A little overwhelmed..

By Ferocious Potato, in X-Wing

So I recently got into the game and because I can be really bad about impulse-buying things I've put myself in an interesting predicament: I bought a lot of models (They look really nice flying at each other on top of my desk..) and while my girlfriend and I have played a couple small games, I've pretty much overwhelmed myself with cards and minis without adequate knowledge of the game itself. I sit down and flip through stacks of cards and then spend an hour reading through these forums before I get distracted with something else and decide to come back to it later.

My goal right now is to field two solid lists (one Rebel, one Imperial) in the hope that she and I can play a more-or-less balanced game against each other. Maybe once we're comfortable with the flow of the game and our lists, we can go to the local gaming shop and play around with them against other people, but for now it'll just be the two of us. I'm not looking for the current meta champion lists or cheese builds, I just want something decent where we can both learn the ins and outs of piloting, secondaries, etc.

Here's what I have!:

Rebels: 1-A, 2-B, 1-Y, 3-X (1 Core, 1 Xwing exp, 1 Transport Xwing), 1-YT, 1-HWK (1-Transport too but I don't want to mess with that for now...)

Imperial: 3-Tie (2 core, 1 Tie exp), 3-Int (One normal Squint, One Aces Exp.), 1-Adv, 1-Bomb, 1-Firespray, 1-Lambda

And all associated cards and upgrades in those expansions. I apologize for the wall of text and thank you very much for reading :)

With what you have I would run

2 Blue Squadron pilots with heavly Laser Cannons

and 2 Rookie X-Wings

Vs

1 Bounty Hunter with Recon Specialist

1 Lambda with Engine Upgrade and Advanced Sensors

3 Academy ties.

These are a pair of adaptable metagame viable lists that offer the best of each faction, and teach quality manuevering, with the rebel list focusing on formation while the Imperials focus on learning how big ships move.

With what you have I would run

2 Blue Squadron pilots with heavly Laser Cannons

and 2 Rookie X-Wings

Vs

1 Bounty Hunter with Recon Specialist

1 Lambda with Engine Upgrade and Advanced Sensors

3 Academy ties.

These are a pair of adaptable metagame viable lists that offer the best of each faction, and teach quality manuevering, with the rebel list focusing on formation while the Imperials focus on learning how big ships move.

I'd swap out the lambda for howlrunner or a good interceptor, like a royal guard with push the limit.

The Lambda is a bit tough to start out with.

Whenever I've introduced players to this game I arrange 4 Academy pilots versus 2 Rookie pilots, and after the match have them switch sides. Not bothering with special abilities or upgrade cards and focusing on the basics of turn structure and procedure.

Based on what you'd got, maybe try:

2x Rookie pilots

1x Gold Squadron pilot // Ion cannon

2x Academy Pilot (TIE Fighter)

2x Alpha Squadron pilot (Interceptor)

There's a 3-point spread between both of these lists, and the Ion cannon should help mitigate how maneuverable the interceptors are.

Whenever I've introduced players to this game I arrange 4 Academy pilots versus 2 Rookie pilots, and after the match have them switch sides. Not bothering with special abilities or upgrade cards and focusing on the basics of turn structure and procedure.

Based on what you'd got, maybe try:

2x Rookie pilots

1x Gold Squadron pilot // Ion cannon

2x Academy Pilot (TIE Fighter)

2x Alpha Squadron pilot (Interceptor)

There's a 3-point spread between both of these lists, and the Ion cannon should help mitigate how maneuverable the interceptors are.

And I do agree the Lambda is clunky, but learning to fly it with an engine upgrade is what taught me to fly everythng else and learn how far given moves actually go. It's a learning tool to have it there.

I enjoy running imps and here are a couple of lists for you.

1 Omi Group Pilot with Advanced Sensors , Engine Upgrade (28)

1•Turr Phennir Hull Upgrade , Push the Limit, Royal Guard TIE, Shield Upgrade (35)

3 Academy Pilot (12)

Total 98

2 Royal Guard (22)

2 T/F Black Squadron Pilot, Veteran Instincts (15)

Colonel Jendon (26)

Total 100 (all ps6)

Or try http://fabpsb.free.fr and try some random lists or tinker around with points, its a great tool that lets you try max cards, or max ships or something in between.

One other list to try

T/B Captain Jonus with Cluster Missiles (26)

LS Omicron Group Pilot with Engine Upgrade, Heavy Laser Cannon (32)

T/F "Howlrunner" (18pts)

T/F academy pilot (12pts)

T/F academy pilot (12pts)

Jonus gives a reroll to the HLC and has 6 hps, howl runner is reroll on primary and you have two extra ties. Lots of damage and lists of hps.

With what you have I would run

2 Blue Squadron pilots with heavly Laser Cannons

and 2 Rookie X-Wings

Vs

1 Bounty Hunter with Recon Specialist

1 Lambda with Engine Upgrade and Advanced Sensors

3 Academy ties.

These are a pair of adaptable metagame viable lists that offer the best of each faction, and teach quality manuevering, with the rebel list focusing on formation while the Imperials focus on learning how big ships move.

I'd swap out the lambda for howlrunner or a good interceptor, like a royal guard with push the limit.

The Lambda is a bit tough to start out with.

Lambda is easier than formation with howl. Try that build.

Alternatively you should really try smaller point games of like 75 and just play whatever you think looks cool. The game is all about learning to fly. Not having a good list. You'll learn first hand that way what you prefer and what you don't.

Whenever I've introduced players to this game I arrange 4 Academy pilots versus 2 Rookie pilots, and after the match have them switch sides. Not bothering with special abilities or upgrade cards and focusing on the basics of turn structure and procedure.

Based on what you'd got, maybe try:

2x Rookie pilots

1x Gold Squadron pilot // Ion cannon

2x Academy Pilot (TIE Fighter)

2x Alpha Squadron pilot (Interceptor)

There's a 3-point spread between both of these lists, and the Ion cannon should help mitigate how maneuverable the interceptors are.

I really like these two together too. Very simple and yet very fun. Very balanced it would seem.

Having less ships does not make the game less fun.

Or try http://fabpsb.free.fr and try some random lists or tinker around with points, its a great tool that lets you try max cards, or max ships or something in between.

Using a squad builder like the one linked (or this ) can help if all the cards make you feel overwhelmed. It worked for me :)

Practice makes perfect. As long as you spend the same number of points on both sides, and you don't go too heavy on upgrades, the game is pretty well balanced. There are a few ships that aren't very beginner friendly (TIE Advanced, Lambda, HWK), but after a game or two, you should get the hang of the game mechanics and start thinking about more advanced list building and tactics.

Also, your name is awesome. :D

I will say that I began hot and heavy with list building and trying to build a perfect squad. My wife, not so much. The first couple of times when we played and I was still working it out, she won and enjoyed the game. Then my list building improved and I started creating list to do one thing and one thing well. I was also trying to build list that she could use. Ultimately, it became too complicated for her to really enjoy. She still likes flying the ships around on occasion, but not so much of, 'Well I've got chewy so, um your crits don't really hurt me the same way.' Now you know you GF better than any of us. But I'd start slow. Limited points. Limited abilities. That way you both learn. And if you go interceptors, remember it's better to avoid getting shot at, than getting a shot off, unless you're at range 3.