I started. What next?

By Knight Phaeton, in X-Wing

Hello, ladies and gentlemans.

So, I try X-Wing and I actually like it. I highly interested in this game. I already bought TFA core set and play a couple of games with my friends. The game looks dynamic and interesting.

What I want now is advice how to enlarge my forces to 100 pts for both sides for playing with my friends in home. If possible, at first time I don't want buy a lot of stuff. So I want to purchase things, which is fun to play, which I will use later and which is not much expensive. What will you advice to me?

For the ships I like the beauty of TIE Interceptors, Phantoms, X-Wings, Y-Wings.

How about Rebel Aces and Imperial Aces? Is 1 T70 + Rebel Aces and 2 TIE/FO + Imperial Aces a good choice? Should I buy additional T-70 and TIE/FO for pilots and upgrades?

So, no advices?

Tie phantoms are tricky to use I'd get used to the game first.

Interceptor is great for learning how important good movement is, y-wings are very solid at the moment x-wings not so much.

once you pop the fun dont stop

Interceptors basically need Auto-thrusters, which comes with the starviper expansion pack only

so, without buying too much, the Tie/FO expansion is actually a very solid, self contained purchase because it contains

  • wonderful named pilots, especially Omega L and Zeta :
  • Juke + Relay

you can make some great, just not the most optimal, lists using nothing but TFA core FOs and Tie/FO expacs such as

Omega L (Juke + Relay)

Zeta L (Juke + Relay)

Epsilon Ace

2 Zeta Squadron Pilots

or

Omega L (Juke + Relay)

2 Omega Squadron (Juke + Relay)

2 Epsilon Squadrons

Juke + Relay especially overcomes the FO's native 2 dice problem (which is hitting through enemy green dice) and opens up a new world of possibilities for the FOs. Omega L and Zeta L do the same with their abilities, which negate most enemy dice bonsuses and add an extra red die for very cheap, respectively. These guys, imo, are absolutely competitively viable and can see use in multiple lists

I personally do not feel that sub-Omega Squadron FOs are the highest form of competitive x-wing ships, but they're also very solid and will hold you over until you can get some Crackshot Ties

Most importantly, though, FOs have been the must fun I've had in this game in a long time. They have absolutely gorgeous dials :lol:

Important: Unless you're playing at Officially Sanctioned Tournaments (aka Store Championships, Nationals, Regionals), you can proxy upgrade cards to see if you're up for purchasing them later

I highly recommend proxying, especially because one purchase of Tie/FO and Imp Aces can let you fly

Carnor Jax (PTL, Auto-thrusters, Royal Guard Tie, Hull Upgrade)

3 Omega Squadrons (Juke + Relay)

which is both a very powerful squadron and incredible fun if you just love flying ships

Edited by ficklegreendice

Say goodbye to your wallet contents!

Best sets for my money to start with are Imperial Aces and Rebel Aces, they give you good value for money and get you a solid array of ships with more than enough to build two decent opposing lists.

Best course of action though is to find a local group and borrow some ships to find out what sorts of things you enjoy flying, then buy those!

So, no advices?

Wow.. Not sure how your post got missed. Normally there's 8-10 posts in the first hour on a topic like this.

For what to do next. Imperial and Rebel Aces would really be a great place to start. Give you a lot of options and good upgrades. Also one of the old core sets could be a great buy. Gives you extra templates and dice which is really nice when you're providing parts for both players. Plus there's really good cards in there, like Luke, R2-D2 and Tie Fighter pilots. For $40 it's the most cost effective way to get more ships.

Another T-70 and TIE/fo wouldn't hurt either, more pilots and decent upgrades.

Also I'd look at things like the YT-1300, 2400, Firespray and VT-49. They're great ships and help fill in a list rather quickly because they're worth a lot of points.

For example Han + 2 T-70's is a solid 100 point list. Or a VT-49 and 2-4 TIE's.

After that, buy ships that you like the looks of, Phantoms, E-Wings, extra B-Wings or A-Wings, Y-Wings ect... There's few ships that are truly unplayable. The most notable exception is the Tie Advanced which isn't horrible but really needs the upgrades from the Raider pack to be truly effective.

Definitely pick up at least one T-70 expansion and one TIE/fo expansion so you can get all the pilots for those ships. If you got two more T-70s and three more TIE/fos, you'd be able to make 100-point lists for each side. However, you may be looking for more variety than that.

One highly recommended purchase is a second core set. Since you have the TFA one, you may consider getting the original one as well. Those two alone give you 6 missions, 12 asteroids, 2 sets of templates and range rulers, 2 damage decks (though they are different damage decks and playing with a single deck doesn't matter for casual play), and most importantly ... an extra set of dice. If I were in your position, I'd buy the following:

TFA core set (you already have this)

original core set

T-70 X-wing expansion

original X-wing expansion

TIE/fo expansion

original TIE Fighter expansion

Since the new ships from TFA count as different ships from the original trilogy, they have different pilots. The above list will give you all* the pilots for each of the 4 ships. You'll have 4 X-wings, which is the max number you can run in 100 points, but you'll also be able to run a squad of 3 X-wing using an ace pilot or two. For the Imperial side, this purchasing list will net you 3 TIE Fighters and 3 TIE/fos. At 6 ships, you'll probably always have to have an ace on your team, but that's okay because you have plenty to choose from. If you chose only the cheapest pilots, you'd be at 81 points, so if you're interested, you could pick up another TIE/fo or TIE Fighter, but I think at that point you'd be better off getting a new ship entirely.

*Technically you won't have all the pilots because some X-wing and TIE Fighter pilots come in epic ships that cost about 4 times as much as a normal blister pack expansion.

Good Advice: Get a 2nd Core Set (either one) for the extra dice, rulers, etc. and of course more ships.

If you are looking for an efficient way to get to 100 pts, the Aces boxes are useful, but ultimately Aces are a supplement to their corresponding expansion packs and if you like the ships, it's worthwhile to go back and get them as well for pilots and upgrades.

Finally, a bunch of people are going to tell you not to buy certain things because they have suboptimal utility in the current tournament meta. If you are not a competitive player or don't have plans to become one immediately, the best advice I can give you is to buy the ships that you like - I think you're more apt to have fun that way.

Standard advice is, unless you are super competitive and want to jump into tournaments right away, fly what you want first. If a ship looks fun, get that one.

That said, I think starting with the Rebel aces is good value for the money. You might struggle to make a "good" 100 point squad with those 3 rebel ships (T-70, B-wing, A-wing), so you may look at something that fills more points, like a Falcon or YT-2400, but they cost the same as aces. If you can wait a month or so, and if you're interested in it, the upcoming Ghost expansion will fill a ton of points, but will cost a tad more than a Falcon.

For Imperials, aces is fine, slightly more boring than rebels because it has 2 of the same ship. I still think it's good value for money, and comes with Push the Limit, which is one of the best upgrades in the game. The Phantom is fine, don't let the nay-sayers talk you out of it, just know what you're getting into. I started with one as well, you might hit a few rocks the first few times, but it's super fun to fly, and how else will you learn? Phantom also fills a lot of points. I'd personally skip the FO expansion at first, someday you'll definitely want it, but you have 2 already, and it doesn't fill a lot of points. A Decimator would fill you up pretty quick. Or a Defender (not as balanced, but they will be upgraded in the Imperial Vets pack in a few months).

All that said, buy whatever, it's all good (Except the syck, stay away from that. And don't bring a TIE advanced to a tournament without the X1 title).

Edit: LOL, when I started typing there were 0 replies.

Edit 2: Duh! Can't believe I forgot the second core, it's really nice to have the extra dice/templates, especially if you're the only one with the game. Like others, I also recommend the "Original" core to go with your TFA one, no need for 2 of the same core anymore.

Edited by imprezagoatee

Edit: LOL, when I started typing there were 0 replies.

That happens a lot. It's why I was shocked when I saw a post made at 2pm yesterday didn't have a single reply yet as of this morning.

So, no advices?

Wow.. Not sure how your post got missed. Normally there's 8-10 posts in the first hour on a topic like this.

Ive seen this before where a post from a new user is delayed. There's probably mod approval on new user posts involved somehow to filter spam.

I'd suggest the other core set and balanced purchases between factions of ships you like after that. ex: Y-Wing with TIE Bomber. Reb Aces with Imp Aces. Millennium Falcon with Decimator. After you get the two aces sets and even though you have the core set(s), you'll want the single expansion of each of those ships for the other pilots and upgrades too.

would not recommend a second TFA core

the ships in it aren't terribly useful outside the unique pilots and upgrades. The individual expacs for both ships contain far more relevant upgrades (or upgrade singular, in the T-70's case with integrated)

the standard core set would imo be the far more efficient purchase, despite the old damage deck. It gives you the rest of the obstacles, some really great standard Ties, and r2-d2 which is just gold on Poe

Edited by ficklegreendice

You have been warned, You will end up buying more than you had in mind.

after I got the first core set, I was like "Won't It be cool when I have 4 ships per side!"

yea... I got way more than that now. The good thing is Every expansion is worth it, not necessarily competitivly, but every single ship is different in there own unique way, it's like opening a new game every time! :D

Interceptors basically need Auto-thrusters, which comes with the starviper expansion pack only

Starting to think this is hyperbole. Played a couple of games with Autothrusters last night, and they were never used once. No turrets on the table, no range three shots.

That's been a recurring theme recently - it's 2 points as "turret insurance", which might be fine for competitive play but for someone who is just starting the game and/or supplying ships and models to their friends to use, they're not necessary in any way shape or form.

Push the Limit, on the other hand...

would not recommend a second TFA core

I'll second that. A OT and TFA core seems the best way to get started as opposed to 2 of either one. There's little in either one you really want let alone need duplicates of. Wired from the TFA core being the only one I can find that I might want more than one of, but isn't in another pack.

So unless you have some sort of serious aesthetic draw to the OT or TFA era ships, there's really no reason to buy 2 of either.

But if you for example hated the TIE/fo's and would only ever play with the OT TIE/ln's then perhaps two OT cores would make sense.

I would recommend the Original Core set, R2-D2 is REALLY good, and the original Ties are good to, you will also get more dice, manuver templates asterioids etc....

Interceptors don't strictly need Autothrusters when not going up against TLT spam or primary weapon turrets. When using the two cores and aces packs they be fine.

Starting to think this is hyperbole.

Depends on the environment. If you're playing friendly games at home then no, you really don't need them, unless someone is constantly playing lists with turrets. Even then it might be better to simply ask them to play something else.

But if you're gearing up for this year's competitive circuit and plan on running Ints... you really do need them.

Interceptors basically need Auto-thrusters, which comes with the starviper expansion pack only

Starting to think this is hyperbole. Played a couple of games with Autothrusters last night, and they were never used once. No turrets on the table, no range three shots.

That's been a recurring theme recently - it's 2 points as "turret insurance", which might be fine for competitive play but for someone who is just starting the game and/or supplying ships and models to their friends to use, they're not necessary in any way shape or form.

Push the Limit, on the other hand...

it is not hyperbole

while less useful in a turret-less utopia, you can make heavy use of the "beyond range 2" clause as an interceptor, which excels at controlling distance and sucks absolute ass at rolling green dice and then popping like a soap bubble

it is, hands down and without equal, the single best mod you could ever put on an interceptor

Edited by ficklegreendice

it is, hands down and without equal, the single best mod you could ever put on an interceptor

I'd agree to that, but that doesn't mean it's worth buying a $20 model that you have no interest in using at this time. Especially if you're only playing casual games at home and don't even have things like TLT.

it is, hands down and without equal, the single best mod you could ever put on an interceptor

I'd agree to that, but that doesn't mean it's worth buying a $20 model that you have no interest in using at this time. Especially if you're only playing casual games at home and don't even have things like TLT.

proxyproxyproxy

and then begborrowsteal :P

but if you can't secure thrusters through those means, I'd steer well clear of the green dice deathtrap that is the interceptor

Soontir is about the only one I'd trust without them. Everyone else cannot boast consist enough modifiers to be caught without them and live

Edited by ficklegreendice

My goodness, Fickle, there are more ways to play than just tournament style! There is something absolutely FUN about flying Interceptors, even if they pop. People enjoyed flying those for waves 2-5 without Autothrusters. A beginner can have the same level of enjoyment even without the new crutches.

And I'm against proxying because the more you proxy, the less value you get out of each subsequent purchase.

Interceptors are just FUN. I guarantee you will not regret getting at least one.

My goodness, Fickle, there are more ways to play than just tournament style! There is something absolutely FUN about flying Interceptors, even if they pop. People enjoyed flying those for waves 2-5 without Autothrusters. A beginner can have the same level of enjoyment even without the new crutches.

And I'm against proxying because the more you proxy, the less value you get out of each subsequent purchase.

I flew naked ships for the first couple of learning games, ties, I had more fun watching them blow up from range3 + asteroid shots then I do now watching my ties and interceptors blow up from range3 + asteroid shots.