The Mandalorian - title

One of my biggest complaints with Disney's Star Wars movies has been their complete lack of original ideas, and their complete unwillingness to move the Star Wars narrative forward. That's actually why I didn't think The Last Jedi was as bad as most people said it was. I mean, it wasn't "good" by any stretch of the imagination. The script was messy, the tone was uneven, and a lot of the movie's logic was fundamentally flawed. But I appreciated much of the bold thematic elements. The Last Jedi wanted desperately to move the franchise in new directions, and it actively mocked the previous film(s) (and the fanbase) for being too trapped in the past.

The rest of Disney's Star Wars movies haven't been so bold. The Force Awakens was a rehash of the original movie. Rogue One and Solo were both prequels that nobody asked for that both attempted to explain minutia that never needed explaining to begin with. I haven't seen Rise of Skywalker yet, but I'm hearing that it's an exceedingly dumb rehash of Return of the Jedi, and possibly the worst Star Wars movie since The Pantom Menace. And that's the "gentle" criticism that I'm hearing from people who were generally favorable towards Disney's treatment of Star Wars!

Suffice it to say, outside of the X-Wing and Armada tabletop games (which I love and still regularly play), I have become so jaded and sick of Star Wars that I didn't bat an eye at Disney's announcement of The Mandalorian. I just assumed that it was a prequel series about young Boba Fett that would continue the Star Wars trend of fixating on its past. I had no interest in watching the series, and I sure as hell was not going to pay a monthly subscription to Disney to watch it.

But I guess a free subscription to Disney Plus came with our Verizon phone plan, and my girlfriend was hearing some good word-of-mouth in the week after the first episode premiered, so we've been having stay-in date nights to watch it. I want to say, by the way, that I like this approach of releasing episodes of a streaming series on a fixed schedule, rather than dumping a whole season all at once. It facilitates water-cooler talk because everybody else is at the same point in the narrative that you are. You have time to digest the events of each episode and talk about them, and you are able to speculate with friends over what's going to happen next, because your friends don't know either! You'd think that streaming services like Netflix and Hulu would have figured this out with the success of HBO's Game of Thrones weekly release schedule, but they didn't. Disney learned. (and so did CBS).

The Mandalorian feels like it's actually pushing the Star Wars narrative forward.

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Star Wars X-Wing 2nd edition miniatures game

I finally got around to playing some games of Fantasy Flight's second edition of the X-Wing Miniatures Game. I had bought the 2.0 core set and the 1.0 conversion kits back in October of last year. I was on the fence about purchasing 2nd edition. The only change that I was really excited about was the new turret rules, which I figured I could easily house-rule into 1st edition. However, I used my girlfriend's teacher discount at Barnes & Noble along with a coupon to get a hefty discount on the 2.0 core set and conversion kits, in the hopes that the game's other changes would also make it worthwhile.

Older ships have new abilities,
and tokens flip to a "spent" backside.

Fantasy Flight took the opportunity to streamline many components and add some ease-of-use features. For example, the maneuver dials are redesigned such that you can see every maneuver that the ship has available without having to rotate the dial. Upgrade cards have large, empty spaces that allow you to slot them underneath their respective pilot's card without covering up important information. Ship bases and maneuver templates have handy guidelines that can be helpful when executing partial maneuvers (due to collisions). And so forth.

Tokens have been broken up into different colors, each of which has a different effect. All green tokens (such as "focus" and "evade") are now buff tokens which are removed at the end of the round (unless a card says otherwise). Orange tokens are de-buffs (such as "disarm") that go away at the end of the round. And red penalty tokens (such as "ion" and "stress") remain in play until a certain condition removes them. Shield tokens now have a back side, which is colored red. This way, you can flip a shield token over when it's spent, but keep it on your ship card in case it ever gets recharged. The new energy and force tokens work the same way.

Better still, many features, concepts, and abilities from later expansions to 1st edition have been back-ported to all ships in 2nd edition. This has certainly increased the value of simple X-Wings, Y-Wings, and many other early 1st edition ships. The titular X-Wings, for example, now have a barrel roll ability on its card and a Talon Roll on its maneuver dial. The Lambda shuttle is one of the most improved ships in second edition, as it now has both a fore and aft-facing firing arc, as well as new "coordinate" and "jam" actions.

I appreciate that expansion ships are sold in smaller, more efficient packaging.

Heck, even the packaging is more streamlined. The massive boxes for 1st edition's large ships (which were full of empty space) have been replaced with smaller plastic bubble-packaging.

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Star Wars X-Wing: Scum & Villainy

With Fantasy Flight having recently announced a second edition of its X-Wing miniatures game, I thought I'd take one last stab at reviewing content from the original release (first edition). I'm not sure if I'll end up buying any second edition content, since I've already invested heavily into the first edition. There will be optional "conversion kits" that you can purchase for each faction (Rebels, Empire, and Scum) that will make all the first edition expansions forwards-compatible with second edition. That's a nice gesture from Fantasy Flight, as it means that the hundreds of dollars that I've invested into X-Wing won't be rendered moot overnight. I guess my decision on whether or not to purchase will be based on whether the new second edition mechanics, rule changes, and balance adjustments feel worthwhile. Anyway, let's talk about the third (and final) faction from the first edition of X-Wing: Scum & Villainy.

Despite having previously said that I wasn't interested in the "Most Wanted" expansion for Star Wars: X-Wing, we did end up buying it after all. My girlfriend was interested in some of the ships offered by the "Scum and Villainy" faction, so we picked up the "Most Wanted" set along with a couple of extra expansion ships compatible with the Scum faction.

Scum and Villainy repurpose existing ships

"Most Wanted" MSRP: $39.95 USD

Most Wanted acts as a "base set" for the new Scum and Villainy faction. It's still an expansion to the core X-Wing game, and so it does not include maneuver templates, dice, and other core components. Fantasy Flight still wants to nickel-and-dime you into paying extra for those components. A player interested in Scum could, hypothetically get by without investing in this expansion. It includes a variant of the Y-Wing and two Z-95 Headhunters with alternate paint schemes. Both of these ship types are already for sale as stand-alone expansion ships for the Rebel faction, so there isn't anything terribly new or innovative here.

Star Wars X-Wing - Scum team-up
You can't play 1 v 1 v 1, but you could have Scum team up with another faction.

Unfortunately, despite adding a third faction, Most Wanted (and the other Scum & Villainy expansions) do not add rules for a third player. I'm not quite sure how having a third player would work within the game, but it would have been nice to have been able to include more friends. You can, of course, add a third or fourth player using the core set's team rules. This could allow (for example) a 100-point rebel squad to face off against a team of a 50-point imperial squad and a 50-point scum squad (or larger fleets, if you so desire). But there are no rules for a 50-point vs 50-point vs 50-point, three-player free-for-all.

To make things more interesting, you could maybe create a scenario in which Scum are teamed up with another faction, but the scum player and their teammate actually have conflicting goals or objectives. For example, I could imagine a scenario in which the Scum and Rebels team up against a single Imperial player to do something like steal some Imperial cargo pods. While the Rebels and Scum would be working together to defeat the Imperial player, they might also be competing for who steals the most cargo. Or something like that.

Those limitations aside, I actually do recommend picking up Most Wanted if you're interested in the Scum & Villainy faction. Most Wanted is actually a surprisingly content-rich expansion and provides pretty good value for its price. It's the same price as the core set, and includes as many ships and plenty of upgrades (including the coveted "Bomb Upgrade" for Y-Wings). In addition to the three fighters and their associated pilots, this expansion also includes alternate pilot card for other existing ships. You can use the new scum pilot cards with any Y-Wings or Z-95 Headhunters that you may already have in your collection, and you can also use the new Y-Wing and Z-95 models with the older pilots in your existing Rebel fleets.

Star Wars X-Wing - Firespray and HWK Scum
Most Wanted includes alternate Scum pilots for any Firespray or HWK-290 ships you may already own.

This set also goes a little above-and-beyond by including alternate Scum pilots for some other ships, like the HWK-290 freighter and the Firespray (including a pretty badass new Boba Fett pilot). You should have no trouble filling out a 100-point (or maybe even a 150-point) squad with just the pilots and upgrades included in this box, assuming that you already have some of the other Scum-eligible ships available in your collection. And if you don't already have a Firespray (Slave I), then I highly recommend that you pick one up!

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Star Wars Armada

If you like the Star Wars: X-Wing miniatures game (and I do like it), or if you're eagerly awaiting the release of the second edition, but you don't want to house-rule that your car can act as a makeshift Star Destroyer, then Fantasy Flight has you covered. Star Wars: Armada is a higher-scale, tactical combat game using capital ships, and it might actually be a considerably better game than the core X-Wing set (at least better than the first edition)!

Planning ahead

Much like the board game Sails of Glory (which I also really like), Armada requires you to plan the actions of your capital ships a couple turns in advance. However, unlike Sails of Glory, it isn't the movement of these ships that you must pre-plan; it's their desired "commands". I was a little disappointed that the capital ships don't require that players plan their movement in advance, but then again, the maneuverability of these ships is highly limited, and only gets lower as the ship goes faster (if the ship in question even can go faster). There is a sense of inertia to these behemoth ships, but not quite the same level of inertia as the sailing ships of Sails of Glory.

Star Wars: Armada - maneuver tool
Ships move very slowly and have very limited maneuverability.

I do like that these ships both begin and end their movement relative to the font of their base. This alleviates the problems that X-Wing had with its large ships counter-intuitively moving faster than their smaller counterparts. And since the base Armada package comes with ships of varying sizes, this improvement is immediately noticeable without needing to wait for expansions: all ships move and turn at consistent speeds.

The rules do require that ships attack prior to moving. This means that you must plan ahead a little bit, since you have to position yourself for an attack in the turn prior, and have to anticipate who will have initiative and where their ship(s) will be if they get to move them before you get to make your attack.

Star Wars: Armada - defense tokens
Defense tokens give players
more meaningful decisions.

More meaningful decisions

Even defense is a tactical decision! And this might be the single, best change from X-Wing. Instead of simply rolling defense dice to cancel out your opponent's attack rolls, you get to chose a set of defense tokens to apply, and each one mitigates damage in different ways. One defense token may allow you to cancel out an opponent's die roll, while another will allow you to redirect the damage to another hull section's shields, and yet another halves the total damage dealt. These tokens refresh each round, unless you use twice in the same round, in which case, it is permanently discarded.

This alleviates another of the problems that permeated X-Wing: that damaging an opponent often felt like playing craps. Getting into perfect position and lining up a point-blank shot against an opponent can be completely foiled by dice rolls in X-Wing. Dice still play a role in Armada, but damage seems to be much more consistently-dealt, and players actually have a say in how their ships defend themselves from damage. It gives the player more meaningful decisions...

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Star Wars: X-Wing - Imperial Raider

This past couple years, my girlfriend and I have been getting very into the Star Wars: X-Wing miniatures game. We've also been converting some of our friends into avid players as well. After sitting on my shelf for several years with only a couple play sessions under its belt, the set has been getting played every few weeks with regularity. As such, we've also been investing more and more into additional expansions beyond the set that I initially bought. Late in 2016, my local board game store put its Corellian Corvette expansion on sale, so I went ahead and snatched up a copy of that huge, epic expansion ship. The following year, I went on to pick up the Imperial Raider huge expansion (also on sale)..

It took a while for these two ships to get much play though (seriously, they were sitting around for years), since they don't slot into the X-Wing core rules as easily as other expansions do. Playing with the huge ships requires increasing the scale of the X-Wing game considerably. The huge ships, by themselves, cost well over 100 fleet points. As such, the basic 100-point fleets go out the window for the epic-scale matches. Instead, 300 fleet-building points are recommended if any epic ships are in play. In addition, a larger play area is needed for most epic scenarios. If you bought a play mat for X-Wing, you might need to invest in a second mat as well (and they ain't cheap).

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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