Veeery simple sistem to Battle Harden green players

By Hexdot, in X-Wing

The only issue I have with the 80 vs 100 point thing is that neither result is favourable for the new player.

If the newbie wins, you can just say it was because of the points handicap.

If the newbie loses, it's more embarrassing that you lost to 80 points.

I guess it comes down to personality and who you're teaching. Personally, I didn't want opponents to hold back when I started and it was a great learning experience even when I lost horribly.

The starters come with missions that are great for learning how to play. It is like they designed the starters to help people learn how to play the game.

You need a couple (or more) starter games to reinforce the rules and basic movements. This is assuming they have a really firm grip on basic game mechanics. Another couple of games to introduce cards, synergy and abilities.

Unlike chess, there's no MCO for X-Wing, so while you're running the intro games you're also giving them an intro into tactics with opening moves, mid-game theory and end game play. While some gamers will flourish by being thrown into the deep end most won't. It's not a lot of fun being beaten constantly and not learning anything. You need to teach the noob how to think about the game just like chess: several moves in advance. That hard 2 will give him a R3 unanswered attack but next turn he's over an asteroid. Is that a "good" move? Is it worth it? Teaching how to recognise traps and problems will probably be the hardest.

I'm not suggesting that you provide an easy win but the noob has a lot to digest in very little time. Those of you that have been around since the beginning have a huge advantage over those just starting and not just in play experience. Your introduction to ships, pilot abilities, and upgrades has been incremental; theirs is not.

Lastly, never play down to their level. As mentioned above, don't "let them win". You only improve if you're constantly been challenged. The more opponents you face the better you will become. It forces you to adapt and improvise. Play one opponent long enough and you can recognise his tells. Makes for an easier but less satisfying win.

Personally, I almost think new players need to play with Tie Fighters for a while before they ever touch an Interceptor. When people jump straight to the Interceptor, they tend to look at the Tie Fighter as a poor vehicle that can't arc dodge. Good for only for blocking or formation flying. I consider them highly maneuverable and decent arc dodgers. People should learn to get good with them before they touch the Interceptor.

Being restricted to TIE fighters and a few other Imperial ships in my first few months very nearly made me quit the game in frustration. Game after game of jousting with rebel aces, like the internet told me a TIE swarm wants to, and getting blown off the board without causing even a single casualty.

I despise TIE fighters. They're fast, maneuverable, and utterly worthless as anything but sacrificial blockers. They mount guns that fire wet noodles and die if an opposing pilot sneezes on them.

I think this whole discussion boils down to 3 things:

  • Know your audience: Tailor the experience to the prospective player.
  • Wheaton's Law - Seriously. No matter how socially awkward you are, this is not a wizzing contest. You should be actively pursuing the goal of growing our game, so don't be a jerk

    &
  • Should all else fail, Let the Wookie Win. (or the FNG, whichever. Yes, I am telling you to throw the game. People who have a positive experience tend to come back for more - think of it as someone hitting a small win in slots....they will be losing money in your casino for the next 10 years all because they won ONCE.)

And yeah, the best opponent for a beginner is Chewbakka and Luke.

because it drags the game and the beginner has more time to understand the mechanics, make some non-critical mistakes (it's not Horn, it's Chewie, he doesn't tear wings out of your armsockets! or does he?)

Simple squads with no ability-upgrade shenanigans, no boosts whatsover.

keep it simple, keep it long and the beginner will catch up, don't forget he is still prone to basic mistakes like mistaking left for right >_>

Mistaking left for right is the norm, not a mistake... I play with Mr "OhOh", but he is a beloving father of two, so we pardon him. Very Often...

Mistaking left for right is the norm, not a mistake... I play with Mr "OhOh", but he is a beloving father of two, so we pardon him. Very Often...

For that, teach him to set the dial while having the opening pointing in the same direction of the ship.

A very simple and effective habit to get into, and it'll help everybody after a few hours of play.

I think this whole discussion boils down to 3 things:

  • Know your audience: Tailor the experience to the prospective player.
  • Wheaton's Law - Seriously. No matter how socially awkward you are, this is not a wizzing contest. You should be actively pursuing the goal of growing our game, so don't be a jerk

    &

  • Should all else fail, Let the Wookie Win. (or the FNG, whichever. Yes, I am telling you to throw the game. People who have a positive experience tend to come back for more - think of it as someone hitting a small win in slots....they will be losing money in your casino for the next 10 years all because they won ONCE.)

The first one is the most important. If it's someone like me, if I'm interested in a game I play a tournament style game with stuff borrowed from a friend, and if I like the game it's time to jump in and get beat down while I figure everything out. Someone else might want to have more time to learn the base mechanics.

The second point is just a general thing regardless of if you're teaching a game or not.

The third is what I'm not sure about. I will generally try to let a new player win a game in a starter scenario, but sometimes the dice say no and it can be really obvious that you're trying to punt.

Mistaking left for right is the norm, not a mistake... I play with Mr "OhOh", but he is a beloving father of two, so we pardon him. Very Often...

For that, teach him to set the dial while having the opening pointing in the same direction of the ship.

A very simple and effective habit to get into, and it'll help everybody after a few hours of play.

True!

When my wife played the game the frist time, she was doing alright untill her firespray k-turned and was upside down (from her point of view at the table that is), facing her with its front. She confused her left /rights from that moment and ended up flying off the board!

Mistaking left for right is the norm, not a mistake... I play with Mr "OhOh", but he is a beloving father of two, so we pardon him. Very Often...

For that, teach him to set the dial while having the opening pointing in the same direction of the ship.

A very simple and effective habit to get into, and it'll help everybody after a few hours of play.

True!

When my wife played the game the frist time, she was doing alright untill her firespray k-turned and was upside down (from her point of view at the table that is), facing her with its front. She confused her left /rights from that moment and ended up flying off the board!

I've gotten myself into the habit as well, saves me from having to concentrate a bit when I've been playing in a tournament.

We have done it so many times. He is a beast playing World in.Flames or War in the Pacific, can do multiple calculations in 1,2,3... But he is a true disaster setting dials. Give him the japanese in 1942 and will eat susi in Beverly Hills, but the Left / Right dilema is a drama.

I'd say even as a fairly seasoned gamer, with a game like x-wing (where the complexity has had a couple of years to creep in) I'd rather introduce gameplay concepts incrementally than dump everything on them in one go.

I'd start them off with the basic tools and restrict myself similarly. I'd build and play the best I could within those restrictions though.

Allowances made for newb errors of course, but no quarter given.

Additional gameplay elements from expansion packs would be introduced as fast as the student feels they are ready for them, until they've gotten fully up to speed with the game.

I've seen it happen a lot with other games where the student has the whole game dumped on them in one go... Information overload is a real thing, most people absorb the information better if they are able to practice it as they learn.

I don't agree with lopsided points values though, that's not good practice for either the student or the teacher.

First game: pupil gets an X-Wing, I take two TIEs. Learn basics of maneuvering and what focus and target lock do. Maybe just a few rounds.

Next game, switch it around, pupil gets an AP and BSP, I take a Rookie, get an insight in arc-dodging.

Once those things are clear, you can ramp the scale up a bit by adding pilot abilities and upgrades. You can still use those three ships, switching the pilots. If they can handle that, and it shouldn't take too long, about an hour if you're teaching someone who can tie their own shoelaces without dripping, then you can show them the rest of the ships and give them some tips on listbuilding.

Then take their list and you fly it, versus one of your own.

My view on this:

Game 1; X-wing (rookie) vs 2x Academy ties (me playing the X-wing) ór (if they insist on playing the X-wing) I give them Luke Skywalker vs my 2x AP.

Game 2; Han Solo+Luke Crew and Chewbacca crew & Title vs my 4 x Tie Pilots. (Dark Curse, night Beast & 2 AP)

I tend to win this but it never is easy and I also take losses and the cinematic 'feel' is ALWAYS a blast. Regardless the outcome the vibes are always positive.

Thus far all of those whom I introduced this way were hooked. ^_^

And after those 2 games all gloves are off. :)

My intro game was Wedge and Luke vs Vader and some ties. Worked out for me.

Just mercilessly demolish them repeatedly until they stop taking those Proton Torpedoes.

Then beat them, but be polite about it and point out their mistakes.

Then let them play your list, give them a rundown of how it works, and see how they do with it.

Mistaking left for right is the norm, not a mistake... I play with Mr "OhOh", but he is a beloving father of two, so we pardon him. Very Often...

For that, teach him to set the dial while having the opening pointing in the same direction of the ship.

A very simple and effective habit to get into, and it'll help everybody after a few hours of play.

True!

When my wife played the game the frist time, she was doing alright untill her firespray k-turned and was upside down (from her point of view at the table that is), facing her with its front. She confused her left /rights from that moment and ended up flying off the board!

I rotate the dial so that it is upside down if that happens. I think it helps, but it may just be the way my brain works.