when trying to get my wife into the game, I flew on one of my ships right off the board on the 2nd turn... after I had explained not to fly your ships off the board..
she had a blast. we laughed a lot.. still haven't played again..
when trying to get my wife into the game, I flew on one of my ships right off the board on the 2nd turn... after I had explained not to fly your ships off the board..
she had a blast. we laughed a lot.. still haven't played again..
I actually like to play against new players with very basic list with almost no upgrades, and a wide variety of PS and different sized ships, with different Pilot abilities.
One of my most fun introduction games was with Darth Vader with Engine upgrade and 2 ties, against R2D2 Luke and another X-wing.
The thing I recommend most is just to go for the iconic ships. The falcons, X-wings and tie-fighters.
1. Random Squad generator (maybe give each player some re-rolls if it's awful)
2. Focus on having fun flying the ships as opposed to matchups or combos
He knows enough to make a 100 point Rebel list, but he's still very much a noob.
Is it just me, or is it hard to make a bad Imperial list? I want to play a bad/overcosted list against his list, so that I'm not only fighting him, but I'm fighting the fact that I have a natural handicap.
But I run a bunch of crummy TIEs, and that's powerful. Overload Phantom or Interceptor and it's still good.
Maybe I could overload a bomber or Punisher. I do NOT want to bring a turret in, even though I know he'll have one with the HWK.
I'm sorry, maybe I should have titled this thread: Help Me Make an Overcosted/Bad Imperial List without Turrets.
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.
I was at an LGS this past weekend for their monthly board game gathering. One guy was teaching a game as wasn't even playing.
The few times I've taught Star Wars: X-Wing I've done it with three very short games. First without any upgrades like some X-Wings and TIE Fighters. Then the next time I add a few abilities then finally simple upgrades. You could do all three games is just over an hour if you have the squads prebuilt, which I do.
[Edit] P.S. if I was thrown in the the thick and had to build my own list with all of these options, as some have suggested, then as a new player I would choose another game to play.
Edited by Ken at Sunrise
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.
GAAAAAAAAHHH!!!! MY RETINAS!!!! THE RED, IT BURNSES!!!
Give them Han, VI, Luke and C3P0 plus engine upgrade. You take 4 Black Squadron TIES with determination.
Now place all six asteroids as you normally would in a tournament setting. Set a timer for an hour and then walk them through the process.
He has a large base, 360 ship that gets to roll tons of dice regardless and all he has to do is not fly into rocks and dodge arcs. He also gets the funny experience of calling out Threepio. You on the other hand get to try and fly four TIE fighters in formation. Make it look good. Don't try to block him, just shoot.
1. It looks awesome.
2. He gets to use Han Solo, C3-PO and Luke Skywalker and fly the frickin Falcon!
3. Lots of excuses to make pew pew noises whilst still being relatively difficult for you and challenging for you.
4. It's thematic
5. That Han build is something he can actually use in a "semi" competitive list.
6. Add beer and wings, have some music going on the background and for love of good act up to it.
That is what I did and I managed to get people that don't even play board games into X wing.
If you have someone that is BRAND NEW in the game, you should go with either 1 X-wing vs 2 Tie Fighters, or maybe 2 X-wing vs. 4 Tie Fighters. Let them pick who.
1) It's iconic. Everyone knows X-wings and Tie Fighters
2) You are trying to teach them the basics of the game so that they can learn what to do
This teaches them about the Focus, TL, Evade, and Barrel Roll options. Let them pick which one they want. Don't play to beat them. Play to teach them.
Once they get the core mechanics and the flow of the game, you can start introducing all the other ships. I wouldn't do it too much at a time, though. For a while, I would probably pick sub-par lists and play the heck out of them. It's a kind of handi-cap, but it also shows some of the strengths and weaknesses of certain ships or play styles.
I think the play style can vary greatly based on the players. Are they already a gamer? Are they not? Some people learn best by getting a challenge that they want to overcome. You play that way against other players and they will just drop the game. Learn your player and then teach him/her the way that works for him/her.
Missions are also a fun way to get into the game and have something to focus on besides just spinning around each other.
I'm sorry, maybe I should have titled this thread: Help Me Make an Overcosted/Bad Imperial List without Turrets.
I was thinking I would run a list like this against him. Like I said, he's played a few times and can build a list - but has now actually bought into it.
If I play this list:
1) I have overcome a few shortcomings in it which creates a natural handicap, but it still looks fun to try.
2) I can demonstrate how to dodge turrets.
3) I can demonstrate maneuvers and stress management.
I think after this I'd play something against him and I'd use PTL to show him repositioning.
Tomax Bren (31)
TIE Bomber (24), TIE Shuttle (0), Lightning Reflexes (1), Twin Ion Engine Mk. II (1), Tactician ( 2 ) , Fleet Officer (3)
Lieutenant Lorrir (26)
TIE Interceptor (23), Royal Guard TIE (0), Autothrusters (2), Twin Ion Engine Mk. II (1)
Royal Guard Pilot (26)
TIE Interceptor (22), Rage (1), Royal Guard TIE (0), Autothrusters (2), Twin Ion Engine Mk. II (1)
Black Squadron Pilot (17)
TIE Fighter (14), Wingman (2), Twin Ion Engine Mk. II (1)
He knows enough to make a 100 point Rebel list, but he's still very much a noob.
Is it just me, or is it hard to make a bad Imperial list? I want to play a bad/overcosted list against his list, so that I'm not only fighting him, but I'm fighting the fact that I have a natural handicap.
But I run a bunch of crummy TIEs, and that's powerful. Overload Phantom or Interceptor and it's still good.
Maybe I could overload a bomber or Punisher. I do NOT want to bring a turret in, even though I know he'll have one with the HWK.
I'm sorry, maybe I should have titled this thread: Help Me Make an Overcosted/Bad Imperial List without Turrets.
Fel's Wrath
Kir Kanos
Lt. Lorrir
Winged Gundark
Night Beast
No upgrades
100 points
Go my child and may the power of the fifth be with you.
I was thinking I would run a list like this against him. Like I said, he's played a few times and can build a list - but has now actually bought into it.
If I play this list:
1) I have overcome a few shortcomings in it which creates a natural handicap, but it still looks fun to try.
2) I can demonstrate how to dodge turrets.
3) I can demonstrate maneuvers and stress management.
I think after this I'd play something against him and I'd use PTL to show him repositioning.
Tomax Bren (31)
TIE Bomber (24), TIE Shuttle (0), Lightning Reflexes (1), Twin Ion Engine Mk. II (1), Tactician (2), Fleet Officer (3)
Lieutenant Lorrir (26)
TIE Interceptor (23), Royal Guard TIE (0), Autothrusters (2), Twin Ion Engine Mk. II (1)
Royal Guard Pilot (26)
TIE Interceptor (22), Rage (1), Royal Guard TIE (0), Autothrusters (2), Twin Ion Engine Mk. II (1)
Black Squadron Pilot (17)
TIE Fighter (14), Wingman (2), Twin Ion Engine Mk. II (1)
Let the Wookiee win...
I like setting up a 100 point squad for the newbie with just a few upgrades but I take a 66 point squad. This makes it challenging and FUN for me and most likely the new player will have an advantage- maybe win. After 2 of these games I usually play a mission or an epic match with the newly initiated x-winger.
THEN... I try to roll em over in a "Tournament" style game with very little 'fly casual' so this new-guy can see the competitive side of the game.
A fair number of decent methods. Recently when I have run into a new player it is at the store where they have brought a list they made themselves. Typically I will run a single large base ship against them. I have a 53 point Dash that will really make them work for the win.
Basically don't be a ****. Be a mentor and teach the game. Don't Warmachine it. God, screw that experience.
I'm sorry, maybe I should have titled this thread: Help Me Make an Overcosted/Bad Imperial List without Turrets.
I think the answer isn't going to be as much 'play a bad list' as 'play a list badly'.
The chances are that any old crap you put on the table is going to win if you fly it optimally and he sits on every rock available. Fly something you're interested in trying out so that you're learning something, but go easy on him in the game.
This has a point, so bare with me. I play Super Smash Bros. competitively as well. We have a term called Sandbagging. Basically, it's when you intentionally play below your level with a new player, regardless of your reasoning. Some people do it to lose a game and then come back and absolutely destroy their opponent to demoralize them(these people are jerks), some do it because the stakes aren't high for them, and they'd rather see the other player progress.
Ultimately in this scenario you're doing it to help get the other player into the game. So here are two things that are critical to sandbagging.
STEP 1: Pick ships/pilots you don't use. Preferably ships considered bad by the community.
By doing this, you've already lowered your skill by a large amount. You're unlikely to destroy your opponent due to lack of experience on your own end.
STEP 2: Your mind automatically makes some decisions because they would be optimal. So, instead, rethink everything you do. Make unoptimal decisions. Take enormous risks, like going for a maneuver even if you might clip an asteroid, or K-Turning when your opponent might still be able to shoot at you if they go 1 forward. Imagine the optimal solution, and do something else.
And there you go. That's how to get your friend into X-Wing.
If teaching regular game players I explain the rules, we play, I win, then we discuss tactics explaining why I won and we play again.
If teaching novice game players I explain the rules, I make a lot of mistakes, I lose, then we discuss tactics explaining why I lost and we play again.
The only choice for x-wing is what ships to fly. I'd definitely start with basic 2 x-wings and 4 basic tie fighters for the novice game players. For regular players I think I'd up that to named pilots to introduce a bit more complexity.
Every time I taught a new player, I used basic ships, no upgrades. The next game was a pilot with an upgrade. Then List build. Each game, I was explaining different parts of the rule of play. For instance, game 1 is about movement and shooting. Game 2 would be about upgrade interaction with the game mechanics. Game 3 would be more of a "putting it all together" deal. You know what? It works, and people would play. I didn't do it by being heavy handed. I sincerely don't understand that line of thinking in the community. It's a stupid toy 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.
Yes and no. Soontir with all his usual toys is something that will give a new player nightmares, but - if they like EU stories - Soontir Fel is a good, characterful opponent who's a challenge but is far from invincible.
If you take Soontir with Daredevil (the EPT he actually comes with) and that's it, he's still a scary-as opponent if you don't know what you're doing, but is far from invincible.