Star Wars: X-Wing - wave II expansions

I really enjoy the Star Wars: X-Wing miniatures game, and have been playing it on and off for a few years now. Unfortunately, the core set is very lacking in variety, and so the game really needs to be expanded in order to be fully enjoyed. There's a myriad of expansions available, and they can be pricey. A single fighter ship expansion retails for $15, large ship expansions retail for $30-50, and the huge (epic) ships can cost as much as $90 or $100! If you get into this game, be prepared to spend money.

I never got into much of the Star Wars extended universe, so my interest in expansion ships has been mostly limited to content from the classic trilogy. This allowed me to be at least somewhat frugal in my early expansion purchases, but I still tried to find as much variety as I could. At the time of this review, I own (and have played with) the following expansion: Millennium Falcon, Slave I, Lambda Shuttle, VT-49 Decimator, X-Wing, A-Wing, TIE Fighter, TIE Advance, TIE Interceptor.

I also recently purchased the Corellian Corvette expansion (the foot-long huge ship that stands on two bases), but I've yet to have a chance to play it. I'm also interested in trying out the Imperial Raider, which (as I understand) is a ship that was conceived for the X-Wing miniatures game and then also ported into Armada. I also haven't played the "Most Wanted" expansion, which adds a third faction and could hypothetically allow for three-player games. I don't think that there's an official ruleset for a three-player deathmatch though, so even with a third faction, you'd probably just be playing in teams.

Small ships (fighters)

There's really not much to be said about the small fighter expansions, as they play (mostly) the same as the X-Wings and TIE Fighters that come packaged with the core set. Each ship comes with its own special abilities that add some nuanced differences to how they play, but they still play similarly at fundamental levels.

Star Wars: X-Wing - multi-ship collisions
Be very aware of each ship's Pilot Skill, as the risk of collisions dramatically increases with more ships.

The biggest change (and most obvious ones) is that they allow for larger fleet sizes, which complicates the board and requires more careful management of your ships. With more ships in play, you have to be much more aware of what ships are where, what their respective pilot skills are (e.g. their turn order), and what kind of movements and abilities each possesses. Collisions become much more frequent and harder to avoid as more ships are added, and a careless player will probably also find themself running their own ships into each other -- especially if you're trying to fly tightly-packed formations. Of course, I've never run my own ships into each other ...

Perhaps the most obvious expansion is stand-alone X-Wings and TIE Fighters. These are a little bit more than a simple repackaging of the core game's components...

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Rogue One: A Star Wars story poster

I don't think that Disney's writers take Star Wars' universe very seriously. I'm not talking about story or continuity; I'm talking about the actual, physical space in which the stories take place. They've created a major problem. It's the same problem that frustrated me about The Force Awakens: there is no sense of scale to this universe anymore. I was really hoping that it was just J.J. Abrams and his writing crew being lazy in Force Awakens because his Star Trek movies suffered from the same problem. I had hoped that a new writing crew would improve the material (just like Star Trek Beyond fixed another of my biggest complaints about the reboots of that franchise after J.J. left the helm). But that laziness seems to not only be contagious, but has actually gotten worse in Rogue One. This movie takes something that was only a nagging annoyance in Force Awakens, and blows it up to almost movie-breaking proportions.

In the original Star Wars movies, the time-frames for hyperspace travel was always ambiguous. There were cuts between scenes, and the amount of time that it took for ships to travel was left to the individual viewer's imagination. But now, we see interstellar travel and communications happen instantaneously, in real time! It happens when the fighter crashes on Eado, and the rebel base on Yavin immediately loses contact and sends a squad of fighters to assault the base. It happens again when Rogue One infiltrates the Imperial data warehouse on Scarif, a transmission is intercepted, and a rebel fleet immediately gets rerouted to the planet.

This isn't just bad science; it's also bad writing. The hyperdrive has become a narrative crutch. For the entire second half of the movie, I felt no tension at all because I knew that if the heroes ever got in a jam, a rebel fleet (or reinforcements) could just appear out of nowhere to save the day. This is a prequel, so I already knew how it was going to end. This lazy script contrivance (and all-around dull characters) also made the journey to get there completely uninteresting.

But it goes deeper. How far apart are these places? Is the entire galaxy that accessible?

Basic elements of the overarching Star Wars storyline just completely break down when travel and communication is instantaneous. There's no distinction between the tightly-controlled "core", and the supposedly-lawless "outter rim" planets if a whole fleet of Star Destroyers can literally FTL to any planet in a matter of seconds. There's no need for anyone to make a hard-copy of the Death Star plans to physically transport it if they can transmit the data instantly. And there's no point in pursuing or intercepting ships (such as Leia's Blockade Runner) if hyperspace travel takes the ship to its destination in a mere moment. The empire's holdings become completely indefensible if entire rebel fleets can appear out of nowhere with no warning. Their installations are publicly visible, but the rebels are hidden. The rebels know where all the imperial bases are, and there's nothing stopping them from just jumping to random bases and blowing them up with no recourse from the empire. This universe has lost the believable, lived-in quality and sense of breadth and variety that the original trilogy so expertly executed. The Star Wars universe is broken.

Rogue One - hyperspace
Rogue One shows us instantaneous communication and travel between planets in real time.

"Just turn off your brain and enjoy it", people tell me.

No. I won't turn off my brain. There is no reason why our movies can't be both entertaining and smartly-written. Why aren't we holding our movies to that standard anymore? It's not a tall bar. "Not as bad as the prequels" is not good enough, and I'm not going to pretend that it is when dealing with entries of a series that contains - not one - but two - landmark cinematic masterpieces.

Even if every new movie were as likable as The Force Awakens, these little missteps add up. Each new movie that comes out chips away at the integrity of the franchise (and universe) in which all the movies (including the good ones) exist. We can hand-wave away our complaints about the prequels, or we can ignore them entirely, but we're now at the point at which the original Star Wars trilogy is a minority of the Star Wars film franchise, and it's only getting more diluted.

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45th Anniversary of Star Trek

Fourty-five years ago today, on September 8th, 1966, the first episode of Star Trek was aired on CBS.

We can celebrate this occasion today with news about the release of Star Trek: The Next Generation on Blu-ray later this year. Paramount and CBS have announced that a Blu-ray sampler disc will be available later this year to promote the series' Blu-ray debut. The studio says the sampler will contain four episodes, but since two of those episodes are "Encounter At Farpoint" parts I and II, I really only consider there to be three episodes. The other two included episodes are "Sins of the Father" and "The Inner Light".

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