Best way to encourage new players?

By mfairhu1, in X-Wing

I would second the suggestion for scenario-themed play, but keep it simple, and where possible, build it around introducing the mechanics. Here's a few examples based on classic moments:

ANH Trench Run: Leave out asteroids, maybe denote the middle third of the board (length-ways) as the Trench, the edges of which could count as an obstacles for movement/shooting purposes. Place a marker to represent the exhaust vent, and decide what's needed to get a successful hit (I would say must be attacked at Range 1 and roll 3 'hits', count crits as 2 hits) . Then, play the scenario in 3 waves of increasing complexity.

- Y-wing vs 2 Academy Pilots. Teaches the basics of manoeuvring, introduces turrets, arguably favours the Imperial player but it's only the first round so that's not a huge issue.

- 2 X-wings vs 4 TIEs. Maybe use a named pilot or two in here to introduce the concept of Pilot abilities and get some more PS variety.

- Full 100 point game. Luke, Han and another X-wing if you can fit it in, vs Vader and 4 TIEs. Introduces the 'proper' game size, large ships, potential fpr teaching synergy depending on what EPTs and pilots you pick. You could have it so that the Falcon only shows up after 2-3 turns for maximum recreation of the original.

Each round is won by the Rebels if they can successfully damage the vent, by the Imps if they can't. Whoever wins the most rounds wins the game.

ESB Asteroid Field Chase: Set up a double-length table, with double asteroids spread out along it. One player gets a crewed up Falcon, the other gets an increasing number/level of TIEs to take them down before they can escape the board. Add a turn limit, see if they can run the gauntlet. Then swap sides and do it again. This teaches the importance of manoeuvre, planning, placement and all sorts.

RotJ Second Death Star Battle: Lando in the Falcon, 1 B-wing, 1 A-wing vs 100 points of TIE Interceptors/Fighters. The Rebs must 'enter' the Death Star by moving off a certain point on the table edge, but must wait for the shields to drop at the end of of a certain turn before they can. Each ship that makes it in is a point for the Rebs, each one downed before that happens is a point for the Imps.

You could follow that last one with a special scenario with just Rebel ships, mapping out a narrow path (just use paper cutouts) and have them manoeuvre through it, taking a point of damage for each time they crash. Whoever makes it to the end first and in one piece wins.

The general advice for getting people into games: make it fun, make it accessible (if rules are too complex, or hard to deal with, then just drop them), and take it one step at a time. Even if that just means having them fly one ship through an obstacle course to teach manoeuvring before throwing them into a dogfight, then that's what you should do. But by the sound of it, in your case they did learn the rules easily enough, so that's not strictly necessary.

Good luck!

Do you have any ideas on why it didn't stick? For example, did it feel too complicated to them? Not complicated enough? If you can figure that out, you can find a way to enhance their experience. :)

2v2 tends to be slower, and for new players this can make it feel dull. Maybe let them get some more 1v1 practice before doing big complicated battles. New players often feel intimidated when they don't understand the abilities on all the other cards the other players in a 2v2 have.

Cheers for the advice.

The feedback was that it was fun, but there was too much k turning and so the flying became predictable. I guess that was partly my fault for not placing the asteroids in a better layout.

These are smart guys who I reckon could handle complexity if the learning curve was right.

Deploy Interceptors. Those things almost never k-turn, and often when they do it wasn't really necessary. If you're playing against them try swerving a lot so k-turns aren't ideal, make them chase you if they want shots. Have another ship come in and chase them since you aren't trying to just hand over wins. Not how a typical game plays out but new players tend to have pretty atypical games anyway.

...I'm looking to really show off the game at its best without confusing anyone too much.

X-WING, at its best, are those first 3 opening turns and then every 3-turn-segment after that until one of you is left. Knowing where you're about to be, and where they might be (abstract) is only the surface layer. You must understand when a safe move is the absolute worst move. You must be able to self-address holes in your Offense and your Defense--are you confident you know which is which? Dont worry. All good things take time.

I made these to show when a dominate, rushdown Offense can have zero concern for counter-strike Defense (a lot of my wins come from defensive counter-attacks/counter-traps). But I--like many here--would be lying outright if I said I won 60% of my games. The game is that deep. And I'm not even talking about Upgrade Cards yet.

The Turn-1 Rushdown; and how to Trap it:

Turn 1: http://i.imgur.com/OMlb8S4.jpg

Turn 2: http://i.imgur.com/jftbgIS.jpg

Edited by lazycomet

I've been most successful with lists similar to effenhoog's suggestions, although I do like to add an upgrade card per side as it really showcases the customisation options in X-wing which is a huge appeal for a lot of players. I also think 60 points per side is perfect for beginners and allows a lot of decent build options as your newbies become fully fledged rookies. Sixty points a side is great for 3 player games on a standard 3x3 mat too which is great for bringing scum into the fray and having some hectic (read exciting) games with new players who have developed a basic grasp of the rules.

For demo games I usually play;

Luke w/ R2

Rookie Pilot w/ proton torpedoes

Vs

Darth Vader w/ swarm tactics & cluster missiles

Academy tie

Obsidian tie

These lists incorporate all the basic game mechanics and give people what they want. The classic like vs Vader dual, ties and X-wings blowing each other up with laser cannons and proton torpedoes! Balance and effectiveness is pretty irrelevant when either player is as likely to dial in the wrong direction bank as they are to land a perfect range one out of arc attack.

Then like I say at sixty points you can then sub lists in to better suit people's play style. Fancy flying interceptors? Here's 2 X pimped out Royal guards. Swarms? Hey your hand at 5 academies, bandits or pirates. Fat turrets? Here's a 60 point Han/chirpy.

I would whole heartily agree to get the rocks down too. Don't worry about it complicating things as you'll be there anyway to act as a living rulebook so the game will flow fast for the players.

If you don't know what they like, you could always try XABY versus Fighter, Advanced, Interceptor, Bomber. I've done TIE Fighters on X-Wings a few times, and people invariably start asking about A-Wings for some reason.

Thanks for the ideas so far, fellas.

The people I'm hoping to get into the game are really into the Original Trilogy and have no knowledge of the EU. They've not played any RPGs just things like Risk and Axis and Allies.

We tried out the suggested scenario in the core set just using generic pilots to try and learn the games mechanics. It went down fairly well, but I'm looking to really show off the game at its best without confusing anyone too much.

Have them watch this (after watching it, I was hooked before I had a single ship in my hand):

http://youtu.be/1mxPFHBCfuU