Suggestions for introduction games? (demo-ing X-wing)

By Elkerlyc, in X-Wing

Hi everyone,

Coming friday I intend to demo X-wing at our local (and very recently founded) wargaming club.

Several newer people expressed their interest in X-wing and I am happy to oblige.

Now; the question is of course what to 'use' for the first introduction games.

I'd think I'd go with a single 'Red squadron veteran' in a T70 with added crack shot vs 2 Epsilon squadron pilots.

Basic (new) core set contents. Reasonably fair fight IMO.

The games after this one I am struggling with what to show.

ideally not overcomplicating things but still showing new and exciting ships at the same time.

What would you recommend and why?

[edit]; Note that I have every ship at least once and more often than not two or even more.

Edited by Elkerlyc

Super nes (A B X Y) vs imps tool box (bomber, fighter, interceptor, Advanced) .

Shows off the iconic ships while secretly allowing you to introduce other features of the game. Can put the ion cannon on the Y for a gentle introduction to turreted ships. You can also go crazy and put R2-D2 on a rookie to demonstrate rebel regen.

I like throwing classic ships with passive mods so bumping doesnt hinder the fun.

Chewbacca (42) w/ Predator (3), Wookiee Commandos (1), Millennium Falcon (1)

Braylen Stramm (25) w/ Hera Syndulla (1), Targeting Astromech (2), Alliance Overhaul (0)

Total: 75

I really like this chewie for new players. Its the falcon!!! Used it to introduce my buddy. PWT with rerolls all the time, makes new players happy with all the rolls, and is good against bumping. Braylen I just thought of, but introduces the "newer" ships, with double arcs. Hera keeps his dial always open, so new players can turn around quickly and get back in the action. Targeting Astro is a simple ability. Arcs are beautiful ships and look good on the table!

-----------------------------

"Backdraft" (27) w/ Adaptability (0), Fire-Control System (2), Primed Thrusters (1)

Boba Fett (39) w/ Expertise (4), Tail Gunner (2)

Total: 75

Slave I, everyones favorite bounty hunter, Boba!!! Expertise is really easy for new players to grasp. My buddy had expertise Luke and had no problem with it. Tail Gunner is a nice passive ability, that isnt brutal if it is forgotten.

Backdraft, introduces "newer" ships. FCS is a perfect step up in ability for a second/third game. Almost a use and forget it ability. Primed thrusters helps newbs with lining up arcs after a sloop and whatnot. Adapt is just to get him same PS as Boba, so the Imp can move at same time how he chooses. Backdraft vs Chewie isn't brutal for rebel player since Chewie doesnt care about crits, but Backdrafts ability helps attack power from the rear none-the-less.

----------------------------

Both lists have lots of arcs for action action action, and passive mods so bumping doesn't get in the way of fun. I used the same Chewie above, plus an Expertise Luke with Vectored Thrusters and my buddy picked it up pretty quick. I had to remind him about wookie commandos the first few times though.

Edited by wurms

I would stay away from turrets. I'd think just a T-65 and 2 Tie Fighters.

Of course, if you want to REALLY make an impression, you would do Dagobah Dave's Trench Run mission. You can quickly make some paper turrets and maybe print off a Death Star mat pretty quickly.

That is so fun, @Elkerlyc, looks good on ya! I agree with @FlyingAnchors and @wurms (nice at 60-75 sp each to learn).

I think sticking to the classic Star Wars (movie ships) is the way to go as it creates excitement and connections and those ships are the safest from creating bad play experiences.

Two X-wings PS 4 or do with interesting astromechs vs. three Interceptors or 2 TIE Advanced w/Title and TC, with different but matching PS, so they can activate ships ping-pong style is fun. Maybe the same idea with T-65s vs. FOs or SFs in a like manner; I’d err on letting new players have at least two ships each (usually one more for Ims due to cost and lower damage output). Keep the add-ons simple: Droid for the X’s (no regen), and a mod if you want for the TIEs (no Autothrusters or PTL), then let them add in cards as they get into it.

Fun stuff!!!!!!?

Edited by clanofwolves
Just now, heychadwick said:

I would stay away from turrets. I'd think just a T-65 and 2 Tie Fighters.

Of course, if you want to REALLY make an impression, you would do Dagobah Dave's Trench Run mission. You can quickly make some paper turrets and maybe print off a Death Star mat pretty quickly.

My idea is to run several games, one after another.

Each game showcasing different ships and gradually adding rules. (like turrets)

You could try some themes. Battle of Yavin (basics): A couple of X-Wings vs some TIEs in an open fight over the death star. Escape from the Death Star(turrets and crew): a falcon with Chewbacca pilot, Han and Luke Crew, and the title vs 4 TIE fighters. Or Escape From Hoth with Han in the Falcon in a dense asteroid field vs TIEs and Bombers for a more challenging situation with rocks to avoid. Battle of Scarif(boosting): Some X-Wings and/or Y-Wings (or a U-Wing even) facing TIE Strikers, with or without adaptive ailerons, maybe using asteroids to represent terrain instead of actual asteroids. Battle of Endor: X, Y, A, and/or B-wings vs TIEs, Interceptors, Advanced, and Bombers, maybe even more than 100 points, showing all the movie small ships and bringing in all the major secondary weapons, can easily mix in debris clouds as obstacles here too thematically.

You could switch things up with new trilogy scenes, run scum Boba Fett for a bounty hunter scenario, Xizor and some Black Sun ships vs Imperials for a Shadows of the Empire scenario, etc. Some of your audience might really like to see movie situations set up while showcasing the rules, you could also add in Rebels if you wanted to show off the Ghost, EU stuff if you wanted to have E-Wings, TIE Fighter/X-Wing games, etc.

Edited by mdl0114

I would stay away from too many upgrades, especially in the first few games. Start at the bare minimum: a few named X-Wings (but mostly generics), a named TIE or two (but mostly generics), and maybe one upgrade per ship that doesn't have a lot of text (so if spectators pick it up to read it, they're don't set it down and immediately forget what they just read): something like R2 Astromech and Twin Ion Engine Mk. II are great for this. When it doubt, keep it simple.

If you have new players themselves playing their very first games, again less is more. Swarms are difficult to manage, and if you have only two ships then you have a lot of upgrades they'll forget to trigger or utilize. I tend to stick with 3-4 ships, minimally loaded, one or two named pilots, nothing overly competitive. 3 TIE Defenders vs. 3 X-Wings has been fun, but to keep it iconic I would opt to go with 3 TIE Interceptors vs 3 X-Wings. Don't introduce PTL or Experimental Interface until they're already solid in knowing how actions work.

I always go for howlrunner with predator hull upgrade plus two obsidians vs two red squadron t65s with r2 and integrated. Very instructing, thematic, rather balanced and quite fun. Fun when played with and without action rules.

I did a demo at our local comic con using Luke Skywalker and Darth Vader and no upgrades. I had a small TV and showed the FFG Tutorial video and then I walked two players through a couple rounds against each other. It went well.

3 hours ago, Elkerlyc said:

Hi everyone,

Coming friday I intend to demo X-wing at our local (and very recently founded) wargaming club.

Several newer people expressed their interest in X-wing and I am happy to oblige.

Now; the question is of course what to 'use' for the first introduction games.

I'd think I'd go with a single 'Red squadron veteran' in a T70 with added crack shot vs 2 Epsilon squadron pilots.

Basic (new) core set contents. Reasonably fair fight IMO.

The games after this one I am struggling with what to show.

ideally not overcomplicating things but still showing new and exciting ships at the same time.

What would you recommend and why?

[edit]; Note that I have every ship at least once and more often than not two or even more.

This sounds good. I've fallen into the trap before of teaching a new player with a list that had I considered to be a moderate to light number of upgrades. I forgot that the new player will be using most of their brain power just to wrap their head around basic flying (judging template distances and estimating arcs, stuff that's second nature to a more seasoned player). If a person is really interested after the first game I'll give them a list with a few secondary weapons and unique pilots

First of all; thanks for all the suggestions. Very much appreciated.

Thus far I lean to the following:

Game 1; T70 generic +crack shot vs 2xTie/fo

Game 2; Chewbacca (old version) + predator plus a blue sqd B-wing vs Something Imperial. (not sure yet)

I'd lean myself towards Howlrunner + several tie's but that might be more than a newb can handle.

Perhaps Vader (no upgrades) , Academy pilot and a Royal Guard Interceptor (with autothrusters)

Gradually easing in a few upgrades plus some new and iconic ships?

Crack shot's interaction with modification of green dice might be a bit much for game 1 of a couple new players. Other than that, looks pretty good.

I teach 16 high school kids X-Wing every spring, and then do a 4 day narrative tournament with them... I recommend running one game of generics, with no upgrades. By the end of that game, they'll understand dials and actions and PS (be sure to tier your PS so no one is taking all their ships in a row).

After that I add in light upgrades, secondary weapons (not mines/bombs) and 1 Ace pilot per side

Then turn'm loose and drop it all on'm by game 3. This all takes about 2 hours. Then its off to the races

Just stick with the core set it's really good to say here buy this and roll out. If you want a Ep 4-6 do a red core and if you want Ep 8 do a blue. Keep it as simple as possible I would not even introduce upgrade cards, just ships and try your best to lose. People should even the first game more then intro everything you will lose most gamers that way.

If I was going to demo a game it would Luke, Wedge and Han vs two black squads and Vader.

or Poe and two named people vs 3 tie fos

Edited by Cubanboy
11 hours ago, heychadwick said:

I would stay away from turrets. I'd think just a T-65 and 2 Tie Fighters.

Of course, if you want to REALLY make an impression, you would do Dagobah Dave's Trench Run mission. You can quickly make some paper turrets and maybe print off a Death Star mat pretty quickly.

Just give the Y wings the BTL-A4 title and ion cannon turret.

On 10/22/2017 at 5:55 AM, FlyingAnchors said:

Super nes (A B X Y) vs imps tool box (bomber, fighter, interceptor, Advanced) .

Shows off the iconic ships while secretly allowing you to introduce other features of the game. Can put the ion cannon on the Y for a gentle introduction to turreted ships. You can also go crazy and put R2-D2 on a rookie to demonstrate rebel regen.

I think you should replace the Advance for a Lambda shuttle just to show how large ships work. Get some secondary weapons such as ion and torpedos/missiles too. Something that shows the different aspects of the game and answers all questions like how do you use proton torpedoes.

Edited by Marinealver