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 Betreff des Beitrags: FFG goes Star Wars
BeitragVerfasst: 02.08.2011, 23:23 
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André Winter
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Zitat:
Fantasy Flight Games is pleased to announce that it has entered a comprehensive licensing partnership with Lucasfilm Ltd. for the worldwide rights to publish card, roleplaying, and miniatures games set in the popular Star Wars™ universe!

”Being able to publish gaming products in the Star Wars universe is quite simply a hobby-game company’s dream come true,” said Christian T Petersen, CEO of Fantasy Flight Games. “I’m confident that both Star Wars fans as well as FFG’s regular customers will be blown away by the game experiences we have planned for this legendary IP.”

“As a leader in hobby gaming, we’re excited to be partnering with Fantasy Flight Games,” said Howard Roffman, President of Lucas Licensing. “Fun and adventure are hallmarks of the Star Wars saga, and FFG perfectly captures this in their games.”

FFG’s first two Star Wars game lines will be the X-Wing miniatures game and Star Wars: The Card Game, both scheduled to launch in early 2012.

Just the beginning...

X-Wing is a tactical ship-to-ship combat game in which players take control of powerful Rebel X-wings and nimble Imperial TIE fighters, pitted against each other in fast-paced space combat. Featuring stunningly detailed and painted miniatures, X-Wing recreates exciting Star Wars space combat throughout its several included scenarios. Select your crew, plan your maneuvers, and complete your mission!

Star Wars: The Card Game is a cooperative card game that puts 1-4 players* in command of the Rebel strike force and mission team. Players will launch fleets of starships and direct some of the most famous heroes in the Star Wars galaxy as they confront the might of the Empire. By working together, players can fend off Imperial assaults and complete their mission, winning the game! With a wealth of characters, starships, missions, and enemies, Star Wars: The Card Game immerses players in gripping galactic conflict.

Visit our X-Wing website or Star Wars: The Card Game website to learn more, and keep checking back. These two exciting titles are only the beginning, and we’ll be announcing additional Star Wars card, roleplaying, and miniatures games in the coming months!

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 03.08.2011, 17:38 
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Umbaufee
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Star Wars: X-Wing
erhältlich ab 12.12.2011
Preis: 35,- EUR

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Star Wars: Card Game
erhältlich ab 12.12.2011
Preis: 35,- EUR


Wenn mir jetzt noch jemand erzählt "SW goes Tabletop", dann nehme ich ein Jahr frei!

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 03.08.2011, 22:40 
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Wars das nicht schon?

http://www.brettspiele-report.de/star-w ... arter-set/

Ich hätte lieber nochmal so ein Rogue Leader für XBox statt das 5te Lego Star wars oder darkforce

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 04.08.2011, 16:33 
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Umbaufee
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Neneeneeee. Ich meine richtiges Tabletop wie z.B. WH40K mit Regimentsboxen, Fahrzeugen zum Selberbauen usw.

Gegen ein neues X-Wing Game auf der Playstation hätte ich aber auch nichts einzuwenden.

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 04.08.2011, 21:41 
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André Winter
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Erste Bilder von X-Wing sind aufgetaucht!

http://www.boardgamegeek.com/images/boardgame/103885/x-wing

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 05.08.2011, 09:38 
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André Winter
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Und ein Videoclip von der GenCon

http://www.fantasyflightgames.com/ffg_content/media/genconplayer.html

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 05.08.2011, 14:39 
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a propo geek
http://boardgamegeek.com/boardgame/7420 ... es-battles

ansonsten einfach mit Lego Star Wars und Halo totkaufen

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 05.08.2011, 15:31 
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André Winter
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Leider sind die Minis echt schwer zu bekommen.

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 05.08.2011, 16:07 
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Kartoffelschäler

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Es wäre schön, wenn es doch etwas mehr als nur Tie Fighter und X-Wings geben würde. A- und B-Wing sowie Tie-Bomber und Interceptor wären auch nicht schlecht. Als jemand, der das PC-Spiel Tie Fighter einmal zu häufig gespielt hat, hätte ich auch nichts dagegen, die dreckigen Rebellen mit Tie Advanced und Defendern zu erlegen. Ach, waren dass noch Zeiten. :cry:


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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 05.08.2011, 17:59 
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André Winter
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hust.... Wave 1... hust...

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 05.08.2011, 18:22 
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Umbaufee
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*Duncan Hustentropfen reich* Äh, ja...

Das bietet sich natürlich an für jede Menge Expansions.

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 07.08.2011, 12:41 
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André Winter
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BoW @GenCon

BoW haben sich ein paar Fragen zu Star Wars beantworten lassen.


http://www.beastsofwar.com/events/gen-con/star-wars-x-wing/

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 08.08.2011, 12:00 
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Erste Infos zum Spiel an sich:

Grundsätzlich verwendet X-Wing viele Elemente von Wings of War.

Statt der Manöverkarten gibt es eine Wählscheibe auf der man das Manöver verdeckt einstellt. Geflogen und Geschossen wird immer beginnend mit dem Piloten mit der niedrigsten Nummer und geht dann aufsteigend weiter. Wobei zuerst alle fliegen und dann alle schießen. Es gibt drei Feuerdistanzen. Beim Schießen kommt auch noch ein Würfel zum Einsatz und dann wird der Schaden durch gezogene Karten bestimmt. X-Wings halten in der Regel mehr Schaden aus als die Ties. Außerdem haben die X-Wing auch noch Schilde und einen Astromech, der über Bonusaktionen verfügt. Das Verhältnis X-Wing zu Tie ist in der Box etwa 2:1. Die Basen der Prototypen sind recht bunt und scheinen austauschbar zu sein, damit man verschiedene Piloten darstellen kann. Panzerung und Geschwindigkeit bleiben dabei gleich, aber die Initiative wechselt.

Erscheinen wird X-Wing im Frühjahr 2012 und es wird neben der Grundbox Erweiterungen ähnlich Wings of War geben.

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 09.08.2011, 10:56 
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André Winter
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X-Wing wird sich auf Episode IV-VI beschränken, allerdings haben sie auch ein Auge auf das erweiterte Universum dieser Zeit geworfen. Es werden aber zuerst A-wing, B-wing, Y-Wing etc. rauskommen, bevor sie das Expanded Universe abdecken.

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 09.08.2011, 11:12 
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Wählscheibe, Aktionskarten und Würfel. Da hat man ja alle Hände voll zu tun.

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 09.08.2011, 12:30 
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André Winter
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Nicht mehr als bei WoW...

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 11.08.2011, 23:48 
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André Winter
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GenCon Nachlese

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 12.08.2011, 07:28 
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Umbaufee
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Jetzt sag aber nicht, dass ich auch noch Schablonen brauche. Ich kauf mir gleich eine F16!

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 27.09.2011, 12:01 
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André Winter
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Zitat:
STAR WARS: X-Wing VS Tie Fighters

There are a lot of aerial combat games out there. Some are pretty involved. But what if you could throw down £25 for a game that's balanced and just a good bit of fun? Well, thats what X-Wing is all about!

Star Wars X-Wing pitches the speed of Rebel X-Wings against the agility of Imperial TIE fighters in a fast paced game of space combat.

The minitatures come pre painted and are nicely detailed while the game included several scenarios for you to play through against a mate. Simply select your crew (Biggs and Wedge are a must!), plan your manoeuvres and complete your mission.

The box includes 3 X-wings and 6 TIE fighters, cards, and quick-to-learn rules. Plus you can expand the game with additional ships from the Star Wars universe. Millenium Falcon anyone?

To sum up, X-Wing is fast, fun, affordable and comes pre painted! What more could you want from a game?


Kurzfassung: Die Box kostet 25 Pfund/30 Euro etwa und enthält 6 Tie und 3 X-Wing. Weitere Schiffe werden folgen, der Falcon ist auch drunter!

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 28.09.2011, 17:48 
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Der Preis klingt für mich relativ fair. In welchen Abständen sollen die Erweiterungen erscheinen?

Gruß Tanthor

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Verkaufe PC- u. Konsolenspiele, DVD's und TC-Games http://www.at43-forum.de/viewtopic.php?f=52&t=2376&p=31468#p31468


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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 09.11.2011, 11:53 
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X-Wing bin ich leider auf der Spielemesse nicht zum testen gekommen. Das LCG ist sehr ähnlich wie das LotR LCG. Ich persönlich hätte es bevorzugt, wenn es kein kooperatives Spiel geworden wäre und man auch mal die Imps spielen könnte.


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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 17.04.2012, 20:35 
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“Man your ships! And may the Force be with you!”
-General Dodonna, Star Wars: IV A New Hope


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With the X-Wing Miniatures Game coming this summer, you’ll be able build your own squadron of classic Star Wars starfighters and duel with your favorite ships from the Star Wars films. In this dynamic, fast-paced game of tactical space battles, the battlefield changes in a heartbeat, and every decision you make has immediate consequences.

Today, we’re thrilled to announce the first set of X-Wing expansion packs! With these amazingly detailed and painted ships, recreate battles from the Star Wars films, or stage your own cinematic space battles.

Each expansion for X-Wing contains one striking starfighter miniature. Moreover, these expansions include new Upgrade cards and several Ship cards featuring some of the most iconic Star Wars fighter pilots.

X-Wing Expansion Pack

As the primary starfighter of the Rebellion, the X-wing is a well-rounded machine that features powerful deflector shields, potent laser cannons, and deadly proton torpedoes. While less maneuverable than Imperial TIE fighters, the X-wing has superior defensive capabilities, and under the command of an experienced pilot, an X-wing performs remarkably in combat.

The X-Wing Expansion Pack includes one of the Rebellion’s most distinguished and capable pilots, Wedge Antilles. An influential character at the Battle of Yavin and the Battle of Endor, this hotshot pilot can easily outmaneuver his enemies and gain superior firing solutions. Watch out for future previews of the X-Wing Expansion Pack and the other three pilots it contains.

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TIE Fighter Expansion Pack

The TIE fighter is a ubiquitous symbol of the Empire. These fighters are generally employed in massive numbers, overwhelming even the best Rebel pilots. TIE fighters rely on speed and strength in numbers to overcome their enemies, and while this fighter only features a pair of laser cannons and lacks shields of any kind, its swiftness and dexterity make it a dangerous opponent in a dogfight.

Add to your swarm of agile TIE fighters with this expansion, which includes six pilots, and send out the dangerous and crafty Imperial pilot “Backstabber.” This expert pilot was one of Darth Vader’s wingmen in the Battle of Yavin. As his name implies, he is particularly vicious when attacking an enemy from behind. Give your squadron an edge in any conflict with the TIE Fighter Expansion Pack.

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Y-Wing Expansion Pack

Although slower and less maneuverable than the X-wing, the Y-wing makes up for its shortcomings with superior armament, armor, and shielding. In addition to its other weapons, the Y-wing makes use of an ion cannon that is capable of disabling enemy ships without destroying them. The staple of the Rebellion until the arrival of the X-wing, this craft is still known as one of the most durable starfighters in the galaxy.

If you are looking to add a rugged fighter to your squadron, look no further than the Y-Wing Expansion Pack, which includes Rebel squadron leader Horton Salm and three additional pilots. Designated as Gray Leader during the Battle of Endor, Salm is a crack shot, and even from long distances, he can nail his target. Upgrade his ship with an ion cannon, and temporarily gain the upper hand by incapacitating enemy ships.

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TIE Advanced Expansion Pack

A noted improvement on the widely used TIE fighter, this fighter features shielding and better weapons, like lethal cluster missiles. This TIE fighter variant is produced in very limited numbers and only flown by experienced pilots. The TIE Advanced x1 Prototype was infamously flown by Darth Vader in the battle of Yavin.

Control the legendary Darth Vader or choose from three additional pilots with the TIE Advanced Expansion Pack. Resourceful and merciless, Vader is so skilled that he performs multiple actions in the same time other pilots perform one!

Upgrade Vader’s ship with powerful cluster or concussion missiles, and demolish even the toughest enemies. Learn more about talented TIE Advanced pilots like Maarek Stele in upcoming previews.

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X-Wing Dice Expansion Pack

Make the jump to lightspeed with the X-Wing Dice Expansion Pack! With an additional set of custom dice, your games move faster, allowing you to focus on outwitting your opponents. This accessory includes three red attack dice and three green defense dice.

Add these convenient dice, along with all of the X-Wing expansion packs, to your squadrons when the X-Wing Miniatures Game releases this summer. These expansions allow you to amass your own collection of starfighters and deploy your own customized squadron.

Stay tuned for more news, strategy articles, and X-Wing battle reports in the future!


>> Und, Ja! es wird eine deutsche Übersetzung von HDS geben <<

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 10.07.2012, 00:01 
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André Winter
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Einblick in das Gameplay von X-Wing

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http://www.fantasyflightgames.com/edge_news.asp?eidn=3403

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 24.07.2012, 21:27 
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Starfighters, Droids, Rookies, and Legends
A Look at Ship Cards and Upgrades in STAR WARS: X-Wing

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“We’ll have to destroy them ship to ship. Get the crews to their fighters.”
–Darth Vader, Star Wars: A New Hope

X-Wing™, the miniatures game of thrilling Star Wars space combat, is coming this summer at Gen Con Indy 2012. With its tense dogfights, intuitive rules, and stunning miniatures, X-Wing brings the magic of the movies’ most dramatic space battles to your tabletop.

In our earlier X-Wing previews, we’ve reviewed the rules for combat and explored how the development team’s commitment to detail led to the stunning sculpts for the game’s starfighters, including a TIE fighter produced accurately at scale for the first time in the industry. Today, we’ll take a look at some of the ways you can customize your experience.

Core Set and Beyond

From the first day X-Wing becomes available, you’ll have plenty of exciting choices to make as you build your squads. The Core Set, alone, comes with thirteen ship cards and five upgrade cards that can each lend a different tenor to the battles between your X-wing and two TIE fighters.

Expansion packs add even more options, allowing you to add more starfighters to your squadrons and to man them with a wide range of different pilots. Rebel players looking to free the galaxy from the iron grip of the Empire can draw upon a mix of sleek X-wings and rugged Y-wings. Single fighter expansions for each allow you to boost your squad with four ship cards and five upgrades.

Imperial players can call upon new starfighters and pilots to crush the Rebellion with single fighter expansion packs for the TIE/In and TIE Advanced. The TIE Fighter™ Expansion Pack adds six ship cards and three upgrade cards, and the TIE Advanced™ Expansion Pack comes with four ship cards, including one representing the fearsome pilot Darth Vader! It also expands your squad building options with five upgrade cards.

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Starships and Pilots

Customization in X-Wing, however, isn’t just a matter of combining starfighters in different numbers; players will find plenty of ways to explore the game’s levels of customization as soon as they open a Core Set.

X-wings and TIE fighters function differently, and these differences are represented through their maneuver dials and on their ship cards. Each type of starfighter has its own maneuver dial, defining the maneuvers available to it each turn. No matter who pilots an X-wing or TIE fighter, each ship of a given type is capable of performing the same maneuvers. Because of this, the maneuver dial lends to a starfighter’s personality as it races through space during a game. Additionally, each ship card introduces a starfighter’s primary weapon, agility, hull, and shield values.

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TIE fighters are nimble and quick but lack the X-wing’s shielding and heavier firepower.

Ship cards also indicate each starfighter’s available actions (highlighted in yellow above). You can see that TIEs can take actions to Focus, Barrel Roll, and Evade, whereas X-wings can Focus and Acquire a Target Lock.

Not all the information on a ship card is shared across all ships of the same type. Each ship card also shares information specific to its pilot: the pilot’s skill value, any unique ability the pilot might offer his squad, and the starfighter’s squad point cost. Any one of these differences can potentially provide the edge you need to emerge victorious in combat.

While neither a Rookie Pilot nor a Red Squadron Pilot has a unique pilot ability, the Red Squadron Pilot’s skill of “4” means that it will act later in the Activation phase and earlier in the Combat phase. Though it may seem a small gain for the two squad point cost increase, in the heat of battle, even a slight increase in skill can prove the difference between life and death. The Red Squadron Pilot’s increased skill means he can fire before the Obsidian Squadron Pilot. The Rookie Pilot, on the other hand, wouldn’t be able to fire until after the Obsidian Squadron Pilot.

The differences between pilots become more remarkable, though, when you consider the unique abilities of pilots like Luke Skywalker, who can convert a Focus die result to a Miss when he’s defending, and Biggs Darklighter, who can prevent your foes from firing at any allied ships within Range 1. Such abilities lend themselves to more fully developed strategies that can provide benefits to pilots flying in formation or that equip a lone pilot to strike out on his own.

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Mauler Mithel costs five more squad points than an Academy Pilot, but his skill of “7” ensures he attacks much earlier in the Combat phase, and his unique ability adds extra lethality to his shots.

Upgrades

The bottom of each ship card also features an upgrade bar. Each icon in the upgrade bar corresponds to a type of upgrade available to that specific starfighter. Upgrades include secondary weapons, astromech droids, and elite pilot talents. Each upgrade requires you to spend some of your squad points but allows you to further specialize your strategy.

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Upgrade cards provide you the means to customize your starfighters and squads.

As an example, you can pay three squad points to equip Luke Skywalker with Marksmanship to increase his chances of successfully hitting enemy TIEs. Or should you pay four squad points to equip his starfighter with R2-D2, an astromech capable of repairing damage to Luke’s shields? Or will you pay eleven squad points to equip Luke’s ship with both upgrades, as well as some potent Proton Torpedoes?

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Imperial players cannot upgrade their TIE fighters with astromechs or secondary weapons, but some pilots, like Mauler Mithel, allow you to upgrade their ships with elite talents.

As you move toward advanced squad building, the choice becomes even more meaningful. Equipping Luke with Marksmanship, R2-D2, and Proton Torpedoes might make him capable of great deeds on his own, but it could also force him to take two twenty-one point Rookie Pilots as his wingmen rather than the veteran pilots, Biggs Darklighter and Wedge Antilles. We’ll examine squad building more closely in an upcoming preview.

Get to Know Your Squadron

The initial wave of X-Wing releases will open all kinds of early strategies, and as you seek to liberate or dominate the galaxy, you’ll need to strike the right balance between starfighters, pilots, and upgrades. After all, to gain an edge in the fast-paced dogfights of X-Wing, you’ll need to consider not only which starfighters to send into space but whether you’ll man them with rookies or with legends.

Stay tuned for more previews over the coming weeks. Until then…

May the Force be with you!™

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André Winter
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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 01.08.2012, 11:04 
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Stay on Target

Star Wars: X-Wing™ is coming to Gen Con Indy 2012! As we count down the weeks to the release of this action-packed miniatures game of tabletop dogfights, we get ready to take another, closer look at the game’s dynamic starfighters.

In recent previews, we’ve reviewed the basics of the game’s dramatic and intuitive rules for combat, we explored how Fantasy Flight Games’ fastidious attention to detail is bringing the TIE fighter miniature to you at the correct scale for the first time in the industry, and we discussed how ship and upgrade cards add layers of customization and permit players to experiment with all kinds of different strategies.

Now, we’ll begin a series of previews that look at the upcoming expansion packs, their ship and upgrade cards, and the options they give players interested in customizing their squads. Today, we’ll start with a look at the starfighter that provides the backbone of the Rebel fleet, the X-wing.

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The X-Wing™ Expansion Pack

Designed by Incom Corporation, the T-65 X-wing quickly proved to be one of the most effective military vehicles in the galaxy and a boon to the Rebellion. Their primary starfighter, the X-wing is a well-rounded machine that features powerful deflector shields and potent laser cannons, and can be armed with deadly proton torpedoes.

The X-Wing Expansion Pack contains one striking X-wing miniature, plus a maneuver dial and all requisite action tokens. It also comes with five upgrades and four ship cards, including two new unique pilots, one of whom earned a reputation as one of the Rebellion’s most distinguished and capable aces, Wedge Antilles.

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A tremendously skillful pilot, Wedge’s pilot skill of “9” ensures that he’ll be able to take the first shot in nearly any situation, and his unique pilot ability helps him make every shot count. When Wedge is attacking, he reduces the defender’s agility value by one, to a minimum of “0,” thus denying his adversary one of his valuable defense dice.

Because Wedge’s ship card also features the elite talent upgrade icon (), he can use his action to concentrate on his Marksmanship. Or he can coax his X-wing into a barrel roll with some Expert Handling, an upgrade card unique to the X-Wing Expansion Pack. Few pilots can elicit such performance from an X-wing, and the trick gives Wedge tremendous versatility in the heat of battle, potentially allowing him to slip out of an enemy’s line of fire or to drop in behind an Imperial TIE fighter at close range.

One of the game’s deadliest aces, Wedge Antilles adds a tremendous punch to any Rebel squad, and you’ll likely want him to spend every instant in battle focused on destroying TIEs rather than going on the defensive. Fortunately, the X-Wing Expansion Pack provides a new astromech to reduce the impact of any damage Wedge may suffer.

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It also introduces the versatile veteran, Garven Dreis, who can give Wedge his focus token () instead of spending it, so long as he keeps Wedge within range. If your deflector shields have been breached, an extra focus token may make the difference between life and death. With his ability to grant his squad mate a focus token, Garven Dreis is another reason the X-Wing Expansion Pack adds an exciting measure of flexibility and customization to X-Wing.

Keep your eyes open for future X-Wing previews. As we draw nearer the inaugural space battles at Gen Con Indy, we’ll look at the other single fighter expansions, we'll explore some of the options available with squad building, and we'll get you ready for the action with the game's core rules and tournament rules.

Next up? The talented pilots and tactical possibilities coming in the TIE Fighter™ Expansion Pack!

_________________
André Winter
L'Art Noir - Game Design and Translation Studio


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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 03.08.2012, 00:30 
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We'll Have to Destroy Them Ship to Ship

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“Watch your back! Fighters above you, coming in!”
–Wedge Antilles, Star Wars: A New Hope


Gen Con Indy 2012 is just a few weeks away, and that means we’re closer than ever to the first fantastic space battles of the Star Wars: X-Wing™ Miniatures Game!

As we gear up toward the action, we’ll head deeper into our previews of the game’s upcoming single fighter expansions. Each single fighter expansion introduces a single, finely sculpted miniature starfighter, along with its maneuver dial, requisite tokens, new upgrade cards, and several ship cards, including unique and talented pilots only available in the expansion.

Recently, we took a look at the X-Wing™ Expansion Pack and the exciting strategies its skillful pilots, Wedge Antilles and Garven Dreis, open up for Rebel players. Today, though, we travel deep into the heart of the Empire, looking more closely at the nimble, mass-produced starfighter with which the Imperial fleet enforces its will upon the galaxy.

The TIE Fighter™ Expansion Pack

The Empire is the dominant power in the galaxy, and when they have the opportunity to press their advantages in combat, Imperial forces can overwhelm Rebel opposition with superior numbers. Accordingly, the Empire favors the fast, agile, and relatively inexpensive design of the TIE/In, developed by Sienar Fleet Systems. These nimble TIE fighters have the lowest squad point cost of all the starships in X-Wing and serve as the primary starfighters in the Imperial fleet.

The TIE Fighter Expansion Pack for the X-Wing Miniatures Game includes one pre-painted miniature, plus its maneuver dial and all necessary tokens. Players gain two upgrade cards and the ability to draw upon the services of six pilots, including the crafty “Backstabber,” one of Darth Vader’s wingmen in the Battle of Yavin.

Relying on speed and strength in numbers to overcome their enemies, TIE fighters have only a pair of laser cannons and lack shields of any kind, yet their dexterity makes them dangerous opponents. They offer terrific maneuverability, even at high speeds, and all TIE pilots are trained to focus, perform barrel rolls, and take evasive maneuvers.

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Players fielding TIE fighters will want to take advantage of their full range of actions to outmaneuver, outflank, and overwhelm their Rebel counterparts. “Backstabber” provides Imperial players with extra incentive to draw upon the TIE’s maneuverability for all it’s worth; when he can slip behind an opponent, or line up a shot from anywhere outside his foe’s targeting arc, “Backstabber” rolls an extra attack die.

Another pilot in the TIE Fighter Expansion Pack, “Howlrunner,” can help “Backstabber,” and all your Imperial pilots, capitalize on such key moments. When “Backstabber” is within Range “1” of “Howlrunner” and attacks, it can reroll one of its attack dice. This is an excellent example of how Imperial pilots are trained to take advantage of their numbers, and it accentuates the strength the Imperial fleet can gain from Swarm Tactics.

Meanwhile, if you’re holding formations or maneuvering to keep your foes and allies all within close range, a third unique pilot from the TIE Fighter Expansion Pack, “Winged Gundark,” can change the course of battle by disrupting his foes as he damages them.

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As we addressed in an earlier look at the game’s combat rules, each time a starfighter is hit, it gains a facedown damage card. However, if a starfighter suffers a critical hit, that damage card is placed next to the starfighter faceup, and the card does more than count toward hull damage; it adds a random detrimental effect. With his ability to convert a hit into a critical hit, “Winged Gundark” is bad luck for the Rebellion, but a valuable tool for the Empire.

Gen Con Indy 2012 gets closer every day, so keep your eyes open for more X-Wing previews! We still have two single fighter expansions to review, a tournament rules document is on its way, and we’ll cover the basics of building your own squad.

Stay tuned!

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André Winter
L'Art Noir - Game Design and Translation Studio


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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 09.08.2012, 14:51 
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Fire the Ion Cannon
Preview the Upcoming Y-Wing (TM) Expansion Pack

“This is Gold Leader. We’re starting our attack run.”
–Star Wars: A New Hope


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In recent X-Wing™ previews, we’ve revealed ship cards and upgrades from the X-Wing™ Expansion Pack and the TIE Fighter™ Expansion Pack. Together with the expansion’s detailed starfighters, these additions allow you to build whole squads and customize your play experience.

In a later preview, we’ll look more closely at some of the options and strategies available to those players who choose to take advantage of advanced squad building, but first we’ll continue to review the first wave of single fighter expansions.

Today, we look at another mainstay of the Rebel fleet, the versatile and durable Y-wing!

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The Y-Wing™ Expansion Pack

The versatile and reliable BTL-A4 Y-wing was the Rebellion’s primary starfighter until the arrival of the T-65 X-wing, and long after it was scheduled to be phased out, its speed, durability, and weapon options helped it remain a staple of the Rebel fleet.

The Y-Wing Expansion Pack contains one detailed Y-wing miniature, its maneuver dial, four ship cards, five upgrade cards, and all requisite tokens. These give you everything you need to bring the Y-wing into your games of X-Wing, as well as a wide range of options for balancing your piloting skill and the tactical advantages and potency of your upgrades.

In the Star Wars: X-Wing Miniatures Game, Y-wings start play with three shield tokens and a hull value of five, making them easily the most rugged of the starfighters available upon the game’s initial launch. However, the Y-wing’s primary advantage may be its ability to equip an ion cannon, which it can use to temporarily shut down an enemy starfighter’s systems. While the ion cannon doesn’t do much damage on its own, it can leave a TIE vulnerable to coordinated X-wing fire.

This tactical weapon is definitely one of the highlights among the new upgrade cards the Y-Wing Expansion Pack introduces, and the expansion includes a reference card and token that allow you to bring this technology immediately into battle.

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The Ion Cannon Turret upgrade card and reference card.

For five squad points, an ion cannon is a fantastic tool to help disable your opponent’s starfighters. It can only target enemy ships within range one to two, but it can target any enemy ship within that range, even one outside of its firing arc. Yes, the ion cannon turret can target anything within a 360-degree arc. This adds greatly to the weapon’s “effective” range and helps turn the tables on your foes. Normally, your opponent will want to surround your fighters and get in behind them at close range, but a Y-wing with an ion cannon is never a helpless target.

Then, once you hit an enemy starfighter with your ion cannon, you cripple that ship for one round, and it drifts slowly through space until its systems come back online. In game terms, this means that a starfighter struck by an ion cannon cannot assign a maneuver during its next planning phase. Instead, it must drift across the table as though it had been assigned a white " 1" maneuver. So after you hit a starfighter with your ion cannon, you’ll know precisely where it’s going to end up after its next activation phase, and you can coordinate your attacks against it in the subsequent combat phase.

Often, players will likely swoop in for the kill with their X-wings, since those starfighters pack more firepower, but some players may opt to build their squads solely around Y-wings, taking advantage of the starfighter’s ability to fire proton torpedoes. In fact, players can outfit the Y-wing with as many as two proton torpedoes, and a crack shot like Horton Salm can make certain that every shot counts.

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Keep your eyes open for more information about the Y-wing and other starfighters from Star Wars: X-Wing as we get close to the game’s release at Gen Con Indy. Next up? A look at the TIE Advanced™ Expansion Pack!


Elite Pilots and Advanced Tactics
Preview the Upcoming TIE Advanced (TM) Expansion Pack

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“Stay in attack formation!”
–Darth Vader, Star Wars: A New Hope


We’re quickly closing in on the release of Star Wars: X-Wing™ Miniatures Game! Thursday morning, August 16th, at Gen Con Indy 2012, the game’s first starfighters are going to drop out of hyperspace to engage in fast-paced dogfights. We’ll have the Core Set and the first four single fighter expansions available at our booth in the exhibition hall from the moment the convention begins until they sell out. We’re also going to run demos all weekend, and players will have the opportunity on Friday morning to participate in the world’s first X-Wing tournament.

In earlier previews, we’ve explored the wide range of options that the X-Wing™ Expansion Pack, TIE Fighter™ Expansion Pack, and Y-Wing™ Expansion Pack add to the game. Now, we turn our attention to the fourth and final single fighter expansion arriving with the game’s initial wave of releases, the TIE Advanced™ Expansion Pack.

It’s likely you already know that this expansion will give you the opportunity to command Darth Vader, but there’s a lot more to the TIE Advanced than just the Empire’s most fearsome pilot…

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The TIE Advanced™ Expansion Pack

The TIE Advanced improves upon the TIE/In design by adding shielding, better weapons systems, curved solar panels, and a hyperdrive. However, the extra costs limit production, and only the best Imperial pilots get to fly a TIE Advanced.

The TIE Advanced Expansion Pack contains one sculpted TIE Advanced miniature, its maneuver dial, all requisite tokens, five upgrade cards, and four ship cards, including two Imperial aces: the aforementioned Darth Vader and the daring Maarek Stele.

These pilots, and the expansion’s two other TIE Advanced pilots, benefit from the same range of actions as TIE fighter pilots, but they also gain the ability to acquire a target lock. Accordingly, the TIE Advanced costs more squad points in X-Wing than the TIE/In, and players building squads with one or more of these fighters must sacrifice some of their standard swarm tactics. In return, though, they gain more than just an extra icon on the action bar; they also gain durability from deflector shields, and they can equip missiles that allow them to strike with extra lethality.

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With three agility and two deflector shields, the TIE Advanced offers pilots the means to maneuver through heated battles and emerge unscathed. This can make the starfighter an excellent lynchpin in an Imperial strategy, especially if that strategy involves tactics based around the actions afforded by an elite pilot talent.

Whether you intend to make use of Swarm Tactics, slip out of target locks with Expert Handling, or have your Squad Leader increase the efficiency of your other pilots, both Darth Vader and Maarek Stele are capable of using elite pilot talent upgrades, and the TIE Advanced’s increased resilience helps you retain their talents throughout the fight.

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The talents of an elite pilot in a TIE Advanced afford your squad a wide range of tactical options.

Meanwhile, you’ll be able to equip your TIE Advanced with either Concussion Missiles or Cluster Missiles. Both of these upgrades come with the expansion, and they allow you to supplement your starfighter’s base attack value of “2” with a timely and deadly secondary attack. Concussion missiles can fire against enemy starfighters within range two to three, and allow you both to roll four attack dice and count any one miss as a hit. On the other hand, the Cluster Missiles upgrade is better suited to Imperial squads focused on combat at close ranges. They fire at range one to two for three attack dice, and then they allow you to make a second attack roll of three additional dice. Outfitted with such powerful weaponry, the TIE Advanced is a devastating war machine.

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Concussion and cluster missiles greatly enhance your attack options.

You can look forward to commanding this deadly Imperial starfighter soon! X-Wing arrives at Gen Con Indy next week.

But we’re not going to sit idle while you wait! We still have more previews planned. In the next couple days, we’ll present you the game’s rules and tournament rules, and we’ll take a look at squad building and some of the ways players might approach the construction of a 100-point tournament-ready squadron!

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André Winter
L'Art Noir - Game Design and Translation Studio


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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 14.08.2012, 10:23 
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Assemble Your Squadron
A Look at Squad Building

“Several fighters have broken off from the main group. Come with me!”
–Darth Vader, Star Wars: A New Hope


Now that we’ve previewed the fast-paced combat of X-Wing™, as well as its first wave of starfighters, and rules, we can explore some of the more advanced strategies that open up when you begin building larger squads.

The play experience from the Core Set is rich enough to reward players with hours upon hours of entertainment. Still, tournament players and others will be interested in the greater design flexibility that larger squadrons afford them, and the game permits an astounding range of possibilities with just a few starfighters.

In fact, the official X-Wing dogfight tournament rules limit players to 100 squad points, and while that number may seem large at first, you may be surprised how quickly you have to make difficult choices to keep your squadron at 100 points or below.

Finding Balance

With the release of the Core Set, players are soon to discover that two squadrons that share the same number of squad points can differ vastly in their play style. The Core Set grants the Rebel player control of a single X-wing, but to oppose it, the Imperial player gains command of two TIE fighters.

As an example, the Imperial player might field both “Mauler Mithel” and an Academy Pilot for twenty-nine squad points. In turn, the Rebel player might spend the same twenty-nine squad points on a Rookie Pilot, R2-D2, and Proton Torpedoes. The Imperial player has an advantage in the number of actions his starfighters may take each turn, but the Rookie Pilot’s X-wing is the sturdier starfighter with both its deflector shields and an astromech that can repair damage to its shields each time it performs a green maneuver.

The differences magnify as the squad points increase, and each player has to find a suitable balance among the game’s starfighters, pilots, and upgrades. Can you get the maximum value out of a swarm designed to activate more ships than your opponent? Or is it easier for you to avoid a crowded battlefield, managing just a few ace pilots in starfighters decked out with powerful upgrades?

With 100 squad points, you’ll be able to fly a Rebel squadron of three to four fighters or an Imperial force with as many as eight TIE fighters or as few as three elite, outfitted TIE Advanced.

It’s also worth noting that when you play with squad building rules, the initiative goes to the player with the fewer squad points. This means that if your squadron is even just one point less than your opponent’s, when you and your opponent have ships with the same pilot skill, you activate yours first. Win the initiative, and your pilots get a better chance to shoot first!

Sample Squadrons

Of course, it’s one thing to talk about the differences between 100-point squadrons in the abstract and quite another thing to present examples. Without further ado, we present a few of the many possible 100-point squadrons you can build with a Core Set and just a couple single starfighter expansions.

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Elite Rebels
(99 points)

“Dutch” Vander (23 points)
Proton Torpedoes (4 points)
Proton Torpedoes (4 points)
R5-K6 (2 points)

Biggs Darklighter (25 points)
Proton Torpedoes (4 points)
R2-D2 (4 points)

Garven Dries (26 points)
Proton Torpedoes (4 points)
R2-F2 (3 points)

This squadron seeks to take advantage of the Rebel Alliance’s superior firepower, and flies in formation to pick off enemies one by one. “Dutch” Vander grants his squadmates free Target Locks whenever he gains a Target Lock. R5-K6 gives him a chance of acquiring a new target lock immediately after spending his previously lock, which would grant a squadmate yet another Target Lock. While “Dutch” sets up volleys of proton torpedoes, Biggs Darklighter draws fire by forcing opponents to shoot at him. The damage he takes to his shields he can then repair with R2-D2.

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Imperial Swarm
(100 points)

Darth Vader (29 points)
Concussion Missiles (4 points)
Swarm Tactics (2 points)

“Mauler Mithel” (17 points)

Academy Pilot (12 points)
Academy Pilot (12 points)
Academy Pilot (12 points)
Academy Pilot (12 points)

This squadron takes advantage of superior numbers to overwhelm the enemy. Darth Vader leads the attack with hard-hitting concussion missiles and the Swarm Tactics talent, which allows an adjacent Academy Pilot to attack early in the combat phase, as though it had a pilot skill of “9.” While the Academy Pilots have low pilot skill, their lasers hit as hard as those of any TIE fighter, and their sheer numbers are sure to strike fear into the hearts of the Rebels.

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Elite Imperials
(99 points)

Darth Vader (29 points)
Concussion Missiles (4 points)
Squad Leader (2 points)

Maarek Stele (27 points)
Cluster Missiles (4 points)
Marksmanship (3 points)

“Mauler Mithel” (17 points)

Obsidian Squadron Pilot (13 points)

This elite Imperial squadron is all about bringing the hurt at close range. As Squad Leader, Darth Vader grants a nearby Maarek Stele the ability to use both the Target Lock and Marksmanship actions in the same turn, super-charging his Cluster Missiles and nearly guaranteeing that he’ll score and choose a devastating critical hit against whatever he targets. If Maarek ever goes down, Vader can lend his support to “Mauler Mithel,” who gets an extra attack die at close range.

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Rebel Swarm
(100 points)

Rookie Pilot (21 points)
Proton Torpedoes (4 points)

Rookie Pilot (21 points)
Proton Torpedoes (4 points)

Rookie Pilot (21 points)
Proton Torpedoes (4 points)

Rookie Pilot (21 points)
Proton Torpedoes (4 points)

X-wings are among the most powerful fighters in the Star Wars universe, and this squadron serves as evidence. Rookie Pilots may not be the most exciting pilots, but they all know how to fire Proton Torpedoes. This squadron manages to assemble four X-wings and four sets of Proton Torpedoes. You’ll want to acquire Target Locks early, then use your shields to absorb the inevitable first volley, and retaliate in force with the X-wing’s superior firepower.

All Pilots to Your Ships

The fate of the galaxy will soon be decided in dramatic space combats. The time has come to take a side. Both Rebel and Imperial fleets stand in need of a few good commanders, so get ready to assemble your squad and join the fight…X-Wing debuts at Gen Con Indy later this week!

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André Winter
L'Art Noir - Game Design and Translation Studio


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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 19.08.2012, 20:36 
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Zweite Welle

Die folgenden Schiffe wurden auf der GenCon gesichtet und werden wohl mit der zweiten Welle rauskommen:

> A-Wing
> YT-1300
> TIE-Interceptor
> Firespray-31

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 Betreff des Beitrags: Re: FFG goes Star Wars
BeitragVerfasst: 20.08.2012, 14:34 
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