Hi, tonight will be the night of the nights, my first game.
I'm armed with 2x Cores, 1x Millennium and 1x Slave.
I made these lists, do you think are they OK? Thank you.
Hi, tonight will be the night of the nights, my first game.
I'm armed with 2x Cores, 1x Millennium and 1x Slave.
I made these lists, do you think are they OK? Thank you.
Honestly, for your first game ever I'd play with an X-Wing versus two TIE fighters. You want to get the hang of flying your ships before you start to pile them up, otherwise it gets quite confusing.
I think they're a little heavy on the upgrades. I would change out the outer rim smuggler for a named pilot, maybe Chewie, and loose some of the extra points on the x wings.
That being said, for a first game. It's a respectable list and showcases the core set and the big ships very well.
The only thing I would recommend. Do a quick match of one x wing against two tie fighters so you both can get used to moving the ships around and keeping track of the actions and everything. Other than that, make an evening of it and try playing a couple rounds.
Edit: what the kind baron said ^
Edited by yoink101
I was afraid of that [complexity], but having me and my friend reading rules, battle reports, watching youtubes and dreaming x-wing in the last 2 weeks I'm hoping we could manage
I think we'll start with the x-wing vs 2x tie fighters hoping to finish fast and do the 100pts match then.
As far as the two lists are concerned, better less upgrades and more named pilots you say?
Edited by Vanadio
They look great. You're just starting out, so don't worry about making a "good" squad or anything like that. You don't even know what it's like to play the game yet!
So just go out there with the squads you've made and have fun.
I'm hoping we could manage
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Sounds like you were hooked before you even started.
I hope the game lives up to it. But I think it will.
The only thing I'd say, is like was said above, you're a little heavy on the upgrades. This isn't a bad thing, just a lot to keep track of for your first game. But if you don't feel overwhemed by them, then I'd say you're off to a great start.
Thank you. I'm trilled to see how it will play, I was just afraid of the lists not being balanced.
Eventually, you want to spend points on ships instead of upgrades. That said, for an early game those points may actually be better spent on upgrades. It's easier to use one or two ships well, and it feels more fun/canonical to shoot proton torpedoes.
TIE swarms are so popular because they have so many available dice, but it's really hard to bring all of that dice to bear at any one point of the battlefield. By loading up ships with upgrades, you make it way easier to concentrate your forces and that will help at first.
I have to agree with two things said.
First of all, for an early game the best course of action is to do the Quick Play scenario so you'll get a feel for the rules. I know it can seem like a waste of time if you already know the rules, but you might not remember all of them until you play the game a few times (I know it took forever for me to realize that collisions don't happen unless the ship's base touches another ship's base after the maneuver is complete).
Second of all, you probably should avoid too many upgrades until you get the hang of maneuvering and positioning your ships in such a way as to get a good shot while simultaneously avoiding return fire from the enemy. Believe me, it's MUCH easier to remember your cards and what they do once maneuvering and positioning are second nature to you, because there's a lot less thinking to be done. This applies strongly to new ships. I almost never arm new ships with anything other than one, maybe two upgrades if the upgrades are familiar to me. This ensures that I familiarize myself with the maneuver dial and the ship's raw capabilities much quicker than if I were trying to juggle that with familiarizing myself with upgrade cards.
That being said, I think your lists are pretty good myself, but as a couple have said, I would downgrade the amount of cards on the Rooks and upgrade the YT-1300 to a named pilot. You'll notice that all three of the named pilots for the YT have better base stats as compared to the vanilla Outer Rim Smuggler (which I believe is unique to the Falcon) and their abilities will help you in the long run. Lando's ability to hand out a free action is awesome, Chewie's ability to ignore crits is fantastic, and Han's ability to reroll all his attack dice is WICKED awesome, especially when equipped with Luke Skywalker as the gunner and Marksmanship.
You might be familiar with that particular synergy, but in case you're not it goes like this:
Suppose you miss the first time. You reroll all attack dice, and if they fail to hit (as in all blank or some blank some focus) you can roll again thanks to Luke. Marksmanship ensures that you can always get at least one critical hit, as opposed to Focus which only grants regular hits, and with this combo you get as many as three possible rerolls to ensure that you always get a hit on the enemy. I'm pretty sure you'll have a few points left over to give the Rooks something.
In that respect, and since it only requires two upgrades to pull this off, I think you can see why this build, known in these circles as Han Shoots First, is among the most popular builds in this game.
I was afraid of that [complexity], but having me and my friend reading rules, battle reports, watching youtubes and dreaming x-wing in the last 2 weeks I'm hoping we could manage
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I think we'll start with the x-wing vs 2x tie fighters hoping to finish fast and do the 100pts match then.
As far as the two lists are concerned, better less upgrades and more named pilots you say?
You'll be fine. Several of my friends have sat down and played the game first time without previously knowing any of the rules, and they all did fine with the standard 100 point games.
Something like this? It's Han/Luke with two rookies and named pilots for Imperial, no upgrades:
I agree with a lot of what's been said.
The only altered viewpoint I have is on number of ships.
Imho, rip the band-aid off
Get out there with 7 ties and 4 rebel ships with at least 6 asteroids and get your hands dirty...
I feel that the game's soul is maneuvering, and the sooner you're comfortable with that aspect, the sooner you'll be putting the enemy in your sight picture before they do the same to you.
No matter how many ships you choose, play OFTEN... learn to guesstimate those turns, banks, barrel rolls, and boosts.
Seriously analyze the maneuvers available to your opponent based on the situation, figure out what would benefit them the most, and plan accordingly.
I'm quite adept at herding a swarm through spacerocks as a result, and i barely need a range marker to call distance anymore.... but I haven't been able to make tournaments yet to put my money where my mouth is... so take my advice with a grain of salt.
I'm assuming you have 2x Core Sets, a Firespray, and a Falcon. Is this correct?
I would DEFINITELY strip some of the upgrades off of the X-Wings in favor of leveling up the YT-1300. Named pilots come with 3 more HP and 1 more attack die on the YT-1300, after all.
Same goes for the Imperial fleet. Lose the 2 stealth devices on the TIe Fighters, the Concussion Missiles and Weapons Engineer on the Bounty Hunter, and upgrade to Krassis Trellix with a Heavy Laser Cannon, and a different co-pilot.
Something like this? It's Han/Luke with two rookies and named pilots for Imperial, no upgrades:
Yep, that's pretty much what I said. I purposely kept it at less than 100 pts though in order to give you initiative, so I'd take off the Merc Copilot (he's next to useless anyway with Marksmanship) to get it down to 98 points and *ensure* Han shoots first.
How did the game go?
So, here's the report.
We decided to go the simple route, rulebook setup, no upgrades, Luke against a named Tie and a base one.
We ended the game with Luke and one of my Tie at 1 hull, after 3 consecutive "final" attack in which each one couldn't do the last damage we decided to draw.
It was getting long and we wanted to play a game of Star Wars LCG also
We both had the impression that we were moving too few ships and that the next time we will use all the ships we can.
We had very fun moments with the dice and some Koigron maneuver
Also we decided that the game deserve a real playmat, not the wood of my table (any hint? I think something of the same material of card games playmat, that sort of gum with tissue on the upper side, do they exist?).
Thank you all for suggestion, will update you with the second session!