Does the fact that a new player on his second game with seemingly not the greatest tactical judgement can still beat me after I've studiously playing for 8 months count as an indicator about the falcon?
We are 0-2 currently.
Does the fact that a new player on his second game with seemingly not the greatest tactical judgement can still beat me after I've studiously playing for 8 months count as an indicator about the falcon?
We are 0-2 currently.
Define "easy".
Define "easy".
"Not hard or difficult; requiring no great labor or effort"
"Not hard or difficult; requiring no great labor or effort"Define "easy".
Nothing in X-Wing requires great labor nor effort. Nothing is hard nor difficult either.
So everything in X-Wing is easy according to that definition.
"Not hard or difficult; requiring no great labor or effort"Define "easy".
Nothing in X-Wing requires great labor nor effort. Nothing is hard nor difficult either.
So everything in X-Wing is easy according to that definition.
Difficult: "needing much effort or skill to accomplish, deal with, or understand."
It is difficult to deal with a list using Fat Han, as is evident by both 2014 Worlds finalists using Fat Han lists(along with many other qualifiers). Let the Wookiee win, mate.
Edited by Stilgod
Define "easy".
Sexually promiscuous? I mean, I have heard things about the TIE Phantom.
Edited by TopHatGorillaDifficult: "needing much effort or skill to accomplish, deal with, or understand.""Not hard or difficult; requiring no great labor or effort"Define "easy".
Nothing in X-Wing requires great labor nor effort. Nothing is hard nor difficult either.
So everything in X-Wing is easy according to that definition.
It is difficult to deal with a list using Fat Han, as is evident by both 2014 Worlds finalists using Fat Han lists(along with many other qualifiers). Let the Wookiee win, mate.
Define "easy".
Sexually promiscuous? I mean, I have heard things about the TIE Phantom.
They do...get around(rimshot)
Let me clarify (at work and couldn't post again before now), he said Imps were the easy faction, saying that Ties are easy to learn and fly, and that it was the new player faction. Siting the superior maneuver dials and better action bars (Barrel Roll specifically) as them being "easy".
Let me clarify (at work and couldn't post again before now), he said Imps were the easy faction, saying that Ties are easy to learn and fly, and that it was the new player faction. Siting the superior maneuver dials and better action bars (Barrel Roll specifically) as them being "easy".
Bleck, no (I wouldn't agree with him)
Generally, you want to hand newer players what is considered to be the more "forgiving" models that can stick around even after a horrible blunder (falcons pull double duty of being durable and having a turret to compensate for potentially horrible manuevering).
I also think Advanced Sensor B-wings do a lot for easing players into the game (Won't get one shot, b-roll out of bad trajectories, good fun) and Whisper is actually very forgiving once you explain how the cloak--> shoot --> cloak interaction works because he/she sits on some very reliable defensive tech. Basically, any ship with pre-manuever movement and non-action step actions and enough defensive tech to not get reliably one-shot would be beginner friendly (less vulnerable to activation phase growing pains, such as obstructions and bumps)
Do not ever hand a new player Echo, though, unless you got popcorn ready.
Ties getting one-shot to horrible green dice are hardly forgiving, despite how cheap they are. Then again, Beginner's Luck is a thing?
Edited by ficklegreendiceIts more like this:
Newb Empire player: "Oh darn, I miss judged that bank. Wait, I can DO A BARREL ROLL! (Barrel roll, barrel roll, do do-do a barrel roll)"
Newb Rebel player: "Oh darn, I miss judged that bank." (X-wing just sits there).
Sure, once you start adding ships the balance of power changes, but with 2 core sets I would say the empire has a leg up on the rebels.
I've actually discussed this with my friends before
The rebels are the easiest faction for new players
Whenever I start someone on X-Wing they fly a Falcon and an Xwing build for new players
Once you've played a bit more and are more comfortable Imperials become a lot easier to fly than rebels
The numbers are very advantageous
Once you start getting good at playing though things begin to even out on both ends because both sides have very stylized ways to play
The best way to put it
The Rebels are solid ships with strong pilot abilities, but they are costly to play so you are not going to be flying alot of ships. While that gives you less to think about it also forces you to really focus on using arcs to advantage and trying to make every shot count
The Imperials are cheap ships that focus more on battlefield control but sacrifice some needed punch and hull. You may be able to fly a **** ton of ships with them but keeping track of all those ships can be a hassle and you need to worry more about maneuvering, but luckily you have a more forgiving ability to lose some ships and focus more on the overall game then a turn by turn basis.
Rookies: Fly rebels because they can't wrap their head around that many ships
Advanced players: Fly Imperials because they understand the power of numbers in a battle and have the hang of handling ships so they can fly more of them
Elites: Fly whatever the hell they are handed because the game is fairly well balanced and both factions take a lot of learning before you can fly them properly
Is there an easy faction
I would say there is
But which faction is the easy faction is based on the point you are at playing the game
Does the fact that a new player on his second game with seemingly not the greatest tactical judgement can still beat me after I've studiously playing for 8 months count as an indicator about the falcon?
We are 0-2 currently.
So he passed by me today and smugly reminded us all that he was 2-0 against me. =P
(All in good poking fun, he's not being rude). but boy, that is irritating.
Rebels are more forgiving when you start as you don't get punished quite as hard for a mistake or a bad roll.