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By mikeespo, in X-Wing

Hi all. Just signed up here. X wing core is on the way. Not really a minis guy, more a historical wargamer hex and counters.

I do own WoW/WoG; no minis just cards tho. X wing looks much more complex a system. Looking forward to getting into the system more.

I am sure this question has been asked a million times before; what to get next? A lot of stuff is not in stock. I am going to LGS on Mon. I tend to lean more Imperial. Probably will get tie expansion and tie advanced. Need more rebel targets though. :)

Thanks for looking.

Skip the advanced and get an Interceptor

What he just said. Welcome though to a game that may consume you. It will eat at your pocket book, destroy friendships and relationships, and leave you a shell of your former self. ;) ;) Or I may be completely overreacting here. But just have some fun with the game and concentrate on buying the imperial stuff.

mikeespo

meepo_by_bpbegha-d5fvt2p.png

Next step is to play some games, and decide on a faction. Don't worry about what ship you buy first, as you'll probably end up owning all of them at some point. Just play and have fun.

Most popular answer is get a second core set.

The most important part is figuring how you want to play this. Casual style you could always play with your friends 1 X-wing vs 2Tie (or double), and just add new ships as you like.

Tournaments are also fun, if you start buying towards tournament lists I would first advise you to go see some ships in action to see if they fit your playstyle. I will also continue with what I would recommend for a starting player if playstyle was adaptable and he/she liked everything.

Tournaments require 100pts, for that I would propose getting a second core, a TIE Fighter expansion and a Slave-I. 4Tie + a Slave-I is a solid list and relatively easy to field. If you additionally get a Phantom, you're up for the following types:

Slave + 4 Ties

Slave + 5 Ties

Phantom + 4 Ties

Phantom + 5 Ties

The Phantom lists are all the hype currently, they're lists based around a hyper-mobile high-risk-high-reward ship.

The best part is that all the important upgrades for those lists are in those packages (Veteran Instincts, Stealth Device, Gunner, Fire-Control System, Recon Specialist, etc.). It used to be harder to start as an Imperial when 7-8 ship swarms were flown regularly.

Guys, please chime in if you think there's a faster way to get to tournament lists.

Oh and don't forget the most important part: have fun!

Edited by chilligan

Hi all. Just signed up here. X wing core is on the way. Not really a minis guy, more a historical wargamer hex and counters.

I do own WoW/WoG; no minis just cards tho. X wing looks much more complex a system. Looking forward to getting into the system more.

I am sure this question has been asked a million times before; what to get next? A lot of stuff is not in stock. I am going to LGS on Mon. I tend to lean more Imperial. Probably will get tie expansion and tie advanced. Need more rebel targets though. :)

Thanks for looking.

Yeah I'd suggest playing all three missions in the core, then deciding on a faction, then getting a second core.

Now, you've got 4 ties and 2 x-wings. If you are going Empire, I'd suggest an interceptor, and then any other imperial expansion except an Advanced (unless you REALLY want one). That's gotten you up to 100pts. Everything else is frosting.

If you are doing rebels, you're already at 40-60 pts roughly, any 2 expansions will get you to 100.

Edited by Bakura83

Yeah first thing to do is play a few games with just the ships in the core set and see if you even like it.

As much as I recommend 2 core sets, you should really try a game or two with just the single core set you have before you spend any more money on the game. Find out if you really like it or not.

Odds are you will because it's a great game, but be a shame to spend $100 before you find out you don't like it.

How does this compare to WoW/WoG?

tks

Greetings!

How does this compare to WoW/WoG?

tks

What's WoW/WoG?

Greetings!

*shudders*

dude...don't say that. I thought you were Kaxel and almost glared at your avatar.

Wings of war...wwi airplanes same company very similar game system...it seems

Wings of war...wwi airplanes same company very similar game system...it seems

Oh - well in that case at the very least the movement should be almost identical.

Play a few games then decide if the game is for you. I would defintay recomend a second core first

Wings of war...wwi airplanes same company very similar game system...it seems

I didn't play that but I know a little bit about it.

Some of the concepts for X-Wing are similar to WoW/WoG, but in that game you plotted 3 moves ahead, in X-Wing it's just one. But the idea that you pick your moves without knowing what the other guy is going to do is the same.

There is a lot to the squad building in this game, something WoW didn't have at all.

Greettings!!! (inside joke):

The most popular answer is get a 2nd core set, then get ships based on your play style, but I would definitely skip the Advanced for now, it is an overcosted ship, that doesn't do much good in the game atm (don't worry, the game is for the most part balanced (don't listen to the people who say e.g. Fat Han is OP) and FFG is planning on fixing the Advanced soon)

Another benifit of going for a 2nd core is the dice. Eventually you're going to want 6 of each die type. You can play with just 3 but it can get a bit messy when you need to roll 4 or 5 and do all your dice modifications. 3 ships + a dice pack makes the core set very cost effective.

Like others have said play a bit before you commit a bunch of money. See if anyone at your LGS will play a game against you and let you build a list from their stuff. I think many will and have the ships to do it. I still have a relatively small collection but I have enough to build 100 pts for each faction.

Edited by NukeMaster

Yes. Second core kit sounds good. Makes more sense actually. Wife interested in playing.

Welcome to this great game

As to what next well.......

Second starter set is always a good place to start.

That second set of dice is a must in my opinion and the four ties you will have is always a solid start to any imperial list. Same can be said about the two X-wings you will have.

Next really depends on if you want to have a balanced collection or not.

I would recommend you do as it will give you all the upgrades and most importantly (for me) was it made it very easy to get friends into the game. Once they are addicted they will hopefully buy in to and if they don't well at least it will guaranty you games.

If can get them you should pick up a X-wing, B-wing, Tie fighter and Interceptor expansion packs.

These are all quite hard to find and are some of the best stuff to start with.

Oh btw get the tie Interceptor expansion not the aces if you can. Both are great but the single has one of the top pilots in the game, good ol soonter fel

Edited by stegocent

Get whatever looks cool to you, then you'll be more inspired to play. A second starter is nice, since you get more dice and templates, but not absolutely needed. Everything works pretty darn good on its own. People harp on the tie advanced, as it's not the most efficient use of points, but it's not broken or unplayable, it still works. That advice comes from more competitive players who want to get the most out of every squad point.

The base rules are very quick to pickup. Complexities come as you get more upgrade cards and ships. It's the beauty of the system.

I'll go a different route and tell you what I think you shouldn't get early on: HWK-290, Lambda-class shuttle, and the huge ships. They are all good, and I have one of each, but they are more difficult to use well. Save getting them until you have played more and have a good base of other ships.

Virtually any other ships are good to get if they are what you like. Two core sets is a good start, because aside from the extra dice and cards, it's a cheap way to get more TIE fighters and X-wings (which are both great workhorses, even having at least one of every ship released so far, I still use them in lots of lists). After that just get ships that you like. Every other ship can be useful (even the Advanced, though probably only get one as 99% of the time you'll only use it to run Darth Vader).

FIRESPRAYS!

I am sure I am going to echo a lot of what is said here, however...

First, I would explore getting a second core set. This doubles the things that you need like templates, damage deck, dice, and so on. It makes it a lot easier for two people to play when they have their own of these things. Plus, it doubles the ships that you have, and TIE fighters are ALWAYS useful!

Second I would get a TIE Fighter and X-Wing Expansion pack. The core set is great, but does not include all of the pilots available to both ships. Most notably are Wedge and Holwrunner, which are not in the core set, and are arguably the best pilots of their respective ships.

So now that you have two core sets and the X and TIE Expansions, well, the sky is the limit! The best part about this game is that every ships is still playable in the game. So you do not need the newest and greatest to play. Now that being said, some ships are less optimal then others... like the TIE Advance or the HWK-290. I would save those for last if you are trying to collect them all.

Falcons are great right, Firesprays as well. You can't have too many TIE Fighters, and a great list can be built with 6-8 of them. The TIE Phantom is also a good one to look at, and B-Wings, Rebels love the B-Wing for good reason, it is a great ship.

After that the Aces pack are good (I would get the basic versions of those ships first, to get all of the pilots and upgrades for the B, A, and TIE Interceptors).

That should give you a good start. If you want to know more, just ask, the community here is amazing. Also, if you like podcasts at all and want to listen to guys discuss these very topics, check out our show. See my signature for a link.

And welcome to X-Wing!

Edited by EvilEd209

I'll go a different route and tell you what I think you shouldn't get early on: HWK-290, Lambda-class shuttle, and the huge ships. They are all good, and I have one of each, but they are more difficult to use well. Save getting them until you have played more and have a good base of other ships.

I echo this, the HWK and Lambda can be hard to play initially. I would also add the Phantom to the list, it has odd rules and movements, unless you're up for the challenge.