Brand New, FNG, Play for First Time Tomorrow ...

By Dash Two, in X-Wing Squad Lists

First, thanks for reading and, if you add anything, much appreciated

Full disclosure ... have not played a game like this since the original Car Wars, which I see has been re-released. Dates me a little too. So ... it has been a while.

On the mend from a knee injury and limited ,,, cannot run ... so it was deemed I find something to occupy my time. Visit Barnes & Nobles; see the mini models for the game; read about it for several days online and ...

  • Got the Blue Core Set
  • Tie Predator
  • Tie Advanced
  • Imperial Aces Set

Zero interest in Rebel stuff. Have always felt the Imperials got the general shaft in the movies and I view this as my chance to right some wrongs. Admittedly, the little X-Wing with the game is pretty slick, as is the K-Wing and Y-Wing.

Still learning the slang for the game and all the fancy acronyms so be patient with me. Also, still working through the whole upgrade aspect for ships and the like. I have been promised I will be paired with another novice during these weekly meet-ups.

So through my efforts ... here is a list I have with what I have availability to ... think I have all the cards. The game arranger said they would let me use any cards I was missing in a learning effort. Pretty cool.

Side bar ... a handy reference just for the cards would be awesome. Most difficult of picking this up is all the cards and what to pair with what, etc

Vader

  • Marksmanship
  • Cluster Missles
  • Guidance Chips (Getting a pass and will have this card tomorrow)

TIE Interceptor

Fel

  • Royal Tie Guard
  • Squad Leader
  • Guidance Chips
  • Twin Ion Engines (Buying a Punisher tomorrow ... too cool not to have)

Tie Fighter/FO (2)

  • Epsilon Sq Pilot
  • Weapons Guidance
  • Guidance Chips

Read some really in-depth tactical stuff this week ... the stuff you guys have written; filmed and charted is amazing ... and I picked up you sort of push your chips towards a whole lot of offense/aggressive strategy or a blend with an eye on defense/pilot skills to last long enough to deploy any and all secondary weapons.

Considering I have yet to roll any dice, I think this is stacked with a bunch of offense; 2 very nimble ships and the ability to fly a pair of 2 man groups or even go 3 with a solo. Always the option to have at least 3 of the 4 pilots with Fel or Vader's PR and many, many extra attacks

Trying to think a few steps ahead of what another new player would anticipate; go shock and awe; get into range quickly; leverage the extra rolls (dice) & extra movements with a few of the ships (rolls, thrust). Goal to have 2/3 : 1 ratio my guys to his guys within two Rounds

So ...

Never done this before and need to know anything glaring from the ships or the logic. Specifically, do the cards match my flight plan? Did I miss anything I should consider?

Appreciate the help.

And, if it would benefit the community, I have zero issue documenting my trials and tribulations as a new guy