New player

By Rottenreason, in X-Wing

I am a new player to the game been playing for about 3 weeks now. I'm still in the growing phase putting together my fleet of ships and learning What I like to fly.

I feel like the rebels are much harder to play over the Imperials. I have a falcon on order but I don't have it yet. What are some really good ships and pilots to always consider when playing Rebel?

Also what is a good count of ships to own. IE I have 5 Tie Fighters do I need more Tie fighters? If I pick up a Tie bomber should I get 3 or 4 of them?

Welcome to the boards..

I guess we all have our idea of whats best, you can search for similar subjects on the board, the search is at the top.

Me, I have 4 of most ships, but many more of most of the imperials.

I have similar numbers of the rebels, but I get both sides so I can build for a two player game.

I'm sure others will chime in and give their thoughts..

Beware the addiction factor.. lol.

The stock answer is 2 core games, the X-Wing and TIE fighter expansions (they have pilots not included in the core), a Falcon and a Firespray. After that many people will go with 2 of each ship except for the TIE Advanced and HWK (just 1 each), and the Imperial Aces pack and ,when released, the Rebel Aces pack. If you want to fly a TIE swarm, you should get a third core game.

Edited by Radarman5

The above is good advice, check the web and the list builder sites, figure out what you want and get what you need for it. Spend what you can afford.

As for easier, or harder. That will be subjective the two, soon to be three, sides have a distinct flavor, rebels are more synergistic, and usually fewer in number. Imps work as a group but rarely boost each other and prioritize maneuver over ruggedness.

Ship count wise, I'd go with a couple of ships of each type to start with and you'll soon find what you like the most. Track down a couple of TIE Interceptors. You'll get pilots with them that don't come in the Imperial Aces pack. And the Interceptor can be a slippery little ship to fly. Then for some decent firepower and defence, try a TIE Defender. Once you've really got a handle on the game, get a TIE Phantom. They have some cool tricks all of their own. Definitely get a Firespray, even if it's just for the upgrades it comes with.

I flew rebels for my first 15 months of playing, recently deciding to start flying empire. I always felt that empire ships were easier to fly. Now that I have a few games under my belt flying ties, I can tell you this is both true and false.

Empire ships have a lot more movement options, so it is a lot easier to get them to where you need them.

They also tend to be a lot softer, so you need those options to keep you outside firing arcs and surviving.

I think it depends on your play style. It helps to have at least one of everything because of the upgrade cards, but you can also buy only what you plan to use. I knew before I bought in that I wanted to play imperial elite maneuverable ships, so I could have Ben fine with 2 cores, 2 ties, 2 phantoms, 2 intys and 1 imperial aces. But I bought into this game hard with multiples of everything so I could have extras for others to play. Depends on your need and if you play with others who, like me, have stuff you can borrow when you play with them.

Jacob

Another core set is a good purchase...when you are ready to step up to a third X-wing and also want to increase your number of Ties.

That doesn't mean every new player should go out and immediately buy 2 core sets. I think a new player with 1 core set should pick out 2 more rebel ships (any) and then purchase imperial aces.

As far as flying rebels, once you get your Falcon you will find it a lot easier, that's a great ship. For a new player, the X-wing is a solid ship. Luke + R2-D2 is a solid choice. Wedge and a few alternate X-wing pilots from the single Xwing package are also very good. The E-wing is a VERY potent ship.

The Rebels are actually a lot more forgiving than the Imperials, who, generally speaking, have a higher skill cap. But if you're committed to flying the Empire, there's certainly nothing wrong with that. Just practice, practice, practice.

The Rebels are actually a lot more forgiving than the Imperials, who, generally speaking, have a higher skill cap. But if you're committed to flying the Empire, there's certainly nothing wrong with that. Just practice, practice, practice.

Couldn't have said it better than this. I fly both but I admit I'm a terrible Imperial Pilot.

I think it depends on your play style. It helps to have at least one of everything because of the upgrade cards, but you can also buy only what you plan to use. I knew before I bought in that I wanted to play imperial elite maneuverable ships, so I could have Ben fine with 2 cores, 2 ties, 2 phantoms, 2 intys and 1 imperial aces. But I bought into this game hard with multiples of everything so I could have extras for others to play. Depends on your need and if you play with others who, like me, have stuff you can borrow when you play with them.

Jacob

I guess my problem is I am completely responsible for providing the fleet to my wife and friends. I don't mind one bit doing this. My wife is evil and feeds my addiction buying me ships when she can too :) I don't mind providing my ships to my friends either. They let me play their board games they spent hundreds on and I free load on them :)

I just want to provide myself good options when I play with my wife (who is really good at the game too) and my friends. I don't want them to feel like picking the rebel scum fleet they are getting the short end of the pole. Plus I need more practice flying the rebel ships.

Another core set is a good purchase...when you are ready to step up to a third X-wing and also want to increase your number of Ties.

That doesn't mean every new player should go out and immediately buy 2 core sets. I think a new player with 1 core set should pick out 2 more rebel ships (any) and then purchase imperial aces.

As far as flying rebels, once you get your Falcon you will find it a lot easier, that's a great ship. For a new player, the X-wing is a solid ship. Luke + R2-D2 is a solid choice. Wedge and a few alternate X-wing pilots from the single Xwing package are also very good. The E-wing is a VERY potent ship.

See I feel like the rebels move way to slow. They almost feel like flying tubs with shields. With the Tie's I feel more exposed with no shields and limited hull but man I can really move and get out of firing ranges/arch. My thought was to pick up and 2x A wing, 1x Y wing.

Another core set is a good purchase...when you are ready to step up to a third X-wing and also want to increase your number of Ties.

That doesn't mean every new player should go out and immediately buy 2 core sets. I think a new player with 1 core set should pick out 2 more rebel ships (any) and then purchase imperial aces.

As far as flying rebels, once you get your Falcon you will find it a lot easier, that's a great ship. For a new player, the X-wing is a solid ship. Luke + R2-D2 is a solid choice. Wedge and a few alternate X-wing pilots from the single Xwing package are also very good. The E-wing is a VERY potent ship.

^^ I'll try this combo next time with the Luke and Wedge. I haven't seen the E wing though or even know what it's all about.

A-wing is a solid ship if you want fast. However, Rebel Aces is going to be out in 2 weeks. It has 1 A-wing and 1 B-wing, plus some special goodies for those ships, including a 'refit' you put in the a-wing missile slot which gives it a 2 point cost reduction and a title that allows more expert pilot skills to be acquired.

In other words, I'd wait for the Rebel Aces for your 2nd A-wing.

E-wing is as agile as an A-wing and shoots like an X-wing.

5 ties is usually enough.

3 or 4 bombers is recommended. 5 is a nice amount too, since you can run 5 gammas with seismic or 5 scimitars with proton torps.

I find rebels more forgiving too.

Ewing and Falcon are rather easy to start flying and getting used to. Powerful ships and are fine as a 2 ship build.

Other than that, I'll echo everyone else: Xwing expansion for Wedge. And maybe get a B-wing.

Y-wing or HWK or A-wing for fun.

get 3 Zs if you decide to get serious about Rebels. They are very fun filler point ships.

Since you're providing for your play group eventually you will want multiples of everything. I'd actually suggest getting a few Y-Wings now, before the Scum and Villainy hype starts going strong and people will rediscover this tough little ship.

Same might go for picking up a second HWK

Since you're providing for your play group eventually you will want multiples of everything. I'd actually suggest getting a few Y-Wings now, before the Scum and Villainy hype starts going strong and people will rediscover this tough little ship.

Same might go for picking up a second HWK

This, pretty much. Given that you are providing all the ships, I'd go pretty much two of everything, then whatever else to taste. You'll want multiples of ships to get the cards :)

A-wing is a solid ship if you want fast. However, Rebel Aces is going to be out in 2 weeks. It has 1 A-wing and 1 B-wing, plus some special goodies for those ships, including a 'refit' you put in the a-wing missile slot which gives it a 2 point cost reduction and a title that allows more expert pilot skills to be acquired.

In other words, I'd wait for the Rebel Aces for your 2nd A-wing.

E-wing is as agile as an A-wing and shoots like an X-wing.

Cool I like the sound of a fast and strong ship. The E-wing sounds like it's right up my alley. I can't wait to get my falcon.

5 ties is usually enough.

3 or 4 bombers is recommended. 5 is a nice amount too, since you can run 5 gammas with seismic or 5 scimitars with proton torps.

I find rebels more forgiving too.

Ewing and Falcon are rather easy to start flying and getting used to. Powerful ships and are fine as a 2 ship build.

Other than that, I'll echo everyone else: Xwing expansion for Wedge. And maybe get a B-wing.

Y-wing or HWK or A-wing for fun.

get 3 Zs if you decide to get serious about Rebels. They are very fun filler point ships.

I got wedge I might need 1 more xwing I'll snag the E-wings for sure and the Z's

Welcome :)

Our group is more or less in your same situation. Two of us are providing *all* the ships for everyone else to play. Each of us has more or less the same amount of fighters, which is so far:

2 core sets: this gives you not only 2 X-wings and 4 Tie fighters but also enough dices and templates for two persons to play each one with his/her *own* set of templates.

1 Tie fighter expansion and 1 X-wing expansion: this were more for the Pilot cards that anything else. However, if you are not going to tournaments, you do "not" need the cards. You can always generate your squad with a squad builder program such as xwing-builder.co.uk which generates a print out with all the data you need to play.

1 Falcon

1 Fire spray

1 Lambda

then 2 of every thing else, that means:

2 Y-Wings

2 A-Wings

2 B-Wings

2 E-Wings (Wave 4, Rebels)

2 Headhunters (Wave 4, Rebels)

2 Tie advanced

2 Bombers

2 Interceptors

2 Phantom (Wave 4, Empire)

2 Defender (Wave 4, Empire)

1 Imperial aces

1 Rebel aces (ordered)

Looking to the release of Scum and Villainy Expansion pack, I would advice following:

don't get the two interceptors, get only the Imperial aces which comes with two interceptors in alternative colors. With two interceptors you have more than enough at the beginning.

Instead of 2 A-wings and 2 B-wings you could get only one of each and the rebel aces so that you get two of each but with different colours

Instead of 2 Y-wings and 2 headhunters, get only 1 normal Y-wing and then the Scum and Villainy expansion pack for the alternate colours and pilot cards.

At the beginning I will advice, however to stick to Waves 1 to 3 which cover the ships from the movies and let waves 4 and up out of the game. They add too much mechanics and strategical decisions. Maybe try to keep it relatively simple at the beginning, you can always buy those ships later.

Hope this helps you.

Welcome fresh meat.

Don't worry about getting rebels straight off there are loads of videos out there to watch and plenty of lists on these forums, and you can always ask for advice on lists.

But you should join the empire and help spread peace and justice throughout the galaxy.

Welcome fresh meat.

Don't worry about getting rebels straight off there are loads of videos out there to watch and plenty of lists on these forums, and you can always ask for advice on lists.

But you should join the empire and help spread peace and justice throughout the galaxy.

I fully believe in the Empire! My mission is to crush the Rebels to help restore peace to the galaxy.

I have watched about 3 different verisons of the basic flight and squad movement videos. The Impiral ships play. I'll do some more digging on more Rebel setups and play tactics. When I fought my friend over the weekend he took Impiral. He put out the Phantom and Firespray. I made the Firespray my primary target failing to realize the phantom is a nasty damage dealer. He also did a really awesome pinch tactic that I see myself using in the future.

The Rebels are actually a lot more forgiving than the Imperials, who, generally speaking, have a higher skill cap. But if you're committed to flying the Empire, there's certainly nothing wrong with that. Just practice, practice, practice.

I guess I could see where the shields can save you on the evades or dodging a crit so to speak to be absorbed by the shields. I really need to take a better look at the upgrades and the pilot skills. Thank you for the advice and I will keep at it.

Welcome :)

Our group is more or less in your same situation. Two of us are providing *all* the ships for everyone else to play. Each of us has more or less the same amount of fighters, which is so far:

2 core sets: this gives you not only 2 X-wings and 4 Tie fighters but also enough dices and templates for two persons to play each one with his/her *own* set of templates.

1 Tie fighter expansion and 1 X-wing expansion: this were more for the Pilot cards that anything else. However, if you are not going to tournaments, you do "not" need the cards. You can always generate your squad with a squad builder program such as xwing-builder.co.uk which generates a print out with all the data you need to play.

1 Falcon

1 Fire spray

1 Lambda

then 2 of every thing else, that means:

2 Y-Wings

2 A-Wings

2 B-Wings

2 E-Wings (Wave 4, Rebels)

2 Headhunters (Wave 4, Rebels)

2 Tie advanced

2 Bombers

2 Interceptors

2 Phantom (Wave 4, Empire)

2 Defender (Wave 4, Empire)

1 Imperial aces

1 Rebel aces (ordered)

Looking to the release of Scum and Villainy Expansion pack, I would advice following:

don't get the two interceptors, get only the Imperial aces which comes with two interceptors in alternative colors. With two interceptors you have more than enough at the beginning.

Instead of 2 A-wings and 2 B-wings you could get only one of each and the rebel aces so that you get two of each but with different colours

Instead of 2 Y-wings and 2 headhunters, get only 1 normal Y-wing and then the Scum and Villainy expansion pack for the alternate colours and pilot cards.

At the beginning I will advice, however to stick to Waves 1 to 3 which cover the ships from the movies and let waves 4 and up out of the game. They add too much mechanics and strategical decisions. Maybe try to keep it relatively simple at the beginning, you can always buy those ships later.

Hope this helps you.

This was a huge help. I just made a wishlist of ships on Minature Market so now I have a much better idea of what to put in my game box.

I am not sure if toury play is available here in Louisville KY or not. I replied to another thread about local players. I am so fresh and new to the game I don't think I'm ready for anything serious just yet. I really need more practice and a few variant sqauds I can use.

Just so you know Scum & Villiany HWK, Y-wing and Z95 pilots can't be used for the Rebels, and the Firespray pilots can't be used for the Empire.