Tag Archives: Miniature Games

First Impressions: Song Of Ice and Fire Miniature Game by CMON

Let’s be honest here, Game of Thrones as a setting, as a franchise as, a design space for games is just an awesome place. The books and show have made so many fans world wide that there are plenty of people looking for more, but for those in the table top community you know that this franchise has also produced some of the best table top games in the market today.

You have the Game of Thrones board game which is just amazing, recently getting its own digital version. You have the Game of Thrones living card game, another smash hit in my book and now we have Song of Ice and Fire the miniature game, a new rank and file mini game adaptation. While I reserve judgement to an extent with this first impressions article as my experience with the game is limited to a few games, as my first impressions will indicate, I’m very excited about this game. There are some very good reasons for miniature gamers to take notice and today we are going to talk about this lovely game a bit from the perspective of a newbie.

Evolving Modern Miniature Games

There are many notable features in Song of Ice and Fire the miniature game that modern miniature gamers will appreciate and find familiar, in fact the game improves on many modern staples of the genre.

These improvements where born out of what I believe to be something of a golden age in the world of miniature games. There have been a metric ton of amazing mini games in the last few years and the hits just keep on coming. It all kind of started with Fantasy Flight Games who took the approach that miniature games don’t have to be complicated, that they don’t need a 400 page rulebooks and special army books and through that approach FFG produced hits like Star Wars X-Wing, Armada and Legion. This has triggered miniature game makers to re-asses the classic exception based designs and really changed the face of how miniature games are made and released. An evolution to design was started and games have been benefiting from and evolving ever since, after decades of stagnation.

Song of Ice and Fire the miniature game is among the latest of games to take advantage of this evolution and what can be said about this game is that like many modern mini games, its VERY easy to get into.

For starters the rulebook is more of a pamphlet and the rules are crystal clear with a dependable, structured core rule system that you can rely on. This has become the norm in good miniature game designs. This makes the game very approachable, very easy to teach and it really clears out that elitism that has for so long been associate with miniature gaming. SoIF didn’t invent this concept but it takes full advantage of it. It evolves it further by providing living documentation and an officially supported app to ensure players always have the latest rules and unit errata. This allows them to make changes to the game as they see fit without the frustration of our books and game material going “out of date” which is still a problem even in many modern mini games.

The next thing to note is that SoIF miniatures come pre-assembled and I can’t say enough about how that opens the world of miniature gaming up. The game assumes that its meant to be played, that it’s not a hobby that occasionally masquerades as a game, but that its an awesome game first, which you may or may not care to also make a hobby.

I know that this is controversial to say but for me personally if your game comes on a sprue, its an automatic no from me, nothing else about the game matters to me. I want to play these games, if I have to spend 20 hours gluing shit together you already lost me and I believe a lot of that elitism persona of the genre comes from this assumed hobby expectation. SoIF takes this a step further by not requiring any assembly of any kind, compared to many games like Star Wars Legion for example where while you don’t have to deal with sprues, you will still need to super glue stuff to play. Making each army a specific color so they are easy to tell apart on the board further illustrates the fact that SoIF is a game first and a hobby second, as it should be in my opinion. Don’t get me wrong, I enjoy painting mini’s to some degree, but I don’t want to be forced to if I’m busy and have assembly block my playing the game. I have plenty of miniature games on my shelf I have never played because they are still in sprues.

Another modernization I think is worth noting is that starter boxes come with ready to play and moderately competitive armies. I can’t express enough the disappointment of getting a new miniature game with a starter box only to find out that my game is still technically incomplete and what I have is not an army, but a demo of the game or worse, the game comes with the built in assumption that you will buy two starter/core sets. I hated this with X-Wing, I hated it with Armada, its literarily the reason I don’t play Legion (after buying two core sets I STILL don’t have a complete army).

Finally and I think this is fairly significant albeit minor thing, but even in the starter set you have quite a few list building options, in particular considering it is in fact a starter set. Typically starter sets are not only very limited, but there is a pre-built army in it and there is no customization or flexibility in list building. With SoIF there are choices to be made, variations to be had and I think this is a great thing. It gives you a taste of what is to come and that helps to encourage you to expand your army.

At The Table

I think that SoIF is one of those games where you can easily comprehend the rules, but there is tremendous depth in how those rules are applied to the strategic and tactical component of the game. The game is a bit deceptive in this regard, it seems like a simple game, but is almost overwhelmingly deep to the point that it can very quickly become a little intimidating.

This is a game that is extremely sensitive to tactical and strategic mistakes at the same time. Where you position your units during deployment is critical, where you position them at the end of the first round can be game changing. Make one mistake and it can cost you the match. This is a game where you can be wiped off the board in a single round and it does happen and its not because of the dice.

As such I think this game despite having a very minimal learning curve for the rules has an extremely steep learning curve for becoming even marginally competitive. There is just so much subtle things in this game that you have to remember and their are so many ways units, actions and effects can have on the game that it can feel almost impossible to keep it all in your head. Things can swing on a dime because you forgot that your opponent has some commander who has an order that lets him make an extra attack or that archer units when they shoot can shift 2 inches, or that your player has a hand of cards that can let him break various rules in the game, or that the NCU (more on that later) has some special ability that stops you from doing something you had been planning for with one of your units.

It actually reminds me a bit of games like Magic: The Gathering where if you have a high level of expertise, knowledge about the game, about the cards, about the effects, you become almost super humanly good against people who don’t have that knowledge, because you can anticipate and plan around the activities of your opponent. This isn’t a game where you can look at the board, create a strategy and execute it. You need to know in great detail every inch of what your opponents units can do, all the possibilities of his hidden hand of tactic cards, the many ways effects can combine and the subtle timing of effects that can trigger unique and devastating combinations.

These things take time and practice to learn well and I would argue that this is a game that you not only must learn how to play, but you must study if you have any hope of ever winning a match.

What this does for the game is two fold. On the one hand it can be frustrating because part of the learning process is losing, badly and often. It takes time to really pick up many of the subtle elements of the game and that can feel like a bit of a turn off as you learn the game through failure. You come to realize the rules are simple and fun, but that the strategy of the game has so many layers that this ups the stakes on the learning curve front a great deal.

On the bright side of things however, a game that challenges players, takes time to learn to play well, ultimately gives you a reason to keep playing. A game that has a basic strategy that all players work out ends up being a game about list building and who rolls dice the best, where there is no expertise beyond the basics of the game and it all boils down to list vs. list and dice vs. dice. I see a lot of games like this and they tend to lose their energy in our groups as the conversations shift from “how can I improve my strategy” to “My army sucks because my units aren’t as good/cost effective as my opponents”. The conversation essentially shifts to discussions about what is and isn’t balanced, because there are no more avenues from the perspective of strategic play. SoIF does not have that problem, which is not to say that there aren’t some balance issues here and there, but “how you use units” matters a lot more than “how good the units are” and its very easy to prematurely judge a unit in the hands of inexperienced players.

That is not to disregard a conversation about balance, but often a unit may feel unbalanced because your not using it right and that is a very different conversation.

The result of all this is a game that is deeply tactical and strategic, a game you can study, really sink your teeth into. You will drive yourself crazy thinking about the different effective ways to use your units and your cards, but beyond that because the game comes with a lot of different “game modes”, aka scenarios, each more unique then the next, there isn’t this “one list to rule them all” kind of thing in the game. You build your list, but no matter what you build, every scenario is going to create unique challenges for that list and your always going to have advantages and disadvantages going into every match as a result. The same list that gets completely crushed in one scenario may totally dominate in another.

My impression so far about the game play is that, I’m largely confused. I’m in that newbie zone still and I feel like I lose matches, not because I roll dice badly (though I often do) or because my army is shit but because very clearly and very obviously I make a lot of tactical and strategic mistakes. I can see that with every match I improve dramatically and really the conditions haven’t changed, but how I see the game has. This to me is as a whole, purely positive. I see a lot of potential in the game and as I play more matches, I’m eager to learn and play even more. This is a good place to be in a miniature game.

The Details of The Targaryen Army

The army I chose is the Targaryen army, it was a rather unplanned choice, I largely made it based on theme and maybe a bit because I knew at some point I would be getting some dragons which I thought was cool. I did not investigate the army nor chose it as a result of anything specific about how it would play.

The Targaryen army, at least as its represented in the starter set is a very fast moving, hard hitting cavalry army, a sort of glass cannon driven by hit and run tactics. My experience with them so far has been that it seems to lean a lot more on positioning and use of cards to be successful, though an argument could be made that all armies and really the game as a whole is about position and timing of card play.

There are some really interesting units, some I would argue are just amazing while others, even with my minimal knowledge of the game I recognize as absolute shit. So its a bit of a mixed bag, but there is plenty of room for adaptation and some really great army lists can be formed even with just the starter set.

I will talk a bit about the different units in the starter set here just to give you a feel for the army, but it suffices to say some of this conversation might not make sense unless you know the game rules and I will make that assumption here (that you know the rules of the game).

Jorah Mormon The Wandering Knight

Cost of 3 points, you have to wonder if this was a misprint or something.

First up is Jorah Mormont, The Wandering Knight which I start with only because there should be so little to say about this unit, yet I will say a lot anyway because he was one of my favorite Song of Ice and Fire characters. Jorah is, by no stretch of the imagination the worst unit in the Targaryen army and arguably in the whole game. It almost feels like a misprint its so bad.

The main problem is the cost of this unit, not visible in the picture here, but at 3 points, this unit simply doesn’t earn its point value, not even close. Scout Openings is a strangely tone def ability in a game that is so well designed, a short range ability you are not likely to get more than 1 use of if you’re lucky. Jorah is very vulnerable because of having only 2 health in particular to the many instant wound abilities of NCU’s and card effects. An argument could be made to use him for the extra activation, but you may very well never see an activation with Jorah thanks to this unique vulnerability. You essentially are adding a unit to your army list that almost assures your opponent will get a free victory point, it just doesn’t make sense to pay 3 army points for that privilege.

You can get a lot of mileage out of the Targaryen army for 3 points, investing it in Jorah is a terrible use of such a limited resource.

The frustrating part for me is that his ability and setup just does not fit within the game, within the setting or within the Targaryen army. Jorah from a story perspective was a volunteer serving Daenerys, while also being one of the tougher characters in the story surviving all sorts of crazy stuff. For him to be weak and expensive is a tragic misreading of the character.

Ok I have said my peace, moving on.

I would argue one of the best NCU’s in the game, a far better use of 3 points then Jorah.

Dothraki Screamers

At 6 points its a arguably bit pricey in the Targaryen army, but its a cavalry unit and that is a big advantage on the battlefield.

These guys are the staple of the Targaryen starter set, you get two of them and while I would argue that at 6 points they are just 1 point too much for a cavalry unit with no abilities, however, cavalry units in their own right offer exceptional flexibility on the battlefield so I can understand the 6 point cost here.

My argument for reducing its cost by 1 has more to do with the fact that activation advantage is a major concept of the game. The impact of activation advantage is massive in SOIF and the Targaryen army does not have that all important “low cost unit” required to put them in a place where they can compete in a game where 8-9 activations is the norm. Typically a Targaryen army will have 6 to 7 activations at best which means every match you enter you will be out activated, typically by at least 1-2 activations. It might not sound like much, but this really knocks Targaryen’s out of competitive play entirely, its very difficult to overcome an activation disadvantage. This being the Targaryen’s staple unit seems like the most appropriate place where an argument for reduced cost could be made.

At a 5+ defense you want these guys doing hit and runs on people’s flanks, which can be devastating with a 3+ attack and though they can hold their own in a fight with a 6+ morale save, they aren’t likely to be able to remain in a sustained fight for very long with a +5 armor save. Their leverage is their 6+ speed which can be increased in various ways in a Targaryen army with NCU’s like Daenery’s Targaryen, Khaleesi and Targaryen cards like Unstoppable Advance.

I would argue however that this is really a 7 point unit because fielding it without one of the two commanders for an extra point (Either an Outrider KO or a Screamer KO) is really not getting your points worth, they transform this unit from a threat to a major threat with one of the two KO’s. You will feel like you need to have them I think to get the value out of this unit and strictly speaking if you add 2 Screamers and 1 Outrider, each with its own commander you are spending those 3 points you just saved by not adding Jorah into the list, a vastly better investment in army points in my opinion.

Screamers are a great unit, though I can understand some arguments for using Bloody Mummer Zorse Riders for example as a potential alternative. While slightly more expensive at 7 points, Zorse Riders offer some built in abilities.

A 7 point unit that is in competition with the screamers.
A staple NCU in the Targaryen heavy cavalry army that doubles down on the factions main advantage.
Yet another way to get more speed and with the added surprise of ignoring terrain and ensuring your charge re-rolls.
Good on either the screamer or the outrider cavalry unit.
The only place to put them in your starter army is on a screamer.

The Dothraki Outriders

At 6 points the Outriders can have a high impact on matches, but don’t forget the Outrider KO, its arguably the best 1 point you can spend in the Targaryen army.

I think the best unit in the starter set by a fair margin, the Dothraki Outriders at 6 points while tricky to use largely do to an absence of a melee attack and short range of their bow, have incredible mobility thanks to a 6+ move combined with their Nimble ability. In fact, I’m fairly certain this is the most mobile unit in the entire game.

When fitted with their attachment (Outrider KO), they are shooting 7 dice at 3+ into units that can be assumed to be vulnerable (thanks to their Outrider KO) which when combined with shooting into a flank can be absolutely devastating even to the toughest of units. Their nimble ability also keeps them out of range of other short range units and makes it much easier for them to get into peoples flanks. All around its a pretty amazing combo and deadly combination.

This is a unit that when timed and used well will always earn its 7 point cost (never leave home without a outrider KO however). I think its well priced within the scope of the Targaryen faction and though I think I could file a complaint when comparing this unit to the Nights Watch Ranger Trackers who are effectively better and cheaper in every way as they get the Outrider KO ability built in, have better defense and a reasonably decent melee attack. I do believe that Nimble is so significant that it makes up for it.

Its unfortunate that you only get one of these guys in the starter box, I think I would rather have another unit of these guys as an option then the poorly thought out Jorah.

Dothraki Veterans

This very pricey (10 points) yet very dangerous unit requires a lot more plays to make a determination, but you cannot deny its ferocity, people will come to fear the veterans.

Finally we have the Dothraki Veterans which is our high priced, high value unit. It seems every faction gets one, but at 10 army points it is one of the most expensive units in the game, currently one among only 3 units that come in this pricey. It is more expensive then a bloody dragon for crying out loud!

The question is, is it worth it and the answer is, that I just don’t know. There is no denying its ferocity, it is absolutely devastating to get shot at with 7 dice at 3+, then get charged with 8 dice at +3 before any other effects are even applied in a single activation. With an Outrider KO or a Screamer KO you could potentially wipe entire fresh units off the board with a single attack and when you consider some of the Targaryen cards like Overrun or Khal Drogo’s cards (The Commander) like Devastating Impact, the potential for a single game winning move is very high. Your opponents are going to fear this unit and rightfully so, its a game changer.

The problem is however that as it stands, to invest 10 points into a single unit is a hard pill to swallow for any faction but in particular the Targaryen faction where if you really consider the makeup of the army we already have major activation disadvantage problems.

The cheapest unit we have is 6 points (screamer and outrider), which arguably need their KO’s to be effective making them 7 point units realistically speaking. Adding this 10 point unit into any army list means you are going to be limited to 4 units on the board at most, meaning 6 activations at best (with 2 NCU’s). That is too big of a disadvantage in a game where you will be facing 8-9 activations as a standard. In my experience having an activation disadvantage and having a unit disadvantage on the board at the same time is pretty difficult to overcome and this may very well explain why Targaryen’s are at the bottom of tournament play results, yet to win any recorded tournaments in which they were played.

I don’t think the issue with Veterans are the Veterans themselves, in fact, like the screamer I think the unit is appropriately priced in general, yet I would argue because of the composition of options for the Targaryen’s, it just doesn’t make a lot of sense to add them. We don’t have cheap options to offset high cost units and running any army but with only 6 activations is a losing proposition, it’s just too big of a disadvantage.

Devastating but situational, it can turn a loss of a unit in to a loss of multiple units.
All around great and easy to use card.

The Commanders

In the Targaryen starter set you get two commanders, Khal Drogo and the commander version of Jorah Mormont. In my humble opinion these are both excellent commanders that work extremely well within the Targaryen faction and they are both a joy to use. They come with strong abilities in their own right that punish opponents and offer some amazing surprises for your enemy and frankly both of their tactic card sets are filled with some amazing cards.

Jorah Mormont tends to be a lot more flexible than Khal Drogo and I would argue that cards like Bravery in the Face of Death and Superior Flanking are two cards you can count on using in every game. Martial Superiority is also a great defensive card that punishes opponents for attacking you. Really they are all great.

Charging and Morale checks is something you are going to be doing, so this card will always get played.
One might say situational but your a cavalry army so if your not charging into flanks and rears your doing it wrong.
Great defensive card that punishes opponents for attacking you.

Khal Drogo’s tactic cards are a bit trickier to use. The already mentioned Overrun can have insane impact on games in combination with successfully timed charges.

Addrivat! is extremely circumstantial, I find its the card I discard the most often. It requires you to activate the combat action on the NCU board to use, which means you must already be engaged with the opponent and have the initiative. In addition screamers already have sundering so they don’t leverage as much of the card as other units might, its useless to outriders because it’s melee only and you don’t want to use it with veterans because you won’t get your ranged shot – charge combination, arguably the main reason to use veterans.

To be honest I don’t recall ever actually playing this card, the circumstances when you could use the card combined with actually having it in your hand at the same time are extremely rare. Its clearly designed to combo with Khal Drogo’s ability but even there its not great since usually you will have Drogo in your Veterans unit and you don’t want to skip over your ranged shot before charging. I actually think its a terrible card in general.

The trickiest of the cards is Ride-By-Attack, it allows you to make a march through an enemy, performing a charge as you do it. Again its a very situational card because you need to be able to move far enough through a unit to get on the other side of them to do it. Additionally it doesn’t combo well with your most expensive unit as it does not allow you to use that ranged attack before the charge as the card must be used on activation. It requires considerable coordination and positioning to pull off, but can push one of your cavalry into your opponents back line so in addition to the charge you have good positioning for the next series of action. It has a lot of potential and I think becomes more relevant and significant in expert hands.

Clearly a card tailor made for whatever unit Drogo is in, but overall its just a terrible card.
Can be tricky to use, but your opponents will never expect it, it breaks the rules of the game.
This is one of the easier cards to use from the Khal Drogo set.

Conclusion

There is certainly a lot more that can be said about the Targaryen army, there are other components and cards not mentioned here that could be discussed but I think I have shown enough here to come to this conclusion.

The Targaryen army is a very mobile force that can make high impact moves that can completely decimate opponents but in the same token, it has a lot of vulnerabilities and is susceptible to terrible collapse if not positioned well and its core effects timed poorly. I think it should probably come with a warning label that says “For Advanced Players of Song of Ice and Fire” because it really does assume a lot of knowledge to use well.

As an army its biggest drawback which I think is the biggest contributing factor to its poor competitive play results is the fact that it lacks the ability to overcome the activation advantage almost all factions will have over it. The standard amount of activations for a list is 8-9, for the Targaryen’s its 6-7. This is a major problem for the Targaryen’s that keeps them from being truly competitive and there is currently no way to overcome it.

I do believe however with a bit of practice and a few expansion units, in particular the Heroes box to get some variety in the NCU’s can result in this army being at the very least fun to play. With some good player skill developments I certainly think you can get some wins on your record with the Targaryen’s, as they tend to really punish opponent mistakes.

I suspect in time their will be changes made to this army, its clear to me that units like Jorah Mormont The Wandering Knight are just too awful to be ignored and the cost of units like Screamers and Veterans are probably going to be adjusted (or their abilities adjusted) to bring them in line with the rest of the game or at least the army will get some methods to help them overcome their awful activation disadvantage.

The Targaryen Faction represent the newest addition to the Song of Ice and Fire miniature game and as such I think inevitably, as was the case with the rest of the games many factions, there will be some adjustments needed and made. CMON however seems to be very cautious about just sporadically making changes which I think is a good thing.

So far I’m enjoying my experience with SoIF, there is a lot of love put into this game, some really great design work and a really great design space to expand the game. Even as I write this article I as well as many of my gaming friends are waiting for new units to arrive to join the ranks of our armies so that is a good sign that we will continue with this great in my local gaming group.

Runewars by Fantasy Flight Games 2017

Ok here goes nothing.  Without question among the list of biggest things to happen this last year in board gaming was the breakup of Fantasy Flight Games and Gamesworkshop, the merger of Asmodee and Fantasy Flight Games and their prompt announcement that they are getting into the Assemble and Paint miniature games market.  At least for me personally as I’m a huge fan of FFG, this was a big deal.  From these events FFG has spawned their latest collectible love child which they called simply Runewars The Miniature Game, an announcement that might answer the question of why these events took place in the first place, but I digress.

We can only speculate about why GW and FFG broke up their relationship, but with FFG creating a game that clearly competes with GW’s core business, you don’t have to be Sherlock Holmes to figure it out.

These events are big no doubt, even worthy of their own article perhaps but in my experience, gamers don’t really care so much about the business end of things when you get right down to it, so really the most interesting event was the announcing and now release of FFG’s new miniatures game, our topic of the day.

Creating this review has been a long and arduous process, one that I don’t believe is even in the ball park of complete and might never truly be.  It suffices to say reviewing collectible games in general is tough since your review is frozen in time, not accounting for anything that is released afterwards that could improve or make worse a game.  Collectible miniature games are even tougher as there is so much more to the hobby than just the game, in its own right it almost feels like the game and the miniatures should be entirely separate reviews.  We won’t do that however, instead this review will focus on the Core Set for Runewars, as some call it, the Wave 0 release.

With mechanics like this, expansion potential is endless and as such doing a review having only seen the core set both feels and probably is premature. None the less reviewers must review!

I consider this a premature review and I will admit that right up front here and now, however, I felt it prudent to do the review earlier then later because I believe there are a lot of people out there, in particular Gamesworkshop fans who might have a hole in their dark hearts after the death of Warhammer Fantasy Battles but also fans of FFG’s other miniatures lines that want to know if the juice is as good as the hype in FFG’s latest creation.

Let’s be honest here, if there is one thing that is taking place right now is fanboy insanity, the hype machine is thick.  Objectively is thoroughly out the fucking window, hell I even feel the sting of it and its likely to make its way to this review is some fashion, but being the always vigilant internet Evangelist and giving a grand total of zero fucks about anyone’s feelings, I’m going to give you the Gamersdunegon.net take on FFG’s latest creation.

FFG made a big show out of Runewars and the community has gone insane. Having an objective conversation has become nay impossible among the rabid fans who gave it a 10 out of 10 before they read the rulebook!

This review will be extensive and far more detailed then normal, so put on your reading glasses, sit back and enjoy.  Oh, and If this review upsets or offends your miniature gaming sensibilities, and you would like to complain,  please feel free to dial my comments hotline at 1-800-ZeroFucksGiven. <– just kidding, this is not a real number, please don’t call it!

Overview

Final Score: christmas_starchristmas_starchristmas_star christmas_star(3.9 out of 5 Stars)

Runewars the miniature game falls into the rank and file fantasy battles lines of games, though right off the bat I can tell you that it has far more in common with Star Wars: X-Wing and Armada than it does with Gamesworkshops now defunct Warhammer Fantasy Battles which for the most part defined the genre.  Everything before Warhammer Fantasy is ancient history.  This fact in its own right makes Runewars a very unique entry into the market.  Suffice to say, while the game is rank & file and may even appear to be of the same stock as Warhammer Fantasy, Fantasy Flight Games has borrowed far more from their own miniature game lines, then they have from Gamesworkshop, not to mention broken more sacred cows then 4th edition D&D.

Breaking sacred cows is not always a good thing, it certainly didn’t work out well for 4th edition D&D.

Runewars features FFG creations like movement/action dials that use a pre-programming (hidden movement) systems as we have in X-Wing.  It uses a more fixed unit based system where you pay for entire squads in certain formation as opposed to GW’s Warhammer style per model purchases.  It also makes use of tokens and effects for easier book-keeping as we see in most of their games, miniature or otherwise.  There is also cards for upgrades with fixed slots for each unit and of course in classic rebellious fashion once again FFG brings us specialty dice with symbols rather then numbers because, fuck you that’s why!

Suffice to say, when it comes to classic war miniature design, Runewars is a rebel in the genre for better or for worse.  The breaking from tradition goes much deeper, though perhaps only those of you that have spent a thousand hours in front of Warhammer miniatures might notice.  For one the miniatures don’t come on sprus and are designed with easy assembly (largely without glue) via a basic hole and peg system.  Poses are also in fixed positions, another words you are not going to be messing around with picking a position for your hands, body, heads etc.  The level of model detail and general layout of the models is designed very specifically for easier painting to cater to the novice resulting in a lower level of detail.  All of these things certainly break from tradition and might even piss off traditionalist (go figure).

To a novice like me this is intimidating, enough to turn me off the game, but fans would rightfully argue that customization is what this hobby is all about.

Runewars is a very different than your daddy’s miniature game, that much is clear,  but in its heart and soul its very much chasing the same classic premise.  Players build their armies making a wide range of choices (getting wider with each expansion) and construct a fundamental strategy that they bring to a 6×3 battlefield.  Then the battle is on as units march in formation at each other, collide and the dice extravaganza begins.  Stuff dies, someone kills more stuff then the other guy and wins the game.  In terms of concept, this is a very traditional miniatures game, but much of the design and what leads you to the field of battles is quite un-traditional.

Runewars is also based on its own fantasy world, the same as several of their fantasy based games like Runewars the boardgame, Runebound and Descent.  With its own lore, covered in a pamphlet that comes with your core set, you have the basic platform for a fantasy world that defines where stuff comes from.  This too breaks from the traditional mega volume rulebooks and army books that are released for your old school miniatures game like pretty much everything from GamesWorkshop.

Components

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros:  Components built to last, core set jam packed with goodies with an amazingly low cost of entry as well as a designed to be approachable by the novice hobbyist.

Cons: Miniatures are not as detailed as the high standards created by companies like GamesWorkshop and Privateer Press.

Of all the things that are tough to talk about and judge in this review, components definitely ranked quite high on the difficulty scale.  In particular because components are arguably one of the most important elements of a miniature game as its a defining element of the hobby to assemble and paint with tender love and care your precious miniatures.

The first step to making a judgement is that you have to decide the standard on which it should be based and perhaps more importantly how do you determine whether a shift from established traditions is good or bad?

I think its only fair to explain how I came to my determination.  Simply put, I have taken what is the best in the business component wise and measured it against Runewars.  Yes that means arguably Gamesworkshop miniatures,  which are among the best in the business.  GW are masters of their craft honed over the course of 30+ years and while I would personally argue that there are other candidates, I think as a measure of quality this is one of the most well known sources to be judged against and this is exactly what I have done.  I think its fair, I think its just.  If you are going to enter the miniature market place and tango with the big boys, you will have to fight on their terms.

You can say what you will about GW’s ability to produce quality game mechanics, but their miniatures are works of art with amazing detail even 10 years ago.

Let’s first talk about the other components of Runewars.  The tokens, the cards, the rules & lore books, dials and everything else in the core set box.

Simply put, everything is of fantastic quality. These are components built to last and last they will.  I really only had one major beef with component quality and that was the dials themselves.  Its a minor quibble but the plastic stand piece that stands the dial up, rubs against the edges of the dial and after only a couple of games it has already damaged the bottom of the dial base.  When you get a new game and after two plays there is already something damaged, its annoying.  I suggest gluing the plastic stand to the dial to avoid this the first time you put them on.  Minor I know, but with FFG, component quality is almost always amazing so its rare I get the opportunity to bitch about something.

While the terrain tiles included in the core set are a nice way to get you started quickly, it didn’t take long for the community to step it up a notch and make proper terrain.

As for the Lore and Rules book, well they are both good and bad.  The traditional standard here is a big fat rules book that is not only extremely detailed and explicit but at least more than 2/3rds of it is “traditionally” dedicated to the hobby of paint and assembly and most importantly, the lore.  Now Runewars did come with a Lore book, but by comparison to what we get with most miniatures games, this can be described as a very light pamphlet that gives you a very high level birds eye-view of the lore.  To me the the size of this book was disappointing, but worse yet was the content.

Well written and detailed lore is absolutely vital to a miniatures game and I’m sorry to say as much as I tried to get into it and like it, the world of Terrinoth is a very boring and generic place. This tiny pamphlet did little to inspire creativity in a game, that is as much a game as a creative hobby as a game,  which is terrible news for miniature fans.  Miniature games are after all cousins of role-playing games and lore is paramount.  We need more, much, much more.  Now what was there wasn’t poorly written or anything, it was certainly enough to give you a taste with a bit of pizzazz, but in general the world of Terrinoth is just not very interesting at all at the moment.  Its a walking, talking cliche and at best can be described as incomplete.  We don’t even get a proper world map to look at.

Sorry to say but this weak ass pamphlet that FG passed as “lore” for Runewars is simply not good enough.

To be fair however, the cliche was born somewhere and certainly while the world of Warhammer Fantasy is filled with its own mind numbing cliches from the age of D&D and Lord of the Rings, they get a pass because well, they also created a lot of them with Warhammer. There was a lot of very original and very cool concepts in Warhammer Fantasy that jazzed up the cliches and that just doesn’t exist in Terrinoth.  Where we had Vampire Counts and Egyptian themed Tomb Kings in the Old World, by comparison the Waiqar are “standard skeleton/undead people”.  There really is no culture or uniqueness to them, they are at best, generic.  The human army doesn’t do a whole lot better, they are just your standard run of the mill “Knights in shining armor” from a fairly uniform medieval fantasy world with little to get excited about.

Now while the Lore book and Lore in general was disappointing, the rules books, one for learning to play and one reference was a breath of fresh air and this is one change to tradition I appreciated.  Gamesworkshop like many miniatures game publishers have this uncanny ability to write a 600 page book and still leave an endless amount of unanswered questions, as well as confuse the living fuck out of you not to mention that they create crappy indexes as a cherry on top.  Gamesworkshop was notorious for doing this and despite 30+ years of writing rules-books they absolutely suck monkey balls at it.  You could argue that this was all the justification FFG needed not to do it.

Along with the massive source book and army books, GW has always had a magazine dedicated to their game. FFG has a lot to live up to if they want to compete with GW.

Runewars on the other hand gives you a 20 page booklet and after reading through it once and playing two games, I’m quite certain it will remain in the box 90% of all games going forward.  It’s clear, it’s easy to understand, it leaves very few unanswered questions and its super easy to reference.  I Ioved it, it really just made the game easy to get into and most importantly made the rules easy to remember.  A++ for the rulebook.

Ok now its time to get into the real stuff here, the miniatures.  I know this is going to be controversial but unless we are going to play favorites here and hold FFG to a different standard then everyone else we have to be honest and objective.

I will say this upfront, despite everything I’m going to say right now, I actually love the Runewars miniatures.  For me, every objective issue I list here, is not one I personally share, but the goal here is to make an objective review, not be a fanboy.

The first thing you will notice about Runewars miniatures is that they are not on sprus, they come in baggies in ready to assemble, fixed poses which you will not have the option to change unless you bust out the razor and green stuff to start making conversions.  I personally loved this, as I hate dicking around with cutting miniatures off sprus and spending hours just putting them together, but I can understand that in a creative hobby like miniatures gaming, making customization more difficult is a big no no.

Sprus or no sprus, in my mind, its always been about the painting and the community has already shown off some amazing work.

The decision here is likely one of catering to a less experienced or perhaps better to say, not experienced consumer.  Its clear that this decision makes Runewars more approachable, more likely for a gamer to take his first steps into the world of paint & assemble miniatures which I think is the right move for FFG.  That said, its a kick in the ass of a sacred cow that is going to turn off a lot of miniature hobbyist and rightfully so.  Tradition is tradition, this market needs an infusion of players, but not at the price of leaving its core audience in the cold.  If your a veteran miniature gamer, you might find some of this pretty disappointing.

Miniature gaming is a hobby first, a game second.  The creative element where players create their own unique version of an army is of utmost importance to hobbyists.  I would argue this is done through painting, but I understand that assembly, posing your mini’s and making custom choices is part of this creativity.  It’s simply not to be fucked with as far as veterans are concerned (I get it) and FFG’s decision to not cater to this audience of 30+ years of fandom I think is going to put more than a few frowns on people’s faces.

Now talking about the quality of the molds, I personally believe them to be extremely well done, but I must point out that they are not really comparable to the level of detail we see from Gamesworkshop and other miniature game makers.  If you take a Runewars miniature and line it up with a Warhammer miniature, there is no contest, the Runewars miniature looks more like a boardgame piece then the piece of 3d art that GW produces.  I don’t think most people getting into the hobby today would find themselves anything but impressed by Runewars mini’s but to the experienced eye and hobbyist who has spent time painting GW mini’s in particular in the last couple years knows how far the art form of miniature sculpting has come.  Runewars really just does not stack up.

Your going to have to get up pretty close to a miniature to notice the reduction in detail compared to other miniature lines and even still they look amazing when a nice paint job is applied.

With that said, the mini’s are definitely above grade for FFG, these are without question the nicest mini’s they have ever produced and for the purposes of gaming,  personally I think they are perfect.  Painting these mini’s is going to be a much simpler fair and one advantage of this simplification is that the time from opening the box to having an army of painted mini’s on the battlefield has been cut by 1000%.  I mean properly constructed and painted miniature army for GW took me the better part of a year and half to paint (yes I’m slow) and I’m quite certain I’m going to have Runewars rocking it color style inside a few weeks.

Its also worth pointing out that the level of detail really only matters upon extremely close inspection, a simple fact of the mini hobby and this is true for all mini games.  When your looking at a Warhammer army on the table from a players perspective you are not going to notice the 85 layers of detail on the face of a mini and so really if you want to be practical about it, why bother making them so detailed?  Its the old adage, if a tree falls in the woods and no one is there to see it.. but I digress.

This is a more realistic way you will see your miniatures 98% of the time. No one is going to inspect them and from this range, you aren’t going to notice the reduced detail level.

The point and the answer to this question is again, because that is what the hobby is, detailed.  Very very detailed.  Miniature gamers are a meticulous bunch that push the art form forward and to them, this is a very important sacred cow and FFG’s move to scale it back might be seen a step backwards.  I think people will adapt and adjust, but the grumbling from the GW community about the quality of the sculpts is almost certain to be debated.

There is also some logic to this hobby first, gaming second approach most miniature gamers have.  In the end you are spending far more time preparing for battle then you are having one.  A game takes a couple of hours, painting an army takes.. well, it takes a lot longer.  So its understandable that this side of the hobby is so important to them.  That said, I think its very much FFG’s intention to flip that upside and make Runewars more about the game then the hobby.  A controversial move, but one I personally support.  I just don’t know that my opinion is representative of the community at large, I have my doubts about that.

Despite it all, its clear that many hobbyists are looking to perfect their miniatures with intense detail spending hundreds of hours per model. Runewars will deny you some of that creativity.

For me personally there is a level of detail that miniatures reach, for which, going beyond makes little difference.  FFG has made high level of detail miniatures, going beyond this, really does nothing for me but to be fair, I fall into the category of people who see this as a game first and a hobby second (if a hobby at all) as I believe FFG intends it to be.  What doing the opposite it does for Gamesworkshop is make their game way more expensive and that is a far bigger negative to me then a lower level of detail.

To be fair and objective however we have to say it so its clear.  Runeware miniatures are not as detailed as Gamesworkshop miniatures. Period.

Ok I think that about covers components.  I think my conclusion is that after all considerations and comparisons, what FFG has created here is a very low cost miniature game that is easy to get into, has great quality and is more about the game, then the quality of the sculpts.  No it doesn’t exceed and perhaps even reach industry standards as they are today, but I don’t believe they where aiming for that, so how can you blame them for not achieving a goal, they never set in the first place.  They want people to buy, assemble and paint miniatures quickly so they can enjoy the game, its a perfectly reasonable goal.  Their target aren’t artistic hobbyist, their target is gamer’s and I think they have chosen wisely.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: An amazing and diverse set of mechanics that creates fun, easy to get into strategies.  Despite the dice, battles are won largely by your wits.

Cons: A few asymmetrical balance issues you might find reason to gripe about.

When it comes to gameplay I think its only fair that if we compared the miniatures to Gamesworkshop mini’s, we should do the same when it comes to gameplay.  Unfortunately this will be a wildly unfair contest.  If there was one thing Gamesworkshop truly sucks at its creating engaging gameplay.  The yahtzee fest that passed as a game that was Warhammer Fantasy was an embarrassment to game design, and Runewars blows the fucking doors off by comparison.  So , instead of this comparison, lets just judge it on other miniature games from FFG lines like X-Wing and Armada as much of the player base will come from here anyway and of course Runewars is based mechanically on these games as well.

The progression from X-Wing, to Armada and now to Runewars is quite clear, each new game an improvement on the previous one.

Runewars is effectively played on three levels mechanically, much in the way X-Wing and Armada is.  There is list building, which is of course the construction of your force where you build into it various strategies and synergies.  Then there is the actual combat system, with hidden action/movement via dials, template based movement, special unit powers, upgrade cards etc.. all that combine to make of the bulk of the gameplay.  Finally there is the mind game element, the sort of deduction and anticipation mechanics which deal with the fact that decisions are not made in the course of the round, but rather prior to the round starting in the planning/pre-programming phase, at this point an FFG tradition when it comes to mini games.

Nothing to my knowledge exists like this in any other miniature game except in those found in FFG lines and game systems based on their signature mechanic (I could be wrong).  Runewars however has the luxury of not only using this fantastic core mechanism, but doing so after the experiences gathered by FFG designers from the previous two versions of these systems.  In Runewars, it really shows as it is the most advanced and dynamic version of the mechanic to date.  Dare I even say an improvement over the amazing Star Wars Armada.

I think I could make this article quite short, aside from a few quirks and arguably questionable balancing, Runewars is the best version of FFG’s signature miniature game mechanics, referred to as the flight system, to date and without question.  They have really nailed it home here and while in my first impressions article I got hung up on a few things like Runes for example, after follow up plays of the game I have discovered that their are layers upon layers, upon layers of logic, mechanics, strategies and tactics in the core gameplay of Runewars.  Runes are still my least favorite mechanic, but its not nearly as bad as I made it out to be in my first impressions article.

Of all the mechanics to love in Runewars, Runes remains one of the few I don’t care for.

There is a ton to discovery to be made in Runewars mechanics and strategies, its very clear that for every move there seems to be a clear counter move.  So much thought has gone into each unit, each dial, each ability and there is an awesome merging of it all into what amounts to a deeply rich gaming experience.  I started off quite apprehensive about this game, but several plays later I’m delighted and amazed by how much fun and how much depth there is and this is just inside the core set which by all definitions is mostly a demo game.

Now grant it I cheated a bit, as a blogger, I have the luxury of a little bit of a bigger budget then most gamers to ensure I always have something to write about so I went straight for 3 Core sets.  Which I imagine is a much different experience than having 1 core set.  None the less, I’m absolutely enamored with this game and while not all the hype about this game is deserved, when it comes to the gameplay, I whole heartedly agree with the consensus, this game is amazing.

The value of getting 3 core sets is questionable, but you really can’t get a true 200 point match experience without it at the moment of this writing.

I could already write a book about some of the ways this game suprised me and the little secrets I have discovered along the way, but It almost feels like it would be a spoiler to reveal it all.  This is a game you really need to  experiment with and in a way its almost kind of a built in right of passage, a part of the game to discover it on your own, its a bit rude to spoil it for people.

Still I have to mention a few of my favorite gameplay elements here, this is a review after all.

First without question separating the dials into two sections where you have a main action and a supporting bonus modifier or action is, while simple, genius.   This just makes the choices that much tougher and creates a way for each action to carry risk vs. reward, with built in timing, making even simple decisions delightfully albeit painfully tough.  Not only are you choosing your action which may involve movement, an attack, a shift, reformation, special action (on and on) but you are also picking your initiative and how that action will be modified.  Hence each action has a built in speed variance and while at first it was a bit confusing, there is so much logic to how everything works.  It gives each unit a distinct feel as well as purpose, but more than that it gives units variation in terms of how you execute your battle plans.  The combos here are so many its hard to imagine that anyone can call this game simple, yet rule wise it certainly is.  The reality is that it falls into the category of easy to learn, but impossible to master, as I often say “the design sweet spot”.

Next up is the simplification of the Rank and File system, by creating simple and effective rules for things like lining up, using terrain, movement, charges and re-forms.  This system while simple, is something that was never really evolved in Warhammer Fantasy and felt stiff and unrealistic.  Its almost embarrassing how much better this system is to anything that GW was able to produce in 30+ years of design.  It works so well, I would expect any game designed in the future that doesn’t do it this way is going to have a lot of explaining to do.  It puts you in a position of focusing on strategy rather then trying to figure out how the rules actually apply.  Its simply put, a beautiful piece of design, simple, to the point leaving few unanswered questions.

Warhammer Fantasy also had trays and it was quite fiddly as well.

Now I will say I wasn’t crazy about the connecting puzzle piece tray and while you might chalk that up to a component flaw, because its such a fundamental element of game play, I put it here.  They stick and makes it kind of awkward to remove trays.  Its fiddly and it gets in the way, but more importantly its non-nonsensical.  There really is not reason to force the connection of the trays.  They were going for a system that made the units easier to move, but instead resulted in a system that is annoying to work with.  A minor flaw, but a flaw non the less.

Finally, last but not least is my absolute favorite element of the game, the mind game.  The pre-programming of actions is among my favorite mechanisms in games and in Runewars this concepts adds so many layers to the game to a point that you often make decisions by looking into your opponents eyes and trying to read him then you do looking at the tactical situation.  This is a game about juking, faking and trying to surprise your opponent with your dial.  Games are literally won and lost this way and often doing the unexpected is the key to winning.  While not exactly a mechanic, this atmosphere is created by the mechanics and I think in many ways its one of the most important elements of Runewars.

Even with a single core set there is a lot going on, on the battlefield. This is a game of wits as much as it is a game of bluffing.

When it comes to miniature war games we can’t skimp on the sure to be eternally debated topic of balance.  Is the game balanced, how does it balance, is x or y unit too expensive or too cheap.  You know, the usual stuff.  If you have spent any time playing miniature games, this is going to all sound very familiar and if you are a Warhammer Fantasy Battles player, then you know just how horribly out of balance miniature games can get because you have played without question the worst of the bunch.

My take on Runewars is that by far and large it is one of the most balanced assemble and paint miniatures I have ever played, but this is a far cry from “balanced” in board game terms.  Suffice to say, miniature games suffer from asymmetric mechanic blending that simply can never be perfectly balanced from game to game, at least not to any sort of consensus on the topic.  In the case of Runewars its actually even more sensitive as each card upgrade you add can easily throw the entire thing off the rails.  The fact that they achieve any semblance of balance at all is nothing short of a bloody miracle.

More to the point though its a game of list building and it can be so that while the game is balanced, you and your opponent may have lists that might very well not be, a part of collectible miniature games that always has impact.  I don’t think you can blame the game for that, but strictly put, not every game of Runewars you play will be balanced, list building is going to affect the fairness of a game even if you become proficient at it.  There are just going to be those times when despite both players building great lists, one player will have a clear advantage as a result of the blending of the two lists.  Its just the way it is in these games, an inherent part of miniature gaming that can heavily burden a gaming experience.

List building seems simple at first, but once it all sinks in you realize that there are endless considerations from Panic, objectives, upgrades, leader and unit abilities. Everything is important and it all plays a role in how you construct your fighting force.

Right now I think the main issue with the game is that its meant to be played at 200 points and while I would argue a miniature game should remain balanced regardless of how many points you play at, this might be asking too much of it.  I believe if you play a 3×3 fight using just the core set, you are going to get a fairly tight game, its clear the core set itself was tested heavily.  With 2 core sets there is a bit of an offset that favors the humans and I think this is largely because the human army relies less on synergy then the undead army and the higher point count you get to, the more redundancy is necessary for the undead to be successful.  Given equal skill I think the game favors the Human armies ability to leverage dice odds over the specialties of using synergized elements like Blight and Panic in that weird 150-180 point range.  In a sense, the Skeletons are harder to play because of this aspect, but can potentially be devastating if and when the synergies are pulled of.  If you don’t pull them off, you chances of winning are greatly reduced in a straight up dice chucking match.

My personal friends argue with me on this matter and I think I can say that I can’t conclusively say this is true.  Its certainly debatable and given that perhaps the definition of balance is that there are good arguments on both sides to claim which is best.  As long as their is no consensus, perhaps that means the game is in fact balanced.  I have personally played the skeletons 6 times at this point, 5 of which where done only with the core set content and the first match I won was when we introduced proxies and used upgrades from the future releases.  I believe the game becomes a lot more stable with the upcoming content which of course is not part of this review.  In fact for the purpose of this review, the Waiqar have never won a game in my group to date.  Its not until we introduced expansion content that this changed and the Waiqar finally won one.

While it may be easier to balance board games, this isn’t the first game I thought had its issues with balance that carried the title “Runewars”. Balance is always a subjective thing and as long as there is no consensus the game is arguably balanced.

At 200 points with expansion content however, the Undead really come into their own and while I will not say it overthrows balance, I will say that that it allows synergies to be far more reliable and very unlikely to fail outright.  It really becomes a game of leveraging your blight correctly rather then hoping you don’t fail to get your synergies going through unlucky dice rolling.

In a 200 point game you have enough on the battlefield that if one of you units get caught in an unplanned position, your ability to synergize isn’t shut down entirely, you will have other units that can continue to work off each other and pick up the slack. More importantly you’ll be able to triple down on things like Archers or Lancers, which are devastating in larger numbers and dirt cheap to field.  You really just need the plastic to do it and right now in the core set (wave 0) environment that really means you need to invest in 3 core set to complete a proper 200 point army.  I’m not sure I would recommend that, but it does help to even the playing field.

Upcoming upgrades like Combat Ingenuity are certainly major factors in strengthening the Waiqar army as they make mechanics like Blight more reliable.

Still even with that said, at round 170-180 points despite the undead having never won to date in my gaming group, most matches are not complete blow outs.  Its not like the humans are tearing it up uncontested.  Given that the Undead army is a bit more specialized, perhaps requiring a bit more experience with the game to play well, the balance may very well always be there, you just have to know how to tap into it.  At this point we are all a bunch of noobs and with the human army you really can arguably get away with just “charging” your opponent and out rolling him.

I also believe the real strength of the undead army really isn’t blight, its a part of it of course, this mechanic is tailor made for them but really their greatest strength is their ability to both hand out panic and resist it, as well as severely out field their competition. Undead units are much cheaper and they are far more effective in small numbers than the humans in smaller numbers.  Panic in particular however more often than not is the  way the undead army gains a positional advantage on the field and for them its a pretty reliable mechanic that they can tap into thanks to the reanimates secondary ability on attack to hand out panic and upgrades like Terrifying Herald which while expensive are very good at making things difficult in a fight of attrition.  Leveraging Panic in combination with Blight which can be used both offensively and defensively is tricky, but when timed correctly its far more devastating then someone who throws a bunch of dice and lets lady luck do the fighting for him.  Panic and Blight are reliable, dice rarely are, unless of course your my friend Ola who seems to have made a pact with the devil.

One major strength of the Waiqar army is that they don’t panic as easy and they hand it out like candy. The morale deck is far more dangerous then the damage coming from dice.

In conclusion in terms of balance, I think the game has some debatable elements but for the most part I think I can safely say the game is balanced enough to keep you coming back.  Certainly enough that any argument you make can be countered to give you food for thought.  Runewars is a game of skill, tactics and a bit of luck, as all good miniature games should be.  In the case of Runewars however lucky gets the short end of the stick here, the dice are stable and results are fairly predictable.  You will have the occasional shocker, but you aren’t doing the double or triple rolling thing as we see in a lot of miniature games where lucky gets far more opportunities to rear its ugly head (I’m looking at you X-Wing!)

Theme

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros: Strong mechanic connection to the fantasy battle theme.  Its easy to get your army painted and on the table to get the full enjoyment from the games visual intentions.

Cons: The Lore is dull and unfinished, its not going to inspire you.

Talking about the theme of Runewars is a double edged sword, after all its a game of fantasy miniature battles and mechanically it performs amazingly.  But theme isn’t just about a mechanical connection, its also about the basis of the game, the lore, the story behind the game and how that inspires our imaginations.  Runewars to me is split between being a fantastic thematic representation of a fantasy battle while simultaneously being plagued by a relatively generic and uninspiring fantasy world.

In the end, for me, thematic representation through mechanics to bring out the feel of the game is far more important then the backdrop.  Sure, the lore of the generic humans and skeleton people is uninspiring and bland, but once you put those miniatures on the table and start pre-programming dials, it creates an amazing illusion of being a commander behind a massive force clashing into their enemy.  The tactics and strategies, the out guessing of your opponent’s actions, the formations and special powers of the units all form a fantastic gaming experience true to the sense of epicness that we look for in a game like this.

There is no question in my mind that Runewars has the thematic connection to mechanics needed to give you that general of a fantasy army feel even if the back drop of the lore is a bit dull and unfinished.

It may even be worth pointing out that while I love the lore of Warhammer Fantasy, I rarely played the game, despite having a painted army ready to go.  This was mainly because while I loved the backdrop, the game itself was kind of a drag and had a tendency to suck the joy out of the room.  So clearly, a wonderfully written piece of lore can’t save a game, but I believe an amazing game experience can do wonders to inspire the imagination and even amidst a boring generic fantasy world get you excited to play.

Of course its a bummer that we can’t get both and its sadder still if you consider that if anyone can create an amazing world full of original and creative lore its Fantasy Flight Games.  Just look at the fantastic work they have done with Android, sure future techno hackers isn’t my thing, but you can’t say peep about it not being original and inspiring.  Hell I read the lore book even though I don’t play any of the games!  Suffice to say I have to give some negative points for Runewars lore as far as theme goes, I think FFG can do better and they should have done better.  I think it was a mistake to base this on their Runebound world, even though there is obviously a lot of logic to doing so for them as a business.  Its just not a good enough setting for a miniatures game.

The visual spectacle and amazing lore of the Warhammer Tomb Kings is undeniable as was the quality and detail of the miniatures, but a shitty game is a shitty game, and shitty is what Warhammer Fantasy was.

In conclusion I can honestly say that for me, lore is an overlookable matter.  It’s not the world I would have chosen, but its not a deal breaker in the light of the quality of the game itself.  Certainly their is room for improvement but the juice is in the game and when it comes to Runewars the juice is fantastic.  I feel a pressing urge to collect, to paint and to play, this is the feeling you want an assemble and paint miniature game to give you.  The battles that Runewars offers are epic and full of life, with endless strategy, tactics and presence.

Replay-ability and Longevity

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros: The blending of mechanics and asymmetrical units and components create a vast sea of possibilities.

Cons: You’ll need more than one core set to really find the game, collecting is without a doubt required to get the most out of the game.

Longevity of a miniature game is going to be pretty tough to predict given all we have to work with is a wave 0 core set.  Still, its clear to me that the game is set up for it in three very distinct ways.

First and foremost, despite the lore being a let down, it is for the most part wide open.  They have not written themselves into any corners which gives FFG the opportunity to be creative, think outside of the box and add into the game anything they want and make it cannon since they control the IP.  This is a fantastic opportunity to expand this game into any direction they like and I suspect this is exactly why the lore has been left wide open with a lot of question marks.  This world is far from finished and while we know that we are getting 2 more armies in the near future, there is lots of room for plenty more.  FFG may yet surprise us with the backdrop to Runewars.

Elves are up next, one of two additional armies already confirmed coming to Runewars, but can you imagine what a 10 or 15 faction Runewars will look like!?

Secondly the mechanic is so diverse, that their is design opportunity up the ass in this game.  Its a designers wet dream really, in particular with the way units are broken down by special ability, formations, upgrades and the double sided dial.  The amount of combinations that can be created is seemingly infinite and if there is anyone you can count on to expand the shit out of this game its FFG.  They have left the door wide open design wise and created a flexible and dynamic mechanic that can be used to represent just about any concept you can think of.  There really is no telling what they could create with it.

Finally and perhaps most importantly, this is not a IP that is in danger of ever leaving FFG.  This isn’t part of some sort of deal, or negotiated contract.  This is their world.  They answer to no one but the fans and they can do with it as they please.  This is a big deal, in particular for FFG that more typically works with existing IP’s that have years and years of legacy built into them.   This is their world and that is an important distinction from other games even in their miniature lines like Star Wars, an IP license they could very well lose one day ending their control over their own games.  We have already seen this happen once with Gamesworkshop, an IP they lost, that among its casualties included wonderful games like Forbidden Stars which never even got a much needed expansion.

Fallout from the GW & FFG breakup had its casualties, including any hope of a Forbidden Stars expansion. So much potential lost.

In terms of replayability, Runewars like all of their miniature lines already has a built in foundation that very clearly begs to be explored.  I believe Runewars will get the same treatment like Armada and replaybility will grow out of it in the same way.  Each time a new unit is introduced with new upgrades and dials, the game changes and needs to be re-explored as old avenues are re-openned.  More than that though I believe their is room for elements like Campaign sets, also something we got that truly expanded the gaming experiance for Armada.  You have other platforms on which to base some assumptions as well like X-Wings epic play or Mission play.  Runewars has built into it objectives and as you can imagine, more will be released at some point growing the gaming experience in new directions.

Simply put, I think the replayability here is endless, Runewars is not a game that will dull and while I expect it will certainly phase in and out of popularity in gaming groups as all games do, like X-Wing and Armada, I believe it will always remain on my shelf waiting for the itch to be scratched.  I have no doubt about Runewars dynamic gameplay being endlessly replayable, FFG’s are masters of creating such games and Runewars may be their most imaginative and dynamic game yet.

Conclusion

Runewars is definitely not without its flaws, I have my beef with the lore and there are a few very minor issues I haven’t mentioned because this review is already waaaay to long.  Suffice to say however, Runewars overcomes its shortcomings by bringing us the most important element of a miniature game with near perfection.  Gameplay.  This is where this game shines, leave it to a boardgame company to design one of the most playable assemble and paint miniature games on the market and show everyone else how its done right.

Sure, it’s not quite the hobby game we are accustomed to seeing enter the market.  The miniature sculpts are not quite up to standard of the industry and some limitations like static poses are going to annoy a few people.  We are missing our usual fat army books and mega volume core book too, but for all that is missing the most important bits are there. That said, these miniatures look great, painting them is a joy and I have absolutely no doubt that FFG will continue to step up their efforts and bring us better and better mini’s as time goes by as they have with X-Wing and Armada.  This is FFG’s first entry into the Assemble and Paint mini market and in my eyes, its an amazing achievement not just as a first effort, but in general, it has created a new standard in the hobby.  Its not a standard based on the sculpts of their mini’s but one focused on gameplay, a place where most assemble and paint mini efforts fail pretty regularly in my eyes.

Warhammer is not the only competitor out their, games like Warmachines tap into the market in their own way and look just as amazing on the table.

Certainly there is a ton of hype and fanboyism surrounding this game, but I believe its justified.  I look at this game and I see a lot of opportunity for some amazing gaming experiences and while I honestly can say I’m really not the best representative from the assemble and paint community, as a general gamer, to me this game has made just the right compromises to get me involved and the truth is that ordinarily I would not be interested in an assemble and paint miniature game at all.  Runewars has changed my mind, an achievement in its own right and I suspect fundementally one of the goals of FFG’s effort here.  They have created a game that lets you ease into it as a novice and this was exactly what they were going for.  I think my faith in FFG has a lot to do with my conclusion about Runewars, but while it’s not yet the game it will one day be, it’s clear that FFG intends to give it all the support and love it deserves to have a bright future.

It remains to be seen if the assemble and paint hobby community embraces Runewars, I’m skeptical, but given its target audience and goals FFG has set for it, I think it has a fighting chance.  What we have here is a bonafide smash hit in my novice eyes, but whether that translates to a hit among experienced miniature gamers is hard to predict.   Like all assemble & paint miniatures, it’s usually not the release that matters so much as the longevity of the support and dedication of the publisher to push it forward beyond its infancy.  Few games in the miniature market make it that far, but FFG has a proven track record of success and they have infused this game with the same endearing qualities of games like X-Wing and Armada that to me are among the best games ever made.

Gamesdungeon.net gives this the seal of approval, if you’re a miniatures game fan, this is one you cannot pass up, it begs to be played.  If you’re a casual gamer looking for your first experience, while I would personally still recommend X-Wing over Runewars, if you want to get into painting, this is definitely the way to go.

Star Wars Armada: What Makes It Tick Part III

Wave 5 is here and what a fantastic wave it is. Not only did we get the usual new ships & new squads but this wave brings with it Corellian Conflict a new campaign mode for Armada that breathes new life to Star Wars Armada in an epic way.

In Todays What Makes It Tick I will be picking up Star Wars Armada about two waves since my last article and while I could bore you with the reasons why I haven’t been playing, the reality is that with the last couple of waves the game has been reborn and I’m excited about it again. Today I will be talking about some of the more controversial and interesting cards to come out in recent waves. Enjoy!

Bomber Command Center
Coming out of the Imperial Assault Carriers and Rebel Transports expansion packs Bomber Command Center has become the new hotness in competitive meta proving itself at the Star Wars Armada World Champion in 2016 in which both the 1st and 2nd place lists made heavy use of the card. If there is any card you must be prepared to deal with in the Meta in 2017 it’s definitely this one.

The debates over whether or not this cards effect should be stack-able have raged for a while, but officially at this moment the answer is, yes it does stack.

There are so many advantages and ways to leverage this card but the best, most common and perhaps most effective way is to simply spam the shit out of it. While it counts as a “Fleet Support Upgrade Card” limiting it to the Assault Carriers and Rebel Transports, truth is, even if it wasn’t it would still likely be the meta to put them on those ships anyway. These are some cheap, disposable ships that can actually be pretty hard to blow up and as such in most matches they are largely ignored ensuring that Bomber Command Centers remain in play and you are able to leverage them throughout the match.

The ability to re-roll black bomber squad dice is nothing short of overwhelmingly powerful thanks to the dices ability to roll hit/crit results. When running two or three of these ships, not only do you gain an activation advantage thanks to having more ships on the table then your opponent but the effect stacks allowing you to reroll your bomber squad attacks multiple times. Not to mention having disposable fleet blockers. The advantages here vs. the point cost to put them on the table can only be described as dirt cheap.

Cheap with a scatter and capable of some potent upgrades like Slicer Tools and Bomber Command Center, the new transports are a force multiplier that has changed the competitive meta in a big way.

We saw this effect in the world championship final bout this year and there is no question in how deadly this combination is. Flying 8 Y-Wings (80 points!) protected by Intel and some escorts with 3 bomber command centers and what you end up with is a fleet of squads that can practically guarantee 8 hits & 8 Crits every single bloody round. Sure there is the logistics of making sure everything is exactly where it should be during the course of a match. While the pro’s make that look easy, believe me that it’s not that simple, but suffice to say in the right hands this Bomber Command Center supported by a fleet of Bomber based squads is a deadly combination no capital ship can withstand.

Consider the base for the list.

3 Rebel Transports (GR-75 Medium)+ Bomber Command Centers = 78 Points
8 Y-Wings + 2 HWK – 290 = 104 Points

Your base list is effectively 182 with 218 points left to fill out the list.

That base combo is already deadly in its own right, but imagine now throwing in Commander Sato or as the world champion did General Dodonna. It really is brutality unleashed, the potential for damage from this very cheap base is staggering. You would be hard pressed to combine 182 points into something that could unleash that many dice with so many re-rolls and because the dice are scattered over 8 separate rolls, capital ship defense are rendered useless against them.

I would personally advise not spamming Transports, really, one command center is plenty.  The black die is pretty dependable, if you happen to roll a blank once, you aren’t likely to do it twice in a row.  Having a single command center, maybe two should be more than sufficient.  The pro’s might not agree with me, but I work under the assumption that we aren’t all pros, I’m certainly not.  For me, its better to get more effects, ships and squads on the board then it is to put all my eggs in one basket.

Now we could talk about how fantastic this combination is but the truth is that whether you are going to use it, or face it, you need to know how it unravels. How do you deal with such a list and combination of effects? Well that was a question many tried to answer and failed during the World Championship, but I do believe there are a couple of things that could ultimately challenge a list with this base.

One thing I can say upfront is that you can’t ignore the Y-Wings or really any bomber spam. That just simply won’t work, not unless you plan to stay out of the fight entirely. But unlike the classic Rhymer Ball, you can outmaneuver the slow moving Y-Wings and more importantly leverage the fact that the Transports themselves, while sturdy for their size and point cost can be rendered defenseless with a couple of new upgrades we got in recent waves as well as some old rarely used upgrades. Blowing them up early is the key as without the squadron support and re-rolls, Y-Wings are considerably less effective and can be rendered useless through some clever maneuvering. That however is easier said then that as typically the squads are placed up front so anything that wants to shoot at the transports is going to have to deal with the fighter/bombers leading the battle.

You’ll be seeing a lot more of this one, in particular on ships that are black die focused. Getting accuracies has become vital in the modern competitive meta post wave 4.

For the Rebels a good place to start is the MC30 (Torpedo Frigate) with  H9 Turbolasers. This all but assures that when firing at an Assault Carrier or Rebel Transport that you are going to be able to squash that Scatter and mop up those 3 points of hull in one swift round. Two would be even better. Strategies will naturally vary but you aren’t going to one to come up the front and you probably want to make your opponent split his attention. You definitely don’t want to do what the 2nd place holder did during the championship and go up the front in some vein hope that you can survive the bombings. You won’t, there isn’t a ship in the entire game no matter how you equip it that can withstand 8 bombers shooting at it especially when they can re-roll those black dice multiple times.

The same is true for the Imperials, though it’s worth pointing out that as deadly as this combination is in a rebel list, with a Rhymer ball and bomber based list, a similar list for the Imperials can be as deadly if not deadlier thanks to the range advantage not to mention that Imperial ships are cheaper. So of course while you could counter with Gladiators in a similar fashion as the MC30’s, one way to counter a bomber list like this would be to have your own.

The main strategy at the base of it is to get rid of those support ships with Bomber Command and the best way to do it is to ensure you have at least one accuracy to get rid of its main protection which is the scatter.  This probably explains are worlds champions reasoning behind using 3 Transports with bomber command, he knows that little 18 point transport is the key to his list so he tripled down to make sure he always has those re-rolls.

Suffice to say though this is all very theoretical, as the world champion proved during the competition this year, it is much easier said than done. It’s a very strong meta list and flown well it can put out considerable damage.

Many would argue that Bomber Command Centers are overpowered but keep in mind that they are 8 points which is on the high end in terms of upgrades and they currently must be placed on very soft ships that can quickly and easily be dispatched. Since the strategy is so heavily based on these support ships, you have a very obvious weak point to target.

The new expansion offers us a number of new options but the E-Wing with snipe is finally an answer to those annoying “Intel” based ships.

One other thing to keep in mind is that a heavy anti-squadron based list that can quickly overwhelm the Intel and escorts is also a good option.  Especially in the form of A-Wings and now with E-Wings.  Good anti-squadron is always a good choice in a list as has always been the case for facing heavy bomber lists, but Y-Wings in particular are quite tough and can often win squad based fights so it’s important that your anti-squad suppression is well thought out and preferably using the “Counter” keyword. Don’t presume Y-Wings in particular are easy to kill, they do pretty ok in dog fights in large numbers and have the hull points to outlast in big fights, in particular with an opponent who will be highly motivated to get them back on their bombing run making use of heavy anti-fighter fire from their capital ships.

A-Wings remain a very cheap anti-squadron solution, the ultimate in shutting down heavy bomber lists for the rebels.

 

Rapid Launch Bays

Another widely discussed card that just entered the frey in Wave 5, discussed not so much for its potential effects on the meta, but more in regards to what the card actually does. Arguably the most poorly worded card in Armada to date, it’s difficult to decipher how it actually works, but today we are going to try.

So let’s look at the wording here.

Poorly worded cards like this makes things difficult, in particular right after release when your trying to run competitive tournaments without the clarity of a FAQ.

The first part I think is quite clear. You effectively set ships aside so that you can deploy them during the match. This in its own right creates a lot of opportunity for exploiting interesting tactics, namely bringing slow moving ships into the fight. There are many slow squads in the game that often have trouble getting into position and this card addresses that issue by not only getting them to the battlefield but keeping them protected (un-targetable) while in the safety of their carrier ship.

The tricky wording in the second section of the card is where all the discussion comes from.

There are three points of contention here.

First is the “you would activate with this command”. The second is the word “Instead” and finally the last part “It cannot move this activation”.

There are really two ways you can read this. The first is that since the card says “For each squadron you would activate with this command you may instead.. do x and y”. This suggests that this is a special action, not governed by the rules of activation. Meaning that the squadron comes into play “not activated”. Allowing you to simply put it into play and set it up for future activation’s.

The card follows up with “It cannot move this activation” which is perhaps the most confusing element of the card. What activation is it talking about? The ship activation or the squad activation. If it’s the squad activation this suggests the exact opposite, that the ship is activated, but it simply cannot move, hence it can attack according to standard activation rules.  Keep in mind that standard rules always apply when their is no specific exception given on a card. If it’s a ship activation on the other hande, it suggest that its not activated but since its not, you should with another squad command point you be able activate the ship and attack, but still can’t move.

The general two questions here are, is it activated and if so while we know it can’t move, can it shoot? That’s the big debate. Activated or not and can it shoot or not.

The answer is at best inconclusive and it has been so far ruled in a number of different ways, though none of them official by FFG. While an explanation is sure to come at some point, for our house games and in particular if you are running a tournament we still need to answer this question.

My general sense of the card is that in the last part where it mentions “It cannot move this activation” is a reference to the ship activation, not squad activation. The logic here is that the spending of your squad command points during the activation can be split up, some of the points going to activating squads normally and others using Rapid Launch Bay.

I think it’s best to see it in action with an example.

Lets say you have an Assault Frigate with 3 squad points and a squad token that has 2 B-Wings stashed away using Rapid Launch Bays.

The slow moving B-Wing suffers greatly as a result of its slow speed, rapid launch bays addresses that problem.

You activate the ship and reveal a squad command. Now its time to spend the points. You spend the first two points to put out your B-Wings in distance 1 of the carrier. They are not activated, this is all you can do with those two points, however you of course have 2 points remaining (one from the command and one from the squad command token). You now activate your B-Wings using your remaining two points, now since it’s still the same ship activation you can’t move them, but you can attack, so if you had ships in range you can attack with the B-Wings.

I believe this is the intent of the card, now of course this is not official and some including myself would argue that in the last part of the wording of the card it could be referring to squad activation which would suggest that you could use a single squad point to put out a B-Wing, activate it and attack (but not move). However I would argue that if this was true, this card would be stupidity over powered at only 6 points. You could in this case have 4 B-Wings stashed away, put them all out and attack with all 4 of them in a single action, with Extended Hanger Bays and a squad token you could do this with 5 B-Wings. Throw in command centers and you’re talking about a card that would completely redefine how the game is played. Even in the first scenario this is a very powerful effect but in the second scenario it’s just way out of hand. While you might be able to argue the translation, it would be hard to justify the power of this card in the scope of the game and its ultimately because of the question of balance, I believe the card will likely be ruled as our first example not our second.

Currently in most tournaments, including local regionals the first scenario is being used, it’s what I would recommend you use until the official FAQ is released.

Rebel Pelta Class Command Ship

The Command version offers 3 squad command and a offensive retrofit, setting it up to be a focused support ship.

 

The Assault version gives us red/black dice with 2 anti-squadron fire and a ordinance slot, making this a more shooty support ship.

Ok so let’s talk a bit about the new ship, specifically the Pelta Class Command Ship which is definitely the one I’m personally most eager to try. Finally we have joining the world of Armada a proper pure support ship that can affect the battle field on a global level. Now we have had quasi support ships in the past like a Redemption, Projection Experts fitted Nebulon-B or the more recent Rebel Transport with Bomber Command Centers, but the Pelta is different. It has no range qualification for its Fleet Command slot as  these global effect driven cards simply require the spending of a token.  In that little slot a lot of magic can happen opening an entirely new world of options for list building. This however is just one small part of the Pelta.

The first thing you might miss, but is important to note is the 4 engineering on a small ship. This is important because this ship will largely want to stay out of big fights and given its slow speed and maneuverability, being able to take a licking and keep on ticking is important when those flankers show up. 4 engineering means 2 shields each round without any special tokens or support and given its 3 on the front, 2 on the side and 1 on the back configuration and the fact it has 3 defense tokens (Brace, Re-direct and Evade), this is a sturdy ship with good recovery for its class. No one is going to come around and just melt it like they would easily do with a Nebulon-B fitted the same way.

More importantly it has a Support Team slot which means it can make use of Projection Experts when it’s not being shot at, sharing the wealth and further qualifying it as a proper support ship.

The fact that is boasts an Offensive Retrofit might have you scratching your head but thanks to gear like Phylong Q7 Tractor Beams, Rapid Launch Bays and Engine Techs you have serious versatility in choosing this ships role and capabilities.

Now the cost on this ship can get crazy quickly and you probobly don’t want to try to combine too many effects on it.  Its best chose to serve a very specific role, though more than any other ship in the game, its role can very dramatically depending what upgrades you put on it.  I think its for this reason more than any other that I’m already in love with the ship.

This is largely an untested ship though and so its honeymoon period may be short but it’s not hard to see the benefits of cards like Shields to the Maximum, All fighters follow me and Entrapment Formation. With no range requirements you have what amounts to the first truly global effect on the battlefield able to reach everyone always. You can effectively build entire lists around these core concepts and that in its own right I believe will be well worth the investment but the truth is that unless a ship can fight or add something to a fight on its own its usually not worth putting into most lists.

Spending a engineering token to give every ship in your fleet one free shield for 6 points is a fantastic trade off, especially in a game where every shield point counts.

Thankfully for that purpose we have the Assault version of the ship, a far more shooty version that one can draw comparisons to the Gladiator.  In the assault version you gain an ordinance slot that can be leverage to throw in some additional fire power while still offering the core support features of the Pelta.  For the aggressive minded player this is a fantastic alternative to the more focused command version.

Some Musings

I truly believe that much of what has come out in Wave 5 is geared more towards the new campaign mode in mind than 400 vs. 400 point pitched matches and I believe the Pelta is one of those elements. Consider that Shields to the Maximum for example affects all “friendly” ships. That includes your allies when doing an all-out offensive during the campaign. So suddenly the impact of that command ship is even on a grander scale!

Its more than just the ship though.  In the campaign mode you are always thinking about the war, not just the individual battles.  You are also always thinking about the survival of your different ships and squads and as such you are likely going to be looking at upgrades and list selections very differently.  Equipment like Rapid Launch Bays can protect squadrons and offer you a choice as to when and even if you really want to risk them in a particular battle.    The choices and reasoning behind making them are going to change in the campaign and I believe a lot of what we got in wave 5 supports that.

My point is that I can’t say for certain that things like Rapid Launch Bays for example will be a thing in the competitive meta in 2017, but you can definitely expect to see them in the campaign as its clear the uses there are more defined.

That’s it for today’s article, hope you found something useful in it.  Fly Safe!

Getting Started with Miniature Games

I get quite a few E-mail questions and actually get involved in quite a few conversation about paint/assemble style miniatures games, especially recently with Fantasy Flight Games announcement to make Rune Wars the miniature game.  Now ordinarily while I like the conversations and have interest in the games, I avoid getting involved personally in paint/assemble games which is why I don’t have very many articles about miniatures games outside of the pre-painted stuff like X-Wing and Armada which don’t really fall fully into that paint/assemble hobby genre.  Recently however I have decided to get involved in a game called Bolt Action and so I picked up some of these old E-mail questions and thought based on some of those questions I would create a kind of guide to paint/assemble miniatures games given that I have been doing a lot of my own research in preparation for my own little venture.

Now Bolt Action won’t be my first venture into the paint/assemble hobby.  I did a stint with Warhammer Fantasy and a pretty long stint with Warhammer 40k as well as some War Machines.  Those experience have taught me a great deal mostly in what to avoid in the hobby.  So here are a few tips and tricks to getting involved in the hobby, hope you find it helpful.

Start slow and stay slow

Gamers are a very excitable bunch and we are pretty quick to whip out our credit cards with imagery in our heads of a 3000 point army with fully realized terrain in epic level war games.  I mean, believe me I get it and I have fallen victim to the hype and over excitement of out of control spending.  Here is the reality however, in particular if you are just starting out.

First and foremost, it takes many hours to assemble and paint a miniature army.  If you are just starting out looking at a box of unopened miniatures you are still many, many hours away from playing not to mention quite a ways from understanding what impact each model/unit will have, understanding the rules and impact of the rules in actual play and how that applies to the army your building.

Secondly it always takes at least two to tango so while you might have a 3,000 point army ready to rock the people you are going to play with might not.  Its quite important that you and the people you intend to play with are somewhat in sync in terms of point values, special rules, factions etc.. so that you don’t end up spending a lot of time getting models ready that you aren’t going to get a chance to use.

All mini gamers imagine grand battles on massive tables like this but it takes hundreds of hours and dollars before you get here. You will want to make sure you really love it before you embark on a big project like this.
All mini gamers imagine grand battles on massive tables like this but it takes hundreds of hours and dollars before you get here. You will want to make sure you really love it before you embark on a big project like this.

Finally you don’t even know if you are actually going to like the game you have chosen, miniature games come in all shapes and sizes.  Research is important and sufficient to decide your interest but it’s not going to help you decide the specifics of your army, units and style of play you will eventually choose. You need multiple gameplay experiences to really understand whether this is just hype or a real long term love for the hobby as well as deciding whether X or Y army is right for you.

Starting slow simply means to get enough miniatures to get a minimum game going and get that army ready.  You will realize that painting even a small army is a big commitment and those early first few games are going to help drive your decisions about the game which will likely look very different to you then what you conceive just from reading of the rules or looking at cool pictures of fully painted armies.

For example you might realize you’re not happy with the particular faction/army you have chosen, or you might realize that some of the units you thought would be awesome are underpowered or don’t fit your play style.  You might also realize that at 500 points the game is already taking 3-4 hours more than you thought and playing a 2,000 point game is just going to be too big.  Or you might realize you don’t like the actual game at all, a really tough pill to swallow after spending many hours and dollars on a game.

Not all miniature games require you to paint hundreds of miniatures. Games like Warmachine keep the model count small and may be more suitable for those of you looking to spend lots of hours focused on single miniatures.
Not all miniature games require you to paint hundreds of miniatures. Games like Warmachine keep the model count small and may be more suitable for those of you looking to spend lots of hours focused on single miniatures.

The point here is that there is absolutely no reason to rush into things.  If you found a game you’re interested in, pick up a basic set, paint some miniatures and play a few games to make sure it’s something that will really stick both for yourself and your gaming group.

You will find a lot of people online who have huge armies with no one to play with them, or people who don’t like the faction they chose after spending hundreds of hours meticulously painting them.  Don’t be that guy, it’s a miserable experience (take it from someone who has made some bad choices).  You really want to take your time here, get the experience at a nice slow and steady pace and ease your way into the hobby.  You will thank yourself later.

When I chose bolt action as a mini game I will play, I started by reading the books for the game first. This is a nice slow way to ease into your decision about a game.
When I chose bolt action as a mini game I will play, I started by reading the books for the game first. This is a nice slow way to ease into your decision about a game.

Weigh your options carefully, don’t over-commit or make rash decisions

Most miniature games will offer you a wide variety of armies or factions options, but once you have chosen one you will find that you have to make other more specific commitments when making decisions about what to buy, assemble and paint.  Everything from color schemes, to unit types or even specific types of equipment for specific unit types will be important, ultimately defining your experience.  For example in Bolt Action you have to decide whether the NCO in infantry unit will have a regular rifle or a sub-machine gun.  This is a very simple decision, but it puts to question what the goal of that unit will be in your army, what range you will place them in during battles, how that weapon will be leveraged. These decisions can get far more complex than that, but they will often impact your army’s effectiveness and you will usually have to make them before you ever actually get an opportunity to put them on the table.

In bolt action what weapon you give your HQ choice is a permenant part of a model. If you choose a sword and realize later you wished he had a sub-machine gun you will have to buy/assemble/paint a new model. So making sure you know what the benefits and drawbacks to that choice are is important and will have impact on your options during the games you play.
In bolt action what weapon you give your HQ choice is a permanent part of a model. If you choose a sword and realize later you wished he had a sub-machine gun you will have to buy/assemble/paint a new model. So making sure you know what the benefits and drawbacks to that choice are is important and will have impact on your options during the games you play.

It can be tough to make these decisions and it’s why you really want to build your army from the smallest point count possible with the most general and simplest decisions made first.  If you are unsure which tank to take or which giant robot is best, don’t decide at all, make the decisions you are certain about instead.  For example in most games every faction has a sort of staple, base unit type be it some sort of infantry unit or something along those lines.  Start with those.  They aren’t as fancy and awesome as putting up a monster model on the table but they usually require less knowledge of the game and have fewer options to weigh, so do those first.  Play with them, gain experience in the game and from there you will find making the more difficult decisions easier.

Metaphorically speaking, don't try to re-create a 5,000 point battle of Hoth on your first game. By the time your done prepping the game will be in its next edition. Start small and work your way up to magical moments like this. When your experienced, you will enjoy them a lot more.
Metaphorically speaking, don’t try to re-create a 5,000 point battle of Hoth on your first game. By the time your done prepping the game will be in its next edition. Start small and work your way up to magical moments like this. When your experienced, you will enjoy them a lot more.

In Bolt Action for example if you choose Japan (which I have) as your faction you have a choice of 20+ different tanks from light fast ones to big heavy ones and everything in between.  Each has different effects, abilities, options and costs, it’s a fairly complex choice to make in particular if you have no idea how effective tanks are in general or what their impact will be in the game (from experience).  I Avoid that decision and will try to play a few games without a tank to see if I can come to terms with how the game works and what impact the tank will have in my army.  This is a very specific example but you’ll find such elements in almost every miniature game.  Approach these decision with as much restraint and caution as you can muster, don’t be confident in your ability to make decisions without experience, this is the most sure fire way to end up with a painted model you will never use and regret putting time into.

Always collect with and involve your friends

Ok I can’t stress this enough but unless you have chosen a game that you already know is well established in your area with lots of eager and available opponents you really want to make sure that you are not the only one diving in.  Finding a few friends who are ready to commit to collecting/painting and playing a miniature game with you is absolutely vital.  I would say at least 50% of the people I know that play miniature games can’t find opponents to play with and their miniatures collect dust on their shelves.  It’s a very frustrating experience and you are going to want to avoid it at all cost.  There is no sense in you spending hundreds of dollars and hours collecting and painting miniatures if you don’t have a solid gaming group that is as committed as you are to the game.

More importantly though is that you should not have to twist arms, beg, plead and convince people that they should start collecting with you.  The miniature game hobby is a really big time and money commitment; it’s something you really have to want to do on your own, something that you are excited about.  It should not be something you get into because your friends nagged you into it and rightfully you shouldn’t get others to join you on those terms.

Having a shelf full of un-painted miniatures is a solvable problem, having a shelf full of miniatures with no one to play with is miserable. Find some friends BEFORE you start collecting massive armies.
Having a shelf full of un-painted miniatures is a solvable problem, having a shelf full of miniatures with no one to play with is miserable. Find some friends BEFORE you start collecting massive armies.

Also be wary of committing to a game even if there is a local scene.  Miniature gamers can be a finicky bunch, as well miniature game interest can rise and fall dramatically and you might find even though there is a lot of people playing your game, they aren’t interested in playing with random people they don’t know.  Having a few friends diving in with you is a sure fire way to make sure you have opponents.  I would be wary of going into it with the assumption that you will find opponents later when your army is done.  That usually doesn’t work out so well in particular if the miniature game you chose is obscure and less known/common.

Don’t get into the miniature paint/assemble hobby for competitive play.

I think a lot of people would argue against this advice but I would caution anyone entering the hobby with the intent or sole purpose to do it for competitive reasons.

Competitive miniature gaming is an entirely different hobby then casual/theme/fun miniature gaming.  There are quite a few drawbacks to competitive miniature gaming, in particular if you are new to the hobby.

First and foremost playing competitively will usually increase the cost of the hobby to you, I would personally say by a pretty significant amount.  Miniature games are in constant flux, in particular the bigger more well-known ones like Warhammer for example.  To stay competitive you will constantly have to pick up the latest and greatest, often forced to switch armies entirely.   I would highly recommend you talk to competitive players and ask them about their experiences in your local area, most will probably tell you a similar tale,  that staying competitive is not cheap and requires a much higher commitment to collecting then you will need to make with a more casual approach.

Playing in a public space full of noise with complete strangers is impersonal enough, but doing so with people who want to beat you at all cost reduces the experience to a point where you have to wonder why anyone bothers. Finding a good tournament scene for any miniature game is not easy.
Playing in a public space full of noise with complete strangers is impersonal enough, but doing so with people who want to beat you at all cost reduces the experience to a point where you have to wonder why anyone bothers. Finding a good tournament scene for any miniature game is not easy.

Secondly and I think this is really important to understand about miniature games, as a genre; miniature games live on the premise of playing for experience, theme and fun.  They are a kind of step child of role-playing games and really have more in common with the dynamic, abstracted nature of RPG’s then they do with the strict, organized nature of board games.   To get to the point, they make very poor competitive games and the competitive scene for every miniature game that I’m aware of can be described at absolute best to be ugly and petty.

This really stems from the lack of clarity of the rules and the general “eye ball” approach of many of mechanics of miniature games.  Things like line of site, measurements for distance, terrain and many other elements are typically rules that require a level of judgement call and while in competitive play you usually have “judges” that can settle arguments, if you try to abide by the strict letter of the rules in miniature games get ready to have some whopper arguments with people.  Every rule in every miniature game I have ever played is up for interpretation and you will find an ample amount of interpreters ready to volunteer their time and energy to arguing about it with you in the competitive scene of miniature games.  It’s exhausting; definitely not something you want to get involved in if you are just entering the hobby and it might not be worth your time to ever get involved.  You certainly don’t want to enter the frey with the intention of assembling and painting miniatures with the sole purpose of entering competitive play.  If you are going to do it, ease into is slowly and be sure to talk to competition players and ask them about their experiences.  I assure you they will have plenty of horror stories to tell.

From personal experience the best approach is to enter the hobby using advice 1, 2 and 3 outlined above and if competition interests you after that, by all means give it a go.  But absolutely under no circumstance or logic should you start collecting/assembling and painting miniatures for the purpose of competing, I assure you, it will not be a good experience.  Competitive play is something you evolve into once you have exhaustively played the game and know the rules inside and out.

Now I will say that competitive play can be a lot of fun and certainly I wouldn’t discourage an experienced veteran from giving it a go but as a new player you should actively avoid it in my humble experience.

It’s a two part hobby and that’s ok.

I will say this up front that at least half of the people I know that collect and paint miniatures do it for the painting and collecting, playing the game is an afterthought and that is ok.  This is a creative hobby and if you are getting into it because you love the miniatures and have a creative need to paint you can safely ignore the above advice, pick miniatures you like based on aesthetics and have fun.  Plenty of people make army lists for aesthetics and theme, I always love playing against them but the truth is that usually don’t do that well and this is where that approach can kind of back fire a bit.

If you are going to play the game with a desire to put a couple wins under your belt, buying units/models for an army willy-nilly from a creative angle is probably going to result in you having a pretty crappy army for gameplay purposes.  I guess the point here is that, in every miniature game, every faction will have a certain amount of model/units that just suck ass for gameplay purposes.  They might be pretty or thematic, they might be fun to play, but they will be useless to you in a game.

Painting a 28mm mini to perfection will get you plenty of praise, 30 seconds after that you will be playing a 3-4 hour game, be sure you know how to.
Painting a 28mm mini to perfection will get you plenty of praise, 30 seconds after that you will be playing a 3-4 hour game, be sure you know how to.

It’s not that much fun to lose all the time, even if your not that competitive and while I will be the first to admit that I rather lose with a pretty army then win with a cheesy one, I think there is a fine line between a crappy list put together for aesthetics and a cheesy competition list created for the sole purpose of winning.  You will sometimes need to paint models you don’t like that much because they are good for your army and exclude beautiful ones because they are shit in your list if you want to make something resembling a decent list.  These decisions you will have to make for yourself but know that there are tradeoffs either way.  Think of your opponents a bit here, its really not that fun to play against someone who offers no competition for you.  Sure it can be fun once or twice, but if you are crushing someone every time you play you would get bored too.

My suggestion is that before you buy/paint/assemble a model, be sure it’s something you are going to use or make peace with the fact that your adding it for your shelf to look nice rather than the impact on the table.

Now this is just advice and I will be the first to admit that I don’t always take it myself.  I will often find a unit/model in my army that I think looks great but is useless for the game and use it anyway.  I’m not terribly competitive and neither are my friends but I’m usually selective about it.  You really want to put some thought into the competitive angle of your army even if you’re the creative type and just want to play for fun. Its kind of good etiquette to show up with a list that puts up a challenge.

It’s a two part hobby but it’s not ok

Ok so devil’s advocate time.  Some people get into the hobby but they don’t want to paint, they don’t have a creative bone in their body and they just want to play the game.  It may be ok for that person but most hobbyists will agree that playing a game with your meticulously painted miniatures on a beautifully orchestrated battlefield only to find your opponent with hastily assembled unpainted miniatures is neither fun or in the spirit of the game.  If you don’t want to paint miniatures and intend to use greys you will find it difficult to maintain the interest of your opponents.  In fact many gaming groups have house rules against that sort of thing and in competitive play it’s usually not allowed at all.

Miniature war games are about the visual spectacle, don't be that guy that shows up with greys, it sucks the joy right out of the room.
Miniature war games are about the visual spectacle, don’t be that guy that shows up with greys, it sucks the joy right out of the room.

There are a couple of reasons for that and it’s not that tough to deduce.  This is a visual game, it’s about the spectacle of it all and people put a lot of hard work into making it so.  It’s also not really meant to be a cut throat competitive game and it’s not about rushing through the game but enjoying the experience, the ambiance of it all.  You can think of it like golf, people could play golf on any open field and get the same level of competition but they build golf courses to be exotic and beautiful because the ambiance is just part of the game experience.  It’s the same with miniatures game and coming to the table with a bunch of greys with no intention of ever painting them lacks etiquette and is a bit impolite to your opponent.

Suffice to say if you’re not interested in painting miniatures, you may want to consider alternatives like pre-painted miniature games or just tactical board games that simulate to a degree the themes and genre of miniature war gaming.  There are plenty of them, in fact I talk about them all the time on this site.

Don’t go overboard on supplies

Most hobbyist will eventually collect a massive armada of supplies, but the market is largely geared towards selling to new players and you will find that there is an immense amount of gear you could potentially buy for assembly and painting of miniatures.  90% of it you won’t need now or ever, in fact for most games 4 or 5 different paint colors, some primer and a couple of brushes with a few household tools you probably already have at home is enough to paint entire armies of miniatures.  The 100 colors and 30 brush set or other large box sets are without question crazy overkill.  In particular paints, if you buy one of these large sets the large majority will dry out long before you ever get a chance to use them, it’s really just a waste of money that would be better used to expand your army.

Unless you are some sort of artist or professional painter you just don't need this sort of thing. The reality is that most armies can be painted with 5 r 6 pots and a couple of brushes. Save your money for miniatures.
Unless you are some sort of artist or professional painter you just don’t need this sort of thing. The reality is that most armies can be painted with 5 r 6 pots and a couple of brushes. Save your money for miniatures.

On the flip side quality equipment is a good idea, in fact it’s far better to buy 5 high quality paints then it is to buy 30 cheap ones.  As far as paints go you really want to decide on your color schemes, plan out how you are going to paint your miniatures and just buy the paints you need.  Don’t try to “get everything you might need”, again because in most cases these will get destroyed before you ever get a chance to use them.

When it comes to painting miniatures less is more anyway and while certainly the depth of artistic endeavor’s vary from player to player if your just starting out its usually recommended you keep it simple and develop your technique to the point where you will know what sort of gear you actually need/lack in what your trying to create.  Trying to anticipate that when you’re first starting is pretty much impossible so you really want to keep things simple and cheap until you know what you’re doing.

Don’t try to be a master, learn to do it faster.

Aside from rhyming, this is good advice for newbies and veterans alike. The goal here is to get a painted army to the table and you’re not going to be able to do that effectively if you spend 100 hours on a single model getting everything perfect.  Not to discourage talented painters from their commitment but in as a whole once the miniatures get on the table the difference between a 5 minute speed paint and a meticulously master painted miniature is completely indistinguishable and largely irrelevant.   Miniatures are small and you’re looking at them during play from 2-3 feet away, you’re just not going to see those details.  What you will notice is the awkwardness of a grey army with a couple of painted miniatures mixed in.

This is a professionally painted army that took hundreds of hours to paint. From this distance you really can't tell.
This is a professionally painted army that took hundreds of hours to paint. From this distance you really can’t tell.

The thing about painting miniatures too is that details can always be added later so your speed paints can be touched up to look perfect in the future, but its typically far better to get the job done and have a functioning painted army on the table for your games then it is to spend hundreds of hours per miniature and find yourself constantly playing with an unpainted army.

Remember that it’s a game of theme and experience, not a competitive board game

An important lesson already previously mentioned and one most miniature gamers will fail to learn but miniature gaming is a game of estimation, a lot of dice rolling and judgement calls.  It’s a simulation of battles but one so abstracted and distanced from reality as well as distanced from mechanical stability that it barely qualifies for the term “game”.  It’s really more like you are “playing” then “gaming”.   Most gamers coming into the hobby will find it a stark contrast to board gaming, in fact, miniature gaming is far closer to the dynamic/abstraction of role-playing games then it is to the rule strict and well defined boundaries of board games.  As such it requires a lot of hand waving cutesy and imagination inspired “overlooking” of the reality and often even the rules.

You will see rules like “line of sight” to be particularly fuzzy, much of the games rules are driven by these sorts of mutual judgement calls rather than strict observance so you really need to get into that spirit.  The goal of a good miniature game is to tell a fun story of a battle, win or lose, the experience should be the reason you come back not for competitive play.

 

I already mentioned that competitive play should be avoided by most, but it’s not because I have something against tournaments but because tournaments zero in on the weakest element of miniature gaming, the rules.  With such vagueness, trying to have a good competitive experience is more likely to lead to arguments about interpretations of the rules then it is to a fun experience and as such this advice is more about approach.  Approach it as a game of storytelling like a role-playing game and you will find the entire experience far more enjoyable, do the opposite and you will quickly become frustrated with the rules.  In fact the most common information you will find online about miniature games is people endlessly arguing about rules, pointing out the weaknesses of them and more often than not accusing the game of being unbalanced in one way or the other.  I’m here to tell you that it’s all true, miniature games are horrifically unbalanced (all of them), rules are always inadequate and you will always find things that simply make no sense at all.  It’s like that because miniatures games by their dynamic nature aren’t particularly well suited for strict observance of rules.  They are games of estimation.  Understand that, make peace with it and you will enjoy the experience a lot more.

Get out when you stop having fun

It’s really hard when you spend hundreds of dollars and hours on a game and discover you are just not enjoying it.  There is a kind of mental push that “you should play”, after so much money and time was spent.  The reality is that miniature gaming is not for everyone and lots of people get into it and stay in it for all the wrong reason.  This is why starting and going slow is advice #1.

Miniature gaming is a hobby, something you really have to truly love to make enjoyable for yourself and the people you play with.  It requires a lot of patience and in particular an extreme amount of etiquette and cutesy to have an enjoyable experience.  In fact, you could say it’s a gentlemen’s game if you can overlook the sexist term.  What I mean is that it’s meant to be played with the greatest amount of respect and politeness for your opponent you can muster.

If you find yourself bitter about the rules and balance of the game, miniature games are probably not for you.  It’s just the reality and nature of miniature games that they are not an exact science or even anything approaching it.  I have seen miniature gamers get so frustrated and angry at the table over rules interpretations, accidental bumps or judgement disputes they are ready to get into fights over it and you really have to stand back, look at that spectacle and realize that not everyone is able to handle these sorts of games and that’s ok.

Don’t be that person; if you find yourself getting angry at a miniature table, you’re doing it wrong.

General Advice About Miniature Games

There is some good advice up here I have gathered from both experience and conversations with countless Mini war gamers. Suffice to say there are quite a few things to keep in mind when getting into the hobby but I think above all else the most important part to keep in mind when diving in is that it’s a very slow paced hobby.  Things are not going to happen quickly, you are probably not going to play often and so you really have to relish the experiences and opportunities you get.  Make the most of it by being well prepared, have a painted army and terrain and really make it the visual spectacle it deserves to be.

You will find that most happy miniature gamers will eventually settle in this mellow space and its a pure joy to play with them.  Those that don’t typically either washout out of frustration or worse stick around to make everyone around them miserable.  As such finding a good group with the right mindset and approach to the game is absolutely vital.  Your opponents will ultimately make it a wonderful experience or an awful experience so having good opponents is the key to the whole thing.

Also and this is for the creative types.  Mini gaming is a creative hobby and you are in the right place to lavishly create but don’t forget that this is still about gaming for most.  People will greatly appreciate your work but you still have to come to the table and present them with a challenge and create a great experience for your opponents.  I saw often see very talented painters who put so much effort into creating visual magic on the table but ultimately make poor opponents because they forget to learn how to play the game well.  It’s an important part of the hobby to make yourself a worthy opponent so don’t skimp on that part.

Finally and perhaps most important never forget that any form of gaming is about having fun, about being relaxed.  This is a pass time, people who play these games are doing it on their days off, they are looking to wash away the problems of life and enjoy a moment made entirely for them.  Don’t ruin it by being a dick.  Be respectful to your opponent and remember that the game is about enjoying it, not about winning or losing.

Star Wars X-Wing: By Fantasy Flight Games 2012

Designers: Steven Kimball, James Kniffen, Corey Konieczka, Jason Little, Brady Sadler, Adam Sadler

Final Score: christmas_starchristmas_starchristmas_star (3 out 5 Stars)

I have been playing and collecting Star Wars X-Wing since release and have always been a big fan, yet oddly enough I always felt an aversion to reviewing it. I think in part it’s because I know that while I love the game, staying objective was going to be difficult, but also because I knew that ultimately my rating system would keep me honest and in the end X-Wing wasn’t going to score as high as I would want it to. Still I have played X-Wing so long, I know it inside and out, from every angle, in every style of play. I think I’m as ready to review it as I will ever be.

Keep in mind this review is not of the core set, it’s the entire combined experience of everything X-wing from start to finish up to this point (roughly wave 8). Ok so here we go.

Overview

Unless you have been living under a metaphorical gaming rock, you know what Star Wars X-Wing is. Exploding on the miniatures gaming scene, X-Wing rose to be one of the bestselling and most popular miniatures game on the market surpassing the reigning king, Warhammer 40k. Leveraging one of the most popularized and fanatic induced franchises at a time of its rebirth, X-Wing puts players behind the cockpit of Star Wars most famous star fighters in pitched dog fights. The game packs hidden movement with clever template mechanics, a wide variety of special powers and a unique execution phase that creates dynamic and interesting combinations on level with complex CCG deck building.

You could go out on the street anywhere on planet earth and most people will know what this ship is, the popularity of Star Wars is undeniable.
You could go out on the street anywhere on planet earth and most people will know what this ship is, the popularity of Star Wars is undeniable.

It’s popularity is neither surprising nor is its economic success, but when you get right down to it, is X-wing a good game or does it live by its franchise fame and it’s fanatic fane base?

Components

Verdict: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros:  The miniatures look fantastic on the table with sturdy components all around, inspiring the theme and setting you up for an imagination induced Star Wars nerdgasm without worry that you’ll break something when you get too excited.

Cons: While the miniature casts and pre-paints are good, they are considerably below the quality level of your average un-assembled and unpainted miniatures game.  They are on the low end of the spectrum in the hobby.

When it comes to miniatures games, components are probably more critical than any other type of game. In fact, the miniature game hobby is referred to as a hobby because you normally spend 95% of the time assembling and painting miniatures and about 5% of your time actually playing.

Fantasy Flight being clever business folk flipped things on its heel and decided that assembling & painting wasn’t going to be a part of X-Wing and produced a pre-painted miniatures game instead. Some loved it, some hated it, but there is no denying that if you played Warhammer 40k for 10 years and you played X-Wing for one year you will have played 10 times more X-Wing matches then you will Warhammer 40k matches and it’s in part because painting is pulled out of the equation.

If only X-Wing miniatures looked this good, but I'm afraid the commercial art and the reality do not match.
We have seen a improvements over time in X-Wing, the latest releases are pretty fantastic even under close inspection, if only it started out this good.

Now the drawback here is that pre-painted miniature quality is never going to be up to snuff compared to hand painted miniatures unless you are particularly bad at painting minis. That is the case here, while the miniature paint jobs are passable, perhaps even “pretty good” this is largely thanks to the fact that most Star Wars ships are effectively variations on the color grey or beige. It’s not going to blow you away and under close inspection it’s easy to see that very little attention was given. Thanks to the rustic color scheme of Star Wars ships however, the imperfections are easy to ignore, the ships look pretty fantastic on the table and evidence of that can be seen in the fact that re-paints are quite rare in the hobby.

The casts also fall in the pretty good category but there really is little to complain about here unless you are accustomed to incredible detail of modern miniatures games. The minis are detailed enough to be recognizable and sufficiently accurate if you’re a fan.  They are scaled well enough to keep all but the most rabid fuck-tard pleased. They are sturdy as well, my miniatures have lasted through endless box shakes, drops and careless handling with little more than an occasional bent antenna. There is little to complain or praise about Star Wars X-Wing miniatures, they get the job done.  When it comes to the quality of miniatures FFG produces while 40k fans will be quick to point out (and be correct) they don’t compare to what you get from Games Workshop, considering they are pointing the finger from second place, it’s clear that while component quality is important, having a great game mechanic is what puts you in the number one spot in the 21st century.

I personally love the fact that the game is pre painted, in fact if X-wing was not pre-painted I seriously doubt I would be playing it. I have neither the time or the patience for painting these days, so for me, pre-painted minis were really a big decision maker.

Theme

Verdict: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros:  From the classic to the epic, in X-Wing the theme pours out of every exposed thermal exhaust port.

Cons:  If you don’t like Star Wars go fuck yourself.  That’s really all I have to say about that.

In a word, pitch perfect. If there is anything X-Wing got right it’s the feel of a thematic Star Wars infused dog fight. You start each match with a small, controlled and well formed group of fighters and by the time you reach your enemy it’s a cluster fuck of ships, jockeying for position, trying to get on someone’s tail and blowing them out of the sky…. eh space-sky. Success is based largely on movement, special skills of the pilots and abilities of ships as well as a bit of luck. Each ship brings something unique to the battle and every ship functions as you might imagine based on Star Wars lore.

Star Wars is an epic series of movies, and playing X-Wing will give you that same nostalgic feeling.
Star Wars is an epic series of movies, and playing X-Wing will give you that same nostalgic feeling.

This is hardly the end of the thematic presence of X-Wing. Take any dog fight scene in the movies, cartoons, books, comic books or video games and easily re-create it in X-Wing. Whether it’s battles between the Millennium Falcon and a bunch of Tie Fighters or made up dog fights like contest between Red Squadron and Black Squadron, it can all be done and the rush and thematic presence is there. Thanks to the introduction of Epic play, you can now also throw in huge ships like the Raider or Corvette to add exactly what Epic play suggests, bigger battles with more ships.

Every card and piece of gear is meticulously illustrated with a distinct Star Wars feel giving the already visual presence of the game even more appeal and this is important because you want to have a sense of a person behind the ship.

Suffice to say the theme here is in bulk and there is no disputing X-Wing’s success in this department. If there is anything to complain about here is that at 100 points in a standard match, typically the battlefield is not quite as full as one might hope. While you can throw in a bunch of low cost Tie Fighters to give it some girth, typical 100 point match ups allow you to put between 2 to 4 ships on the table. Since this is the competitive standard, it is the most common type of game people aspire to but personally I think the game is a lot more interesting at the 150-300 point mark. In particular when you are trying re-create thematic battles with authentic squadrons, it can be quite difficult to accomplish at the low point match of 100 point. This of course I wouldn’t count against the theme, after all, how many points you and a friend decide to play with is up to you and while 100 points is a standard, it’s not a requirement.

Gameplay

Verdict: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros:  Between the brilliant flight system, hidden movement, challenging list building and multitude of ways to play the game all wrapped in a Star Wars theme as a fan it’s simply pure joy.

Cons:  As if to counter each good point in the game FFG has poured sour milk into it through a steady and painful release of poorly thought out and unbalanced ships, pilots and/or equipment.

Ok so this is the big one and the one I have been dreading. I knew X-Wing would pass components and theme with flying colors, it is FFG and it Star Wars after all. That said in order for this review to be truly objective, despite my personal tastes, I would have to deal with the many negatives of X-Wing. Gameplay is the single most important thing to the game. Sure theme and components are critical but all the pizazz in the world isn’t going to make you want to collect hundreds of dollars in miniatures if you don’t enjoy the game, especially since the painting part of the hobby is largely removed. I’m a glass is half-full kind of guy so let’s do the good stuff first.

X-wings flight system mechanic is nothing short of brilliant in particular considering the subject matter here, it just fits in with X-Wing dog fighting like peanut butter and jelly. It’s important to note it’s not the only game that uses the system, it can be seen in Star Trek Attack Wing and Dungeons and Dragons attack wing and while the system works exactly the same, it just doesn’t fit those games at all in my opinion. The maneuver templates while a simple concept gives X-Wing a very distinct dog fight feel, quite possibly the most important and defining aspect of the game.

Next up is the hidden move first, shoot later mechanic. Again, this is such a great yet simple way to represent a dog fight in space. You have these ships buzzing around each other trying to get into position and everything from pilot skill, ship type and equipment are accounted for while simultaneously adding that wonderful human factor of trying to read your opponents mind and predicting where he will be, what maneuvers he will take. I love the way this work and it’s just a pitch perfect touch to the games already fantastic flight system. Put together, this is one of those mechanics that you look at as a amateur game designer, realize its simplicity and wonder why the fuck you didn’t think of it!

Finally and you really have to hand it to FFG here, they have ensured that there are lots of different ways to play the same game, each more dynamic then the next. You can play pitched battles or scenarios, there are different point counts, you have epic play and team epic play. They have created mission creation system which houses thousands of player created missions. Those are just the official by rules methods, but X-Wing opens itself up to the creative fans and as you might expect from a miniatures community lots of alternative rules, campaign modes, even cooperative play have all been invented for the game. The mechanic is simple enough to manage that creating balanced sub-system is a snap to do with and really everything kind of clicks in terms of trying to work the games core into alternative concepts. You buy these miniatures and you don’t just by one game, but an entire series of games all within the confines of a dog fighting epic. It’s fantastic and by and large it’s this over anything else that I love about the game.

The Flight System is simple, elegant and thematic. It's a perfect fit for X-Wing.
The Flight System is simple, elegant and thematic. It’s a perfect fit for X-Wing.

Overall I can also say that X-Wing is just fun to play and I think fun factor while a matter of personal taste exclusively should never be ignored, especially if you’re a Star Wars fan. Pushing around miniature versions of childhood toys in a game clearly made for grownups is its own magic.

Ok so now it’s time for the bad stuff and unfortunately there is quite a bit of it, it really does pain me to say.

For one the games “balance” leaves a lot to be desired, in particular in the 100 point standard match arena, the most common type of match up. Worst yet in a lot of ways many of the things released for X-Wing over the years have kind of broken its thematic spirit as a dog fighting game which really adds salt to the unbalance wound.

While we got 360 shooting on the Millennium Falcon in the early days for example, this very expensive, large ship while pretty strong, against the big scheme of the game had sufficient drawbacks that special builds were not needed to counter it. 360 shooting however became something of a common practice in releases afterwards, more and more ways to do it were released with every wave and at this point it’s just kind of turned at least the competitive game into less a dog fighting game and more a Yahtzee dice challenge. Can you roll well on command? Now I will say that unbalances of this kind can be overcome by high level play and to that X-Wing can be said to be an easy game to learn but a hard game to master. Once mastered I think unbalances become less of an issue, but that pull towards 360 shooting is strong if you’re having trouble winning.

360 degree shooting is hardly the only issue, but it’s sort of the catalyst to how releases where handled because each new wave is effectively trying to correct the problems and imbalances of the previous release, or we are meant to believe anyway. Most dominant Meta lists however in competitive play are based around 360 degree shooting or ridiculous dice control/manipulation, so you either had to just get in range to roll dice or you could forgo maneuvering and just joust without fear thanks to amazing dice odds.

Ship A was too strong, ship B was created to counter ship A, leading to ship B becoming too strong so equipment C was created to counter ship B but it accidently made ship D too strong. Etc.. etc. If you know anything about collectable card games you might be familiar with this phenomenon and you probably also know it’s no accident that the newest stuff is always center stage of the new meta. These implementations are not a result of bad design but actually an intentional way to push collection element of the game for competitive players. Another words if you want to compete, you needed to buy the new stuff because it’s always better than the old stuff. X-wing suffers horribly as a result and in large part competitive play will typically render 90% of your collection useless at any given moment and you’ll be flying variations of the 2-4 actively competitive lists if you have a desire to actually be able to compete.

Now a lot of people might argue with that assessment, believe me, I want to as well but I fully understand fanboyism, suffer from it too but it would be dishonest to assess the game any other way. This upping of the power curve is blatant. There was a time in the early days when rolling 4 dice was a lot and you would only sometimes land such opportunities, but in today’s environment, this is just average and there are ships that will roll 5 or 6 dice with re-rolls and dice manipulations thanks to combinations of ships and cards.

I love X-Wing, so it’s hard to put that to paper, but it’s true. At the end of the day X-Wing is not a balanced game. It swings wildly, there are heavily overpowered ships, ship abilities and equipment combo’s and while something new will always come along that will trump the current “cheese”, in the end the standard 100 point match of competitive play is really a disappointing experience of predictable metas. You end up facing these cheesy lists and the only way you can compete is to build your own cheese.

Epic play might take a bit longer to resolve, but X-Wing really flexes it's muscle as a game at this level.
Epic play might take a bit longer to resolve, but X-Wing really flexes it’s muscle as a game at this level.

Yes sure, if you’re a really good X-wing player you will win more often than lose and I get that and it really is true, but that really isn’t the point. The point is that you should be able to build an interesting or fun list and still be competitive within the scope of a balanced game because you play well, but in X-Wing you just can’t do that. You have to play the meta lists to stay competative AND you have to be great at the game, simply being great is not enough. I don’t mind the latter, but I absolutely hate meta play and I think it’s a flaw to design a game that hinges on it so heavily.

Now thankfully this does not mean the game has to be unbalanced. Get a friendly group together, break away from the 100 point standard, play scenario’s, epic play, re-create battles from movies or books, create a couple of house rules and you’re golden. There is fun gameplay in there and you can really avoid these broken elements of the game, but if you play X-Wing long enough you will find this ugly competitive nature of the game rear its ugly head and deflate your enjoyment of the game even among friendly groups. The unbalance is inbred into the game.

Thankfully I can honestly say that at least as of this writing X-Wing is in the best shape it’s been a long time. Many of the problems with overpowered elements of the game have strong and varied counters. A lot of gear for older ships was introduced that will make a lot more of your collection viable, even competitively. Still there are many elements that still are not that great. Ordinance equipment like missiles and torpedoes are still extremely weak despite repeated attempts to correct it. X-Wings, the most iconic ship in the Star Wars universe are universally accepted as being utterly useless and overpriced point wise. 360 degree shooting and Turrets you will still find in an overwhelming amount of lists and there is still gear in the game that will just make you hate the game as a whole as it frustrates the shit out of you in how unfair it is, both when you face it and the fact that you have to use it for your ship to remain viable. I hate having 100+ cards in my box but only 10 or so that are worth a shit competitively.

The game has aged now, whether it’s done well or not is a topic of debate, one which would make little difference in a review. The good news is that FFG still releases fun and interesting content pretty regularly and the unbalancing elements at this point are probably not repairable anyway so it’s pointless to argue about anyway. As gaming group you might consider house ruling certain things to create more enjoyable games but personally I find that the attempt are balancing and re-balancing the game via new releases is geared towards standard 100 point matches and when you break away from that, many things that are not viable become so as a result. This is kind of a good thing and I highly recommend getting away from 100 point games.

As it stands, X-Wing is a sort of wild swinger, it boasts some of the coolest and creative mechanics in any game I have ever played, while simultaneously suffering from some of the dumbest “cheesy” additions that just chip away at that wonderful design and the joy of playing a dog fighting game in the Star Wars Universe.

Replay ability and Longevity

Verdict: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros:  Various game modes, plethora of ships, variants via list builds and the default dynamic nature of the game result in a game in which no two matches will ever be alike.

Cons: Much of what I just said in the pro’s section really relies on you building a sizable collection from which to work and that can get expensive real quick like.

When it comes to most miniatures games replaybaility is usually not a problem and X-Wing is no different. I do believe however that you have to keep collecting and bringing in new units and gear to keep the game fresh and interesting and in that regard like most collectible games, replayability hinges a bit on expanding your collection.

There are tons of ways to build every ship, but there are also plenty of staples. Even if you use the same list every time you play however there is a ton of replayability.
There are tons of ways to build every ship, but there are also plenty of staples. Even if you use the same list every time you play however there is a ton of replayability.

In general though once your collection reaches a certain size and in particular if you collect more than one faction, you really have a game that you will never run out of new experiences to offer. Every game of X-Wing is unique, every match up will dramatically alter the outcome and different point values have a huge impact on the way games play out. The higher you go the more interesting things get and more importantly the more gear and ships you might ordinarily ignore in the 100 point frame become viable.

X-Wing gets an A+ from me as far as longevity goes as well, I have been playing this game steady since release and I’m as excited to play it today as I was the day it was released.

Conclusion

You might think that I have a love hate relationship with X-Wing and perhaps to a degree it’s true. I do love its ingenuity, its fantastic dynamic simplicity and most of all it’s fun factor. In the same breath it’s swingy with many unbalanced elements and there is far too much “useless” equipment, ships and pilot types that make your collection feel unused, in particular in competitive 100 point standard matches.

So why is it still my favorite game? In the end I think the bad parts of X-Wing can be worked around pretty easily with some creative alternative ways to play the game outside of the 100 point standard match. What you’re left is all the good with little to none of the bad. Sure it’s a bit swingy of a game and luck plays its part either way, but I think there is an element of thematic correctness to that, dog fights are wildly unpredictable and so I’m pretty ok with that.

My personal experiences with X-Wing range from good to amazing and while I understand from a competitive stand point there is plenty to complain about, the idea that competitive is some sort of requirement or standard is silly, it’s simply not. If your looking for a thematic Star Wars dog fighting game and want to re-live some of the most epic moments in Star Wars, X-Wing will let you do that with ease.

If however you are looking for a competitive game, I think there are much better miniatures games for that. Star Wars Armada comes to mind in particular if you insist on the Star Wars theme, but X-Wing doesn’t fair that well in that department in my humble opinion. It’s much better as a thematic game of creating fun scenarios, thematic and epic sized games. That’s were all the joy of playing X-Wing really lives.

For what it’s worth, my heart bleeds to see my beloved X-Wing get a 3 out of 5 stars, if I wasn’t bound by my own rating system and stupid requirement to be objective I would have given it at least 4.5 Stars.  It is my favorite game of all time and I love it, flaws and all.