Switching From Casual to Competetive

By Boba Rick, in X-Wing

So I'm making the big jump and playing in my first real game! It's going to be a regionals in a month or so here in Idaho. I was hoping for something simpler, but hey, this is what's there.

So, having only played casually I want to make sure I'm not messing something up or have some bad habits to get rid of. Probably my biggest concern is setup. Correct me if I got any of these wrong:

1. Make a 100 point list or less.

2. Whoever has the fewest points gets initiative. If it's a tie, then flip a coin.

3. Initiative means you shoot first and move first on same PS level, and any other timing conflicts you go first.

4. Both players get three obstacles to place, one at a time, starting first with the player with initiative. Each obstacle must be range two from the edge and range 1 from each other obstacle.

5. After placing obstacles players then place ships, all within range one of their edge. Players place ships with the lowest PS first and if there's a PS tie the player with the initiative places his ship first.

6. Each player has his own damage deck and both players cut each other's decks.

7. When a ship is destroyed all the cards associated with that ship (including torpedoes and other spent cards) are set in a separate stack and all points count towards the opponent's score.

8. Each match last 1 hour and the match begins when player one asks "Yousa ready?" and player two respons "Mesa ready."

Did I get that all right?

In your experience, what are common mistakes that people making the switch make?

Point 2: Player with lowest points can choose initiative.

Point 5: Just consider that the new Han Solo pilot will be an exception of the rule

In your experience, what are common mistakes that people making the switch make?

Loosing their fun ;)

To be serious: Not mistakes, but maybe some are giving up too fast

Edited by IG88E

Person with the fewest points chooses who has initiative. If tied, person who wins chooses .

Games are 75 minutes.

The correct response to "Yousa ready" is "Yousa betcha"

You got it. Regionals are fun and only get tense at the highest level.

I think its more common just to flip upgrades/pilot cards face-down instead of making a separate stack. Also, players often don't deal out all the damage cards to a ship that has been killed. Most of the time this isn't necessary, but there have been a few times where simultaneous fire would have occurred had I not made my opponent deal out all the damage. Blinded Pilot during simultaneous fire can really change that whole interaction.

Initiative tie decided by dice roll not coin toss

So I'm making the big jump and playing in my first real game! It's going to be a regionals in a month or so here in Idaho. I was hoping for something simpler, but hey, this is what's there.

So, having only played casually I want to make sure I'm not messing something up or have some bad habits to get rid of. Probably my biggest concern is setup. Correct me if I got any of these wrong:

In your experience, what are common mistakes that people making the switch make?

You got all the setup just fine except initiative as noted.

Common mistakes? All the same stuff that when you're playing casually you go back for. Like "Oh! I forgot to shoot! (as you're setting dials for the next round)".

Practice your list. Know its ins and outs. Don't forget to decloak, or Agent Kallus (as I have). If an opponent does something complicated like Baffle a PTL Quickdraw into Dengar, feel free to ask to slow down and explain how things are working through that mess. Fly what you like to fly. Make ship noises. Don't take it personally if you lose, its your first "big" tournament. Don't be afraid to call over a judge if something is eating at you. Don't eat messy stuff at the table, but don't starve or dehydrate either.

Most of all have fun!

Edited by jonnyd

Initiative tie decided by dice roll not coin toss

That's not really true. Here's what the tournament rules say.

If both players are tied with the same squad point total, players must use a method to determine a player at random, such as tossing a coin. The winner decides who has initiative.

So you use whatever method works best. That more often than not does mean a dice roll since dice are fairly handy and a coin may not be.

Everyone has covered pretty much everything. The dehydrated thing is really really important!

You will be talking a lot and you will be in a room that will be hot because of the amount of people in it. Drink frequently. I can't state that enough.

Do you know your opponents list before you play them? Or do you find out when you sit down?

Everyone has covered pretty much everything. The dehydrated thing is really really important!

You will be talking a lot and you will be in a room that will be hot because of the amount of people in it. Drink frequently. I can't state that enough.

I think its more common just to flip upgrades/pilot cards face-down instead of making a separate stack. Also, players often don't deal out all the damage cards to a ship that has been killed. Most of the time this isn't necessary, but there have been a few times where simultaneous fire would have occurred had I not made my opponent deal out all the damage. Blinded Pilot during simultaneous fire can really change that whole interaction.

Not dealing the damage cards makes a (rather minor) difference, as the deck is rotated through slower.

I think its more common just to flip upgrades/pilot cards face-down instead of making a separate stack. Also, players often don't deal out all the damage cards to a ship that has been killed. Most of the time this isn't necessary, but there have been a few times where simultaneous fire would have occurred had I not made my opponent deal out all the damage. Blinded Pilot during simultaneous fire can really change that whole interaction.

Not dealing the damage cards makes a (rather minor) difference, as the deck is rotated through slower.

If there are crits, and it's same pilot skill, it becomes HUGE.

The only mistake I see is the implication from the title that "casual" and "competitive" are mutually exclusive terms.

In the best of all worlds, this would most definitely not be the case. :P

Each player brings three obstacles but they're put into a common pool before setup. You don't have to place your just own, you can place theirs as well.

Have fun, fly ships you want to and that you enjoy. Just because it's "competitive" shouldn't make it any more fun for you. (unless you get tabled but then you can see how the lists work)

Biggest mistake I made is in set up and setting ships as if to joust. A wings and Ewings aren't made for it but you will learn enough about your list to know how to fly it once you have a few games under your belt.

Also try and find a flgs and try a game night (I only get out for tournaments and they mix them up a bit so next week is kessel run fun!!)

Also have all your stuff handy and a small tray it can all fit on as you may need to leg it across the room at short ish notice

The big one I always tell new players is to bring a movement tray. Once a match is over, gather up all your components and do a quick inventory check. Have everything together and be able to move from one table across the room in a single trip. There is usually a mad rush when pairings are posted since the TO will usually only give the 5-10min get your stuff, move it over, unpack everything, share lists, do rocks, and setup ships.

i got ninja'ed!

Edited by Texx

In addition to the things others have already stated, I always try to crush my enemies, see them driven before me, and hear the lamentations of their women. It is good.

My first regional was an experience. I lost every game and that day. By the end of the day I had proudly laid claim to my table, and proclaimed that no one could knock me off it. But it was still a ton of fun.

In addition to the things others have already stated, I always try to crush my enemies, see them driven before me, and hear the lamentations of their women. It is good.

Yeah, I'll probably be on the receiving end of that!

There's some lists that I like, but I feel like they'll just be crushed by Palp-Aces, Torps, or Dengaroo. Like for instance, I love this ship:

Gand Findsman + Push the Limit + K4 Security Droid + Advanced Sensors + Mist Hunter + Tractor beam (35)

I can Focus, Evade, get a Target Lock and clear stress. But as cool as that sounds, I have this nagging feeling it will get creamed.

What is the time limit for an expansion to be legal to use? HotR looks like it would be fun to use but I don't know if it will be out long enough.

Rey + Elusiveness + Finn + Kanan Jarrus + Millennium Falcon (Segnor's Loop Version) + Tactical Jammer (57)

Norra Wexley + R2-D2 + Push the Limit + Kyle Katarn + Alliance Overhaul + Engine Upgrade (43

Varies based on how "serious" the event is. FFG has three tiers of competitive play: Relaxed & Formal, where products are legal as soon as they release (unless the TO states otherwise), then Premiere, where products have an 11-day cooling off period before they become legal.


The latter two are generally reserved for Store Championships, Regionals, etc, but double check with your Tournament Organiser beforehand just to be safe.


Also, welcome to the competitive scene. :)

Edited by DR4CO

"and the match begins when player one asks "Yousa ready?" and player two responds "Mesa ready."

:)

There's some lists that I like, but I feel like they'll just be crushed by Palp-Aces, Torps, or Dengaroo. Like for instance, I love this ship:

Gand Findsman + Push the Limit + K4 Security Droid + Advanced Sensors + Mist Hunter + Tractor beam (35)

I can Focus, Evade, get a Target Lock and clear stress. But as cool as that sounds, I have this nagging feeling it will get creamed.

I truly hope you enjoy the tournament. All my most memorable games of X-wing have happened at tournaments. The variety of lists and playstyles is what makes it fascinating.

Definitely choose the list you want to run, so feel free to ignore this.

But if you do fly a G1A, use Zuckuss if you can. His ability is worth it.

Zuckuss / Veteran Instincts / K4 Security Droid / Advanced Sensors / Mist Hunter / Tractor Beam (36)

learn how to stand properly, stand straight to ease tension on your shoulders and back, you will be leaning over heaps to move your ships. Take breaks to sit down as well. Drink water, eat and get fresh air in between matches.

2. Whoever has the fewest points gets [to choose] initiative. If it's a tie, then flip a coin.

4. Both players get three obstacles to place, one at a time, starting first with the player with initiative. Each obstacle must [not] be range two [or less] from the edge and [must not be] at range 1 from each other obstacle.

As already said, initiative choosing for squad with lowest points.

I don't have the rules with me but if I remember correctly the distance of obstacles between each other must be greater than distance 1, so at least 2, andthe distance to the edge must be greater than range 2, so at least 3. The way you said it would lead to a messed up stack of obstacles all in a circle of radius 10cm if they had to be at range 1 from each other.

Everyone has covered pretty much everything. The dehydrated thing is really really important!

You will be talking a lot and you will be in a room that will be hot because of the amount of people in it. Drink frequently. I can't state that enough.

Drinking a lot is definitely important. Just make sure you know where the bathrooms are though lol. There is nothing worse than not knowing where they are and not having enough time to look around for one either. It's very hard to concentrate on a game of x-wing when you desperately need to relieve yourself...

Studies have shown that you make better decisions under pressure and participants who had to pee urgently made more sound decisions for their life than people who didn't. So in a way, this could help you with your game actually ;)