pin down into a firing arc, never mind actually hit. And as long as it survives that extra firing dice ensures it can dish it right back to its tormentors. The mere existence of this ship should be warning to Rebel commanders to pack more missiles.

Not being a huge Star Wars nerd, I’m confused as to why the wave 1 TIE ships were pale gray, but the interceptor is dark blue. Otherwise you’ll know what to expect from another figure using the basic TIE chassis.

X-wing A-wing

Oddly, while the Imperial side gets a fighter that’s approaching the terms of an X-Wing in terms of firepower and utility, the Rebels get the equivalent of a TIE fighter in the A-Wing. To my astonishment it’s actually slightly more maneuverable than the Imperial mainstays, having the same dial but with one extra green action. It has shields, but only two, and a paltry hull at the same value.

Continuing with the similarities, it can’t barrel roll but it has the same boost ability as the Interceptor, which is almost as useful, and it has the same agility value. But unlike most imperial ships the A-Wing can carry missiles. Given it’s relatively cheap point cost, loading these things up with warheads and unleashing first-attack hell looks like a viable strategy.

The model for this is so tiny that I actually felt slightly cheated by the price when I first saw it. But of course a few gram of plastic isn’t going to make any meaningful different. And it’s actually a really lovely little thing with an amazingly detailed paint job for a pre-painted figure.

Anyway, these are both valuable additions to the game. At first I was worried that there might be a problem with power creep here: the TIE interceptor is superior to the basic TIE for not a lot more, and the A-Wing isn’t hugely underpowered compared to other Rebel ships for a quite a lot less.

But the costs do seem to work out when they’re actually on the table. What’s rather more dispiriting is that both these ships seemed tailor-made to be used en masse. Interceptors, fragile but packing a powerful punch, are going to draw massive fire if used in ones or twos. A-Wings on the other hand look be used like a skirmish screen or as a swarm, both requiring multiple models. Could get expensive.

X-Wing Millennium Falcon

Speaking of which we have yet, of course, to talk about the big ship. The Millennium Falcon. And it is big. Palm-sized. And hugely detailed to match. It’s a feast for the eyes. And since it packs pretty much every remaining famous name in the genre amongst its pilots: Han, Chewbacca, Lando – Luke Skywalker is even in there as a crew upgrade – it feels utterly essential if you’ve bought into the base game.

There’s a fair amount of brand new stuff to look at in the box for this as well. In addition to the expected slew of upgrades the Falcon brings with it some new concepts. It has crew upgrades, so you can have Han in the cockpit, Luke on the guns and Chewie repairing the engines all at the same time. There are also new title cards which you can apply to specific ships to mimic something from the film: in this case a “Millenium Falcon” title to apply to basic freighter which helps make it more like the fastest hunk of … oh, you know.

So you know you’re going to end up getting one anyway. But what’s a bit unfortunate about the Falcon, and indeed all three of the ships I looked at in this new wave expansion, is that they’re just not that different from what’s already there. I’ve already made an explicit comparison between TIE fighters and the A-Wing. The TIE Interceptor is the Imperial equivalent of an X-Wing. And the Falcon is probably the worst offender of all being very much like a souped-up Y-Wing, even down to the circular firing arc.

It’s sad, but pretty much inevitable given the simple rules framework of the base game which is an essential part of its accessibility and appeal. Instead it feels to me like the real strength in these new Wave 2 additions is actually the cards. The upgrades, missiles, modifications and of course the unique pilot skills on offer. The amount of choice in the system to build you 100 point squad has now reached hugely impressive levels, with enormous amounts of variety you can recombine together to try and get a new tactical edge.

It’s a phenomenon, X-Wing. A buildable miniatures game that’s just sucked in people across the geek spectrum for all sorts of different reasons. And so far there seems little reason to imagine that it’s going to let them go anytime soon.

Board Game Overload

Agricola board game on iPad tablet and iPhone mobile

The effect that the iPad has had on the board gaming community is amazing. The potential of the device as a board game platform was immediately apparent and since release designers and developers have been choosing a wide variety of titles to port across based on various criteria such ease of conversion, suitability for AI play and popularity. Some, such as Ascension have been spectacular successes, others like Bohnanza have been very questionable choices but the stream has been constant and steady and most of the products well worth checking for their extremely reasonable app store prices.

But it seems to me that suddenly, we’ve reached a tipping point. That stream has very suddenly become a veritable flood, at least if you include all the titles for which conversions are promised as being in the pipeline. Amongst the excellent games that I’ve read will be sent to the iPad in the near future are Commands & Colors: Ancients, Survive: Escape from Atlantis, Nightfall, Summoner Wars, Eclipse and Twilight Struggle. Others, such as Imperial and Cyclades are poised to receive important updates. There are more I can’t mention because I’ve forgotten them, or because the bases games aren’t interesting enough to be on my radar.

I don’t doubt that this sudden rush to market has something to do with the fact that Days of Wonder publicly observed that sales of their Ticket to Ride and Ticket to Ride: Pocket apps were driving sales of the physical game and vice-versa. And as a hobby gamer it’s a pretty exciting time – that link between physical and digital sales that Days of Wonder CEO Eric Hautemont observed holds up the possibility that this may be the watershed moment we’ve all been longing for when certain more accessible hobby games penetrate the wider conciousness meaning that we have more people to play against and further dispelling of the pejorative perception that games are just things for kids. It’s a good time to be a gamer.

But there’s a part of me that’s worried. It’s probably the same part that would niggle me with doubts about future happiness if I were to win a multi-million lottery prize in this case certainly driven by annoyance over how I’m going to afford all these things and find time to play them. What worries me is that in the rush to put everything on a tablet, some people, especially nascent board gamers attracted by the new titles but without wide experience of the hobby, will forget why board games have attractions over video games in the first place, to whit human interaction. I mean, the fact that someone thought Bohnanza would make a great experience without a cut-throat table full of people to bargain and haggle with doesn’t bode well in this regard, nor does the absence of messaging facilities in more appropriate games and nor does the downward march of the European game design paradigm that seems determined to squeeze every last ounce of direct player interaction out of the game experience. Casual gamers may come to modern board games through mobile devices, but if they continue to find them as dry and soulless as many of them are now, they certainly won’t stay.