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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Star Wars X-Wing miniatures game

There's two versions of this game available now. The original one was released back in 2012 and was based on the original Star Wars trilogy. With the release of The Force Awakens in 2015, Fantasy Flight released a variant core set based on the new movie. The variant set includes miniatures based on the new Resistance X-Wings and First Order TIE Fighters, as well as some revised rules.

I haven't played the variant set with the revised rules, so this review will focus on the original release of the game. My understanding is that the rule changes in the updated version do not alter mechanics, but rather it makes some clarifications for some circumstantial edge cases. If I ever do get a chance to play the revised rules, and find that they substantially alter the game, then I'll either write a separate review of that, or I'll add to this review (depending on how extensive the changes are).

I've had this game for a few years, but didn't play much of it over that time period. Lately, however, my girlfriend and I have gotten really into it -- trying to play a game every weekend or two -- and have been buying lots of expansion ships. So I decided that it was time for me to finally get around to reviewing the game.

Miniature games are a dangerous thing to get into. The core set for X-Wing contains only three ships: a single X-Wing and two TIE Fighters. Without expansions, this leaves the game with relatively little replay value, as there's only so much you can do with such a small roster of ships. There's a handful of pre-made mission scenarios and character cards that can add a bit more variety. The ships themselves are very high quality models - nearly collectible-quality models. Screw having a box, when you're not playing the game, you can display these miniatures on a shelf or in a curio cabinet somewhere! Other components in the set have good production value, which is one of the trademarks of Fantasy Flight games.

Star Wars X-Wing - play area
The game has no board, but is played on any 3'x3' playing surface. Fantasy Flight does sell optional play mats.

Since this is a miniatures game, there is no actual game board. Instead, you'll need a 3 foot by 3 foot playing surface for the play area, plus some extra room for ship cards and components. Fantasy Flight sells play mats with various patterns, along with numerous other accessories. You can also get away with a solid black sheet of 3'x3' felt or cloth from your local craft store, or a bigger sheet if you want larger play areas (you can fold a sheet of cloth to any size you need). In lieu of such a play surface, the game box includes a set of 4 cardboard "corners" that you can use to delineate the borders of the play area. The play area can also be decorated with asteroids or other cardboard obstacles that come packaged in the game.

Plastic dogfights

The game itself is a four-phase process. In the first phase (Planning Phase), each player secretly selects a maneuver for each of their ships using a cardboard dial. This maneuver will determine the ship's movement during the following phase.

Star Wars X-Wing - maneuver
The maneuver templates make ship
movement simple and intuitive.

The second phase is the Activation Phase, in which each ship executes its planned movement. Each ship has a pilot assigned to it, which has a skill level on that pilot's card. Ships are moved ("activated") one at a time in ascending pilot order (lowest skill pilot goes first). The ship's chosen maneuver is revealed, and ship movement is handled by slotting a cardboard maneuver template into the front of the ship's base, picking up the ship, and finally slotting the back of its base at the far end of the maneuver template. In general, movement is a pretty easy mechanic to execute.

It gets a little more complicated if there's overlap between objects in the play area. In the event of a collision, the ship moves as far along its maneuver template as possible before it collides with the other ship or obstacle...

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