Tuesday, March 19, 2013

First Flight: The Millennium Falcon


PROLOGUE

Pilot’s mess, Imperial Death Star

HOWLGUNNER (angry): “Backstabber!

BACKSTABBER: “That’s my call sign. Don’t wear it out.”

HG: “It was you, wasn’t it! You blabbed to the Colonel!”

BS: “Can’t hang it on me. You’re the one had the fling with the Rebbie chick on Coruscant.”

HG: “I didn’t know she was a Reb!”

BS: “Ain’t my problem you didn’t check your six.”

HG: “I’m grounded ‘cause of you!”

BS: “Because of you, sir.

HG: “Sir?!?  They gave Black Squadron to you?!?

BS: “What can I say. Opportunity just falls into my lap.”

HG: “Oh yeah. ‘Cause you’re a no-good lousy backstabber.”

BS: “Like I said, don’t wear out my call sign, Reb-lover.”

HG (lunging for BS): “Why you!!!”

[KLAXON SOUNDS]

ANNCR: “Black Squadron. Black Squadron. Report to Hangar 12. Report to Hangar 12.

BS: “Duty calls, Reb-lover. Your time to consider your sins, my time to outshine the stars.”

Exit BACKSTABBER.

HG: “Oh, I hope you do, pal. I hope you do.”

END SCENE

Elsewhere, Outside the Death Star...

It’s the final moments in the desperate rescue of Princess Leia from the clutches of Darth Vader. The tractor beam is shut down, and everyone but the now vanished Obi-wan are aboard the Millennium Falcon, racing to escape from the Death Star, carrying the princess to safety and the stolen Death Star plans to the Rebel Alliance. But there’s one last obstacle in the way— four of them, in fact: the TIE fighters of Black Squadron. Little does either side realize that’s all one big set up...

Star Wars X-Wing’s Millennium Falcon


Well, there’s your intro for this week’s blog. You know the scene, with the turret guns of the Millennium Falcon blasting up TIEs in a race for freedom. What could be a better test for the new Star Wars X-Wing Miniatures Game Millennium Falcon Expansion Pack— which plopped out of hyperspace and onto my doorstep on Saturday!
Naturally I had to open it and give it a proper first flight. :-)

“You came in that thing? You’re braver than I thought.”

Straight from the shipyards!
I must say, the ship is a beauty. First of all, it’s huge— I’ve never had a miniature quite as large as this. But the scale is visually spot on for the game. I don’t know if it’s exact or not, but it looks good with the TIEs (as you’ll see in the battle report photos). So kudos to Fantasy Flight Games for getting that right. The details are also well done, and I’m very impressed by the paint job— it’s far beyond my skills, and certainly superior to what you typically expect from pre-paints (and waaaay better than die-cast toys). The only lackluster portion is the exhaust strip, which is just a pale blue-grey. On the other hand, it shouldn’t be too hard to juice it a bit— just paint a bright blue around the edges and white down the middle and voila— engine flair! (I suspect that FFG might have left the area so simple to allow the painter-minded to give it a go.)

The other components are the large base, the assorted punch-out components for use in the game (including markers and bases for different configurations of the “YT-1300 Light Freighter”), pilot cards, upgrade cards, and a rule-book addendum with extra stuff for this vessel and a special smuggler scenario. All very impressive, and well worth the $29.99 retail price.

The rule changes are minimal and specific to the ship, as well as some new types of upgrade cards: Crew, Modifications, and Titles.
Crew cards allow you to add support personnel to your ship, rather like the Astromech upgrade for fighters. Support personnel can improve your ship’s capabilities. Some are generic, like the “Weapons Engineer,” meaning multiple ships could have one. Others are specific individuals, and thus unique (like pilots). In a few cases, certain main characters like Chewbacca and Luke Skywalker can be added to your crew— but that means that their pilot cards can’t be used by someone else in the same battle. (The Force is strong, but not *that* strong.)
Modifications are upgrades to a ship’s systems, such as engines or shields. Note that the Modification symbol (a pair of crossed tools) doesn’t appear on the upgrade bar of any ship. I gather, therefore, that any ship can be modified. However, only one Modification card can be used per ship; so you can’t boost both engines and shields.
Lastly are the “Title” cards. These indicate that the vessel is a very specific vessel, rather than just a plain-vanilla stock freighter (for example). The Millennium Falcon has special abilities that any other YT-1300 won’t have. Just as with named crew cards, only one version of a “titled” vessel is allowed per battle— you can have as many YT-1300s as your points will allow, but only one can be the Millennium Falcon.

But how does she fly?


“I’ve made some special modifications myself.”

The Millennium Falcon: Maxed out.
I decided to test the ship out as the full-bore Millennium Falcon from the original Star Wars film. For that, I took the “Han Solo” pilot card, the Millennium Falcon “title” card, the “Engine Boost” modification card, the “Elusiveness” upgrade card (which gives the ship the Evade action, fitting for Han’s ship), the Chewbacca crew card (which can block a hit) and the Luke Skywalker card (which can re-roll a whiffed attack). No, there’s not a Princess Leia card, but in the battle scene in the film, she really didn’t add anything anyway, aside from the occasional “look out!” I’m certain at some point one of Chewie’s growls translated as “backseat pilot.” Princess Leia: great in a blaster fight or when soothing potentially hostile teddy bears— not so much use in a space battle.

(Note: Yes, in the film sequence Chewie flies the ship and Han & Luke man the guns. While the set includes Chewie as a pilot, it doesn’t include Han as gunner crew. So I went with Han as the pilot and Chewie as crew to create a full complement.)

“This had better work.”

The Sacrificial Lambs... uh, the Black Squadron.
Of course, the above configuration practically maxes out the vessel at 64 whopping points, which meant my Imperial opponents couldn’t just be four random Academy noobs, as would make sense for intended blaster fodder. But simple math meant I could go with four TIEs at 16 points each, give or take. Three Black Squadron Pilot card fit the bill well, with one upgrade card each, but I still needed to round out the 64 points with someone a little more costly. As in the film the squadron were intended to be unwitting sacrificial lambs, I chose “Backstabber.” I figured the call sign implied more than just skill at fighting, but a nasty, self-serving personality that the Flight Officer might not be all that reluctant to write a letter home about. (Heck, it’s the Empire. They probably don’t even bother with a telegram.) Hence my little imagined scene at the start of the blog.

Actually, Backstabber turned out to be a bit of a wasted point choice— his ability is to gain an attack die when outside his target’s fire arc. But the YT-1300 has a 360° turret arc for it’s primary weapon; it’s impossible to be outside the Millennium Falcon’s firing arc. (Yeah, Backstabber was definitely hung out to dry by the FO on this assignment.)


“C’mon, buddy. We’re not outta this yet.”

The battle begins. Four against one— not fair. For the four, that is.
And so the fight began.

With a pilot rating of 9, Han Solo had a distinct advantage— he would always move last and shoot first (well, of course, on the latter). And with his ship’s “Boost Action” capability, this meant he could potentially set up shots at preferred ranges, once he had seen the TIEs' maneuvers!

Now, I played this as a solo game, which meant I strived to make the best maneuvering choices for both sides, based on what each might guess was likely to happen. But at least the Boost ability made it possible for me to reasonably “outguess” myself, as I could avoid planning that element until after one side was done moving.

On to the first move.


The Boost, in action.
The TIEs made a general advance, assuming (as I would have) that the Falcon would fly towards them as well. But I felt the Millennium Falcon player would expect the advance and try a little fancy flying, making use of the Boost ability to try to flank the TIE line, or at least be out of range of part of the swarm. You can see how the Boost Action works in the photo; it can produce very radical moves, not unlike the Barrel Roll ability of the TIEs. (On a side note, I started my TIE formation at “barrel roll spacing”— meaning a TIE could safely barrel roll towards his wingman without colliding.)
Han Shoots First!
Thanks to the Boost, that put all but one TIE in firing range. Han shot first, trying for Backstabber, but didn’t achieve anything, and... uh... well, I forgot to have the TIEs shoot back. (One of the hazards of solo gaming is forgetting that you have *two* sets of everything to do in a “turn.”) Oops.






Watch my six. I've got a turret, baby!
The TIEs converged on the Falcon for the next turn, but Han expected this (no, really, it makes sense) and pushed through the formation to wind up behind the TIE line. At this point the advantage of the turret’s arc really shows, as despite racing away from the TIEs, the Falcon can still shoot— and quite well. Han placed a target lock on Backstabber, but hit him twice without needing it. (I think I goofed somewhere, as in the photo I can see a Focus marker on the MF. The marker shouldn’t be there, since Han used the Target Lock as his action. Didn’t matter, as I didn’t modify the dice in this turn.)
The Falcon takes some hits. "Angle the deflector, Chewie!"
Backstabber replied with some equally effective shooting, knocking out two of the Falcons shield tokens— but the ship had three left (and 8 hull points), so Han shrugged it off (good thing, as one hit would have been a crit). The other TIEs had been caught out of position by Han’s fancy flying, so that ended the exchange of fire.

In Turn 3 the Empire managed to pull some tight turns and barrel rolls to line up shots on the MF... before Han moved.



Howlgunner gets his wish, and Backstabber gets it.

The TIEs close in...

Pulling away, Han blasts the closest TIE— which happened to be Backstabber. The initial roll was actually a miss, as Backstabber rolled two evades to Han’s two hits, but Han used the Target Lock to take a chance on re-rolling one die... and got a hit! Scratch one TIE— and the flight leader, no less!
But Han pulls away... and gets a kill!

Han Gets Cornered...

Caught in a tight spot...
Turn 4, however, sees Han flying into a tight space. (Do they have table edges in space? Let’s just say it represent’s the Death Star’s firing range.) Realizing this means an Immelman “flip” is imminent, the Empire sees the opportunity to press the attack. All three TIEs wind up with the Falcon dead in their sights. Han, however, thinks he can push the envelope, and opts to continue forward, planning to flip on his next turn. This keeps the range a tad longer, which benefits the Falcon, which has better guns but poor evasion skills (one die!). Han decides to aid the latter by using his Elusiveness upgrade to place an Evade marker.

The shooting is furious from all sides. The Falcon puts two hits on one of the TIEs, but the Emperor’s lackeys manage to burn off all of the Falcon’s remaining shields! She can start taking crits, which is the last thing Han wants for his baby.

Flip the Ship

Turn the ship, turn the tables.
At the last second, Han flips the Falcon, aiming straight for his pursuers. (One corner of the base was barely off the table edge— I ruled it inconsequential. The point is to keep playing, not grant a win to either side by default.) One of the TIEs is too far out of range to shoot, and everyone else is at extreme range, leaving nothing happening but a pretty light show for Turn 5.



“Well, it worked in the Death Star hallway scene... Charge!”

Out of position— and the hunted becomes the hunter!
Forced to turn back themselves to avoid the table’s edge, the TIEs suddenly found themselves being pursued— a classic Solo move. One TIE opted to press the attack, but found himself dodging the oncoming Falcon, much to his surprise. That left every fighter unable to shoot at all, while Han could freely open fire. Shifting targets off the wounded TIE, Han puts two hits on another opponent. The lambs are beginning to sense the sacrifice coming.

Comin’ Through!

Zap. Zap.
Boom.
One TIE barely made his Immelman to stay in the battlespace, while the others opted for tight maneuvering to try and get the elusive freighter back in their sights. Han swings through the formation, leaving the flipping fighter out of range, and only one TIE able to sight in on the Falcon. But before he can, Luke sights in on him— BOOM— Scratch another TIE.

Fancy Flyin’

Oh, look! Another target...
...Another kill!
Han cuts back across the TIE formation, coming behind the lead TIE (who expected a different position, obviously). Already wounded, the TIE is no match for a range 1 roll of 4 dice from the Falcon, which adds his atoms to the cloud of particles created by his buddies.
Lucky shot!
Chewie! Fix that!
Feeling lonesome and desperate, the final TIE opens up, and manages one hull hit on the Falcon... “Chewie!” yells Han, and his able first mate leaps to damage control— and even brings a level one shield! (The “Chewbacca” crew card cancels one hit and restores a shield, but only once per battle. I opted to save it until the hull was exposed in  case I needed to void a crit.)




Final Dance

Grab your partner! (Point blank... and we both miss?)

More ineffectual shooting.

It was down to a duel. The next move found both ships at point blank range... and both managed to evade the shots! Han swept the Falcon around, using a Boost to make almost a full half circle, leaving the TIE out of position— but again he evaded the Falcon’s guns.
The last TIE fighter.
The TIE tried to come in around to catch the Falcon’s flank, but another Boost move left him with no shot, and another point blank opportunity for Han and Luke— and they made the most of it— three hits in one shot, and the TIE (who had barrel rolled) couldn’t roll any evades. BOOM— the last obstacle to escape was gone!
Victory!

“You call that easy?” or, the Follow Up and Review


I have to say, I love the Millennium Falcon in game. This is the second time I’ve seen her in action, but the first time to “pilot” her myself. The Boost upgrade is an incredible advantage, especially when the pilot has a high ranking as Han Solo does. As you could see, I used it several times to alter the shooting positions after movement, denying shots to the TIEs while lining up shots for the Falcon. Also, despite the Falcon having a top speed of 4, the combination of the Boost upgrade and the YT-1300’s longer base make it a very fast ship indeed— even an unmodified TY-1300 is almost as fast as a TIE, and effectively faster than an X-wing!

The 360° turret also adds to the YT-1300’s advantage, as it needn’t worry as much about setting up a shot— it always has one, if the target is in range.

I was a little disappointed that the Falcon could only shoot at one target with the primary weapon— after all, in the films we see that she clearly has two independent turrets, as well as other weaponry (though the latter appears to be anti-personnel, not anti-ship). Though if you gave the Falcon two shots, you’d have to up her point cost considerably.

As it is, the Falcon with a full complement of upgrades seems to be more than a match for an equal point base of TIEs. Granted, I missed the first firing opportunity for the Empire side, and it’s possible that against an opponent other than myself, I might have gained some of the maneuvering advantages I ended up with— it’s hard to maintain a “fair” solo game. But even so, the TIEs only managed to burn off shields, and with no shields themselves were at higher risk of crits. The fact that they could be caught out of position to shoot, but the Falcon never could, also clearly made a difference.

The only way to know for sure is to bring some buddies over and see what they can do with (or to) Han’s little beauty. And when they do, you can be certain I’ll tell you all about it.

May the Force be with you!

--- Howard Shirley

2 comments:

  1. Someone pointed out that the rules addendum for the YT-1300 states "When attacking with a turret primary weapon, a ship may target an enemy ship inside or outside its firing arc." This would imply that the ship, at least, is still considered to have a "firing arc," and therefore Backstabber's ability still applies when attacking a YT-1300 from the rear or flank.

    Personally, I think that's very unclear, but I'm willing to go with it. Otherwise, BS's point cost would be voided against a turret-equipped ship.

    Maybe it's best to think of the firing arc as the "flight arc"* of the ship for this purpose, and that what Backstabber is able to do is essentially anticipate the evasion efforts of his opponent. Little bit of Dark Side Force use going on, perhaps?

    *I believe I'm correct that the angle of the "firing arc" also just happens to coincide with the maximum forward area into which a ship can maneuver. (Think of it as the ship's maneuvering will always be within the confines of the angle created by its firing arc at the start of its move.) I suspect the templates actually fit within this geometry; I'll have to give it a test to see.

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  2. On the "flight arc"— sort of. The movement templates all fit within this area, but with the 90° turns the ship itself will wind up mostly outside of the arc.

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