The foremost thing that kept me away from the game was the inclusion of dice. Wings of Glory (or Wings of War) uses a pretty interesting system to model damage: basically, if your opponent is in your firing arc, they draw a number of cards depending at what range you are firing at. The cards can either have a number which shows how much damage you have done, or even a critical hit symbol that shows that the pilot/engine has been hit or a fire has started. You can even draw cards that do 0 damage! It makes damage unpredictable but does make things exciting, especially since you keep the damage cards face down, meaning that you never really know how much damage you have done to the enemy.
This leads to exciting moments when you can't believe how many damage cards your opponent's ship has and it STILL WON'T GO DOWN!
FFG decided to replace the damage card system above, instead having players roll custom damage dice (red for attack and green for defence). Your attacking ship rolls dice to see how many hits he gets, and then your opponent's ship rolls dice to see how many hits they evade.
This immediately turned me off the system, because I could see it as being just a random luck-fest. I was in the 'I hate dice' stage at the time, which also didn't help. So even though I had a look at the game rules, I decided not to buy in.
This was until I saw the release of the TIE Defender. Me and that ship have a history: one of the very first PC games that I had asked my dad to buy for me had been the classic spaceship simulation game TIE Fighter and I can remember spending hours playing the game, destroying the enemies of the Empire (don't worry, I'm not one of those guys). The TIE Defender was the ultimate Imperial ship, able to turn on a dime and being almost invincible: I loved it! So when I heard that the ship was coming out for X-Wing Miniatures, I knew that I had to get a model, even if I didn't want to actually play the game.
That wasn't the only ship I liked though: I also loved the aesthetics of the A-Wing, so obviously had to get a model of that ship as well. And the TIE Interceptor is also awesome, so I needed to buy two of those. And actually, getting a classic X-Wing or TIE Fighter would also be nice: I might as well buy a core pack. And down the rabbit hole I went.
This is the state of my collection now, which includes Armada (the Star Wars capital ship game also by FFG):
Yeah, it kind of got out of hand.
The question remains: why would I collect so much stuff for a game if I didn't like the game system that it used? Well, the answer is that after collecting/buying so much stuff, I actually like the game mechanisms as well!
Although I do sometimes feel the dice can screw you, the most important thing in X-Wing is actually position and action economy. Being able to have the enemy in arc and be out of arc of the enemy ships is very important and this is what drives the game: not having to roll dice in order to defend your ship is always a winning proposition. As well as that, the dice system shows that there has been actually quite a lot of thought behind how it works from FFG's designers.
For example, the red attack dice have a higher number of hit symbols in comparison to the green defence dies and their evade symbols. This means that most of the times you are more likely to hit something than for it to evade damage, which drives the game forward and stops the game from stalling excessively.
That, of course, is changed by the action economy aspect of the game. After you move your ships, you are allowed to perform a single action, which can range from being able to reposition your ship, to boosting your defence/attack. One of the more interesting actions is 'Focus': both the attack and defence dies have 'Eye' symbols that can be turned into a hit/evade if you spend a focus token. This, of course, makes your probabilities to hit/evade higher.
This leads to a system in which if you want to insure the highest probabilities of hitting, you need to be able to modify your dice and since you have limited actions, the action becomes one of the most important decisions in the game (after choosing your maneuver, of course). Do you use your action to move your ship and potentially move out of firing arcs, or use it to boost your attack/defense? This is what truly makes the system interesting.
On top of that, the game has an incredible diversity of pilots, abilities and upgrade cards that you can use to tailor your squadron to your tastes. The game does make use of combos, but allows enough space to make your own innovations. As well as that, most of the abilities feel thematic. One of the premier pilots of the game is, for example, Soontir Fel, a TIE Interceptor pilot. His ability is simple, but makes him one of the most nimble ships in the game, with the only drawback being that the TIE Interceptor itself is an easy ship to destroy if it has too much fire going its way.
What was strange for me is that I have never before been really interested in list-building. All my attempts to play Magic, for example, stopped at the deck construction elements, but in X-Wing I am continually attempting to try new things and see if new stuff works.
Another thing that really attracts me to the game is the competitive element. I have taken part in tournaments before in other systems but I have to admit that I have never met a community as nice and welcoming as the X-Wing Miniatures community. There are bad apples everywhere, of course, but the community motto of 'Fly Casual' largely holds up, at least in my own experience.
I have also been pleased at the extent that FFG has gone in order to balance the game. Although I am a bit annoyed at some of their merchandising patterns (for example, a fix to one of the ships was included in the expensive Imperial Raider ship), they have at least managed to keep the game balanced and even when things seemed to be unbalanced, they have done steps to reduce the damage in sensible ways.
One example of this was one of the ships that launched when I initially started to play the game, the TIE Phantom. The TIE Phantom basically dominated the meta when it came out and eventually FFG did a relatively easy fix: now the ship is still used, but isn't as meta-wrecking as it used to be. This is in direct contrast with the way that Wizkids balanced Star Trek: Attack Wing, a game that probably deserves a whole new article on its own right.
Star Trek: Attack Wing licensed the flightpath system in order to have a miniature game based on the Star Trek license. Unfortunately, Wizkids fucked it up with incredibly unbalanced, unplaytested releases that eventually wrecked the competitive community. Comparing STAW with X-Wing, it is clear that the latter has a much more sensible release schedule and that FFG actually cares about balance in their game.
In conclusion, it is sometimes hard to judge a game by its cover. Although the randomness in X-Wing can sometimes be a bit too much for me, I find the game very compelling, especially when I entered the competitive aspect of it. If you are even remotely interested in the game, I would suggest giving it a go (and avoiding STAW completely): even just the core pack (including the new Force Awakens one) can produce a pretty interesting game, which only gets better when you add more expansions. Just be careful, because once X-Wing has its grip on you, it is a difficult game to escape!
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