Aces High help please??

By drail14me, in X-Wing

Needing some help with Aces High.

My FLGS was recently purchased by new owners. Lucky for me, the new owners are interested in learning X-Wing. We've decided to try a game of Aces High to get started. I've never played before so I'm reading the Epic Battles rules now. Kind of confusing.

1. What would be four good ships that would offer a balanced game yet expose them to different factions and abilities?

2. On scoring, am I understanding right on a "Shot Confirmed" that the attacker gets 2 points for the kill plus all the points on the killed ship plus 1 more point?

3. "stay in the fight" really confuses me. If they flee, they lose all the points on the ship plus, loses another point then loses points equal to points removed? So it loses double it's points plus 1? I think I'm totally missing something on scoring.

4. The Restore Point cardboard. I have two. Other than Epic, what other expansions do the restore points come in?

We are playing this Sunday. Looking forward to getting them involved. I'm gonna see if I can find a Youtube video of a streamed Aces High.

Thanks for any help getting us going.

Edited by drail14me

Can't go wrong with a TIE/SF tbh.

The cardboard respawn points come in the core set only. 2 per core set.

Scoring: you get one victory point for the initial damage dealt to an enemy. You get 2 more VP for blowing one up completely.

Then, your ship gets a bounty point on it. This is not a VP! Do not add it to your score of VPs.

If your ship gets blown up, the ship that killed you scores one additional VP per Bounty Point on your ship. Then it adds one BP to itself for someone else to win by killing it.

If you flee the mat, your VP score is penalised by however many Bounty Points are on your ship.

Additional rules that really help in Aces High include:

Deciding whether self-damage to inflict your initial damage is ignored or penalises you. Eg Saw crew, or hitting an asteroid or using Electronic Baffle.

Whether you want Bombs or Mines to count for VPs. And whether mines still on the table stay when the ship that dropped them respawns along with its charges.

Rotating First Player each turn, treating all Initiative values as equal (this really helps, by the way)

Whether Lone Wolf should be banned.

Good ships to use for a demonstration: X-wing; Tie Advanced; Fang; Y-wing; Tie Interceptor.

Use the generic pilots for a more balanced game, use named for attracting more new players. Don't use upgrades at all, apart from a turret on a Y (if you wish to include one of those). If you don't use rotating first player, then you need to build the Aces properly at whatever points value you pick, which makes it harder for a new person to pick up.

When I teach a group of new players the game, I give them an x-wing each. Then we play a 2nd game using Tie Interceptors. Then they tend to be hooked. 🙂

On 5/1/2020 at 3:12 AM, Gilarius said:

The cardboard respawn points come in the core set only. 2 per core set.

Scoring: you get one victory point for the initial damage dealt to an enemy. You get 2 more VP for blowing one up completely.

Then, your ship gets a bounty point on it. This is not a VP! Do not add it to your score of VPs.

If your ship gets blown up, the ship that killed you scores one additional VP per Bounty Point on your ship. Then it adds one BP to itself for someone else to win by killing it.

If you flee the mat, your VP score is penalised by however many Bounty Points are on your ship.

Additional rules that really help in Aces High include:

Deciding whether self-damage to inflict your initial damage is ignored or penalises you. Eg Saw crew, or hitting an asteroid or using Electronic Baffle.

Whether you want Bombs or Mines to count for VPs. And whether mines still on the table stay when the ship that dropped them respawns along with its charges.

Rotating First Player each turn, treating all Initiative values as equal (this really helps, by the way)

Whether Lone Wolf should be banned.

Good ships to use for a demonstration: X-wing; Tie Advanced; Fang; Y-wing; Tie Interceptor.

Use the generic pilots for a more balanced game, use named for attracting more new players. Don't use upgrades at all, apart from a turret on a Y (if you wish to include one of those). If you don't use rotating first player, then you need to build the Aces properly at whatever points value you pick, which makes it harder for a new person to pick up.

When I teach a group of new players the game, I give them an x-wing each. Then we play a 2nd game using Tie Interceptors. Then they tend to be hooked. 🙂

Thanks for the help! The game went well and everyone enjoyed it.