Teaching the game.

By SirPickles, in X-Wing Off-Topic

Hey all.

I am going to be teaching 2 brand new players this week. Both of them are adults with some background in gaming. Just not miniatures.

My questions are, what methods do I use to teach the game well? Should I run 1 rookie vs 2 academy pilots on an open field at first, then ratchet up the difficulty? What has worked for you in the past?

I'd start with just the core set at first so they can get the mechanics down and movement. Generic pilots are the best so they don't have to worry about any abilities. I wouldn't just have an open map because its a bit boring, but maybe a few asteroids so you can explain how they interact. After that, start introducing a few ships and some upgrades. Maybe even a named pilot or two.

Edited by Jo Jo

I suggest going 2 X-Wings vs 4 Ties for the opening match. If you're teaching both the players at the same time then I suggest you take control of the 2 X-Wings and they get to both take pairs of TIEs against you.

Rebels

Rookie Pilot — X-Wing 21
Ion Torpedoes 5

Rookie Pilot — X-Wing 21
Flechette Torpedoes 2

Dabbles in Ion and Stress Tokens as well as Ordnance/Secondary Weapons.

Empire

Obsidian Squadron Pilot — TIE Fighter 13

Academy Pilot — TIE Fighter 12
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Obsidian Squadron Pilot — TIE Fighter 13

Academy Pilot — TIE Fighter 12

shows the differences in Pilot Skills in regards to Placement, Movement, and Attacking.

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Anyways good luck with creating more Wingnuts :)

I taught a few chaps the game. I made this little cheat sheet . It is colour coded to help.

I'd recommend that in the first game you don't use asteroids. Just X-Wings and Ties as suggested above. Based on their experience you can omit actions, stress (therefore red/green manoeurvres), etc. Introduce them in a 2nd game.

Also, avoid drowning them in rules at the start of the game. For example. just say "Don't collide with other ships, we will talk about that when it happens .. but it's bad so don't do it."

Enjoy.

i do intro games with luke vs vader with supporting ties/xs to points match.

The core mechanics should take all of five minutes to explain, i mean you could just show people FFGs own tutorial vid.

Having Luke and Vader is really good as they only have one special ability per side to worry about. Vader demonstates the value of actions (and multiple actions and also show you cant do the same thing twice), Luke sort of emphasises the use of 'focus' with his free mini focus.

I've done xs v ties with no upgrades, mechs or abilities and on the whole i tend to find the ties rinse the xwings as they just chuck out more red dice.

Two ties... 6 Hit points in total, 4 or 6 red dice coming in 3 or four evade dice if flown side by side (or thereabouts) 22points for 2 academies

1 x wing,,,, 5 hit points in total, 3 or 4 red dice, 2 or 3 evade dice. 21 points for a rookie

If you dont use those options for mechs, torps or abilities then the xwings are up against it i feel.

Sure the x wing moves last and fires first but it usually doesnt last long, of course doubling up the forces to 2 v 4 makes for more of a game and the law of large numbers make it less likely that the TIes wreck the x wing on the first pass. :)

But for me, i'd add a little bit of character and i find Luke vs Vader works well.

Thats just what i've found, it may be i've just given the xwings to poor players.

i do intro games with luke vs vader with supporting ties/xs to points match.

....

Having Luke and Vader is really good as they only have one special ability per side to worry about. Vader demonstates the value of actions (and multiple actions and also show you cant do the same thing twice), Luke sort of emphasises the use of 'focus' with his free mini focus.

This is actually a really good idea. A lot of fellas (myself included) got into this game because it was Star Wars first and a great game second. If this exact same game mechanic was used to create table top Quidditch (with lasers??) .. I wouldn't be playing it.

Using Luke and Darth strengthens that SW feel. Here are 2 iconic and easily recognisable characters battling at our finger tips. As you said, it demonstrates rules .. but it also heightens the excitement for anyone who has seen SW.

Additionally, using Luke and Darth add an emotional element to the game. You will revel in their accomplishments and mourn their losses. Adding that emotional attachment aids the learning process AND helps sell the game.

Great suggestion Gadge!

Cheers :)

Im pretty good at 'entry games' as it was my job at GW for half a decade... writing games and scenarios for open days, conventions, Games Days etc.

The trick is to get someone hooked into the 'story' and the action and not bog them down with details.

Like you say , everyone gets the idea of the conflict between Luke and Darth... both really strong characters you can easily get 'into' and them with that as a foundation you can learn to play. Its certainly going to get most people more invested than being 'academy pilot 17'

:)

You've got to start with the basics and build on that. Maybe one named pilot on each side to keep it simple and bring in upgrades a game or two down the track. There's a fair bit to get your head around at first and you want to make sure the basics are well instilled before adding more complexity. I started without asteroids so I could get used to figuring out what the maneuvers would do, then added them once I was confident. Didn't manage to hit one for ages. Now I hit the damned rocks all the time!