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Other Games, Development, & Campaigns => Other Games => Topic started by: mcbobbo on October 20, 2013, 08:59:02 AM

Title: [XWing Miniatures] - First Impressions
Post by: mcbobbo on October 20, 2013, 08:59:02 AM
My birthday is this week, so the wife surprised me with almost the entire set of XWing Miniatures from Fantasy Flight:

http://www.fantasyflightgames.com/edge_minisite.asp?eidm=174&enmi=X-Wing
http://www.youtube.com/watch?v=1mxPFHBCfuU

We've played about five games so far, and it's pretty neat.  Not perfect, but it'll probably get some play going forward.

Pros -
The models are cool.  You really do have to suppress the urge to 'vroom' them into position.  More on that in the cons...

The dice are stupid easy, which helps because there's a lot of other complexity.

The cards add a lot of depth.  Your choice of card can drastically change the effectiveness of your chosen ship.  There are ship cards and multiple types of upgrades.

The Actions are separate from Combat, and you have to move somewhere, so you almost always get to make a few choices that matter each turn.  Strategy really does become a factor.

Cons -
Physical issues.  The bases don't stay on the models, and neither do the base cards or the markers.  Since the movement relies on following a cardboard 'distance and curve' piece, you wind up having to handle things pretty gently.  So not only can you not really 'vroom' them, but you wind up leaving behind (e.g.) a tracking token without noticing it.  It would be great if the bases had slots for all the different types of tokens, and it would be great if the plastic pegs didn't come apart all the time.  Except when you want them to, because you have to change the base card.  Then you're tugging on it hoping it doesn't break.

Point/Build Complexity.  This is almost a pro.  Except last night the wife and eldest boy sought to square off over the bounty hunter mission and they spent over an hour building their squads by points.  The upgrade cards were the real time sink.  I understand BGG has pre-built squads, so maybe that'll help speed things back up.  But I do expect a 'board game' to be something you can just pick up and play.  Maybe 20 minutes set up, tops.

Missions kinda suck.  I mean they're neat for what they are, but either they're built for a very few specific ships (1, 2, and 3) or they don't make a whole hell of a lot of sense (4, 5, and 6).  I was kind of expecting a bit more on this front, and have looked around for fan-made missions to replace the few we get in the materials.

Overall -
It's fun, and maybe worth the money.  We're planning to sink a bit more into it, ordering some of the rare models off of ebay, adding a 3x3 mat of some sort, etc.  I imagine I'll be modifying some of the rules, and coming up with missions.  I may steal them from the old DOS games.

Anyway, that's my report.  I'm happy to answer questions or whatnot for the curious.