Going Easy on a Noob

By Boba Rick, in X-Wing

So there's always a lot of talk about your playing your first list and how you should make it simple and go from there.

But what if you're experienced and you are going to be playing a person that is just starting out? A buddy of mine just got into the game and I don't think it would be good for me to go all dual defenders on him first game. I'm not that great, so I was thinking of playing maybe something that is high difficulty like a Soontir or a Whisper. I want to show him some cool combos, but not blow him away and discourage him.

I guess maybe some slightly handicapped or high difficulty lists is what I'm after. I don't want to give him a point advantage, but I don't want to kill him just because I have a much better list. All I know for sure is he has the Rebel HWK and really, really likes it. :D

Any suggestions?

Best way to get people hooked is 300 point game no epic sized ships and limit the rest to 1 or less upgrades each. It will look so awesome set up they will be hooked and become a X wing horder!

Best way to get people hooked is 300 point game no epic sized ships and limit the rest to 1 or less upgrades each. It will look so awesome set up they will be hooked and become a X wing horder!

Haha... right?

Depends on how experienced they are with table top/strategy games. Don't overwhelm them but don't insult/bore them either.

My approach to introducing new players is using standard builds and limiting the squads to 60 points or so - what's that mean? That means I'll pre-build a Poe (kitted out) and a Red Ace (kitted out) squad and a similar Imperial list. Then I'll go through all the cards equipped and how they synergize, and let them pick who they want to play.

Actual game-play should be an open discussion rather than your typical match. Don't pound them into the ground because they don't know they can't attack while on a rock (or because they flew onto a rock in the first place). Just don't be a ****** person. You can apply that last part to every day life....

You know what the best way is?

Make him build two lists without telling him why. Modify his first list to remove glaring errors. Then you play his second choice list without changing at all.

You can either go with something simple like say a X-Wing vs 2-3 Tie Fighters or a full 100 point list.

I'd try to keep their list fairly simple, 2-6 of the same ship, few upgrades, ect... The biggest thing is, you shouldn't approach it like it's a real game, but rather as a demo and tutorial. You're not trying to win, you're trying to teach them to play the game.

I wouldn't play Soontir or Whisper against a new player. In my experience those are two of the ships that are responsible for some of the most unenjoyable games I've played in. Soontir and Whisper generally require the right tools to beat them, or some clutch blocks, neither of which a new player is likely to have.

Play something simple and straightforward. Play 4 Xwings or something. Don't overload the game with upgrade combos, it'll just muddy the waters and could make the game look more complicated than it actually is to a new player. Keep it simple and fun. Let the combos come as he gets more seat time with the game.

Can't help but approach this from a marketing angle.

You want the target audience to buy into this game. What does the audience want?

1. He/she likes HWKs. OK, they probably like some other EU elements. Maybe field a Xizor or Dash against him/her.

2. He/she likes HWKs. HWKs are arguably one of the more difficult ships to annihilate your opponents with. You don't want to crush it in the early game. You want him/her to see value in the product. Build a simple 100pt list that will aid the HWK. Biggs for example might be a good addition.

3. C-3PO is a fun crew card for newbs. It gives them the illusion that they have more control of the outcome as they are not purely relying on lucky dice rolls.

4. Keep it fun and simple. Don't overload the squads with upgrades. This is daunting for new players and you lose half the game to reading and re-reading cards.

As a new player, part of the learning process is figuring out how to properly evaluate the options provided. Dumbing down your list or play to provide an easier battle for the new guy makes that process a lot tougher, as the new player is getting inaccurate or even outright contradictory information regarding the performance of his list. It can even create an issue wherein a player thinks he enjoys the game in his first handful of games, then discovers what the game is actually like "when the kid gloves come off" and maybe doesn't enjoy it as much as he thought... a couple hundred bucks down the line.

Further, if I, a new player, am doing my absolute best to field and pilot my list as best I can, including possibly reading up on forums or podcasts or strategy articles scattered about the net, does that effort not merit a serious response from the more seasoned player?

That's my take on things, as a new player to X Wing but a veteran of CCGs like Magic or Legend of the Five Rings. I want to learn how to play the game, not just what the basic rules are. I can get the rules from a book, but game experience requires my opponents to play to their best instead of coddling me.

All that said, I recognize my approach may not be the same as others'. Certainly, some people are much more interested in playing fluffier, fun lists and aren't as focused on being competitive in the grand scheme of things, in which case I suppose it matters little what is actually fielded. I just don't think you do anyone any favors by softening up on the new guy.

Take 100 points.

Let him take 125.

Adjust up or down as needed (I'd recommend in increments of 12 points) depending on whether they win or lose.

They get a massive margin for error. You get to fly what you want, how you want without trying to play down. They have an actual number and can visibly see their progress. Use the carrot not the stick.

Take your time. If your opponent makes a mistake tell them what the mistake is and how to avoid making it.

Repeat and rinse a few times.

Then play a game where they get penalised for making mistakes.

THEN get into the nitty gritty of upgrades and secondary weapons.

There's a reason most people I know started with just playing the Core game ships; it works.

Cheers

Baaa

Take 100 points.

Let him take 125.

Adjust up or down as needed (I'd recommend in increments of 12 points) depending on whether they win or lose.

They get a massive margin for error. You get to fly what you want, how you want without trying to play down. They have an actual number and can visibly see their progress. Use the carrot not the stick.

This is a great idea, and that's what I did the first time I played him (with my set, before he bought into it), and he KILLED me with Palob. He doesn't have Scum, so that means he'll be running Rebels.

I want to run an Imperial list against him to keep it thematic.

Do the learning how to play scenarios from the boxes set. 1 t-70 vs 2 TIE/FO no upgrades and without actions.

Switch sides. Then next time add in actions just like the Learning how to play scenarios say. Keep it simple they will get hooked if you do it right.

Add in all the complications gradually. Before you know it they will be buying everything like the rest of us.

You can either go with something simple like say a X-Wing vs 2-3 Tie Fighters or a full 100 point list.

I'd try to keep their list fairly simple, 2-6 of the same ship, few upgrades, ect... The biggest thing is, you shouldn't approach it like it's a real game, but rather as a demo and tutorial. You're not trying to win, you're trying to teach them to play the game.

I'm not sure how many times this can be repeated when teaching someone a new game. I know I've been routinely stomped by people who are all excited about sharing their game with me... only to have me never play it again after they way the approach it with all the grace and subtlety of a steam-roller.

I generally teach people who want to learn X-Wing, regardless of their experience (total newcomer to highly experience Star Trek Attack Wing) the same way as VanorDM does. One X-Wing against 2 or 3 TIEs, and then switch sides.

You know what the best way is?

Make him build two lists without telling him why. Modify his first list to remove glaring errors. Then you play his second choice list without changing at all.

That's a nifty idea, I like it.

Reminds me of my first Warhammer 40k game. My opponent played a hard counter to my army and played to destroy me. So, basically do the opposite of what that jerk did.

No... don't play with kid gloves on unless you're playing a child.

Instead, explain what's going on and point out their mistakes when they make them and provide them with tips on how to avoid those mistakes. Let them lose fairly and make it a learning experience. If you feed new players easy wins then it just reinforces a false standard. When you take the kid gloves off they will question whether or not they actually learned anything from you since you were obviously toying with them in the beginning.

The best way to teach new players is by treating them like you would any other adult whom you wish to impart knowledge to. Be a mentor, not a training wheel.

play a few 50 point games with some one.... help them avoid astis and let them do a bit of damage. Play this 3 or 4 times teaching them the basics i.e mini swarm, turrets, ordinance, card combos etc then move up to 100 points but dont take it so easy then

Do the learning how to play scenarios from the boxes set. 1 t-70 vs 2 TIE/FO no upgrades and without actions.

Switch sides. Then next time add in actions just like the Learning how to play scenarios say. Keep it simple they will get hooked if you do it right.

Add in all the complications gradually. Before you know it they will be buying everything like the rest of us.

I tried it this way with my fiance. It actually sucked. Every time we got into combat, no matter how many hits one of us rolled, the defender rolled the same number of evades... For a freaking hour... I've never seen the dice act that hinky. Eventually, she got bored and I gave up trying to get her into it. We play plenty of other games together, so having one hobby to myself is okay.

I recommend you let them pick their favorite ships(regardless of faction! B-wings + firespray? Sure, give it a whirl!)let them have a little fun and get a feel for it! Then go through and give them some upgrades for each one. Test it out. Then introduce factions and point limits. The idea is to start them slow, let them gave fun with it first, and gradually introduce more structure.

Do the learning how to play scenarios from the boxes set. 1 t-70 vs 2 TIE/FO no upgrades and without actions.

Switch sides. Then next time add in actions just like the Learning how to play scenarios say. Keep it simple they will get hooked if you do it right.

Add in all the complications gradually. Before you know it they will be buying everything like the rest of us.

Apart from using actions from the start, I'd try this.

Without actions, Tie fighters are quite hard to hit so the game becomes too attritional and boring.

I've used the basic X-Wing vs 2 Ties several times to teach anyone from 6 year olds to adults how to play. It works, but only do it once. Oh, and named pilots is better to hook them into making an emotional investment...

Then let them pick more interesting ships with eg 2 upgrades.

3rd game can then be anything.

Two TIE Fighters Vs an X-Wing.

That's why FFG released the starter box like that.

Run a crack swarm vs Triple X-Wings.

Give them a solid list with powerful *but simple* upgrades. TLT is simple. PTL is not. For a HWK, palob with TLT, Dengar, and something suitable in the EPT (I dunno, determination (which you can help him remember to use).

Then give him the best squad of similar complexity you can... and then fly simple stuff against it.

if you were running rebels, a bunch of times would be good, with an A-wing ace or the like.

Imperials? Tougher. Alpha squadron pilots, maybe? :P

Well, if it's a total new players then you have a completely different objective in the game.

You don't care if you win or lose, you only care if they enjoyed it and if they learned a bit and got better. Fly whatever casual stuff you've always been meaning to try out but kind of know it's bad, deliberately line up a bit badly, don't take the best shots - chip his ships down instead of focusing fire. You want him to keep his ships flying so he learns about dials and stress and greens, and maneuvering better, and you teach him to focus fire and make the right actions and you talk him through some of the basic maths.

And at the end you go "yeah that was pretty close! It was only when you dialled that move in the wrong direction and it took your ship a bit too long to turn around and I could finish your X-Wing off before the B-Wing got back into it. Well played though! Did you like it? What worked, what didn't you like, why don't you try this next time instead?"

Edited by Stay On The Leader

I like the 2 academies vs. Xwing starter. The only problem I have is usually I take the ties (the weaker side to my brain because 2 dice attacks) and then end up blocking and murdering noobs mostly on accident... Curse you academies, you glorious blocking bastards.

So there's always a lot of talk about your playing your first list and how you should make it simple and go from there.

But what if you're experienced and you are going to be playing a person that is just starting out? A buddy of mine just got into the game and I don't think it would be good for me to go all dual defenders on him first game. I'm not that great, so I was thinking of playing maybe something that is high difficulty like a Soontir or a Whisper. I want to show him some cool combos, but not blow him away and discourage him.

I guess maybe some slightly handicapped or high difficulty lists is what I'm after. I don't want to give him a point advantage, but I don't want to kill him just because I have a much better list. All I know for sure is he has the Rebel HWK and really, really likes it. :D

Any suggestions?

Soontir & Whisper

High difficulty

Pick one.

I would do BBBBZ/XXXXZ vs 6 TIE FO's or whatever. I wouldn't get them in the habit of using turrets, and in order for the game to be fun I wouldn't give them overpowered invincible hypermobile ships like Soontir or Whisper.