Lists for teaching the game

By Wilhelm Screamer, in X-Wing

So I've introduced X-wing to my local games club, and the reaction was very positive (protip: soundboards on smartphones make things pretty funny). So far though I kept it simple with bog standard TIEs and X-wings to show them how the game works, but I do want to start mixing things up a bit.

What sorts of lists would you suggest I set the group up with to show them some of the variety in the ways the game can play?

If they have a good grasp of the basics I'd start with 100 point lists. Could start with say 4-6 ship lists, but keep the number of upgrades to a minimum.

Have you been using asteroids? Just starting out without them can make things easier until you start throwing obstacles into the mix. While I'm at that is everything up to speed so no one is taking any shortcuts with the rules? I'm asking this because the "quickstart rules" throw out a number of other things that become pretty important later on.

I'm not sure what point value you are looking at or the level of complexity but it seems the current meta maybe Falcon squadrons, Phantom Squadrons, and Swarms. Viewing your collection it seems you may even be able to put all three together at the same time depending a little on how upgrades get spread around. In a way each of those types also demonstrates something different:

Swarms: These demonstrate the power of teamwork, formation flying, planning, and occasionally some synergy.

Falcon: This is where you show the power of durability and also show off how turrets work.

Phantoms: While there are several types of these this is generally showing off how to utilize maneuverability to the greatest effect and often involves knowing how to pick your battles and when to run away from them.

With those you also can have the squadrons of three or four Rebel fighters and try some things with the big Imperial ships which will play differently than the Falcon plays.

I was at a FLGS event they hold monthly and ran a Furball (1 ship each Free-4-All) and it went really well. It is simple enough for newcomers to pick up the mechanics without the stress of having to manage multiple ships, many people can play, no teams are uneven, and the energy is great!

For my part as teacher, they all target locked my space cow and murdered me ASAP. Oh well, it made explaining the rules on the fly easier!

steven0, you make some good points that I'll be sure to keep in mind.

100 point lists are obvious, probably gonna use some of the various missions to keep things varied.

And yes asteroids and all the other rules are in full play. I make the first game without asteroids for simplicity and then have another with them, usually incorporating different ships and pilots in the second.

Edited by Wilhelm Screamer

Imperial training lists for specific techniques:

6 ties swarms with names- teaches formation flying, PS management, and special abilities

Tie swarm with shuttle- teaches bump for profit

Howl + 2 BH- teaches rear arc and big ship management

Vader+ squad leader, Turr, alpha, backstabber- the power of 4 dice and multi action

4 RGP + PTl- power of the glass cannon

Barron's focus- mixed squad management

All pretty competitive too.

If they have a good grasp of the basics I'd start with 100 point lists. Could start with say 4-6 ship lists, but keep the number of upgrades to a minimum.

My local group had our first meeting, where we managed to suck in a new person. While the other guys were playing, I taught the new guy how the game worked with your standard Two Tie and X-wing. We played twice, letting him flip sides to get a feel for the basics. We definitely played with Asteroids though. I learned by not using them and it took a while for me to adjust my game to them, because where are you going to play without them?

So, after the other guys finish, I setup the new guy with your classic Imperial swarm.

Tie Advanced - Darth Vader with Squad Leader

Tie Fighter - Winged Gundark

Tie Fighter - Night Beast

Tie Fighter - Obsidian Squadron x 2

It gave him probably the only chance to play with Vader he will ever see, as if he decides to invest in the game, he will quickly realize no one plays with him, plus it is a great hook to new people that you got to play with Vader. It also gives you a couple of special skills to try to add some experience. Of course he had no idea how to fly a swarm, and we didn't teach him. As a teacher in my daily life, their is value in letting experience being the guide.

If he had chosen X-Wings, I would have gone

X-Wing - Garven Dreis

X-Wing - Luke

X-Wing - Red Squad x2.

It is a fun little Squad that gives you some special skills to play with while maximizing the number ships and gives them the classic Star Wars Red Squadron flavor.

After that let them play in the box of models to start playing with secondary weapons or squad makeups.

Yeah. You guys are doing fine.