The intro…
Welcome to this week’s blog!
Let’s do a bit of housekeeping before getting into the main bit of today shall we?
Now, I’m not planning to plug this every week but I do want to put it out there so that as many people as possible know about it…
Tickets are live for the Welsh Open 2023! The date may feel like it’s still a long way off but getting your ticket early MASSIVELY helps us with planning/buying participation prizes and knowing how much space we will take up at the venue.
It is going to be a great weekend of X-Wing
If you’ve got any questions about anything to do with it then you can either get in touch with me through the contact form here on the blog or you can comment on whichever social media platform you found this post today and I’ll get back to you!
I actually went on the Sith Takers Snapshots Podcast last night to talk about it (although as I’m writing it hasn’t happened yet and when I publish it will have happened but not been released. Trippy.) I’ll try and remember to stick a link in here once it’s out (Thursday, by the way…) so you can listen and more than likely hear me make an idiot of myself.
I’ll give a few more tournament shout outs too with the Atlas Gaming store tournament (hosted by Steve Boulton) coming up at the end of this month in Gloucester and and the Firestorm Games Cardiff Spring Open happening on the 18th of March (hosted by the Firestorm Womp Rats). In person gaming is properly back with a vengeance and it’s amazing to see!
Patreon Update…
The end of the month is approaching and it’s the end of the first quarter of 2023 so it’s time to show you the next bit of Patreon loveliness!
Last week I showed off the Spaceballs themed cards that Dan Eicher created for me, this week it’s the turn of tokens he’s made.
Now, small caveat, I’m still waiting on these to be produced/shipped so I don’t have the actual things in my hand to show you just yet BUT I will soon!
You may remember that one of the cards Dan designed was Jamming Beam. Well, how can you jam something if you don’t have the tokens to show it?!
That’s right! I’ll be sending out Jam tokens for Patrons at Veteran (1 token), Commander (2 tokens) and Legend (4 tokens) levels.
If you’d like to support the blog and get your hands on lovely shiny things from me each quarter then you can join here and everyone who is a member by the 1st of Feb will be eligible for this quarter’s stuff! Incidentally I am VERY excited for next week’s reveal for Legend Patrons!
I want to take a moment to thank my Patrons (you can see their names on the bar down side or the banner at the end of the blog!), your support is amazing and I absolutely love sending you things to say thank you!
Alright, on with the blog!
The batrep… (JARGON ALERT!!)
So with the New Year now fully upon us, I’ve got a tournament to prep for!
This year the Sith Taker Open is on the last weekend in February and with all that Christmas and New Year stuff out of the way it’s time to figure out what to actually take!
I’ve had a few ideas in my head about lists but, if you’re a long time reader of this blog you might know that list building isn’t exactly my biggest strength.
My first thought was to build something around the Battle of Yavin (BoY) Han Solo. Maybe something like:
Han Solo (BoY) (7)
Chewbacca (BoY) (0)
Rigged Cargo Chute (0)
Millennium Falcon (0)
L3-37’s Programming (BoY) (0)
Ship Cost: 7 Loadout: (0) Half Points: 3 Damage Threshold: 6
Luke Skywalker (6)
Servomotor S-Foils (0)
Ship Cost: 6 Loadout: (0/22) Half Points: 3 Damage Threshold: 3
Airen Cracken (3)
Elusive (2)
Plasma Torpedoes (7)
Ship Cost: 3 Loadout: (9/9) Half Points: 1 Damage Threshold: 2
Garven Dreis (BoY) (4)
Adv. Proton Torpedoes (0)
R5-K6 (BoY) (0)
Ship Cost: 4 Loadout: (0) Half Points: 2 Damage Threshold: 3
Total: 20
View in YASB 2: https://yasb.app/?f=Rebel%20Alliance&d=v9ZhZ20Z559X474W96W154W145Y4XWWWWW142Y54X119WW234WY554X134W484&sn=Unnamed%20Squadron&obs=
I love the Falcon, have flown it before a fair amount and I love the combo of upgrades on it. Luke isn’t built out in this but Proton Torps are stapled and from there it’s a choice of Trick & Shattering shots or something more defensive. It’s a personal preference thing. There’s a ton of action efficiency and mutual helping out here and it doesn’t all fall down if I lose one piece.
Another option I fancy is a bunch of X-Wings plus support:
Luke Skywalker (6)
Debris Gambit (6)
Proton Torpedoes (12)
R3 Astromech (4)
Servomotor S-Foils (0)
Ship Cost: 6 Loadout: (22/22) Half Points: 3 Damage Threshold: 3
Wedge Antilles (BoY) (5)
Attack Speed (BoY) (0)
Marksmanship (0)
Proton Torpedoes (0)
R2-A3 (BoY) (0)
Ship Cost: 5 Loadout: (0) Half Points: 2 Damage Threshold: 3
Corran Horn (X-Wing) (5)
Elusive (2)
Proton Torpedoes (12)
R3 Astromech (4)
Servomotor S-Foils (0)
Ship Cost: 5 Loadout: (18/18) Half Points: 2 Damage Threshold: 3
Fenn Rau (Sheathipede) (4)
Swarm Tactics (5)
R4 Astromech (3)
Targeting Computer (1)
Ship Cost: 4 Loadout: (9/9) Half Points: 2 Damage Threshold: 2
Total: 20
View in YASB 2: https://yasb.app/?f=Rebel%20Alliance&d=v9ZhZ20Z4XW118W136W4WW142Y558X475W125W136W481Y594X119W136W4W142Y69X132WW5W249W&sn=Unsaved%20Squadron&obs=
This list is going to alpha strike you in the face. Luke and Wedge both lock Corran turn 1. In the first engagement you can decide whether to re-lock a new target with Luke (since he can double mod himself) while Corran and Wedge both focus. Fenn then gives Corran a coordinated lock at i6 and then can Swarm Tactics him up to i6. Three double modded Proton Torps in the first engagement are quite likely to ensure something dies. T-65’s can be a bit squishy though… (hence the Elusive on Corran and Debris Gambit on Luke).
My last option is a list I’ve shamelessly stolen. Mark Beor has been playing this for a little while and both he and Paul Westwood took it to the Firestorm Cardiff tournament last month. I played against Paul and, despite only losing by 5-ish points, felt like I got absolutely smashed to pieces by it.
Luke Skywalker (6)
Debris Gambit (6)
Proton Torpedoes (12)
R3 Astromech (4)
Servomotor S-Foils (0)
Ship Cost: 6 Loadout: (22/22) Half Points: 3 Damage Threshold: 3
Fenn Rau (Sheathipede) (4)
Swarm Tactics (5)
R4 Astromech (3)
Targeting Computer (1)
Ship Cost: 4 Loadout: (9/9) Half Points: 2 Damage Threshold: 2
Airen Cracken (3)
Fire-Control System (2)
Plasma Torpedoes (7)
Ship Cost: 3 Loadout: (9/9) Half Points: 1 Damage Threshold: 2
Alexsandr Kallus (7)
Dorsal Turret (2)
Saw Gerrera (9)
Veteran Turret Gunner (5)
Ghost (0)
Ship Cost: 7 Loadout: (16/16) Half Points: 3 Damage Threshold: 7
Total: 20
View in YASB 2: https://yasb.app/?f=Rebel%20Alliance&d=v9ZhZ20Z4XW118W136W4WW142Y69X132WW5W249WY54XW113W234WY392XWWW137W58WWW90W148&sn=Unsaved%20Squadron&obs=
Now, I have made some tweaks from the original, basically just for personal preference but the long and short of it is that you accept that Kallus is probably going to die but he’s also going to smash something in the face really, really hard. Repeatedly. Meanwhile Cracken can strip shields (wiht Plasma Torps) AND pass out free actions during the engagement phase (his pilot ability), Fenn can pass actions and prevent opponent modding shots and Luke can Proton Torp things.
All in all it’s probably doing a lot of damage.
Now, for full disclosure, I played that last list in two games last week which didn’t make it on to the blog. The first one went so horrifically bad for my opponent (sorry Alex!) that we actually stopped after turn three (when two of his four ships, 7B Anakin and Hawk in the LAAT were dead), re-racked and started again. The second game actually went in his favour as I failed to do anything about a flanking Anakin and made general deployment errors.
So with some lessons already learned, perhaps it was time to give it another go! Well, that and that I neglected to pack anything else in my case in time…
On arriving at Firestorm Steve Boulton and I got chatting about prizing for his upcoming tournament and so with everyone else already paired up we would be playing each other. That’s never a bad thing though! He was running an interesting looking First Order list:
Commander Malarus (3)
Cluster Missiles (4)
Ship Cost: 3 Loadout: (4/4) Half Points: 1 Damage Threshold: 2
“Scorch” (3)
Predator (2)
Fanatical (1)
Advanced Optics (5)
Ship Cost: 3 Loadout: (8/8) Half Points: 1 Damage Threshold: 2
“Backdraft” (4)
Proud Tradition (2)
Pattern Analyzer (5)
Special Forces Gunner (5)
Ship Cost: 4 Loadout: (12/12) Half Points: 2 Damage Threshold: 3
Captain Phasma (4)
Fanatical (1)
Proton Rockets (8)
Special Forces Gunner (5)
Ship Cost: 4 Loadout: (14/14) Half Points: 2 Damage Threshold: 3
Kylo Ren (TIE Whisper) (6)
Instinctive Aim (2)
Malice (4)
Trick Shot (4)
Concussion Missiles (5)
Sensor Scramblers (1)
Munitions Failsafe (1)
Enhanced Jamming Suite (0)
Ship Cost: 6 Loadout: (17/18) Half Points: 3 Damage Threshold: 2
Total: 20
Two FO’s, Two SF’s and Kylo. Feels like a tricksy list and has the potential to pick off a few of my pieces. Not only that, he’s got more ships so could outdo me on objectives too. Plus jamming shenanigans could be annoying.
Let’s hit those Pre-Flight checks:
Scenario – Salvage Mission
Target/Objective Priority – Kylo is very likely to flank and while I don’t want that, I DO want to clear out as much as possible. I’m basically going to head for wherever the melee is and smash things with Kallus. I’ll see where I am after that.
Obstacles – With a big base ship, clearly having obstacles spread out favours me. If I can create a lane or two to send Kallus down then all the better.
Deployment – Having learned from the last games I mentioned, I place Kallus where I think he can navigate a clear lane, Luke will go outside of that (to possibly flank) and Fenn and Cracken on the inside of him. All relatively close together.
We roll for first player (it’s me for setup) and then place objectives, obstacles and ships and are ready to get started. Initiative does matter in this game since we overlap at both i4 and i5.
My initial thought here is that the Ghost has a HUGE amount of space to play with so doesn’t need to commit 100% but I try to line up so that it can bank in turn 1 and shoot for the gap between rocks. I can bail out and bank or turn left if it looks like the swarm will come in to flank that option though.
Turn 1
You might not be able to see but Luke is on the board edge, hidden by the Ghost. Fenn and Cracken are where they are because Kallus is going to bank in so Fenn needs the space and Cracken is looking to collect the objective in turn 2.
ROAD 1st Player – Me
Kallus banks in while Fenn and Cracken slide forwards. Luke takes a 4 straight and boosts. Steve’s FO’s and SF’s have deployed in a block facing to my left but while the front two (the SF’s) go straight, the back two (the FO’s) hard turn in. Kylo simply shuffles forwards a little bit.
No shots (obviously) so we’re back to planning.
Turn 2
I’ve got to assume here that Malarus and Scorch will head for the middle. The SF’s though? I’m not quite sure. I predict that Kylo will shoot 5 straight and go for that objective before winging in for a flank.
Regardless, I’m going to go slow with Cracken and pick up the box, fast with Luke and pick up the box while Kallus will have to go 3 straight towards the middle to make space for Fenn to go 1 straight behind him.
ROAD 1st Player – Steve
This is where things get interesting. Steve does send the two FO’s in between the rocks (with Malarus picking up a box) as expected but while Backdraft banks in, Phasma doesn’t. Hmmm….
Also, he continues to go slow with Kylo.
Kallus goes straight, Cracken picks up his box, as does Luke and Fenn slots in behind the Ghost.
Still no shots and so we’re back to dials.
End of turn score: 2 (me) – 1 (Steve).
Turn 3
I’m a little thrown here and somewhat questioning my moves. Should Kallus have gone 2 straight and not 3 to allow him to swing left of the rock? How wary of Phasma do I need to be? Is there space for Cracken to bank in by the rock or should he go slow and straight?
I’m just not sure.
In the end I decide to go all-in on the middle of the board and try to murder whatever ends up there. It’s an aggressive list, I need to fly it aggressively.
I set Kallus a 3 straight, Cracken a 2 bank (yes, towards the rock), Luke a 3 bank (yes, possibly also towards the rock) and Fenn a 1 straight (hey, I’m not TOTALLY crazy!).
ROAD 1st Player – Me
I’m relieved to be first player because it means that Kallus will definitely land his 3 straight and nobody else should bump (although I’m reasonably sure they’d have been ok). He reinforces to front.
Backdraft and Scorch both angle in to the middle and focus while Phasma simply 1 banks in. Curious. As far as I can tell, staying back doesn’t benefit her ability nor what I can see in her loadout. Maybe she’s waiting to pounce and fire those Prockets (JARGON ALERT!!) in a turn or two.
Cracken banks in and yes, it’s closer to the rock than I would like. Still, he focuses and then Luke banks in and also lands a bit too close to the rock for my liking (although in the pic it’s blocked by the VCX!). Now, I can’t quite remember how but he ends up with a lock on Malarus. I thought that she was too far away considering Luke moved first so perhaps it was from Cracken’s ability (although I specifically remember missing that trigger?!).
Anyway, Malarus banks in behind Scorch but crucially, bumps. Oof. No damage but Malarus doesn’t get a lock for firing those Cluster Missiles.
Kylo banks in along the edge and takes a focus.
NOW it’s shooting time.
Time to forget another trigger, I fail to Swarm Tactics anyone. Annoying.
Fenn takes a range 3 shot on Backdraft (the only ship in arc) and sneaks a hit through. Rude. Then Cracken fires a Plasma torp at Malarus and rolls 3 hits after spending mods. Malarus (who had triggered her ability) rolls just 1 paint, loses the shield fromt eh torp ability and then takes 2 hits, leaving her on 1 hull. Ouch.
Luke goes next and while it was tempting to fire elsewhere (although less tempting than it should have been since I forgot to use R3 Astromech for a second lock… So that’s THREE missed triggers in one turn!) I decide to finish off Malarus and do so with a Proton Torp.
With her dying shot Malarus puts a hit onto the Ghost before Kylo does the same from his flanking position.
Now it’s i4 though.
Kallus shoots 5 dice range 1 into Backdraft and damages himself to make it 3 crits and 2 hits. Brutal. Backdraft dodges some but not all and then I follow up with a significantly less effective VTG (Jargon Alert!!) shot from the Dorsal Turret. I didn’t get a pic of it but I think Backdraft has been halved (in terms of health, not points though).
Backdraft and Scorch both pile into Kallus but the reinforce does it’s job and he loses just 2 health.
At this point I remember I’ve missed a FOURTH trigger and could have prevented Backdraft from modding his shot. Oops.
End of turn score: 5 – 1
Total score: 7 – 1
Turn 4
Ok, well that went pretty well! But what next? I’ve got Luke and Cracken possibly hitting rocks, Kallus needing to point at something and Fenn needing to not die.
I start with Kallus, giving him a 4-K (JARGON ALERT!!). I’m sure it’ll clear and I’m fairly sure it can’t be blocked.
Cracken will hard turn left. I’d rather stay in the fight but the risk of being blocked onto or not clearing the rock isn’t worth going over it. Luke has no choice, he’ll have to go over and so with one eye on Kylo, I set a 3 straight.
Fenn, while tempted to bank in, gets a 3 straight to say away from Scorch and maybe get cover from the rock.
ROAD 1st Player – Me (yes, again!)
Kallus’ 4-K clears beautifully before Scorch takes a 3straight into the spot he just left. Backdraft takes a 1 hard to his right. Interesting. He focuses and rotates.
Cracken moves first and the 2 hard turn not only misses the big middle rock but sits neatly behind Scorch and doesn’t bump. Nice! He takes a lock on Backdraft. Phasma banks again but it still way out.
Luke also dodges a bullet with the 3 straight clearing Backdraft and not getting bumped onto the rock. After taking 1 hit from the rock but not a second, he locks Kylo and again forgets to lock anyone else.
Kylo goes straight and Steve knows he’s in a bad position here. He taking a shot from Luke without being able to shoot back. He rolls the TIE Whisper in towards Kallus, managing to be back just enough to dodge it’s arc but close enough to Luek to jam off that lock. Very nicely done.
Fenn moves and, being unable to get Luke to re-lock (since you can’t do an action twice in the same turn), coordinates Cracken a focus to go with his lock.
This is where things get really messy.
Fenn has Phasma in arc (Just barely!) and rolls his 2 die pea shooter but rolls nothing. Cracken fires at Backdraft range 1 and hits but doesn’t kill him. After shooting Cracken gives an action to Luke which he takes as an evade (which is white due to range 1 from a rock but red because of Cracken’s ability). Luke fires range 1 at Kylo and, quite unbelievably, gets full paint including a crit after spending both Force.
Steve rolls 2 dice (since Luke didn’t but now does have a green token) and gets 1 paint. Ouch. Two hits and a crit go through and the crit is a Direct. Kylo has gone from full health to one hull in one shot. Feels bad.
He shoots back though and after taking that shot and one from Backdraft, Luke is on ONE hull. Thank goodness he took that evade!
Kallus fires at Backdraft and AGAIN rolls all paint and damages himself for a full string of hits and crits. It doesn’t matter what Steve rolls, Backdraft is dead.
Phasma takes a long range shot at Fenn and plinks one damage on.
End of turn score: 6 – 0
Total score: 13 – 1
Turn 5
Things have started to snowball. Steve considers conceding but after I point out that Luke is carrying a box and almost dead we decide to continue.
What do I no now though? Kallus is stressed and while I’m not against the self bump but going 1 straight to clear it, I think I’d rather keep trying to kill stuff since I don’t need a focus action on him. I opt for a ghard right turn at Phasma since I just can’t figure out where Kylo might end up.
Fenn will go straight to be able to coordinate while Cracken will have to accept going over the rock. Luke needs to go full ‘run away’ mode so it’s a 3 bank for him. He won’t be able to boost or roll though because of the crate he’s carrying…
ROAD 1st Player – Me (that’s the 5th time including turn 0!!!!)
Kallus hard turns and stays stressed. Phasma turns in and bumps into Kallus. Two moves, no actions. Interesting.
Scorch, who I was expecting to turn after Fenn, turns left, hoping to catch Luke. Yikes.
Cracken’s 2 bank doesn’t go especially well. He goes over the rock and takes a damage but rolls blank for the second. Then he bumps into Kallus. Oops. He rolls for the bump and it’s blank AGAIN. So far I’ve dodge damage when rolling for it EVERY. TIME.
Luke takes his 3 bank but as it’s white and he’s stressed from the evade last turn, can’t take another action.
Kylo turns in after Luke but Steve’s dialled in a move that’s just a little too fast and he bumps into the back of Luke. Close one.
Annoyingly I didn’t get a pic of this turn!
We engage. Fenn fires at Phasma and whiffs (JARGON ALERTT!) but Kallus (who had been Swarm Tactics’d (strange grammar!) fired a range 0 shot with 4 dice and got some hits on. No VTG shot though because turrets only work range 1-2, not 0.
Cracken follows up and from what looked like a relatively safe spot, Phasma is on 2 hull.
With Luke having no shot, Kylo fires at range 0 and gets a hit. Luke rolls, gets one paint and converts is with the Force. Close one!
End of turn score: 2 – 0
Total score: 15 – 1
Turn 6
Wow, this is crazy. Luke should not be alive right now.
I weigh up my options. I’ve got Kallus stressed and pointing the wrong way, Fenn pointing the wrong way and Cracken, you guessed it, pointing the wrong way. On top of that I’ve got almost dead Luke stressed and…pointing the wrong way.
I decide to start turning and clearing stress.
Kallus will 2 straight and rotate arc. Cracken will 4-K while Fenn will hard turn in. Luke….hmmmmm. I don’t know the Whisper dial well but I’m hoping that it doesn’t go slow (later research showed I was correct!) and I set Luke a 1 straight, hoping to have Kylo bump again.
ROAD 1st Player – Me. Again. I’m just expecting it now.
I’ll tell you right now, this turn was a real cluster. Not my finest moment.
Kallus goes 2 straight, clears stress and rotates. All fine.
Phasma goes straight, focuses and rotates.
Scorch banks in at Luke and focuses.
Cracken…. goes for the 4-k but bumps into the Ghost. Oops.
Luke takes his 1 straight and evades which is white with Debris Gambit.
Kylo reveals a 2 straight and bumps into Luke again.
Fenn hard turns right and….bumps into the Ghost.
I will point out that in BOTH self bump damage rolls I took NO DAMAGE.
I do not know what I was thinking here. Not clever things, I can tell you. I’ve now got THREE ships facing the wrong way. Well, four if you include Luke who is running away. But weird stuff is about to happen.
So, shooting then.
No shot for Fenn (and he can’t swarm Kallus because it’s r0, not r1). Nor Luke. Nor Cracken.
Kylo shoots range 0 into Luke, rolls 2 hit, Luke rolls blank eyeball, spends the evade and a force to live. Rude.
We get to i4 and I get the ONLY shot of the turn. Kallus has Phasma in range for Dorsal Turret, rolls 2 dice and it’s a hit and crit out of hand. Phasma blanks and dies.
It’s all SO unjust. At this point Steve chuckles, calls it and we’re all done.
End of turn score: whatever
Final score: who cares any more
The conclusion…
Right, so, that was a bit of wash. And you know what? I feel a bit bad about it on a few levels.
Firstly I feel bad because Steve is a very lovely bloke. He got frustrated (you know, that awkward laugh when your opponent keeps getting the good dice over and over) but never got even close to salty even though the circumstances would have made it very easy to. He’s just too lovely.
I heavily diced Steve here. It wasn’t even just with my reds being hot but also blanking specifically when I needed them to (i.e. self damage/rocks) and being eyeballs for Kallus’ shots. Between all that and Steve’s greens being very poor it felt quite one-sided and actually that why this feels bad on another level too.
With a game like that, what can I learn from it?
I made a couple of identifiable, obvious (stupid!) mistakes, sure (running not one but TWO of my ships over rocks, and that last turn? Eeesh) but didn’t get suitably punished for them during the game (which, again, feels bad in a casual setting) but what does this even say about things like my turn 0 positioning, my target priority or even the list itself? You know, the things that are actually in my control (unlike those fickle dice!).
I don’t know is the answer. And with this just being one scenario out of four to experiment with it feels like there’s still a fair amount of testing needed before taking this to a big event.
Then again, what is my expectation at this event? Am I planning to go full ‘try-hard’ to make cut and win the whole thing? Is that actually a realistic goal to set myself? No, it isn’t. I’m very (painfully!) self aware and I understand the level of work and effort that I make (and have time available for!) isn’t going to get me a trophy in an event like this.
So, does this mean I’m spending money and time to travel several hours to just try for mediocrity? Actually, yes. For me, attending the STO (or any big event) isn’t about the winning as much as it’s about the experience and the fun. I’m going because I love big events. Because local friends are going. Because not so local friends are going. Because having a weekend away playing games and spending time with people brings me joy. If I win a couple of games along the way then it’s a bonus.
Geez, I went a bit off piste there. Back to the topic!
There were certainly positives from this game. I’m pleased with the route that I lined up for Kallus to take and that I generally made correct choices (moves and actions) up until that last turn. I would say that I’ve got a reasonable handle on the list although I did forget to use Swarm Tactics at least once, Cracken’s ability at least twice and Fenn’s ability at all. Must. Remember. Triggers.
Still, it’s all a learning curve I guess!
Results from others flying this list show me that the list is good. Not unbeatable, not meta defining or broken, but it’s solid. The style suits me just fine and the ships are familiar. I know that other people like to run the Trick Shot/Shattering Shot Luke but I don’t know that I’m confident enough in:
a) my positioning to pull that off effectively nor
b) Luke’s green dice.
I can’t say for sure that Debris Gambit is 100% the right choice but the option of an evade definitely has value. Probably more so than a reroll from Elusive which would be another possible option and definitely when I can make it a white one. I also like R3 for giving me options to fire at (even though I forgot that too at one point!), particularly if Luke can white evade for his own action and get a coordinated lock from Fenn at i6.
Other than that, the upgrades on other ships are fairly locked in. I could swap FCS for Elusive on Cracken maybe and I know that others have Tristan Wren and Chopper on Fenn but I like the R4 (especially when you’ll be stressing yourself).
So I guess that means the work for me to put in over the next 4/5 weeks will be refining my turn 0 setup, remembering ALL the triggers, how best to score objective points in each scenario and looking at my moves after the first meaningful engagement. Probably mostly the last one. And the second one. Hopefully I can at least make it so that I don’t embarrass myself!
I think that’s all for this week, I’ll catch you next time!
The outro…
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