Showing posts with label X-Wing Miniatures Game. Show all posts
Showing posts with label X-Wing Miniatures Game. Show all posts

Monday, 27 June 2016

Inquisitor's Tie Unboxing

I've never seen Star Wars Rebels so I can't really relate to knowing much about his Tie.  It is however very dinky and nippy, somewhat akin to the the A-Wing.  I've had this for over a month, this is me finally getting around to opening it.






Time to crack it open.




It's a nice looking wee ship.

Tokens and maneuver dials.
The pilot cards.
Effect cards
Upgrade cards

Both the named pilots in this set are pretty good.  The Inquisitor when firing his primary weapon at range 2-3 treats his range as 1, which means he always gets an extra attack dice and his opponent never gets the extra defense dice for being far away.  Valen Rudor gets to perform a free action after defending.  The more people that shoot at him the more he does.

Sunday, 13 March 2016

Albanich 2016

Yesterday was the Albanich wargames show in Dumfries.  My gaming group had the honour of running the Hadrian's Hobbies Deathstar Trench Run Board.  I have to say the day was fantastic, with many cool looking games, a plethora of traders and lots of interesting people to talk to.

Here's a few picks from the day.


A huge English civil war battle




A Very British  Civil War


Dropzone Commander (run by us)





The Deathstar









The Dropzone game continues





The civil war battle in full swing.


The Very British Civil War battle rages on.



More from the Deathstar



Monday, 21 December 2015

X-Wing Miniatures Game: Imperial Assault Carrier Unboxing

A long, long time ago, on a worktop in my kitchen...

I managed to get myself one of these bad boys.






Lets crack it open and get a look at it.





Now we've all seen tie-fighters so I wont show you much of those.  But we will take a closer look at the big ship.






It's big, but it's not raider big.  The astute among you may have noticed I put the base topper on the wrong way round.

You also get these

These are docking clamps.  These allow other ships to be transported into battle.  Like so







I also tried a tie-defender, a tie-bomber ans a tie-punisher, but they fell off.  Rules-wise the docking clamps allow you to carry interceptor, fighter, advanced and bomber ties.

You get 3 sheets of tokens



You get the rules for the assault carrier, there's also some missions in there too.


A campaign sheet.

The carrier's stat card.


Four new named tie-fighter pilots. Some of these are pretty good.

You get two of each of the bog standard tie-fighter pilots that you get with every tie-fighter set.


You get a damage deck for the assault carrier.


pilot skill upgrades.


A selection of missiles and torpedoes.

Some new co-pilots.

A pair of quite nasty crew upgrades.


A plethora of upgrades.


Even more upgrades.  The most notable is the ordnance tubes.  The allow you to take missiles and torpedoes on your huge ship's hard point slots.  Not only that but you have an infinite amount of said torpedoes and missiles. Put this upgrade on a raider (with its three hard points) and give it the plasma torpedoes from the tie-punisher and you will be blowing large chunks out of the enemy squadron every turn.

And finally some title cards.  I quite like the Suppressor one.

This is a nice ship.  If you like tie-fighters then pick it up to add some variety to your swarm.  If you have a raider, then pick it up and use all the carrier's upgrades on the raider.