new player: what starfighters should I get next?

By ecliptor, in X-Wing

Hey folks, I have recently convinced my friend and wife to play x-wing with me after about a year of pestering... I have yet to read the rules as the two core sets I ordered are being shipped as I type this. I plan on starting off with a rebel force and I pre-ordered the rebel aces.

So I will have 2 x-wing with the core set cards, an a-wing and a b-wing with them respective cards. I don't have a play style in mind I just thought the aces looked cool. What should I be looking at to compliment my force? I have read x-wing expansion is a good place to start, as are units with ion turrets(y-wing?)

Anyways,thanks for reading this as I'm sure most of you have read and answered questions similar to this many times.

Glad to be apart if this game finally :)

A-wing and B-wing will take a bit longer since rebel aces haven't been released yet.

You will have 2 xwing, and 4 ties. I recommend you an Xwing expansion and a Falcon.

Edited by DreadStar

A Falcon could be the starting point to a team. Then you can use your remaining ships to fill out the rest. If you don't want to do that a three xwing build works great.

All great suggestions above. I would add a Tie Fighter expansion for the extra ship and cards.

Thank you very much

The TIE fighter expansion adds 3 new pilots and other upgrade cards. The X-Wing expansion comes with 2 new pilots and other upgrade cards. The transport comes with, I think, 4 new x-wing pilots with lots of astromechs.

So, with core sets and the basic expansions with a transport you get 5 ties with 6 unique pilots and 3 standard pilots. You also get 4 x-wings with 8 unique pilots and 2 standard ones.

Not to peddle my "honour and love thy nurturing and glorious empire" rhetoric on you (but seriously-honour them).

Are you the only ship supplier for your group or are you going to get help getting in some imperial ships from one of the others? If you are going to be (initially at least) you might want to get at least a couple of imps so your opponents also get a bit of choice (interceptors a must here)....

Regardless I'd advise to get one of as many different ships as you can afford rather than multiples of any initially as you can try/find your favoured ships instead of wasting money on several of one ship you eventually decide to use little/never... (All ships have their strengths/weaknesses and there isn't a ship I'd rule out using - even the tie advanced...

Oh and welcome btw

P.s. If you want to check out the (simple to understand rules) they are available to download for free from the main FFG website. I'm sure having the ships/movement dials/templates etc will help but the rules are still easy enough to get a grasp of on their own

(I'll try and find the rule book PDF link in a sec and post it below)

If you can find a Millenium Falcon pack (they're sold out almost everywhere right now), I'd recommend that. An A-Wing pack is probably a good idea too, since you get a Push the Limits (undoubtedly the best Elite Pilot Skill in the game) and some really cool pilots that work well with Rebel Aces. Right now, I'm a purely Imperial player, but I will be turning traitor for Rebel Aces and that sweet Jake Farrell pilot.

Edited by ThatJakeGuy

"Right now, I'm a purely Imperial player, but I will be turning traitor for Rebel Aces and that sweet Jake Farrell pilot." (ThatJakeGuy)

Whaa-at!!! Absolutely disgraceful sir! If I were to fall for the first good looking rebel ship or cocky rebel fly boy's fancy-pants pilot skill...

Edited by Bikeanimal

There is no next.

Buy all the things you must.

Will he be the Rebels' Soontir Fel? I don't know, but I'll help the Holonet find out

There is no next.

Buy all the things you must.

But if you need to save your money, I'd say an X-Wing pack and a Y-Wing pack will round out your fleet options quite well