teaching a newbie

By catachanninja, in X-Wing

A good friend of mine wants to get into x wing but will be slow to build his collection. I trust the guy and have no problem letting him use my models when I'm around. I'm going to start with the games in the boxed starter set but I'm sure he'll want to try a few 100 point games as well. I have a decent sized collection from both sides and I'm trying to build a few lists that are simple for him to pickup. I'm relatively new as well so I'm was hoping the community could help me get him started.

for rebels I have

x wing (x4)

y wing (x2)

a wing (x2)

b wing (x2)

e wing. (x1)

z 95. (x3)

yt 1300. (x1)

hwk 290. (x1)

I also purchased the gr75 so I have all x wing pilots available to me.

imperial

tie fighter (x5)

tie interceptor (x3)including imperial aces

tie bomber (x2)

tie advanced (x1)

tie phantom (x1)

imperial shuttle (x1)

firespray 31. (x1)

I was thinking about building Biggs walks the dogs and a doom shuttle list to start and have him pick from that but I really want this buddy to get off on the right foot so I'd love suggestions.

edit: forgot I had a hwk

Edited by catachanninja

Most beginners have a hard time with formation flying, and the shuttle can be a challenge even for experienced players. I recommend any YT build as a good place to start.

Han Shoots First is a good place to start.

Most beginners have a hard time with formation flying, and the shuttle can be a challenge even for experienced players. I recommend any YT build as a good place to start.

I was kind of thinking about doing that or maybe a hwk. I don't want him not maneuvering though. I'm guessing you played 40k. He played tau and CSM back during 5E if that helps at all.

Better yet, have him cut up cardboard (cereal box type) bases the exact size of an X-Wing base. Use a pen to mark the exact points where the templates are placed, which end is forward, the firing arc, and finally a number (1-8 since that's the most ships you can squeeze in 100 points).

Next, you can find the cards online, so make a quick copy of them.

Now he has everything he needs to proxy an entire list. Let him start with a Wedge, Luke, or Biggs Wing (named X-Wing + 3 generic X's). Once he has the game basics down (and have him read the rule book completely...it should take less that 1 hour) switch up and give him a Tie Swam (8 Academy). After that, let him start building his own lists. After a few weeks he will have an idea of what faction he favors and what ships suit his play style. In the meantime he could have gotten his own starter box and even a few basic ships. At that point the proxies can go in the trash and he's ready to buy the ships he really wants. Over time he can pick up other ships as he gets an interest, but his core fleet is complete and he's more than ready to hit the FLGS.

As an aside, for a friendly pick-up game I would never have a problem with someone using a proxy. Gives you something different to deal with and it lets them see if their crazy idea was workable before investing real money into a ship they may never use again.

I've said before, I think a falcon, or any turret, is a terrible ship to teach someone the game with. A new player needs to really get how important maneuvering and movement is and turrets negate a lot of that. Also, large ships have extra rules that you don't want to burden new players with right away. IMO the best way to start someone off (after the introductory x vs 2ties) is with a build of 3-4 solid, generalist ships, Xs, Ys and maybe Es, or maybe a couple ties and a defender or bomber. Learning the game with a 360 arc will just lead to more difficulty down the road.

Turreted ships are the perfect way for beginners to grasp the basics of the game, especially since you'll still be flying them with normal craft (X-Wings et al). You can worry about the more advanced stuff later.

For an informative discussion about why maneuvering is still important with turreted ships, see this recent thread: http://community.fantasyflightgames.com/index.php?/topic/110450-turrets-are-easy-mode/

Edited by WonderWAAAGH

Yeah, was reading the thread. Got bored with it after a while.

Turreted ships ARE the advanced stuff. They break some of the basic rules of the game. Yes, maneuvering is still important with a turret, but why and how are not as obvious as with regular ships. I know the first time I played with the falcon I found it very boring to play, and I have heard a lot of other people make similar comments. That is not something you want for a beginner.

Start with basic ships, let them get the core stuff down pat first, then start adding in advanced stuff that make fundamental changes in how the game works.

Maneuvering is the advanced stuff, which is why people encourage newer players to learn the basics with the falcon. It's easy to learn, difficult to master.

Learning how maneuvering works is the core of the game. It is pretty much the most important element in the game and new players need to be taught how fundamentally important it is right at the beginning.

Learning how maneuvering works is the core of the game. It is pretty much the most important element in the game and new players need to be taught how fundamentally important it is right at the beginning.

I disagree, so let's chalk this up to differing opinions.

I've now had problems with teaching the game as being too easy and losing interest.

Though, this particular case was being a little difficult too. Barmy old codger. =P

And then, I've had instances where they just don't really get it.

Yeah, some people benefit from starting with the basic rules and some would be much better with all the rules from the start.

I am trying to decide this myself. I might do a quick basic rules game (maybe stop after first kill). Then do a full rules 66 point game.

Start small 50 points with a few simple mods to show flexibility of rebel builds against a simple tie swarm to show flexibility of empire play two quick games letting the newbie use both factions, if he/she has fun you can up the points used week by week.

Going too complex too soon can leave people feeling dumb for not getting it.

The problem is with some players is if you go too simple they decide the game has no depth and don't give it a second shot.

The problem is with some players is if you go too simple they decide the game has no depth and don't give it a second shot.

Yeah it's tricky but still easier than teaching something like battletech.

This question is kinda loaded. It really kind of matters who your teaching. Are they young or older? Do they have table top gaming backgroung and understand rolling dice to represent shooting, dodging, etc? Are they interested because they are a die hard Star Wars fan or just a gamer interested in a new game? Are they into miniatures and just like some cool little ships? Once you answer some of these basic questions about your pupil, you can set up a first game that they will enjoy and not be overwhelm or underwhelm them. For example: If you determine that your pupil is an avid miniature gamer who loves Star Wars and is draw to the cool little ships, then I would use a list that highlights some of the cool characters that we all know and love from the movies. So maybe Luke, and some generic X wings vs Vader and some Ties - a little Battle of Yavin flavor. They should pick it up quickly and be intriged by the Luke/Vader characters. Conversely if your pupil doesn't know anything about Star Wars, has no miniature gaming background but just wants to try something their friends seem to enjoy, then I would give them a list that had a Falcon because their is so much room to make mistakes but stilll have fun doing it.