Hey guys,
given some two or so complaints about a long awaited expansion, I feel the need to address something I thought every local gaming group would've gotten their heads around long ago: proxying cards one does not own
X-wing has exploded, and while the diversity now is absolutely incredibly (especially compared to the dark ages of wave 5) there are a lot of ships that need "navigating" so to speak in order to become viable
you know, things like:
Tie Defender (two fix titles, unreleased)
Tie advance (Fix titles and system, locked behind raider)
A-wing (title and refit in rebel aces)
etc.
Navigating the expansions required can be frustrating for a new player, who just buys the ship and rightfully assumes the game company has made it viable. As players who, presumably, wish to foster and maintain a gaming community, it's up to us to do the right thing and not be assholes about it.
as such, I thought it might be since to throw out the not-so-official, common sense proxy guide employed by our local group ![]()
I. How to Proxy:
- Highest priority is having the right ship dial (kinda hard to play without) or, at the very least, a proper substitute (y-wing dial - red maneuvers = K-wing)
- Second priority is having the proper base with the right firing arcs. While it's easy to remember that stuff like a K-wing has a PWT, trying to envision where extra arcs may be on a firespray or YV is just headache inducing. Also, it helps to use a base with the same PS of a pilot you're proxying
- Also second priority, as there's no way to state how much not doing this will throw people off, is having the right model. No one is going to care if your interceptor isn't royal guard or saber colors etc. (except for those weirdos that are awesome to troll with red soontirs and gray carnors), but it really REALLY helps to have the proper model of the ship you're proxying.
IMPORTANT:
Once all that's accounted for, the next step is to have some way to track what you're proxying
This can easily come from card print-outs, or from having your printed list (easily accomplished through a service such as a squad builder) out and ready for your opponent to access
Basically, as the one proxying, your job is to make life as easy for your opponent as possible. The less ready you are, the more confusing the game is, and the less enjoyable it will be
II. When to proxy:
Sanctioned FFG competitive events require you to have the official cards. This means that during a Store Championship, Regionals, Nations, or Worlds etc. you should forget proxying and set about borrowing from your buddies
For casual games, it's really down to what your opponent is willing to put up with. I'm willing to bet most guys are just looking for a fun game, and will be a-okay with you trying-before-you-buy so long as you follow the guide-lines in part I and make life easier for them
For casual tournaments, the local TO is the ultimate authority (sorry
) but in my experience they're also reasonable people looking to grow the game they enjoy
For our local tournaments, the proxying "rules" are a little stricter
- As per official rules, the ship card + base + model + dial must conform to the ship you are flying
- Local tournaments do NOT allow the proxying of unreleased content, to make life easier for everyone involved
So while I can get away with flying Tempest Squadrons with Tie/x1 + Accuracy Corrector despite not owning the raider nor the 4 freaking Starvipers I'd need, I can't slap Mareek Steele (Defender) on the table and go to town with Tie/D.
Basically, in order to maintain a competitive atmosphere that conforms to the current perceived meta, you're only allowed to bring the things you could have bought at that time
Leave testing unreleased content for your casual games
III. Why is this important?
Basically, proxying exists to keep from losing people due to frusturation
there is nothing less gratifying than investing time and money in a model only to figure it for worthless or that it does not fit in one's playstyle (especially if it's something as expensive as a Raider-fixed Advance). It's basically why GW has bled so many of us.
Proxying is a balancing act where both the proxyer and the opposing player make life as easy as possible for each other, such that they can more easily enable the playing of this excellent game. It is the ultimate try-before-you-buy, something that allows the consumer to safely invest money in tech that he/she knows will be worthwhile
On the flip-side, one must not demand to proxy especially in competitive events. There is a certain air that needs to be maintained for even local tournaments, as players may see them as opportunities to practice for higher level tournaments and will not want to waste time playing against ships/upgrades that will not be released before the next round of Store Champs take place (re: Imp Vets).
Ultimately, proxying is an act of communication between fellow players for the sake of making this fine game more enjoyable. Exercise common sense such that the process is as painless as possible and, above all else, be a gentleman about it (re: don't be an *******)
So grab your printouts and your lists and, above all, go have fun ![]()
Visual Guide:
Casual: Wave 7 Defenders (w/TieD tractor beams) face off against Wave 7 Bombers w/long Range scaners

Casual Tournament:
Wave 7 Advance with proxied Tie/x1s and Accuracy Correctors lead a fully un-proxied AC + conner + seismics + munition Deathrain into battle

Store Championship/regional/national/worlds:
don't do it
Edited by ficklegreendice