I’ve only played the game for a couple of months and have been thinking about how to introduce new players to the game without overwhelming them. Yes, I can run them through the “X-Wing vs. 2 TIE’s” match. But as a step two or three, I’m hoping to present the new player with a subset of cards with which they can safely build their own squads to play without getting overwhelmed or overly stung by bad card and bad ship choices.
Here are my design objectives:
1) Shrink the upgrades deck to some key cards that vary the game play but do not present the new player with point traps that will leave them feeling stung. If I were to grab a number out of the air just to drive the conversation, I’d say the goal is to keep the upgrades deck to around 20 cards.
2) Keep the ship options within the canon that most new players are familiar (Episodes IV through VI, no EU).
3) Reduce the Pilot options to just a few easily understood and easily remembered unique pilot skills and lean more toward generic pilots. (With new players including myself, I’ve found the unique pilot talents to be the easiest thing to forget to do while playing.)
4) Through shrinking the upgrade deck, the ship selection, and the pilot list, present a new player with a familiar, balanced, and easily understood sandbox for introductory squad building.
I am sticking with a casual format. I plan to proxy any cards I don’t have if they make the 20-card cut. I do plan to include the TIE x1 card to avoid right from the start having to tell a new player, “Don’t play the Advanced, it sucks.” This leads right into (2) and (3) in that I plan to have the TIE Advanced ship on the short list along with Vader as one of the few unique pilots available. And of course with Vader on the table, Luke must be an option as well! Maybe those two should be the only unique pilot options… or maybe one unique pilot per ship type?
Looking at (2), here’s a possible starting list:
Rebel Ships: A, B, X, Y
Imperial Ships: Fighter, Advanced, Int’s…. Bomber?
Most of my games have been with my kids. We play slowly and find that the length of a 100 point game is about as long as we can go and not lose interest. So 90, 75, 60, and even 30-some point games are pretty common. Honestly, often I just help them build a list that they think is fun without worrying about points and then I build a list for the same points that is a poor counter (you can keep their interest better if they win, of course!).
I was very eager to test out the Falcon because it is such an icon, but the one game we played with it was much more boring than the thrilling dogfights we’ve had before and since. So at the moment, I’m leaning toward excluding the large base ships. Feel free to comment on and persuade this decision, but please let’s not make this a Fat Han/primary turrets thread. I’m also leaving Scum out for now and sticking with Rebs vs. Empire both for familiarity purposes and because I simply haven’t bought S&V ships yet.
Proton torpedoes are, of course, another iconic element from the original movies. As my kids have experimented with squad building, they have a natural tendency to pile on the ordnance. I’ve read many threads talking about how ordnance needs a buff, and I’ve also noted in our own amateur matches that a lot of ordnance goes unused. But I’ve also read at least one poster’s thoughts that proton torpedoes worked during the early waves and only became broken as other options superseded them. Would a subset of upgrade cards help make proton torpedoes a viable build option, or would I need to throw in a house rule to help them out?
I’m most interested in everyone’s input on how to whittle down the upgrade deck to 20 or so cards, because I suspect that will be a lively conversation.
Think of this as an exercise on building a theoretical all-inclusive “Star Wars X-Wing Miniatures Beginner’s Box”. (Please, no need to inform me it’ll never happen. I know.)
I welcome your input!
