Playing against wife

By LouisCypher, in X-Wing

I want to introduce my wife to x wing, so i'm in need of some fun and easy to fly rebel and imperial lists to play with her, before enslaving her with list building.

I have:

2x core set

2x tie fighter

tie advanced

Imperial aces

tie bomber

tie defender

slave 1

X wing

2x y wing

a wing

b wing

Rebel aces

May you help?

Thanks

L.

Edited by LouisCypher

Run the basic setup with 2 TIEs against an X-Wing. Keep it simple with generic pilots with no abilities or upgrades.

And then go cinematic.

Death star trench run ships for instance.

Run the basic setup with 2 TIEs against an X-Wing. Keep it simple with generic pilots with no abilities or upgrades.

Already done that :-)

My question was... what next?

Let her win.

Let her win.

Great advice, but still no lists :-P

let the wookie (i mean wife) win ! :P

If you've already done the QuickStart game,
2'x2' map, 31 points, 1 X-wing, 2 TIE fighters.
Then she is ready for more ships, and different ships.
These two distinctions are obvious to experienced players but not new ones.
New players have to understand the differences between ships,
and the play tactics/strategies that go with those ships.
If you can teach her the difference between a turret ship,
and a bomber, and a fast fighter, then she can learn strategies
that go with them.

My wife has played enough to have favorite ships.
She doesn't bother with 2 attack dice ships,
and prefers ships with higher hull scores.
She was running a double firespray build as her favorite,
but now runs with a Decimator & Firespray build.

We rarely bother limiting ourselves to 100 points.
One makes the build they want and the other matches points.
Usually we end up with something like 142 points.

As a next step, I would do two things, were I in your shoes:

(1) play a few games without dials,
free movement based on pilot skill.

(2) Contrast the turret ship verses the agile ship:
Y-wings vs Interceptors.

55 POINT BATTLE

Royal Guard Pilot (22)

Outmaneuver (3)

Hull Upgrade (3)

Targeting Computer (2)

Royal Guard TIE (0)

Saber Squadron Pilot (21)

Opportunist (4)

Total: 55

View in Yet Another Squad Builder

Gray Squadron Pilot (20)

Ion Cannon Turret (5)

R2-D2 (4)

Gray Squadron Pilot (20)

Ion Cannon Turret (5)

R5 Astromech (1)

Total: 55

View in Yet Another Squad Builder

Thanks!

I was thinking of 100 pts lists, but int vs y seems intriguing

Thanks!

I was thinking of 100 pts lists, but int vs y seems intriguing

you may be expecting too much of her to juggle so much,

(pilot skills, upgrades, pilot abilities, spacial tactics, etc.) too soon.

Are you trying to push her out to tournament play as soon as possible?

If not, then the 100 point mark doesn't matter.

How many times did you play the 31 point game?

Wouldn't it make more sense to do double that as the next step?

Thanks!I was thinking of 100 pts lists, but int vs y seems intriguing

Depending on how many games you have had so far,you may be expecting too much of her to juggle so much,(pilot skills, upgrades, pilot abilities, spacial tactics, etc.) too soon.Are you trying to push her out to tournament play as soon as possible?If not, then the 100 point mark doesn't matter.How many times did you play the 31 point game?Wouldn't it make more sense to do double that as the next step?

You're right, but i'd prefer to bring her to "standard level" asap instead of adding step after step. I also play with my nerd brother and we play 100 pts, so they may also play vs each other.

i don't want to make her feel "underrated" playing easier or semplified game, she'd make me pay that!

She's a clever woman, i think she can be trained properly like a normal human being ;-)

I do not understand the idea of playing the core set with no upgrades to ease people into things. Humans are capable of more than that. It is condescending.

Give her a list that includes maneuverability, tanky, shooty, and control. Let her learn what styles she likes.

It's too much to learn for someone new, especially if they haven't played miniatures before. I found that if you overwhelm someone, they tend to get turned off by the game.

Play the scenarios not deathmatchs

many people who are not 'gamers' by nature much prefer a narrative story they interact with to a slog fest

I do not understand the idea of playing the core set with no upgrades to ease people into things. Humans are capable of more than that. It is condescending.

Give her a list that includes maneuverability, tanky, shooty, and control. Let her learn what styles she likes.

I wasn't meaning to be condescending, he didn't even say if she was a gamer, or if he's trying to hook a non-gamer. Learning a lot of new things at once can be overwhelming, and as ltcwinger said, that could be a big turn off. She isn't going to learn what style she likes if she's too busy trying to juggle so many new things. Am I'm the only one offering a list as the OP asks for?

Edited by gabe69velasquez

It's not as if it's a very complicated game people.

Most people in this universe intuitively understand that you need to point at something in order to be able to shoot at it, so that's arcs sorted and with it, the concept and importance of arc-dodging.

I think the most difficult concept in this game is "Low PS moves first, shoots last. High PS moves last, shoots first." followed by "add a red die at range 1, add a green die at range 3" and to help with that I've read people mark that on the range rulers as a reminder.

Then there's synergy or support in list building but that can easily be left for a later point by giving the new player lists you've built, the occaisional player might not even be interested in that.

You might want to leave out asteroids for the first few games until they're more comfortable with movement, but even that is not that important. Just don't go all murder, death, kill on your opponent if they're still learning and they'll be fine.

Play the scenarios not deathmatchs

many people who are not 'gamers' by nature much prefer a narrative story they interact with to a slog fest

I have yet to meet these people. Most just wanna play a game with the star wars universe ships. Scenarios add special rule sets. For a good starter ship squads?

Soontir Fel (27)

Push the Limit (3)

Hull Upgrade (3)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

"Howlrunner" (18)

Total: 99

View in Yet Another Squad Builder

Keyan Farlander (29)

Push the Limit (3)

Fire-Control System (2)

Prototype Pilot (17)

Chardaan Refit (-2)

Biggs Darklighter (25)

Garven Dreis (26)

Not the best rebel list but you don't have a few of the cards I would suggest you utilizing. Both of these lists give each a player a bit of synergy while giving you a flanker.

New player:

Luke Skywalker

R2-D2

Biggs

R2-F2

Wedge

R2

You:

Vader

Squad Leader

Concussion Missiles

Mauler Mithel

Backstabber

2 x Academy

That's about 90 points each and you're flying over the Death Star.

The rules are pretty simple to grasp, its the maneuvering that is the more complicated bit. Until you actually see the ships move around and where each template takes a ship, I would keep it simple. Certainly you can have more than the 2 ties and an X-wing, but I would keep each list to around 50-60 points until the game becomes comfortable to them. Use asteroids initially since without them, the game is pretty boring. I wouldn't go crazy with the rocks thought, no more than 4.

Edited by Jo Jo

I get a kick out how some of you are contradicting each other on what's simple and what's complicated.

What's complicated to someone happens to be a very subjective and personal thing.

The point isn't if it can be grasped, but how long would it take a person to digest everything in the rules,

and do it naturally without having to refer to the rules or steps in a round list.

It isn't going to happen on the first game instantly for most people.

Throwing someone in the deep end and expecting they won't drown

isn't the best way to teach someone how to swim,

it's more likely how people come to be afraid of the water.

If you take any individual aspect or rule, by itself it isn't complicated

but dump the whole rule book and all aspects on someone

and I'm certain someone not a Star Wars fan or gamer would lose interest.

I know plenty of people who would take one look at everything mentioned on

page 1 and page 2 of the rulebook and decide that the game is not for them.

Edited by gabe69velasquez

Play the scenarios not deathmatchs

many people who are not 'gamers' by nature much prefer a narrative story they interact with to a slog fest

Totally depends on your gaming group doesnt it?

I play with mainly 25 to 40 year olds, a mix of men and women (usually about 75 per cent men) and most of us are tabletop roleplay gamers.. we also do larp as well.

The idea of having a game *without* a least a *reason* is just bit naff. There are only so many 100 point 'all my ships vs all yours last man standing wins' games you can play without wanting something a little more.

Even when we do have those games we base a story around something a player has chosen as an upgrade. For example if someone has 'rebel captive' the rebels are trying to liberate a rebel hero before he gets taken for interogation and 'destroying' the craft hes on counts as disabling it.

Im not suggesting you dive in with the tantive campaign with your wife but if you look at the core rule book the scenarios in there are in there for a *reason*

To ease you into more and more complex aspects while still having an engaging narrative.

YMMV

Personally i think my player group may prefer narrative play as i live in Nottingham, its the 'silicon valley' of wargames and often called the 'lead belt'. My gaming group are mainly people in the wargames industry so we tend to find 'plotless' games a little dull.

Honestly though, we're all into this game because of star wars right? Star wars is engaging to non sci fi fans, men and women equally etc because of the *storys* told in the film .

why wouldnt you want a storyline? Its much easier to get someone to engage in a game if they have a scenario with an objective a little deeper than 'kill everything'....

I play against my wife all the time, I let her fly a falcon which is super forgiving and she loves Chewie.

That being said let her fly both y-wings with turrets, you fly two ties. Let her whip up on you so she gets enjoyment out of the game before you fly anything to crazy.

Trust me my wife loves x-wing because I took it easy on her the first couple games.

Edited by Cubanboy

Pics or it didn't happen. :>)

Expect what you just explained is not the normal, most people play games that don't have narrative for their multiplayer aspect, its usually just the vocal minority that believes that is the true way of things. Just take a few popular video games that have average gamer age from 16-35, League of Legends, Call of Duty, and super smash brothers. Your group might, but I have yet to play more then a few scenario games because most want a easy, throw down list and get a few games in with out worrying about special rules. Most none gamers when given the choice between the two also opp for the death match style. This isn't the topic at hand though and you have yet to suggest anything the OP asked for so I am just going to drop this line of subject.