Building a couple of easy lists to get my daughter into the game

By darthjeff81, in X-Wing Squad Lists

My daughter (8yo) wants to start playing x-wing with me. She is pretty smart and picks up games pretty quickly. I was hoping for a couple of suggestions on easy lists we can fly to give her a good start to the game.

The first game I was thinking of was

"Dark Curse" (16)

"Night Beast" (15)

Total: 31

against

Luke Skywalker (28)
R2-D2 (4)

Total: 32

which I believe is suggested in the core rule book. Are there any other easy to play matches that I could use to help ease my daughter into the game?

Thanks in advance

edit: I a word

Edited by darthjeff81

Have you tried the "quick play" scenario that comes with the Core? It is very basic (no actions), but it gives you a feel for flying and range. It might be difficult to start the game off with named pilots because you have to remember their abilities while also trying to the learn basics at the same time.

Thats awesome, great dad/daughter bonding time. Have you thought about keeping it generic for starters, i.e Red SQN vs Obsidian SQN, that way you can focus on the phases of the game without all the confusing EPT etc...

When i teach mates that are new to the game that's what i do. Otherwise what you have above is fine.

I had completely forgotten about the quick play scenario. Thanks for the suggestion!

Another way is to make two lists of 24 points with no unique pilots.

Ex

Two ties

Saber ptl

Vs

Blue fcs

X hull

You can make some really fun and simple lists this way.

Otherwise I'd tell you since you already have a collection do something like 50 points vs 50. Try to avoid Luke + r2d2 for you as that combo is nigh unkillable at 50 points. Or give it to her for a challenge for you.

To simplify rules you c an ignore range differences and also tell her simply to never fly through or hit a rock. Only after one of you has done that do you explain what happens.

My strongest suggestion is DONT use Luke/r2-d2 for that game. The base rules don't suggest it (they suggest an r2 astromech). At anything under 100 points, r2-d2 is insainly broken.

One I read about that seemed pretty reasonable I believe is called "Secret Force."

It uses a pair of 50 point lists. You, the experienced player, runs a 3 TIE squadron of some kind. You put this up against a rookie Rebel:

Chewbacca + Gunner + 3 points of easy to understand/use upgrades,

While there are many who say the Falcon is a terrible ship to teach with because it is "too easy" to fly that is exactly the reason it can be a good ship to teach with as its operator can win without resorting to cheating. Using Chewbacca takes away the issues with face up cards (assuming your list doesn't break that) while being tough enough to take some hits and the turret allowing attacks despite setting up bad angles. The Gunner helps make sure those attacks have a high degree of hitting; not doing anything useful tends to disappoint newbies. Originally that 3 points of upgrades when to Marksmanship but now days there are a lot of choices but I'll say you should still keep them simple and not too conditional.

Could also just go vanilla rebel on rebel. Dice are significantly more sympathetic and no complicated arc dodging to master.

I did exactly this with my daughter too.

First game was just flying and shooting.

Next game we added in tokens (boosts, stress, focus etc)

Right now we are playing with unique pilots.

I think the hardest step will be upgrades.

On 1/2/2015 at 1:59 PM, Deltmi said:

Have you tried the "quick play" scenario that comes with the Core? It is very basic (no actions), but it gives you a feel for flying and range. It might be difficult to start the game off with named pilots because you have to remember their abilities while also trying to the learn basics at the same time.

This is the very best way to start.

For variety, run the Political Escort mission in the core. Let her be the attacker first, then switch sides.