Which bits do I need?

By Ahzek, in X-Wing

Hi, I bought two starter sets (I'd heard it to be good value), which bits do I need to keep? And which bits am I never going to need ie second luke

I can't imagine that you'd actually want to get rid of anything. The extras cards are always good if one gets ruined, or if you intend on using it for a different 'proxy' card/pilot. As for the other stuff, obviously you only need one set of movement templates and range stick, but I have to think you'd just leave the extras in the box or whatever.

Keep both damage decks seperate! For tournament play, you must have a standard 33 card damage deck from a single starter, and for regular play having each side have their own damage deck makes the game flow a bit better and a tad more balanced (so one side doesn't get 6/7 double damage crits while the other only gets 1/7, for example).

Range rulers and movement templates are nice to have on each side of the table, as it tends to speed up gameplay.

As for the double unique pilots, hang on to those in case you ever do a Rebel vs Rebel or Imp vs Imp game and both players want to take Luke, for example, or any other of the same pilot.

Also, having two sets of asteroids is great for bigger games (like on a 4x4 or larger table). We have been playing a lot of 200v200 2v2 games on a 3x4.5 table, and use 8 of the 12 asteroids from two sets each time, works out well.

Edited by Eruletho

Hi, I bought two starter sets (I'd heard it to be good value), which bits do I need to keep? And which bits am I never going to need ie second luke

First off, you'll keep that second Luke if you wish to eventually play Rebel v Rebel among your friends.

I'd look towards the Tokens. Focuses, Stresses, Target Locks, Evades, and Numbers (for distinguishing ships) are the only ones that actually get use. No one uses Critical Hit tokens (the cards suffice), and Marker Tokens only get used in scenarios, and then only rarely.

Moreover, you will eventually be drowning in the tokens you will use.

One full alphabet of TLs is going to be oversufficient for the vast majority of game-modes. (Colonel Jendon + a Weapons Enginer + 11 Academy Pilots is going to be the cheapest way to build a mirror-match that needs 26 TLs, and that's a whopping 161 points!)

Similarly with Focuses (1 per ship is sufficient, until you get Recon Specialists or the Moldy Crow, at which point you can pull spares from unused ships), and Evades (1 per ship is sufficient, as no ship yet can get two).

One thing I did with one of my extra range rulers: I carefully cut it in two at the range 1 mark with an Xacto blade. The short 1-range ruler is invaluable for determining 1-range in most of my games.

One thing I did with one of my extra range rulers: I carefully cut it in two at the range 1 mark with an Xacto blade. The short 1-range ruler is invaluable for determining 1-range in most of my games.

This is a great mod when you have more than 2. You definitely want both players to be able to use their own.

as ur collection grows u will accumulate a large amount of excess target locks (as well as all the other tokens). What i have done with my target lock tokens is paint one side of them black - this was they r easily recognised and matched up and dont get easily mixed in with other players collections - u could even colour code these on the painted side if u wish keeping the faceup side as normal.