Recommended 'beginner' builds?

By Elkerlyc, in X-Wing

2 weeks ago I posted this:

https://community.fantasyflightgames.com/topic/261402-suggestions-for-introduction-games-demo-ing-x-wing

I got some excellent suggestions with an excellent result; I got 3 new people hooked into this game.
At least 2 (I think all 3) went out and bought the new core set and several expansions.

Now. We have this wargameclub night every 2 weeks. :)
And I was asked to show some 'general' squads showing off the easier builds out there.
I know one of them has shown an interest in scum and the other in Imperial. The third I am not sure of. He might be like me and like everything.

What would you recommend and why?

Bear in mind these people have only flown a handful of ships in an handful of games.

If I were wanting beginners with enthusiasm to get a crash course in gittin gud, I'd want to throw them 5 TIE Strikers. I mean CRASH course literally; nothing (other than maybe Echo) with teach you to judge movement and distance in this game better... When you can fly 5 strikers without bumping into enemies, each other, or rocks, you're gonna have your eye in pretty thoroughly. And there's not much in the way of complex triggers to remember, just one - before you reveal your dial, if you're not stressed

When I have done the same (introduced new players) my curve looks a bit like this:
1. x-wings vs ties. Like original series basics
2. Add an Y-wing with a Dorsal turret and an interceptror "ace" add some 360 arcs and arc dodging.
3. Play 2014-ish meta light. Add a Falcon and Vader.
4. Some meta squads.

In general this is mostly due to me having those as extras lying around really, but it has worked really well.

well, are you looking for easier competitive builds, or for fun casual builds?

The number one thing is to not give new players turrets - and that goes double for either TLTs or fat turrets (Han and RAC). This is for several reasons:
1. Fat turrets simply don't encourage good flying by their player - you can point in any direction and get shots, and you ca run away while still doing damage.
2. They are boring for the opponent to play, and very often discouraging. They're hard to kill (especially RAC and Han), and typically repetitive.
3. They hide the mistakes of those flying the turret. This is especially true of TLTs, since you rarely even need tokens to do consistent damage. ****, you can bump every ship and still think you did well.

On the other hand, I don't recommend jousting lists (FSR2 is a good example, as is 4 B-wings). They tend to have few choices per turn; typically move, focus, concentrate fire. If anything, Vaksai Kihraxz fighters would b nice, given the number of options they bring to the table.

In the end, you're probably looking for a combination of an arc-dodger, arc-based tank and filler for the maximum learning experience. For each faction, here's my recommended ship combination:

Imperial:
TIE Interceptor, Defender and 2 Academy TIEs. Probably Soontir/Carnor, Maarek and the fillers.
Rebel:
E-wing/T-70, Ghost and an A-wing. Corran/Poe, Lothal with FCS only and a snap + juke GSP A-wing.
Scum:
Kihraxz, Lancer, 2 Scyks. Probably Talonbane with Vectored, PRS and Ion dischargers. Lancer is Asajj with latts and PTL, and the scyks could probably be sunny and Inaldra mindlink to pair with talonbane.

Each of these are pretty well balanced, with Scum having their slight edge early-game. Each of them have control, high damage output, maneuverability and actual decisions, while being entirely arc-based. The actual upgrades and pilots can be changed easily, but the rest is up to you.

3 hours ago, Ravncat said:

well, are you looking for easier competitive builds, or for fun casual builds?

Most of all fun first.

Competitive only to the degree that they will not get rolflstomped due to a bad list which happens to be 'fun to fly'.

The goal is to get them firmly addicted. (and thus increase the local player base which happens to benefit... me!)

This is really tricky since you're looking to check a whole bunch of boxes:

engagement - you want to pick ships that the players are excited to try
forgiveness - you want to pick ships that aren't going to die immediately if you make a mistake
accessibility - you want to keep mechanical complexity low so the player doesn't have to remember a ton of abilities/triggers
balance - you want builds that will be fairly balanced paired against each-other

I would say you probably want to do one unique pilot and then 2-3 generics for these builds. That keeps your complexity low while keeping your ship count high enough to keep things forgiving. I would also avoid some of the more frustrating mechanics - regen, TLTs, unblockable damage, ordnance, super defensive builds, control. Turrets can be divisive but I think stuff like dorsal turret or (one) ion cannon turret are fine since they have decent range restrictions and low damage potential.

good beginner ships:

Rebels: T-70, Y-Wing, B-Wing, A-Wing, Z-95, Falcon (no Engine, no crazy defensive stuff), Ghost (with a reasonable turret)

Imperials: TIE Defender, TIE/sf, TIE Fighter, TIE Adv. Prototype, TIE Interceptor (just not Soontir with Autothrusters+Stealth)

Scum: Fang, HWK, Y-Wing, Z-95, Firespray, Scurrg (as a dogfighter, not as a bomber or turret platform)

Edited by Transmogrifier

In my opinion, beginner squads should be based on three principles

simplicity, raw stats and beauty.

The typical beginner will not want to dive into tricky combos. He will also not know all faqs on difficult interactions and timing issues. He will not position optimally and lose actions, so his ships need good stats and probably enjoy jousting. Finally, hed want iconic or at least beautiful ships.

So, assuming proxies or borrowing is ok)

Rebels: ARCs, t70s (jess!), xwings (that ps3 guy, luke, wedge!), ghost, tlt ywings and uwing (i know its not toptier)

Imps: defenders, tie adv (ps2 w accluster missiles, juno!), tie/sf, strikers, tie fighters

Scum: khiraxz, firespray, tlt ywing, a single starviper, protectorates.

Focus on rogue 1 and rebels squads

1 hour ago, Elkerlyc said:

Most of all fun first.

Competitive only to the degree that they will not get rolflstomped due to a bad list which happens to be 'fun to fly'.

The goal is to get them firmly addicted. (and thus increase the local player base which happens to benefit... me!)

In the 'Fun but not going to get ROFLSTOMPED' category, there are quite a few lists. I think your best bet is to slowly ratchet up the amount of interactions and cards these new players have to deal with. I humbly submit the following,

Imperial
X/7 Defenders (2 Trick shot glaives and PTL/Twin Ion Ryad): Gives you some very forgiving ships that can still do well even in the bomb meta.
Rebel
Dash (HLC, Rey, Outrider, Lone Wolf) and 2x Blue Sqrdn B-Wings (FCS): Here you get a taste of a top tier ship (with Dash) but you still have simple maneuvers to deal with in the B-Wings and a ton of health. Substitute B-Wings for Wookies to be more competitive (and less cool/thematic)
Scum
Dengar (Expertise, Punishing One, Burnout Slam) 2 x Concord Dawn Ace (Fearlessness, CDP Title): This list emphasizes Arc's and smashing people in the face. It may not be super competitive, but it will definitely be fun!

Here is a simple Imperial List, that definitely wont get curbstomped:

"Quickdraw" (29) w/ Veteran Instincts (1) , Fire-Control System (2) , Lightweight Frame (2) , Special Ops Training (0)

Colonel Vessery (35) w/ Veteran Instincts (1) , Twin Ion Engine Mk. II (1) , TIE/x7 (-2)

The Inquisitor (25) w/ Push the Limit (3) , Autothrusters (2) , TIE/v1 (1)

Total: 100

View in Yet Another Squad Builder

Scum List:

Fenn Rau (28) w/ Push the Limit (3) , Autothrusters (2) , Concord Dawn Protector (1)

Asajj Ventress (37) w/ Push the Limit (3) , Latts Razzi (2)

Syndicate Thug (18) w/ Twin Laser Turret (6)

Total: 100

View in Yet Another Squad Builder

If the goal is to keep the list reasonably powerful but easy to fly:

Zeta Specialist [Collision Detector, Primed Thrusters, Special Ops Training, Lightweight Frame] (26) x 2

“Double Edge” [Predator, Unguided Rockets, Twin Laser Turret, Lightweight Frame] (32)

Epsilon Squadron Pilot [Primed Thrusters] (16)

If you want the list to be something easily bought and used as is, I think this makes the 101 requirements:

Fenn Rau [Fearlessness, Concord Dawn Protector, Autothrusters] (32)

Old Teroch [Fearlessness, Concord Dawn Protector, Autothrusters] (30)

Thweek [Ion Torpedoes, StarViper Mk. II, Autothrusters, Virago, Accuracy Corrector, Inertial Dampeners] (37)

Edited by Lobokai

you want something forgiving to mistakes but with enough skill required to force new players to learn how to actually play the game

this makes x7, bar none, the perfect ship for beginners to master. Imp vets + Tie/FO + ep 7 coreset also gives you a perfect 100 point list in Omega Leader (juke, relay), Zeta Leader (wired, weapon guidance), Epsilon Ace, and Steele (x7, crackshot)

they can also Ep 7 core into Imp Vets into Tie Defender, getting Glaive (predator, x7), Vessery (crackshot, x7) and two Epislon Squaddies

only problem is the errata changing the text of the x7 title, not sure if they reprinted that in new Imp Vet boxes.

Edited by ficklegreendice
2 hours ago, wurms said:

Here is a simple Imperial List, that definitely wont get curbstomped:

"Quickdraw" (29) w/ Veteran Instincts (1) , Fire-Control System (2) , Lightweight Frame (2) , Special Ops Training (0)

Colonel Vessery (35) w/ Veteran Instincts (1) , Twin Ion Engine Mk. II (1) , TIE/x7 (-2)

The Inquisitor (25) w/ Push the Limit (3) , Autothrusters (2) , TIE/v1 (1)

Total: 100

View in Yet Another Squad Builder

Scum List:

Fenn Rau (28) w/ Push the Limit (3) , Autothrusters (2) , Concord Dawn Protector (1)

Asajj Ventress (37) w/ Push the Limit (3) , Latts Razzi (2)

Syndicate Thug (18) w/ Twin Laser Turret (6)

Total: 100

View in Yet Another Squad Builder

Do not give a new player lists with a ton of upgrades and complex interactions... that is just a bad way to introduce someone.

Explain everything going on with that quickdraw to a new player so that they understand everything and how to use it? you cant.

"when you loose a shield you can shoot at anyone right away, you can shoot front or back also quickdraw gets 1 more red dice out the front, but not out the back. You can shoot out the front and then the back but not if you take the +1 red dice out the front or shoot out the back first. Ok after you shoot someone you can get a free target lock on them. Now if someone shoots you and they roll more red dice then you roll green dice you get to roll another dice. Got all that? good now let me explain the other 2 ships"- Wurms

That is not even getting into the basics of the game, maneuvers and simple actions.

Most of the suggestions have been 4 full 100 Point lists but I would consider starting with smaller 32 to 50 point lists. Show some variety and get their interest going

I find sub 100 games to be snore inducing, especially with simpler ships that cannot do much beyond jousting

so much of the game's strategy hinges on having multiple ships interacting with each other, it really comes into its own at 100 points

I’ve tried teaching one person so far with some success with just the tfa starter ships, although my next plan is the 2 starter ties vs 2 headhunters both with upgrades and 1 unique 1 generic pilot. That way I can cover everything on a simpler but level playing field.

37 minutes ago, Icelom said:

Do not give a new player lists with a ton of upgrades and complex interactions... that is just a bad way to introduce someone.

Explain everything going on with that quickdraw to a new player so that they understand everything and how to use it? you cant.

"when you loose a shield you can shoot at anyone right away, you can shoot front or back also quickdraw gets 1 more red dice out the front, but not out the back. You can shoot out the front and then the back but not if you take the +1 red dice out the front or shoot out the back first. Ok after you shoot someone you can get a free target lock on them. Now if someone shoots you and they roll more red dice then you roll green dice you get to roll another dice. Got all that? good now let me explain the other 2 ships"- Wurms

That is not even getting into the basics of the game, maneuvers and simple actions.

These people have played a few games already. The next level is upgrades and abilities. I've introduced my friends using Chewie + Luke + Awing, then moved on to Vessery, Ryad, OL. Its not difficult. Quickdraws ability is simple. Lose a shield, get to shoot. I was doing advanced sensors deathrain with engine upgrade in my first first few games and my brother was flying around with Dash.

People make X-wing seem like rocket science. Just get the basics of flying down, which they have, then let them fly ships with abilities that can survive on their own.

Can easily swap quickdraw for backdraft as well. If people cant get the concept of Tie S/F double shot after having a few games, they are in for a lot of trouble in X-wing.

3 TIE Defender Deltas.

This one is pretty good. All the ships are the same, you roll tons of dice, any actions are usually good. Make sure they know to only use actions defensively.

Tansarii Point Veteran (33) - M3-A "Scyk" Interceptor
Expertise (4), "Heavy Scyk" Interceptor (2), Stealth Device (3), Heavy Laser Cannon (7)

Tansarii Point Veteran (33) - M3-A "Scyk" Interceptor
Expertise (4), "Heavy Scyk" Interceptor (2), Stealth Device (3), Heavy Laser Cannon (7)

Tansarii Point Veteran (33) - M3-A "Scyk" Interceptor
Expertise (4), "Heavy Scyk" Interceptor (2), Stealth Device (3), Heavy Laser Cannon (7)

I learned to play better with a list similar to this one:

•Keyan Farlander (46) - B-Wing
Push The Limit (3), Sensor Jammer (4), Heavy Laser Cannon (7), B-Wing/E2 (1), •Jan Ors (2)

•Tycho Celchu (29) - A-Wing
Rage (1), Chardaan Refit (-2), A-Wing Test Pilot (0), •Experimental Interface (3), Wired (1)

•Jake Farrell (25) - A-Wing
Intensity (2), Chardaan Refit (-2), A-Wing Test Pilot (0), Crack Shot (1)

It’s not tier 1 (probably pushing it for tier 2 these days), but it can be very rewarding and it’s a nice way to learn how to play a game without just “set up your whole fleet away from the asteroids, pointed at your enemy. Joust.”

Edited by Kieransi