Expansion advice for casual family games

By player3627823, in X-Wing Squad Lists

Hello, I'm super new at X-Wing having played only 4 times, but I'm seeing that it would be fun to add a few more ships to play some parents vs. kids games in our home. I have the 2.0 core red box set and I'd like to add ships to those factions. I don't care too much about the points matching exactly but it would be good for the two sides to be balanced, with each ship having an opponent that matches it's own strength, abilities and speed, if possible.

For example, is x-wing Luke vs. tie advance Vader a good match up? How about a Y-wing vs. a Tie Reaper? You can tell how new at this I am :)

Is there a link that talks about the ships available for 2.0, without conversion kits, that explains what their strengths and weakness are, and what kind of strategies work for each ship?

Thanks so much!

For ease of balance you could look at the quick build cards that give each ship with/without certain upgrades a "threat level" - that's a good place to start for looking at balancing out casual games :)

I find TIE Swarms very hard to fly for a newbie. But if you want the experience, get a reaper and two additional TIE (Inferno Squadron and Vermeill), feels very "Imperial". As for Rebels, a second T65 and a Y-Wing works well. That way, you have different options (ordnance, turrets on Rebels, synergies and coordination on Imperial) and can then branch out later when you have a better grasp.

On 3/16/2019 at 2:11 PM, player3627823 said:

Hello, I'm super new at X-Wing having played only 4 times, but I'm seeing that it would be fun to add a few more ships to play some parents vs. kids games in our home. I have the 2.0 core red box set and I'd like to add ships to those factions. I don't care too much about the points matching exactly but it would be good for the two sides to be balanced, with each ship having an opponent that matches it's own strength, abilities and speed, if possible.

For example, is x-wing Luke vs. tie advance Vader a good match up? How about a Y-wing vs. a Tie Reaper? You can tell how new at this I am :)

Is there a link that talks about the ships available for 2.0, without conversion kits, that explains what their strengths and weakness are, and what kind of strategies work for each ship?

Thanks so much!

I'd go the quick-build route that was recommended for family games depending on how old the kids are and how many kids there are. If you go to the 2nd Ed. Product page you can find the quick-build lists plus you already have some quick-build cards in the 2nd Ed. core set.

The issue you'll have is the limits imposed by only having the one 2nd Ed. core set. Quick-builds tend to include cards in the expansion and the core.

I'd go with a second 2nd Ed. core set at first. Now you have lots of dice (three of each isn't quite enough) and templates for each side and 2 X-wings on 4 TIEs in various quick-build forms which should be fair. You then can have a Rebel Box and an Empire Box.

Then you can add one Rebel and one Empire expansion to each box when you are ready for new ships.

Then you also have some teaching about budget and money and patience opportunities for the kids. They might want to skip a $20 Y-wing expansion so they can add the $40 Falcon expansion later. Or you can match what they put together (careful with that route) saving their allowance or doing extra chores or helping grandparents or neighbors.

As you are just starting the conversion kits aren't really needed since you don't have a 1st Ed. collection. If you don't want to go slow you can get a used 1.0 collection and conversion kits but that is also a bigger price tag.

Very good avice. Two starter boxes are good.

10 minutes ago, Stefan said:

Very good avice. Two starter boxes are good.

I think you are right that a TIE swarm is hard to fly for newer players but four in quick-build is a bit easier. Should be more manageable as a formation of four or to fly as two pairs and should be good for Dad versus the kids. Then it is easy to add a TIE Advanced and another X-wing or a Y-wing and keep the thing growing fairly on each side.

And two cores with quick-build allows adding another faction or factions. Instead of adding one Rebel and one Empire add two of a new faction.

You could add a ship that has a new mechanic, like Darth Vader (force) or Y-Wing (bombs)... give you something new to try out.

Thanks everyone for these suggestions! Frimmel's suggestion to teach the kids about budgeting and patience is great... though I might need to learn that myself first, haha. I just found a good article about different archetypes that looks pretty helpful, or it might be in a couple months. https://teamcovenant.com/learning/star-wars-x-wing/how-to-build-first-squad-app

But for now I think I will do the second core set and try the quick build suggestions.

I can see why you are all here and why there is so much passion for this game :)

Best wishes,

Dave

14 hours ago, player3627823 said:

Thanks everyone for these suggestions! Frimmel's suggestion to teach the kids about budgeting and patience is great... though I might need to learn that myself first, haha. I just found a good article about different archetypes that looks pretty helpful, or it might be in a couple months. https://teamcovenant.com/learning/star-wars-x-wing/how-to-build-first-squad-app

But for now I think I will do the second core set and try the quick build suggestions.

I can see why you are all here and why there is so much passion for this game :)

Best wishes,

Dave

You're welcome. "It takes a village." Obligatory warning:

xwing-mistakes-made.png

A second core set could be good (3 ships for the price of 2)

So you will have 4 tie fighter (a perfect mini swarm) and 2 x wing.

But is not enough to reach 200 points so:

Buy 1 tie advanced x1 (darth vader is very good)

And another x wing or in alternative an y wing

In this way you should be able to do 2 200 points lists.....

Oh! I see that some new X-wing 2.0 ships are expected to come out soon for the Rebels and the Empire. Falcon, B-Wing, Striker and Decimator. It's so interesting how the abilities of these ships really get you thinking about how you would use them.... I guess that's why this forum exists! Haha. I feel like getting one of each. I fear the cartoon above is my future.

I'm curious about the strategy a person might use with a ship like the Decimator. Could you bump someone off the mat with that thing?

On the topic of flying off the mat, I had a funny game with my son yesterday because he was trying to watch a hockey game at the same time. He flew into himself 2 times and flew right off the mat in the end with one of his tie fighters.

Any ways, thanks everyone for the great advice!

Dave

15 minutes ago, player3627823 said:

Could you bump someone off the mat with that thing?

Ships don't push other ships around. They just stop them if they can't fly clear. See the rules regarding overlapping.

I don't fly a lot of Empire. I've found Decimators very useful for target practice. Their zero agility makes them easy to hit.

My inclination would be to "get all up in there" and take up space and be cover with Captain Oicunn, Intimidation, Tactical Officer and Tactical Scrambler. Then follow up with bombers or Vader or something.

The Decimator is not an easy ship to fly. He "only" shoots in two directions, and having no green dice means that if you're not careful, you're dying FAST. Maybe it's just my own preferences speaking, but I find the Empire not to be most beginner-friendly faction to play.

Totally agree with the advice to buy a 2nd core set, and use the quick builds to get started.

Also agree that Empire is a tough faction to start with but...

For me the 1st ship to buy is the Tie Advanced. It's iconic, and Vader + 2 Ties is a perfectly fine way to start with proper list building.

Have fun, and let us know how things are going!