Star Wars: The Force Awakens X-Wing Miniatures Game Core Set
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- A two-player game of high-speed Star Wars dogfights set during The Force Awakens
- Three highly detailed and pre-painted miniature Starfighters, one T-70 X-wing and two TIE/fo Fighters
- Maneuver dials and templates make it easy to plot and execute your ships' maneuvers
- Combat is fast and deadly
- A pre-existing range of expansions and rules for squad-building allow you tremendous freedom to explore different squad-builds, strategies, and even new factions
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CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
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From the manufacturer
STAR WARS: The Force Awakens Core Set
Fast-paced Dogfights in the STAR WARS Galaxy!
In a galaxy far, far away, powerful starfighters clash in fierce space battles as brave Resistance pilots pit their skill against the dark might of the First Order.
Control the most advanced starfighters and ace pilots in the galaxy! In X-Wing, you take the role of squad leader and command a group of merciless First Order or daring Resistance pilots in furious ship-to-ship space combat. Featuring stunningly detailed and painted miniatures, X-Wing immerses you in a galaxy full of exciting Star Wars space combat. Enjoy dogfights between X-wings and TIEs, or recreate large conflicts where multiple squadrons clash.
- Plays in 30 - 45 minutes
- For 2 players
- Ages 14 and up
Fast and Intuitive Gameplay
X-Wing puts you in the middle of fierce Star Wars firefights. The game’s unique maneuver dials allow you and your opponent to secretly plot your ships’ movements.
Customize Your Ship
Personalize your ships with pilots and upgrades. Place pilots like Poe Dameron behind the controls and upgrade your fighter with powerful proton torpedoes or clever astromech droids. The game’s flexible rules for squad building offer countless options.
All Crews to Their Ships!
The squad building rules and ever-growing catalog of X-Wing Expansion Packs offer even more options and greater freedom as you look beyond The Force Awakens Core Set. Call upon the talents of the best STAR WARS aces, past and present. Fly to battle with Luke Skywalker or Darth Vader, or weave through asteroids with the MILLENIUM FALCON. You can even field a fleet full of the galaxy’s Scum and Villainy, led by the galaxy’s most notorious bounty hunter, Boba Fett.
In this two-player game of dramatic, high-speed dogfights, kids can battle head-to-head for the fate of the galaxy. It takes just minutes to learn the rules, but the game's expansions and rules for squad building ensure there's plenty of Star Wars action that kids can explore and enjoy for years to come!
Legal DisclaimerWARNING: CHOKING HAZARD -- Small parts. Not for children under 3 years.
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My ten-year-old son and I just got into the X-Wing Miniatures Game a couple of months ago. We started with the original core set and we'd added a handful of single-fighter expansion packs before we picked this up. We had just been considering whether or not to buy another original core set when we learned the new core set was due out soon. A lot of the "how to get started in X-Wing" pieces you'll find online recommend getting two core sets, to economically build your fleet, get two sets of movement templates, and finally have enough dice to stop rerolling. (Both core sets are nerfed by have one fewer attack and defense dice than you really need for most situations - presumably to goad you into buying their pricey packs of extra dice.)
Having purchased and played with this new core set, I can say for certain that it is very nice to have two core sets, with all of the extra ships, counters, movement templates, and dice. But it's also nice to have two core sets that aren't exactly the same. The new Force Awakens X-Wings and TIE fighters have some new tricks - an additional point of shields on each, a new fast-turn maneuver for each ship, and new abilities like target lock for the TIE fighters and boost actions for the X-Wings.The damage deck is a bit different, and for those interested in competitive play, it's apparently an official replacement for the damage deck in the original core set. There are a few other nice touches as well - the new core set comes with three missions, just like the original core set, but they're not the same missions. You still get six asteroid markers but the ones are different shapes with different art, so if you combine an original and a Force Awakens core set you can make a field with 12 unique asteroids.
My favorite update is the way they've handled the rulebook. The original core set rulebook is, frankly, kind of a mess. It's a good thing the game is so intuitive to pick up, because the original rulebook is NOT well organized, requiring far too much flipping back and forth during the first few games. I'm happy to say that's much improved in the new core set. It includes not one but three booklets: a short "How to Play" booklet that walks you through the rules by actually playing the game, a much thicker "Rules Reference" that is basically an alphabetically-arranged glossary of rules and terms, and a leaflet with the three new missions. For people who haven't been playing long enough to have all of the rules memorized yet, the Rules Reference book is a godsend - MUCH easier to use than the old core rulebook when you need to look up some pesky situation mid-game.
The weaknesses of this core set are the same as the original: it's a bit weedy to have a core set for a miniatures game that only includes three ships, and I'm still irked that they drive you to purchase additional dice (or their proprietary dice app) by including so few in the starter box. But by now those are just the ground realities of the X-Wing Miniatures Game, and within that context, this core set is no weaker than its predecessor, and actually improves on it in some non-trivial ways (like the Rules Reference). I can't quite bring myself to knock off a whole star for that.
In sum, I'm happy about this new core set because it gives new and existing players new options. You can focus your play strictly on the original trilogy timeline, or only on the Force Awakens era, or mix 'em up. And people who want to get two sets of templates, dice, and bits without getting carbon-copy fighters can get one of each. In fact, I hope that Fantasy Flight adds at least one more core set in the future - I'd kill for a Scum & Villainy Core Set with a bounty hunter ship and a couple of fringe fighters.
this is great game reminiscent of old board games so if your looking to get kids away form tablets try this! Sure they suck you in to buy more ships etc...but..its fun, encourages socialization , collecting and strategy.
1) Small scale skirmish game. While you CAN raise the point limit to whatever you want similar to Warhammer 40,000, the 'sweet spot' seems to be 100 points. This can accommodate quite a few different options/combinations in friendly matches, but can lead to mirror matches in tournament play.
2) Models come pre-painted and ready to go. Quality and detail is given very nice on the rebel/resistance and scum and villainy ships. Empire/first order is your typical black and white with some grey and small highlights mixed in. Still look good though.
3) Game in a box. You'll likely spend several hours learning the rules and how the game mechanics work. 5l-10 games later I'm still finding out rules/mechanics I didn't really think about. This box will keep you and your friend playing/learning for a few sessions. I recommend buying a second one however. That way the resistance player can get a feel for managing multiple well shielded ships.
1) Only one real game mode: deathmatch. Missions and optional scenarios are provided, but unless your FLGS has mission tournaments, you'll be playing deathmatch everytime.
2) Lots of ittty bitty pieces. The largest thing game is the size of a standard playing card. The smallest are dime sized tokens. In a 3x3 foot playing area at 100 points, the table gets VERY crowed, VERY quickly. Between asteroids, target locks, focus/evade, and your ships, the board gets crowded.So much that you can forget what goes where quite a bit if you aren't careful.
3) Ships. Some ships are well rounded and customizable such as the x-wing. Others, such as the HWK from the Jedi Knight series have very limited or very specific abilities. Whether you consider them worth your money is up to your play style but some will likely collect dust on store shelves for a while.
4) Having to buy some ships twice. The x-wing and tie fighters in this box give you great options. But to get ALL the options(other pilots which have nice abilities), you have to buy the blister boxes for each one as well.
If your looking to get into the tabletop scene, like/love Star Wars and don't have a ton of cash, but have a friend, consider splitting this box. It worked out well for my friend and I. It could work out for you.
Most recent customer reviews
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