help me create an introduction build:

By skrapsan, in X-Wing

So I plan on introducing a friend to the hobby. But I'm quite new myself, so I figured I could ask you guys for some help creating two fairly equal armies to combat each other. Difference in tactics is to be expected. But I would like each of them to have a fighting chance against the other.

What I got access to is as follows:

Core sett x2

Rebel aces (a-wing + b-wing).

Tie Defender.

Suggestions are quite welcome as well.

I'd just start off with the missions included w/ the core set and then rebel aces. Those are (mostly) balanced, are made for the ships you have, and have a bit of narrative fluff built in for you.

Then, to finish things off - just do a full on Rebel vs Imperial and throw everything you have at each other, load up everything with the highest power options you want - points be damned.

Rebels:
X-Wing
X-Wing
A-Wing

B-Wing

Imps:
TIE

TIE

TIE

TIE
Defender

The best intro is the intro game in the core set, 2 TIEs vs an X wing.. it really is one of the best. I know this came up recently go to the top and use the search function there and look around. There were some really good suggestions in another recent version of this thread.

I was talking to a guy at my FLGS who's only played the starter rules, and came away thinking X-wing lacked depth. He's into tactical miniatures games like Infinity, so I'm thinking of giving him a demo game with squads designed to show off a bit more of what X-wing has to offer. I built these two lists to mirror each other, allowing him to apply some of the same tactics he'll see me use, and they're small squads so the game will be quicker, and it'll be easier to remember the upgrades and pilot skill order.

Empire 99 pts.

PS9 Soontir Fel (push the limit, targeting computer, shield upgrade, royal guard title)

PS7 Kath Scarlet (ion cannon, tactician, engine upgrade)

PS6 Backstabber(Dark Curse would work as well)

Rebel 99 pts.

PS9 Jake Farrell (veteran instincts, outmaneuver, a-wing test pilot, chardaan refit)

PS7 Keyan Farlander (push the limit, fire control system, gunner, b-wing/e2)

PS5 Biggs Darklighter (r2-d2, shield upgrade)

Nice as those are, I think you have way too much going on for a new player.maybe good for a 2nd or 3rd game, but as a first game it just has too many upgrades and ships. 2 at most I think is good for a first game. That's why I recomended the starter game from the core set. It kight be too simple for an experianced miniatures gamer, but for your average person that's never played one like this I think its fine. I've used it a few times to introduce people and they were able to get the hang of it. Our second games usually were reversed, so if they played luke in his X wing, then they tried the dual TIEs for the second game.

Like I said, just my experience.

We always just do Luke and TIE's. Works great and people identify with it.

I agree with the core set scenarios to start. Players can pick up the game fairly quickly, but for that first game they really need to focus on the phases and in what order to do stuff. 1x X-Wing vs 2x TIEs is fairly even. The beginning player shouldn't come away feeling that the team wasn't balanced in this scenario. Start out any larger and there is a real possibility some of the rules learned won't stick. After that it's important to get into the depth of the actions and the order of die modification during combat...all of which can be taught with fewer ships.

Could try:

Luke w/ R2D2, Green Squadron w/ Refit

vs.

Rexler Brath, Academy Pilot

alternatively:

Academy Pilot x4

Nice as those are, I think you have way too much going on for a new player.maybe good for a 2nd or 3rd game, but as a first game it just has too many upgrades and ships. 2 at most I think is good for a first game. That's why I recomended the starter game from the core set. It kight be too simple for an experianced miniatures gamer, but for your average person that's never played one like this I think its fine. I've used it a few times to introduce people and they were able to get the hang of it. Our second games usually were reversed, so if they played luke in his X wing, then they tried the dual TIEs for the second game.

Like I said, just my experience.

Yeah, those list I made are meant as a follow up to a couple games with the starter game, and intended for an experienced war-gamer.

If you don't want to do the core set single x-wing vs two TIEs, I think the following could be a great introduction to a new player:

New Player's List:

Han Solo (46)

Chewbacca (4)

Millennium Falcon (1)

Total (51)

Teacher Player's List:

"Backstabber" (16)

Soontir Fel (27)

Squad Leader (2)

Total (45)

Here's why I think this is pretty cool for teaching. First of all, Han + Chewie in the falcon is super thematic, so that's always fun. Second, the falcon's turret is forgiving, so the newbie still gets to attack a lot even while he's still learning to fly well. Meanwhile, you the teacher get to show him the usefulness of good maneuvering. Backstabber teaches the difference between being able to attack someone and being in a firing arc. Soontir/Han teaches about initiative. Squad Leader teaches about squad synergy.

Could be a fun alternative to the standard X vs 2 TIEs, while actually teaching more without being confusing or forcing the newbie to make optimal choices, and it's likely that the newbie will win the match, so they'll want to play some more.

Soontir could work with PTL of course, but that might get confusing for the new player's first game (although it's not like they have to use it - they're just observing you using it). You could also use Elusiveness on Soontir which will teach the 1 reroll rule on the falcon's attack dice while simultaneously exhibiting synergy with Soontir's ability.

You don't have the ships for it but on the imperial side here are 2 easy and forgiving lists...one more advanced than the other:

Basic defender + hull x2

Black squadron + predator x2

Not a first game squad but solid after 4-5. Easy to sub in named ties or other epts to teach other game elements (backstabber for arc, NB for double action, howl for formation). The defenders are sturdy and the white Kturn is nice. Predator means rerolls for making them feel like they are successful (and teaches PS).

Vader+ squad leader

Interceptor of choice

Alpha interceptor

Backstabber

Turr is my choice but that's an advanced play. Teaches the importance of focus fire and highlights how little changes to the dials makes a ship perform differently. It's also Vader and a squad that throws a lot of dice.

Edited by Rakky Wistol

Nice as those are, I think you have way too much going on for a new player.maybe good for a 2nd or 3rd game, but as a first game it just has too many upgrades and ships. 2 at most I think is good for a first game. That's why I recomended the starter game from the core set. It kight be too simple for an experianced miniatures gamer, but for your average person that's never played one like this I think its fine. I've used it a few times to introduce people and they were able to get the hang of it. Our second games usually were reversed, so if they played luke in his X wing, then they tried the dual TIEs for the second game.

Like I said, just my experience.

Yeah, those list I made are meant as a follow up to a couple games with the starter game, and intended for an experienced war-gamer.

I think also I might have remembered you mentioned that you were going to use them with your more experienced player, and that is a great idea, as it will show him there is more to it than "get em in the arc and shoot"

I think possibly a tactics guy might not be easily amused with our favorite game though. This is a simple tactics game, almost like a game of keep away sometimes. I find I don't worry about big tactic when I play this one, just try to figure what I would do in my opponents place. Or, if I know him/her well enough do I 'know' what they might do??

those are good lists though I hope he finds some new inspiration in the game.

If you don't want to do the core set single x-wing vs two TIEs, I think the following could be a great introduction to a new player:

New Player's List:

Han Solo (46)

Chewbacca (4)

Millennium Falcon (1)

Total (51)

Teacher Player's List:

"Backstabber" (16)

Soontir Fel (27)

Squad Leader (2)

Total (45)

Here's why I think this is pretty cool for teaching. First of all, Han + Chewie in the falcon is super thematic, so that's always fun. Second, the falcon's turret is forgiving, so the newbie still gets to attack a lot even while he's still learning to fly well. Meanwhile, you the teacher get to show him the usefulness of good maneuvering. Backstabber teaches the difference between being able to attack someone and being in a firing arc. Soontir/Han teaches about initiative. Squad Leader teaches about squad synergy.

Could be a fun alternative to the standard X vs 2 TIEs, while actually teaching more without being confusing or forcing the newbie to make optimal choices, and it's likely that the newbie will win the match, so they'll want to play some more.

Soontir could work with PTL of course, but that might get confusing for the new player's first game (although it's not like they have to use it - they're just observing you using it). You could also use Elusiveness on Soontir which will teach the 1 reroll rule on the falcon's attack dice while simultaneously exhibiting synergy with Soontir's ability.

This could be fun too for a second game.

I think I would give the Imps 4 Academy TIEs and give one an upgrade, or make them Obsidian squad, 52 points I think but the falcon should be able to handle them. Possibly you could give them 3 Academy pilots and either Night Beats, or Winged Gundark. 51 points and gives them one good pilot with an ability. all just thoughts..

Call it Escape from the Star Destroyer.

For a first game with a kollegue I first introduced the basic rules, then the ships and upgrades.

After that we decided for 'Boot Camp' to play a core set game with 25 points each.

He chose a Rookie with R2D2 - I took an Academy and an Obsidian.

After an intense fight, he managed to win the game and was eager to play larger games.

Thanks for all the feedback. I think I'll do it like this.

Play introduction rules once.

Play introduction setup with core sett once. You know, the one with low level pilots.

Play introduction setup with two core sets. It should scale the dificulty quite nicely.

After that I guess we could start experimenting. If I haven't scared him of.