Am I an old dog?

The announcements…

Last one for a little while, I promise! Just a little note to my Patreon supporters to keep an eye out for updates. It’s been my wedding anniversary this weekend (18 years in case you’re interested!) and there’s been the Bank Holiday yesterday so details about the giveaway and getting stuff posted out will happen over the next few days. I promise.

Alrighty then, let’s get going!

The intro…

Hello and welcome to this week’s blog!

I’m going to be a little self indulgent for a paragraph here (I mean, as if running a blog isn’t self indulgent enough right?!) and just highlight that…..

This is my 150th blog post!!! CRAZY!

Trust me, nobody is more surprised than I am (except maybe my wife) that I’ve stuck with it this long! Not only that but I’ve still got plans and things I want to do so I’m just going to keep on going!

As I already mentioned it’s been a bit of funny one this week what with a Bank Holiday and wedding anniversary but do I have anything to say before we get into some games? Yes I do!

I just want to give a quick congratulations to Richard Otton who won the tournament at Firestorm Games in Cardiff this past weekend! It was 3 rounds of 2.5 and from what I gather it went well and fun was had.

Had it been any other weekend I’d likely have gone. Hopefully next time!

I also want to give a little shout out about our upcoming store tournament at Firestorm in Newport. Tickets are sold out but if you’d like to go on a reserve list in case of drops please go to the Facebook event here and add your name in.

I can’t (well, I could but I don’t want to just yet…) show you ALL the prizes but we are really going ALL OUT in this first 2.5 event for both participation and final placement. We’re setting the bar high and will aim to keep it there and so just wanted to give a little sneaky peek….

What’s that? A large scale, fully painted 3D printed Mando N-1 TROPHY?! You bet it is!

Whether you’re first, last, or anywhere in between, you’ll be coming away with plenty of swag and more importantly, have had a great time!

If you have got a ticket then please feel free to sign up on the Tabletop.TO event page. Don’t worry about locking a list in yet, just get yourself on there ready!

We’re planning to run tournaments every other month so if you’re interested in getting your hands on some lovely stuff, keep your eyes open for future events. The date for July will go live as soon as the May event is done. If you fancy coming along you’ll need to be fast, we’re capped at 16 tickets and they go very quickly!

Alright, that’s enough intro for today. Let’s get on with some games.

The batrep(s)… (JARGON ALERT!!)

Now, you may remember that at the end of last week’s blog I was maybe a little down about recent results. I thought (and still do) that the issue is more with how I’m adapting (or rather, how I’m failing to) to 2.5 and objective play in general, hence the title of this week’s blog. Am I too old to learn new tricks?

No, that’s thinking about it the wrong way. It’s not about age, it’s about mind set, learning methods, comparison and time. It feels like I’m taking an age to really ‘get’ 2.5 because of several factors, some of which are in my control and some are not.

One of the things that I can control is my list selection and so the reason I’d been using that particular list was because it had done well but also not just because it had done well. Know what I mean? No? That’s fair I suppose! Let me take a minute to explain…

The way I see it, there are many factors and decisions in X-Wing. The shift to 2.5 has rocked many of them (for me, at least). By taking a list that I already know isn’t a total dud (unlike some of the things I’ve tried building in Launchbay Netxt over the last 2 months or so) means that I’m not automatically hamstringing myself at the list building stage while getting the hang of the other changes.

So many moving parts!

So while I picked that list because Marcel went to the final table with it at Adepticon (meaning that he’d used it successfully in all scenarios and there would be at least 1 Twitch stream of him playing it for me to look at to get a general idea on how to use it), I didn’t pick it in order to go into games with a ‘try hard’ attitude. Does that make sense? I’m certainly no Marcel Manzano but his list had ships I know (and own!) and I could see what it was trying to do.

Anyway, following some tough results and my seemingly not being able to get the balance between capturing objectives/destroying ships quite right, Jordan Bishop (from the Tales of a Space Junkie blog) suggested that I try something else.

After some discussions and tweaks, this is what we (well, mostly Jordan) finished up with:

Leia Organa (8)
Bistan (8)
The Child (6)
Ursa Wren (6)
Millennium Falcon (0)

Ship Cost: 8 Loadout: (20/20) Half Points: 4 Damage Threshold: 6

Thane Kyrell (4)
Ion Torpedoes (4)
R3 Astromech (3)
Servomotor S-Foils (0)

Ship Cost: 4 Loadout: (7/7) Half Points: 2 Damage Threshold: 3

Derek Klivian (2)
Vectored Cannons (RZ-1) (0)

Ship Cost: 2 Loadout: (0/0) Half Points: 1 Damage Threshold: 2

Ezra Bridger (TIE Fighter) (3)
Brilliant Evasion (2)
Hondo Ohnaka (5)

Ship Cost: 3 Loadout: (7/8) Half Points: 1 Damage Threshold: 1

AP-5 (3)
K-2SO (6)
R4 Astromech (2)

Ship Cost: 3 Loadout: (8/8) Half Points: 1 Damage Threshold: 2

Total: 20

View in YASB 2: https://yasb.app/?f=Rebel%20Alliance&d=v9ZhZ20Z393XWW77W453W439WWW154Y9XW135W4WW142Y461X371Y14X199W333WY72X314WW5W&sn=Falcon%20Double%20Tap&obs=

Having done pretty ok with Leia in the 5ish months before 2.5, I understand the ship and how it works. She can double tap with Bistan, get free locks from Ursa Wren (with Thane making use of R3 Astromech to lock a friendly if my opponent doesn’t oblige), be coordinated by AP-5 OR Hondo on Ezra if needed AND can regen some of her 3 Force when tanking fire.

Cool.

There’s also Thane as a good 3 dice gun, Hobbie for objective running, Ezra who can run around being annoying and, of course, AP-5 generally being a jerk.

All ships I’m familiar with (well, except the TIE) with not a huge amount of triggers or charges (compared to the last list!).

Jordan and I played an open game against each other on TTS (where we openly discussed moves, target priorities, triggers, etc) so I could get my head around it.

This was great preparation for my first game of the week…

Game 1 – Chrispy

The Sith Taker League is in full swing as 110 players play for position to determine which league they will place in for next season.

I already knew going into the game which scenario we’d be playing but while a part of me thought about tailoring a list for it (since lists aren’t locked which, in all honesty, they probably should be!) I decided against it since that sort of defeats the point of finding a new list and getting a few reps in with it.

Now, I’d planned to play the game on the Tuesday evening but the opportunity arose to play it that afternoon instead. ‘Great!’ I thought to myself and I happliy copy/pasted my list from YASB into TTS.

But

I had made a mistake. Off the back of the test game the previous night I’d been messing around in YASB and, rather than recall the above list, I simply copy/pasted from the open tab in my browser. And so, this is what I actually played.

Leia Organa (8)
Bistan (8)
Lando Calrissian (2)
Ursa Wren (6)
Millennium Falcon (0)

Ship Cost: 8 Loadout: (16/20) Half Points: 4 Damage Threshold: 6

Thane Kyrell (4)
Ion Torpedoes (4)
R3 Astromech (3)
Servomotor S-Foils (0)

Ship Cost: 4 Loadout: (7/7) Half Points: 2 Damage Threshold: 3

Derek Klivian (2)
Vectored Cannons (RZ-1) (0)

Ship Cost: 2 Loadout: (0/0) Half Points: 1 Damage Threshold: 2

“Zeb” Orrelios (TIE Fighter) (3)
Hondo Ohnaka (5)

Ship Cost: 3 Loadout: (5/6) Half Points: 1 Damage Threshold: 1

AP-5 (3)
K-2SO (6)
R4 Astromech (2)

Ship Cost: 3 Loadout: (8/8) Half Points: 1 Damage Threshold: 2

Total: 20

View in YASB 2: https://yasb.app/?f=Rebel%20Alliance&d=v9ZhZ20Z393XWW77W44W439WWW154Y9XW135W4WW142Y461X371Y15X333WY72X314WW5W&sn=Falcon%20Double%20Tap&obs=

So, can you see what’s wrong here? It’s subtle but important. I changed The Child out for Lando crew while experimenting in YASB and didn’t use the extra 4 points. Oh. Also I changed Ezra out for Zeb (makes sense for Salvage) but missed that he moved at i2. In fact I missed that I didn’t have The Child until just before engagement and wondered where my Force tokens were!

Anyway, I’ll get to roughly where that realisation happened in a minute.

What has Chris brought? Well, I’d be getting a few firsts in here:

Gideon Hask (Xi Shuttle) (4)
Fanatical (1)
Elusive (2)
Agent Terex (7)
Commander Pyre (5)

Ship Cost: 4 Loadout: (15/15) Half Points: 2 Damage Threshold: 3

“Nightfall” (4)
Marksmanship (1)
Proton Rockets (8)
Sensor Scramblers (1)
Enhanced Jamming Suite (0)

Ship Cost: 4 Loadout: (10/10) Half Points: 2 Damage Threshold: 2

“Ember” (4)
Fanatical (1)
Daredevil (2)
Hull Upgrade (4)

Ship Cost: 4 Loadout: (7/7) Half Points: 2 Damage Threshold: 2

“Dread” (4)
Electro-Chaff Missiles (4)
Skilled Bombardier (2)
Proximity Mines (6)

Ship Cost: 4 Loadout: (12/12) Half Points: 2 Damage Threshold: 3

“Grudge” (4)
Elusive (2)
Automated Target Priority (1)
Electro-Chaff Missiles (4)
Skilled Bombardier (2)
Proximity Mines (6)

Ship Cost: 4 Loadout: (15/15) Half Points: 2 Damage Threshold: 3

Total: 20

View in YASB 2: https://yasb.app/?f=First%20Order&d=v9ZhZ20Z403X181W119WWW324W320WY489X125W102WW415WW413Y383X181W117WWW164Y495XWW420W88W70WWY496X119W348W420W88W70WW&sn=Unsaved%20Squadron&obs=

First game against FO Bombers? Check. First game against TIE Whisper? Check. First game facing Electro-Chaff Missiles, Pyre and Xi Gideon? Check, check and check!

I have a vague idea of how most of these things work but theoretical knowledge and first hand experience can be very different things.

Also, I know of Chris. One of the hosts of the Omega Squadron Podcast, he made cut last year in at least one of the GSP Galaxies events. So he’s, like, quite good.

Right, let’s do those Pre-Flight checks:
Scenario – Salvage Mission
Target/Objective Priority – Pick up some crates and shoot some things. Preferably ones with crates in tow. Simple, right?
Obstacles – Leia needs some lanes to drive through but I also need to try and get to the objectives.
Deployment – having had a chat/instructional pep talk from Jordan I’ve got a general idea of what I want (or more to the point, what I want to avoid).

We place objectives, obstacles and ships and are ready to start.

Now, a few things to point out here. First off, Chris has put 2 stress on Leia with Pyre but I’m not worried about it because I’m not sure I want Leia carrying a box and AP-5 can still coordinate her once she drops one of them.

Secondly, I allowed Chris to block off my direct routes to the middle objective with rock placement. Silly of me. This means that the best I can hope for is 2 boxes in turn 1.

Thirdly, I haven’t blocked Chris’ routes. He can get the left had objectives no problem and at least threaten the middle one. Do I expect his lone Bomber to joust me? No, I don’t.

Now a part of my set up has to do with my general approach to the game. It feels like I’ve been say for weeks now that I’m prioritising objective play over killing ships. This was me figuring out how to rebalance. If I can grab two objectives and swing all my ships into that central channel, I’ve got to be able to kill something, right?

So, we get started by me throwing everyone up the right flank and grabbing 2 objectives while Chris goes a little slower and spread out but claims 3.

And for the first time that I can remember in a while – there’s no shooting in turn 1.

The question I face here is, what will Chris do now? He’s got more boxes so technically he could just run away and out score me since all 3 carriers are fast. That would leave Hask unguarded though. Either way, I need to turn my ships through the middle and start shooting things. Just, maybe not too quickly.

Chris’s move is actually to spread a little, widening his net to catch my ships in future turns (not that I saw it like that at the time!).

I no longer like my position. Thane and Leia can still bank into the middle but Zeb and AP-5 are under threat from Grudge and Hobbie is just farting about on his own.

We do have shots this time, but only Grudge who fires his 2 dice at AP-5’s 3 dice and gets hit and crit through. It’s a Disabled Power Regulator, not only limiting where he can go but shutting down his coordinate. Awesome.

It is at this precise point that I notice Leia just has the one Force charge. Huh. Weird. Where are The Child’s charges? Wait a minute…

THIS IS NOT MY LIST!

Back to dials we go and now I’m 4 – 6 behind but reasonably confident I’m going to nail something this turn.

I commit to the turn into the middle with Thane and Leia. Zeb will turn out to threaten Grudge while Hobbie will try and make sure Dread doesn’t sneak in on his flank. AP-5 will take his ion, bumping into Zeb.

Chris also fully commits to the joust, turning everything in at the middle except Grudge who is hunting AP-5.

This turn is not pretty.

Grudge start by launching a Chaff missile, landing it directly on Zeb. He’s immediately jammed.

I unleash every shot I can muster at Hask…. and take 2 shields from him. Eesh. Leia’s double tap also takes a shield from Nightfall but that’s it. 3 damage from 5 attacks.

Chris fares rather better, taking Thane down to 1 health while also landing a Strugtural Damage and Loose Stabilizer and Grudge puts another Crit onto AP-5 (Weapons Failure).

No ship points scored but the score is now 6 – 9 and I’m about to give up 4 points of Thane.

But there’s more….

In the systems phase Chris drops a Prox mine with Grudge right onto Zeb’s head.

1 auto damage plus 2 dice. I know the Grudge can also force me to reroll but it doesn’t matter as I roll 2 hits out of hand and Zeb just dies in the systems phase.

Wow.

It get’s better (and by better, I mean worse. For me.)

Then Dread boosts (still in the systems phase) and launches a chaff missile at Leia, landing it on/in front of her so she’ll be double jammed by the time she moves. No double tap this time I guess?!

The middle of the board becomes a HUGE bump-fest (making me glad this was TTS!) as we all smoosh together.

Thane IS going to die here. Thankfully he makes himself count this time and he and Leia manage to finish off the Xi shuttle before it shoots.

Chris fires at Leia and she loses 3 shields and Hobbie sneaks a shield off Dread.

I’ve offset Thane’s loss by removing Hask but I hadn’t banked on losing Zeb here. Also he was carrying a crate so I score 5 while Chris picks up 10 points (4 for Thane, 3 for Zeb and 3 for crates), making the score 11 – 19.

It’s the end of turn 4 and the game is definitely lost but we go on for 1 more turn anyway. No more ships die and so we get 1 and 3 points respectively and the game is done as Chris hits the 20 point threshold

Result: 12 – 22 loss

Mini Conclusion…

Ok, that was…..not great.

Obviously my list blunder was spectacularly stupid and undermined what I was trying to do. Zeb for Ezra should have theoretically benefitted me (in terms of cancelling crits before hits) but I guess evade dice and crit cancellation mean nothing when you get wiped out in one go by a Prox mine. Unfortunate and unexpected.

I think my objective placement was ok but Chris outplayed me on obstacles, meaning I was always going into turn 1 down an objective.

From there I had to chase kills to make up points but lost the damage race pretty hard. Hask refused to take hits while Thane gave them up fairly easily. AP-5 managed to make a jerk of himself (as he historically does) by chipping a little damage and not dying so that’s a bonus but losing the coordinate for a turn with the Ion was annoying.

Of course there are many factors working here. Having the ‘wrong’ list (or rather, parts of it being wrong), not being familiar with the list, obstacle placement and turn 0 in general all worked against me. Plus Chris is a good player, of course! He also mentioned that he’s around 50 games deep in 2.5 (versus my, I don’t know, 15 or 18-ish?) and has a LOT of reps with his list in particular. With a little hindsight, the odds were pretty much in his favour from the off. It wasn’t unwinnable for me before we started though I don’t think.

It was good to get the game in and while I’m a little disappointed with the result, it’s not entirely surprising given the quality of my opponent and my lack of experience with my list.

A couple of lessons learned, let’s move on!

Game 2 – Peter Hall

On to the following day, to be precise. I threw together the bits I needed for the proper list, printed it out from Infinite Arenas and headed down to Firestorm for casual night.

With 7 of us down (including Clan Boulton over from Bristol) we had the potential for awkwardness but 2 games were already started when I arrived and Mark opted to sit out so I wound up playing against Peter.

What was he flying this week?

“Redline” (7)
Fire-Control System (2)
Proton Torpedoes (12)
Multi-Missile Pods (4)
Suppressive Gunner (7)

Ship Cost: 7 Loadout: (25/25) Half Points: 3 Damage Threshold: 4

Major Vermeil (5)
Deadeye Shot (1)
Imperial Super Commandos (7)

Ship Cost: 5 Loadout: (8/8) Half Points: 2 Damage Threshold: 4

“Scourge” Skutu (3)
Marksmanship (1)
Disciplined (2)

Ship Cost: 3 Loadout: (3/3) Half Points: 1 Damage Threshold: 1

“Mauler” Mithel (3)
Marksmanship (1)
Disciplined (2)

Ship Cost: 3 Loadout: (3/3) Half Points: 1 Damage Threshold: 1

“Night Beast” (2)
Ship Cost: 2 Loadout: (0/0) Half Points: 1 Damage Threshold: 1

Total: 20

View in YASB 2: https://yasb.app/?f=Galactic%20Empire&d=v9ZsZ20Z191X113W136W326WW350WWWY183X343WW467WY220X125W381WY219X125W381WY226X&sn=Unnamed%20Squadron&obs=

Some more firsts in this game! I’m pretty sure I’ve not faced Multi-Missile Pods before but the big one here is those Super Commandos. All I know about them is that they get 2 shots which work like Foresight (as in, an eyeball gets turned to a hit since they can’t take an action) and that they can move around. It turns out they dish out strains too but I’ll get to that in a minute.

We roll to see which scenario we’ll play. Seems like a good time for some Pre-Flight checks:
Scenario – Chance Engagement
Target/Objective Priority – Got to be the high point, low agility ships!
Obstacles – I want lanes for Leia but that also gives lanes for Peter’s medium ships. A balanced approach works here I think. Not too tight but not massive lanes.
Deployment – Oh boy. My mind stumbled over itself here. Needs a paragraph to itself…

Right, the ROAD roll played almost no part in early game prep as we only overlapped at i5. Chance Engagement has probably the simplest premise of the 4 scenarios and, of course, is the most like 2.0.

And yet I still stood there for easily 90 seconds just staring at the board thinking ‘so, what do I actually do here?’. Crazy.

I wanted to point my big hitters (Leia and Thane) at things worth most points (Vermeil and Redline) while not offering them up to get annihilated. Tricky.

I opted to spread my ships along my board edge, looking to converge on the middle but had immediately (and I do mean literally immediately) made a mistake. Can you spot it?

Yep, AP-5 at i1 is pointing at the back of Leia who is i5. *Sigh*. I guess AP-5 is taking a 3 hard turn then!

That aside, I run Hobbie up to the middle (but not too close to that group of TIE’s) to make sure I’m not a point down from the off while everyone else slowly turns to converge.

I already don’t like what’s happening here. I’ve got Redline and Vermeil coming in from flanks while Hobbie is just hanging out in the danger zone.

Some 2 die shots are traded but nothing really happens and we go back to planning.

I opt to use Hondo to bring Thane in through the middle with a barrel roll and jam… ummm…… who do I jam? AP-5 is too far out. It has to be Hobbie then I guess since I definitely don’t want Leia jammed.

Hobbie hard turns to get out of the way and rolls left, just barely short of blocking Leia (phew!). Peter brings ALL his ships in tot he middle but not before achieving part 1 of his main game objective – dropping a commando!

This turn gets bloody rather quickly as Peter locks Leia with Redline, triggering Ursa Wren. Unfortunately I’ve got Thane a little too far out to be fully effective but I manage to strip shields from the Reaper AND get 2 hits onto hull while also reducing Mauler to 1 health.

In return Leia loses 4 of her shields, Thane loses all his and Hobbie… well….

Yep, the greens strike again and he loses shields and takes a Wounded Pilot crit. It’s my fault for putting him there really… He’s left on 1 health.

Anyway, now things get interesting.

Peter drops the second Super Commandos with Vermeil and both go 2 straight before everything turns in on Leia.

Hobbie has turned to run while Hobbie and Thane creep in. Vermeil has blocked Leia’s 3 bank but it’s Night Beast she actually bumps while Ezra’s 3-K (JARGON ALERT!!)has blocked Mauler.

What a mess.

Leia and Thane manage to take out Vermeil with Leia’s 2nd shot doing nothing to Night Beast.

Peter’s response is brutal.

Scourge and Mauler pour fire into Leia and follows it up with 2 shots from the Super Commandos. The two shots roll hit crit and hit eyeball respectively (with the eyeball turning to a hit) and my greens crap out (AGAIN!) taking Leia right down to 1 health with a Console Fire and Thane down to 1 health too.

Crikey.

What do I do now?

I send Leia 4 straight to get out of the way. Ezra goes 2 straight while AP-5 banks in and Thane Talon-rolls (JARGON ALERT!!) in behind Redline.

Leia’s 4 straight took her over those darned commandos so she’s strained. I opt for the focus because I desperately want the double tap and decide to take my chances with the Console Fire.

Hobbie, of course, continues to fly away.

This turn ends up being spectacularly bloody.

Leia rolls for the console fire and dies. Oh dear.

She can fire though. She gets the last hit onto Mauler to take him out with one shot and puts some damage onto Redline too.

Thane follows up and manages to kill Redline. Nice.

Now Peter’s i5’s fire. Mauler takes his simultaneous fire shot and rolls 4 dice at Ezra and they all come up paint. Ezra’s all come up blank and he dies. Wow.

Then Scourge and Redline fire at AP-5 and he also explodes. Just. Wow.

Now, Night Beast also had a shot at a strained Leia which could have finished her but of course, she was already gone from that Console Fire that I chose not to repair.

Result: 15 – 17

Mini Conclusion…

So, another loss. Feels like I should phrase it ANOTHER loss.

But

Ezra dying to one shot from a TIE fighter and AP-5 taking 3 crits from another shot and dying the following shot is…well… I can’t say unlikely since Peter’s i5’s got locks from Disciplined (after we remembered!) but it still felt pretty bad losing those 2 full health ships to 3 shots.

Leia taking 2 hits and a Console Fire crit from those darned Super Commandos having already bled VERY quickly pretty early was also not great but fair play to Peter for not only getting the commandos into play but getting good use out of them too.

There are a few ways that this could have ended positively for me. Console Fire finishing Leia off was the opening joke with Ezra’s demise from blank greens the big laugh and AP-5 the showstopper at the end.

Yes, I managed to finish off Redline and Mauler but it wasn’t quite enough to tip the scales back in my favour.

Still, given this was my first go at Chance Encounter and I spent easily 2 minutes just staring at the table while I worked out what I should do (which is crazy given that it’s the most similar scenario to 2.0) and then looked at my turn 0 placement afterwards and wondered what on earth I’d done, I’m not overly displeased. It was close and really could have gone either way in that last turn.

Still plenty to work on and learn!

The conclusion…

So, two losses. With a brand new list to figure out and the first game somewhat competitive (and Chris’ list being pretty filthy!) I’m not too disappointed.

The list maybe doesn’t seem too well suited to Salvage Mission (which maybe didn’t help that first game!) but it is interesting and fun.

Getting the hang of when (and who) to K-2SO, who AP coordinates and whether or not to Hondo with Ezra (and who to jam if I do) is something that I’m going to need to put some more thought into. I’ve never been overly convinced by Hondo but I can see how it has merits in this list, I think I just need to map some things out in my head properly. Also my turn 0 setup and objective placement probably (definitely) needs work.

Admittedly, during the two games there were times when I did think ‘would Leia be better as 2 B-Wings?’ but having 3 Force (and regenning them when taking damage) and getting free locks and coordinated focuses and evades was fun. Shenanigans are fun. Would two high efficiency 4 points ships be better? Perhaps. More fun? I don’t know. It’s nice to have a Falcon on the table though.

I may be in a bit of a funk in terms of results recently but I like this list and am happy to put more time and reps into it. It may not be setting the world alight or anything but I’m happy with just having fun and pushing ships around the table for now following my self awareness revelations from lasts week.

So I’ll see how it goes over the next few weeks or so. Will I take it to the Newport tournament at the end of the month? Maybe. Let’s see how it goes!

Getting back to the title then. Am I an old dog who can’t learn new tricks? No, not unless I have already determined in my mind that I am. Rather, I am struggling to adjust to a new way to play the game. Knowing my learning style and having some self awareness, it’ll come in time I’m sure but what I’m experiencing in the meantime is frustration that I’m not seeing the results (or consistency of results) that I’ve been used to seeing over the course of the last year or so.

So maybe it’s time to adjust expectation, alleviate pressure and just enjoy the game while I continue to figure out exactly what I’m doing!

The outro…

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