New Player

By Grudge, in X-Wing

Hey all!

I picked up a Core Set to play with my brother, and that was a lot of fun, so I've been looking into how to expand. Currently, it seems like multiple Core Sets is the most cost-effective route, though there is a distinct lack of diversity.

So, out of curiosity, I was wondering if there was any system here for trading of excess/unwanted parts?

Thanks in advance.

--J

There isn't a current method for trading unwanted parts right now.

As for what to do, my recommendation is:

2 Core Sets

1 TIE Fighter Expansion

1 X-Wing Expansion

Slave 1

Aluminium Falcon

This will give you enough to run some decent fleets with some diversity and give you a good core to build off of.

For the point of view of some of us one of the nicest things about this game is that it is NOT the "random collectable packs" that some minis games are. FFG also appears to be supporting all of their product so there aren't any "limited edition/rare" pieces that only a few people have. These things lead to a less than active trading community.

When it comes to the actual ships it is pretty much "buy what you'll use" although if you're all one side or the other that will leave you with a few stragglers to get rid of. The biggest potential for trade is with upgrade cards but this is problematic because everyone will want the hard to get Push the Limits cards and perhaps Stealth Devices but other cards are a lot less useful. I don't know any trade community but I have seen some individual cards for sale on ebay at times. Pilot cards are similar to upgrade cards except that most of the time if you want a pilot it comes with that ship; the exceptions are the unique pilots for ships from different sources (TIE and X-Wing Expansions vs. core set) although here I'd actually encourage people to "give away" any extra unique pilots they may have to someone who doesn't already have them. If you buy two X-Wing expansions you only need one Wedge but maybe someone who only has Core Set X-Wings could use him.

There isn't a current method for trading unwanted parts right now.

As for what to do, my recommendation is:

2 Core Sets

1 TIE Fighter Expansion

1 X-Wing Expansion

Slave 1

Aluminium Falcon

This will give you enough to run some decent fleets with some diversity and give you a good core to build off of.

I thought her armor was better than that. :P

Is there some policy against it? Or, it's just not a popular practice?

I'm more of an Imperial, myself. I loved playing Rogue Squadron as a kid -- is Soontir Fel in this game? I'd like to stick to TIEs, TIE Interceptors, and TIE Avengers. Gotta rock the black and blue. :D

For the point of view of some of us one of the nicest things about this game is that it is NOT the "random collectable packs" that some minis games are. FFG also appears to be supporting all of their product so there aren't any "limited edition/rare" pieces that only a few people have. These things lead to a less than active trading community.

When it comes to the actual ships it is pretty much "buy what you'll use" although if you're all one side or the other that will leave you with a few stragglers to get rid of. The biggest potential for trade is with upgrade cards but this is problematic because everyone will want the hard to get Push the Limits cards and perhaps Stealth Devices but other cards are a lot less useful. I don't know any trade community but I have seen some individual cards for sale on ebay at times. Pilot cards are similar to upgrade cards except that most of the time if you want a pilot it comes with that ship; the exceptions are the unique pilots for ships from different sources (TIE and X-Wing Expansions vs. core set) although here I'd actually encourage people to "give away" any extra unique pilots they may have to someone who doesn't already have them. If you buy two X-Wing expansions you only need one Wedge but maybe someone who only has Core Set X-Wings could use him.

You hit it right on the nose! I was concerned with cards and unique pilots, mostly.

If it wasn't for the unique pilots you probably wouldn't see as many recommendations to get two Core Sets and a TIE Fighter and X-Wing expansion which you'll need for all the (current) pilots for those ships. SableGryphon's suggestion is pretty good but I know it leaves a huge number of potential upgrades out of reach.

Soontir Fel is in the game but you'll need to buy the TIE Interceptor pack to get him. If you want his custom painted ship then you'll either need to do it yourself or get the Imperial Aces Expansion pack when it comes out IN ADDITION TO buying the single Interceptor. There current is no TIE "Avenger" at least not as some would have it done.

Although "official" tournament play requires having the physical upgrade cards to use it seems that many people make lists assuming all the pilots and upgrades would be available even if the actual ship models are limited. Some also say it is "easy" to just borrow the physical cards if you need them but I do NOT agree with that.

At least with this game if you know what upgrades you want you also know how to get them assuming the ships are available which FFG intends them to be although production may not always keep up.

Edited by StevenO

I would recomend buying starterset plus 1 x-wing and 1 tiefighter expansion as a first step

The expansions comes with new pilot cards for the ships you have, so your starter set gets more usefull.

Other than that, I recomend geting one of each ship.

It might be smart to get both imperial and rebels beacuse...

a) You can play with friends that dont have the game (and get more experience)

b) You learn about both sides of the game

c) You might change your mind about what faction you like to play.

I am no expert, but I have gone the 2 core route and one of each expansion pack. The find out what you and your brother like to fly then maybe pick up extras of those ships. Some ships you like to fly, others you may not.

BTW i better take some time and update my signature.

Edited by Duke of Advil

When I first got the game, I felt like one X and two TIEs was a little boring, so instead of just getting the core set I also picked up an A-wing and the Interceptor, and it was great. My roommates all thought it was awesome, and I've been expanding since. Then we got a B-wing, and Rebels started dominating every game, so...maybe hold off on that one until you get more Imps.

Anyways, that's how I started, and it helped with diversity. Do be sure to pick up a copy of the X-wing and TIE fighter expansions though!

I think after I got the core set back in the day, I grabbed a Y-Wing and an Advanced to go with it. Then I added an X-Wing and a TIE expansion when I figured out they had more pilots. A couple of A-Wings and Interceptors when wave 2 hit - oh and I grabbed a second core set somewhere in there for the extra ships, dice, cards, templates, etc. Handy for introducing new people to the game, having a second set of everything.

Having just started and buying a couple of weeks ago and having played a handful of games, I can see the value of a second core set. My own first purchase was a unique ship for each (A-Wing and Advanced), with my intent being to learn to fly them along with the core ships.

That plan exploded when someone dangerously (for my pocketbook)) linked the Miniatures Market sale on Tie Bombers and I saw their lower prices on everything else. Suddenly I now have at least one of every expansion on the way for right around $100. Thanks to an Amazon gift card, I ended up picking up a second core set, sadly just a few hours before someone linked the Target Clearance!

Honestly, one of the tough things to do, once here and reading everything, is to stick to that original plan because of all the interesting cards/pilots/ships in the expansions to play with.

That said, if you're more disciplined than I am and am looking for a good deal, as I mentioned above, I'd got and another couple of ships that interest you (sounds like a tie interceptor or two at least and something to pair them with on the Rebel side) and then pick up another core set at some point just because it's so cost effective for extra dice/templates and larger battles. I think you'll be pleased the variety that is in a core set plus a pair of expansions.

Having just started and buying a couple of weeks ago and having played a handful of games, I can see the value of a second core set. My own first purchase was a unique ship for each (A-Wing and Advanced), with my intent being to learn to fly them along with the core ships.

That plan exploded when someone dangerously (for my pocketbook)) linked the Miniatures Market sale on Tie Bombers and I saw their lower prices on everything else. Suddenly I now have at least one of every expansion on the way for right around $100. Thanks to an Amazon gift card, I ended up picking up a second core set, sadly just a few hours before someone linked the Target Clearance!

Honestly, one of the tough things to do, once here and reading everything, is to stick to that original plan because of all the interesting cards/pilots/ships in the expansions to play with.

That said, if you're more disciplined than I am and am looking for a good deal, as I mentioned above, I'd got and another couple of ships that interest you (sounds like a tie interceptor or two at least and something to pair them with on the Rebel side) and then pick up another core set at some point just because it's so cost effective for extra dice/templates and larger battles. I think you'll be pleased the variety that is in a core set plus a pair of expansions.

I had the same basic thing happen to me, except I discovered Miniatures Market, bought 2 core sets, plus some other ships for $100 (gotta get the free shipping). Then I saw the preorders.... and I love the Corellian Corvette, so I ordered 1 each of the large ships and 2 Imperial Aces sets (I REALLY want to make a flight group of squints work). Then I heard about the Bomber sale. Bought 4 Bombers, plus some other ships (again, gotta get the free shipping). I think I have a severe sickness.

In all seriousness, starting small can easily be done, but I do recommend getting 2 Core sets, plus a couple of expansion ships. I would actually recommend staying with small ships at first. get used to how they maneuver before delving into the large ships, but that's just my opinion.

:lol:

It is almost scary how quickly you can spend $100 on this game but while you can technically start for far less to get a little variety and some options you'll easily find yourself at that $100 point or well beyond if you're paying the full list price (or higher) for things.

While I suggested 2 core sets....I would get some other wave 1 and wave 2 ships first, but that is just me.

Basically... buy and play with what you want. If you really have your heart set on something, get it! If you're unsure if you want something, I'll point you in the direction of the X-Wing Wikia as it has the entire list of cards that each set comes with (aside from things that haven't been released yet). Personally I think that getting a Firespray (Slave I) is always a cool option for the Imperials, plus it brings a lot of interesting upgrade cards to the table. A-Wings are speedy, fun little ships for the Rebellion, B-Wings and Y-Wings bring some very creative strategies around, and Interceptors and Bombers both add slightly more point expensive ships for more flexibility and firepower to the Imperial Navy. If you want a heavier ship for either side, add a Falcon or a Shuttle. The only oddballs of this game are the TIE Advanced and HWK, which many people don't find worthwhile unless you're flying Vader and a support heavy pilot respectively. But hey, it's a fun game and have fun collecting. :3

www.xwing-miniatures.wikia.com/wiki/X-Wing_Miniatures_Wiki

Edited by LeoHowler

Honestly, one of the tough things to do, once here and reading everything, is to stick to that original plan because of all the interesting cards/pilots/ships in the expansions to play with.

I saw this game at target back around wave 1, but didn't get it. Looked the game up again about 8 months ago, just before wave 2 came out and thought I'd take a chance and got the core set.

Since then I've bought 4 of most everything, other then the large ships. Although in my case a big par of what I bought I paid for by selling off my Warhammer 40k army.

Haha, well, on a budget, there are other considerations, too. :) Just looking for deals. Core set will tide me over for some time.

Some good advice on here guys, thanks. Just starting out myself so am going for 2 x Core Sets, plus one each of the X-Wing and TIE Fighter expansions....then once pay day comes i may go a bit "weekend millionaire" and expand further.

I see no reason at ALL to buy two core sets and THEN an xwing and TIE expansion unless you are a tournament player.

Why on earth would you want to fleets made up of the exact same ship with different pilots? I mean, if you really want to fly Wedge or Howlrunner, just print the cards out and use them! Here are my printed copies... They certainly look fine, especially backed on extra one-off cards you cannot use (ie your second of each named pilot.)

http://3.bp.blogspot.com/-XHCOoLulyJc/UZkBgPs_BHI/AAAAAAAAGWA/zJ_vPZ8EJEM/s1600/DSC_0187.JPG

Avoid the TIE and XWing expansion. Instead, pick up some ships that fly really different, so you have some variety! Grab a b wing (operates in small spaces but has problems a range) or an a wing (fast and slippery but not a lot of firepower.). Or pick up an interceptor, so you can get a really interesting flying ship and even pick up Soontir Fel.

I cannot advocate against two core sets and then a xwing and tie expansion enough. Just leaves you with a bunch of identical flying ships. What is the fun in that? Flying is a lot of the fun in this game, and it is obviously a lot more fun to fly ships with diffent flying patterns.

Just leaves you with a bunch of identical flying ships. What is the fun in that? Flying is a lot of the fun in this game, and it is obviously a lot more fun to fly ships with diffent flying patterns.

Some of the best lists are 3-4 of the same ship type. Like the 4 B-Wing list, the 4 X-Wing list, the 7 Tie Fighter list.

There's a lot of good lists out there that need 3 or 4 of the same ship to work.

Also you seem to confuse your personal opinion with what is obvious... For a lot of people flying 4 X-Wings is a good deal more enjoyable then a X, Y, A, and B wing.

Edited by VanorDM

Ehhh... Best list meaning what? Most fun to fly? Eh, I find that difficult to understand. If you have an entire fleet that has the same basic stats and the exact same dial, then it takes away a lot of what makes the game fun and interesting... Namely, figuring out how best to integrate multiple types of ships with different flight profiles, and how to make best use of each ship individually. The b wing, for example, has taken me a WHILE to figure out... Just SO good at those super low speeds, but such a bulky, unwieldy beast at long range moves.

And note... I recommended two core sets to start, meaning he is starting with two X Wings and four TIE fighters. That is hardly an alphabet soup of a start. But I think he should ABSOLUTELY add some variety to that, rather than simply make a list of the exact same ship. You might think a seven TIE fighter list is a great list... I look at it and see a power-gaming bore to fly with or fight against.

I know it is a personal opinion, as all opinions are, but I am baffled by the idea that a newbie would be better served with an entire fleet of the three or five of the same ship instead of varying it up a bit and enjoying more of a range (indeed, ANY range) that the game designers created.

Edited by Lord Ashram

I gotta concur with Vanor here.

One of my favorite lists to fly is a 4x Blue Squadron + Advanced Sensors build. Lots of firepower, lots of hit points, lots of movement shenanigans, pre-actioning before you move. It's always a blast to play. I've played 3x Dagger squads with good success as well, 2x YT builds, 3 X-Wing builds...

I think he nailed it right on the head when he said you're confusing fact with your personal opinion, which I know for a fact a lot of people would disagree with, myself included.

Yeah, but Wookie... Look at your lists. You clearly have all the ships you need to build identical fleets, but also to vary it up. I am sure you've flown a lot of different fleets. But this post is advice for a new player, not advice for a guy who has the ability to field both huge fleets of identical ships AND huge, varied fleets. The post is about what a totally new player should buy, and for a new player I think the idea of spending hard earned money on a totally identical fleet is just minimizing the variety of the game unnecessarily.

Once he has a little variety and has experimented with some ships to figure out what types he enjoys flying, and once he has some more money, sure, he can pick up fleets of four of the same ship. But I absolute don't think that a TIE or X Wing expansion should be his first non-core purchase. I don't even think it should be his second non-core purchase.

Edited by Lord Ashram

He means 'best' as in 'proven successful at a competitive tournament level.' There's a reason the swarm lists, the X-Wing lists, now the B-Wing lists, are so well known. They're solid, fun builds that can compete against the other good squadrons out there.

There's certainly nothing wrong with him trying out a bunch of ships to see what fits his style best, but there's also nothing wrong with him finding a ship he likes and really learning its ins and outs, either.

The B-Wing is a perfect example of this; it's newbie friendly because it's got good offense, and low agility but a ton of hit points for a small ship, so it's fairly forgiving. New players tend to fly it like a blunt instrument - straight at the enemy, soak up damage, hammer them with return fire, pull the 2k turn and repeat. That's fine, works ok.

But experienced players start adding in FCS, or AdvS, learning when to pull out a barrel roll, and discover that a veteran player can close the distance while minimizing the shots he takes on the way in, and then can take the best knife fighter in the game and really make the thing dance in unexpected ways. The 1 agility matters less when you're arc dodging and taking unanswered shots, with a self-sustaining target lock.

There's a lot of depth there that it takes a while to master, learning how to get the most out of a complicated dial that isn't nearly as bad as its reputation.

Anyway, I definitely recommend him experimenting with different ships, learning their ins and outs and finding the one(s) that fit him best. That's terrific. But I think it's a mistake to disparage single-ship-type builds as boring and uninteresting just because you don't care for them. There are a number of fantastic ones out there that are a blast to fly, and which are extremely competitive.