So I have a group of guys that do game night every once and a while. I was hoping to introduce them to X wing tonight. They will probablly be about 4-6 of us total. What would be the best way to introduce that many people to the game?
How to teach 6 people to play at once?
Anytime I teach a new player the game I use the X-Wing core set scenario: Luke vs two TIES.
If you have the ships, I say do a 3v3, each player control either 2 ties or a pumped up x-wing. Maybe even 3 Lukes (remember, they're just learning, so you can ignore the "one Luke" rule to start).
If you don't have the necessary ships/cards just use a small number of ships, atleast one for each player, that all add up in points.
Good luck!
Teambased Rebellion vs Empire, with everyone handling a little portion of the lists.
Two equal teams, ~25 points per person. Generics with minimal upgrades, but try to cover all the bases.
My go-tos are:
Rookie Pilot + Proton Torpedo
Gray Squadron Pilot + R5 Astromech + Proton Torpedo
Green Squadron Pilot + Push the Limit + Proton Rockets
Blue Squadron Pilot + Ion Cannon
Academy Pilot + Obsidian Squadron Pilot
Tempest Squadron Pilot + Concussion Missiles
Saber Squadron Pilot + Opportunist
Gamma Squadron Pilot + Cluster Missiles + Seismic Charges + Munitions Failsafe
Well I have a sizable collection, many multiples of the small ships and one of every big ship so yeah, having models isnt going to be a problem.
I was thinking something like a death star attack with just xwings ywings and tie fighters along with vader... But how would I do it?
2 teams of 3, roughly 30-40 points per player. Named pilots are ok but no non-munition upgrades, just to keep it simple. Try to have every common action represented per team. A decent example for the Imperial side might be:
Scimitar Squadron
-Ion Pulse Missile, Concussion Missile, Prox Mine
Obsidian Squadron Pilot
Night Beast
Kir Kanos
Lieutenant Lorrir
One player can control the academy and Lorrir, the other Nightbeast and Kir Kanos, while the third flies the bomber (only 1 ship, but arguably more fun for a newbie because of its resilience and ability to make things go boom.)
That way everyone can get a feel for basic maneuvering, when to choose what action, how target locks and munitions work, etc. but without having to memorize a new special rule for every single ship.
Edited by shakedown47If you're wondering about what ships to give people, I find it's a lot easier (and quicker especially with that many people) to have ships with no special abilities and no upgrades. So while it might be boring for you to see 6 unnamed pilots going at it, I'd recommend that for ease of learning. Less to read = faster play. Faster play means they get to see how fun the prime feature of this game, the dogfighting, is.
If you're wondering about how to teach them, I tend to give people a 20 second overview about how the entire round is played, then dive into details. Starting with the combat phase, because it's the most interesting. Tell people about the red and green dice and how they work, then about modifying dice with tokens. After they know why the tokens are so useful, it's much easier to explain the "Perform Action" step on the Activation Phase. Then go through the Planning and Activation phase and start playing! It'll be fun with that many people, just try to streamline it as much as possible.
give everyone a list of 24 pts, no uniques. and just play. boom. 3v3.
a 3v3 fur-ball would probably be the best. (33 points per player)
Rebels get 1 X-wing and some points for upgrades (to include choosing a different pilot)
Imperials get an Academy pilot and 1 named Tie Fighter.
The biggest problems would be that it is likely not going to be an even balance between the sides. There will likely be one side that is powerful and give the illusion that a certain faction is stronger than the other (though some might argue that is the case with the meta).
I taught 3 last night with a furball. 50-point lists. Easy and fun. Just make each list all one PS.
I taught my RPG gaming group of six by giving each of them a ship reasonably based on their gaming personality, not worrying about points and maxing out each ship with it's best options so they get a flavor of all aspects. Anybody who died started over on their edge of the game mat until one side (rebels vs empire) had all ships destroyed at least once. It's fun between friends, you can worry about getting to tournament rules later. Just fly and enjoy!
Furball.
My local group has been playing a fun little game lately.
Each player gets two 35-point ships, generally one Rebel and one Imperial. You play everyone vs. everyone, and when one ship is destroyed you just start your other ship from an edge and keep playing. Lots of fun, and you can play as long as you want.
I taught the game to six young teenagers as a group. I gave one group three X-wings (reds) and the other got two APs, though I have one of them a PS 4 advanced. I only allowed them to use focus actions game 1, but I don't think you need to do that here. It worked great and afterwards they were ready for a few more points and mixing in named pilots.
I did a demo game at a local gaming Con and made it an epic game of 205 pts vs 205 (I went over a little on each). Everyone got 50 pts and I broke it down this way:
Rebels
1)CR-90 w/ 2 x quad lasers
2)Rookie w/ Proton Torpedoes
Red Squadron w/ Proton Torpedoes
3)Rookie w/ Proton Torpedoes
Red Squadron w/ Proton Torpedoes
Imperials
1)Tie Bomber w/ Concussion Missile + Cluster Missile
Academy Pilot
Obsidian Pilot
2)Lambda w/ Heavy Laser Cannon
Academy Pilot
Obsidian Pilot
3)2 x Tie Advanced w/ Concussion Missiles
4)2 x Tie Interceptors
I had everyone use a Generic, but everyone's ships were at different PS ratings. This was due to the first practice game I had all the ships with similar PS ratings used by the same players. So, the game bogged down when it got to PS 1 - Imperials and they had decided to give all the Academy to one guy. Even used the two different generics for the Advanced & Interceptors. That made the game go much smoother.
Most of my games were with utterly new players. I played 5 games and the Rebels won 4 out of those 5. Most games it was down to the wire and half the CR-90 on fire, but they pulled it out. I had to stress the importance of hitting firing range at the same time to the 4 Imperial players. I also noticed that those that focused on cleaning up the fighter escort first died. The only time the Imperials won was when they threw everything they had at the capital ship and it just started to get criticaled.
Play it like a big game of roborally- give everyone an academy pilot, place a container in the middle, set up everyone equidistantly around the outer edge, and let them blunder through it. Make sure no experienced player plays, and if someone loses their TIE they come back in with 1 hull damage on any table edge. Make it require an action to pick up the container, and at the end of the turn, if a ship has the container, it gets a stress at the end of the combat phase.
People will usually pick up on the actions, how to fly, etc pretty quick with this set up. Ideally played on a larger table.
Thunderdome! 6 boys enter one man leaves.
If you have them, get each of them an academy pilot and say: 'Welcome to the Imperial Academy!'
Let them fly through asteroid fields and let them chase Luke Skywalker with R2-D2 and Elusiveness.
Movement, actions, obstacles, shooting, the basics all covered. And a glimpse of a different ship, upgrade cards, and a high PS pilot with personal ability.