Now lets take a look at the battle. For clarity the rest of the battle is taking off screen and not of interest to us right now. We are focusing on Jim in his Xwing Bella and his novice imperial opponent. The X wing miniature game turn is broken down into phases. The first phase is the planning stage. This is where the player uses the dial for their ship to plan the maneuver they wish to do with their ship. The maneuvers chosen by both players are shown below above their cards..
If this was a real game the moves would be picked in secret and turned over simultaneously. On the star field map we have placed the appropriate templates in front of their ships so you can see what the players are thinking.
The next phase is the activation phase. Each ship moves one at a time. The ship with the lowest pilot skill moves first followed by the rest of the ships in ascending order.
You can see the sequence below. Follow the pictures to the ships final positions.
The next phase is the Combat phase. To show that in our pictures we have removed all the maneuver sticks and we have placed the shield markers on our cards to get ready for battle. You will also see the firing arcs for Jim’s X wing. Those are represented by the white sticks and we have placed the range stick to show the range.
The basic rule of thumb for space combat in X wing is if any of the base of the target ship is in the covered arc of the firing ship than it can be attacked. So in this case the Tie fighter is definitely inside the firing arc of Jim’s X-wing. The red stick with the numbers on it is the range stick. If the ships were at range 1 Jim would get to roll an extra attack die. If they were at range 3 then the tie fighter would get to roll an extra defense die. In this case they are at range 2 so they will each get to roll the usual number of dice. Jims attack number is a 3 and the tie fighter’s defense number is a 3 as well. Below you see the results. The red dice are jims rolls and the green dice are the tie fighters defense rolls.
Jim has scored 2 hits against the Tie fighter.
The tie fighter has dodged one of them.
In the basic game the eyeball emblem does not mean anything. Therefore the tie fighter takes 1 hit and loses its shield point. Now we are going to go to the next combat phase. For brevity sake we are going to assume that Jim is able to keep the tie fighter rookie inside his firing arc and bring the attack home. After the next planning and movement phase the ships are positioned the same way on the star mat. Jim takes his shot. Now you see the dice rolls of Jim and the tie fighter.
With Jim hitting three times and tie fighter dodging one the tie fighter is dealt 2 damage cards face down to show that it took 2 structure hits.
We will continue our example with Jim using his superior skills to keep the tie fighter in his firing arc. He fires again and the tie fighter rolls again. The results are seen below.
While the tie fighter tries to avoid Jim he cannot escape our relentless Ace. The tie fighter takes another hit,
Since it has 3 damage points and it took 3 structure hits the tie fighter is destroyed and Jim adds another tie fighter silhouette to Bella’s fuselage. That concludes the simple play through version of X-wing. If you have any comments or thoughts drop me a note at firstname.lastname@example.org. I will be introducing more of the advanced rules in future pages and posts.