With the new academic year starting, my local university's gaming society has the annual influx of new gamers. I was asked along to their icebreaker event to demo X-Wing, and brought the following two lists for that purpose as I've always found just the starter set a little lacking in terms of showing off the game to its best.
Rebel:
Luke Skywalker (28)
R2-D2 (4)
Blue Squadron Pilot (22)
Total: 54
Imperial:
Darth Vader (29)
Determination (1)
Academy Pilot (12)
Academy Pilot (12)
Total: 54
I'd put these lists together to demonstrate a few things.
- The difference in gameplay between classic Imperial and Rebel lists
- Named and generic pilots. (You don't get more Star Wars than Luke and Vader.
) - The effect of Pilot Skill on the Activation and Combat phases of the game
- Post-move manoeuvring (Barrel Roll)
- A couple of simple to use upgrades without having an overwhelming amount of extra rules to explain
- How obstacles work (asteroids seem like a core part of the game play)
Other than the playing area being a bit larger than I'd first realised (about 4' by 4' rather than 3' by 3', which meant it took a little longer for anything to get into combat range), things went well. It seemed to showcase the core X-Wing experience well, and I'm optimistic that we'll see a decent number of the people I demoed to at our weekly wargaming sessions.
Is there anything that you'd change about the lists above, or any rules you think would be good to showcase in an introduction to the game? I did ponder trying to get a ship with Boost in the list as well, but TIE Interceptors seem like dropping a new player in at the deep end, and I couldn't find an A-Wing build that I was happy with.