Advice on a squad for bringing a new player in

By LordFajubi, in X-Wing Squad Lists

I recently talked one of my best friends into trying Xwing and he is super stoked to try imperials. I am thinking a handful of named ties and a palpmobile but do you guys think there would be a better option for an easy build?

Likewise if I go the tie route for him what should I bring to compete against him to keep it fairly even without pulling crazy action economies or regen shenanigans?

Buy him a starter set. Give it to him. Play the starter missions, him as First Order, you as resistance.

Yup, or two Academy pilots vs. a Rookie Pilot X-Wing... no obstacles or upgrades... anything that will allow him to learn mechanics without a lot of triggers and stuff to keep track of...

Simple is the way to go, even if it's just for a game or two. Play starter, play it again with 3 or 4 obstacles and change up the pilots (better spread of PS #s), then up it to a 50 point game w/ 6 obstacles. You can even be up to a 'real' game in a single evening of play.

Quick would be better, I plan on going over after work and he puts his son down in early evening so we only get like 3 hours to game a night. As for buying him anything I have plenty of plastic and already got him into dice masters last year, his wife will kill me so we can use my stuff for a good long while.

Do you think leaving asteroids out will be a good idea, less options I get but SO much of this game revolves around manuevering especially for imperials I want him to get a realistic view of the game. I like the 50 point suggestion, 2 on 1 tie vs xwing seems like it would take awhile because ties hit like wet noodles and he will not be able to hold formation to make water pistols into canons.

I am leaning towards me playing a Han falcon naked (so he can see the difference between turrents and arc dodgers) also 1 agi with no crew upgrades will let him tear down a bigger ship easily. His team would be 2 intercepter royal guards with auto-thrusters and crackshot so basically I would have to remember more than he does. Then add asteroids after the first game as Farseer suggested.

Quick would be better, I plan on going over after work and he puts his son down in early evening so we only get like 3 hours to game a night. As for buying him anything I have plenty of plastic and already got him into dice masters last year, his wife will kill me so we can use my stuff for a good long while.

Do you think leaving asteroids out will be a good idea, less options I get but SO much of this game revolves around manuevering especially for imperials I want him to get a realistic view of the game. I like the 50 point suggestion, 2 on 1 tie vs xwing seems like it would take awhile because ties hit like wet noodles and he will not be able to hold formation to make water pistols into canons.

I am leaning towards me playing a Han falcon naked (so he can see the difference between turrents and arc dodgers) also 1 agi with no crew upgrades will let him tear down a bigger ship easily. His team would be 2 intercepter royal guards with auto-thrusters and crackshot so basically I would have to remember more than he does. Then add asteroids after the first game as Farseer suggested.

No obstacles will let him learn about maneuvers and dials without concern for running over them.

You are teaching the game to a new player. Let him get a feel for the game and it's phases before you move onto more advanced mechanics.

It doesn't matter at this stage how "hard" a ship hits. The basic TIE and x-wing make good teaching tools because between the two of them you can demonstrate almost every basic action in the game.

Worry about turrets when he knows what a firing arc is and it's significance and use in the game.

There are so many things he needs to know first. How to measure range, the difference between long range 3 attacks and range 1 attacks... when does he get actions? Where can he find the actions in the card anatomy? You will be showing him these things...

Keep it simple so you don't overload him.

Of course, he is your friend, and you can teach him anyway you want.

All the feedback is appreciated, I learned from youtube videos and reading the manuals. I wasn't sure what a good approach would be for this so I thank everyone who offered their thoughts. This really is a deceptively simple game. You can explain it in 20 minutes but it takes months or years to really be able to smash face.

Edited by LordFajubi

Hey, props to you for getting a new player into the game.

Although, his wife will kill him because you know he is gonna want his own ships, and we all no when that stops... :)

Let us know how his training in the Force goes.

If I was bringing a new player into the game, I would do it over the course of a few sessions:

session 1;

starter set - nice and simple, teaches the basics.

session 2;

up the points a bit, give each player a few rookies and an ace to look after. Bring in a couple of upgrade cards, but keep them simple.

session 3;

ramp it up a little bit. Bring a large ship or two to the party, use a few more upgrade cards. Bring in the more commonly seen mechanics; turrets, ion tokens....

Depending on how thorough you want to be you might want to stretch session 3 out a little so you have chance to show more mechanics and commonly used upgrades. I'd also probably switch factions about a little here, just to give some insight into how the other side(s) fly.

session 4;

Start breaking out the good stuff. By this stage the new player should be ready to start looking at real squads. They probably have some ideas about building their own.

Session 4 again can be stretched out a little if needed. Depends how quickly you feel like upping your game.

That's what I'd most likely do. Of course everyone is different and some people learn quicker than others. I'd consider any plan like this to be fairly flexible.... Depending on the needs of the apprentice.

Update: we played our first game last night and it went very well. I gave him 3 Omega squad fo's and I had 3 green squadran awings, everything had crackshot and we did the standard 6 asteroids. These 2 squads were amazingly even matched and I highly reccomend it for new player games.

My friend is surprisingly good and caught on to most of the mechanics very quickly, he won and did so with an amazing full formation shot on my last awing cause I crashed into his ship forgetting I move first lol. All in all a great time and I have an awesomely even skilled partner to fly with. Love this game and now so does he. Next time it's turrents and missles!