New Players - Just getting started? - Not sure what to buy? Want to know what squads are good to get you started?

By The_Brown_Bomber, in X-Wing

Those of us who have been here a while notice that there are lots of new players who ask the same questions.

Wouldn't it be good if there was ONE thread they could go to that would answer these most common questions?

I am going to start the ball rolling by talking about squads - most of this appeared in another thread but by putting it here I'm hoping any new players out there will see it before starting another what should I buy? thread.

Feel free to jump in and add input to these 5 questions and please add to this thread anything you think is relevant for New Players.

  1. What ships and expansions should I buy when I get started?
  2. Is there a list of all upgrades and ships available?
  3. What resources are available online to help me build my squads?
  4. What 100pt squads are good to get you started as a REBEL player?
  5. What 100pt squads are good to get you started as an IMPERIAL player?
Edited by The_Brown_Bomber

What 100pt squads are good to get you started as a REBEL player?

If you are going to use any of the large base ships as a beginner I'd recommend using the YT-1300 as a starting ship. Using something like Epic Chewie = Chewie/expert handling/falcon title/gunner + 2x Blue Squadron Pilot would be a good example of a strong 3 ship squad. Another classic is Han Shoots First - Han/Gunner/Marksmanship/Falcon Title + 2x Rookie Pilot.

For building a rebel squad consisting of all small base ships i find a good starting point is XX or BX, go easy on name pilots and upgrades and try to come up with a 4 ship squad eg. XXBB is strong for rebels right now eg. Rookie Pilot+Biggs+2xDagger Squadron Pilot/Advanced Sensors (played by Paul Heaver the current World Champion) - the classic Red Daggers uses 2 Red Squadron Pilot and 2 Dagger Squadron Pilots. 3 ship (small base) squads are definitely competitive but there has been a 'shift' from 3 ship rebel squads to 4 and even 5 ship Rebel Swarm squads.XXBAA and BBBAA are good examples of this but u can still go with something like: Frog Squad: Luke Skywalker/Draw Their Fire/Shield Upgrade/R2D2+Wedge/Shield Upgrade/R2atromech+Biggs/Shield Upgrade and still make that work with the right upgrades.

Y-Wings, HWK-290's and A-Wings all have their strengths and in the right squad can really shine although these 3 rebel ships typically take on a support role (eg. turret fire, flanking tactics or cheap squad fillers). A few of the name HWK-290 pilots are starting to sneak into rebel squads as 'niche' ships which have a specific support role such as passing focus (Kyle Katarn) tokens or boosting pilot skill (Roark Garnet).

What 100pt squads are good to get you started as a IMPERIAL player?

Imperials area are a different kettle of fish but there are loads of effective squads to choose from. The most feared was (and is?) the Tie Swarm - which typically has 6-8 tiefighters with some combination of academy pilots, howlrunner and 1-2 other name pilots in the mix - backstabber and/or dark curse are popular. Firespray squads are popular as well, two name pilots like Bobba Fett and Krassis can be played together or 3x Bounty Hunters!! Or a single firespray teamed up with 2-4 tiefighters or two Bounty Hunters and 2x Academy pilots can be good too. A strong squad that uses two firesprays is Bounty's Focus: 2x Bounty Hunter/Recon Specialist and 2x Academy Pilot.

Bombers and Tie-intercepters perform different roles. Bombers are commonly found in 'alpha strike' squads which carry decent amounts of missiles, torpedoes and/or bombs. Captain Jonus leading 2-3 scimitar squadron pilots is a good start. Its rare to see a single bomber in a squad but two bombers are becoming more common. Sometimes bombers even appear in swarm lists with mines like seismic charges and no missiles/torps at all as they are decent dogfighting ships even wout missiles/torps and can be rather hardy ships (no shields but 6 hull). Bombers can even be effective as escorts for shuttles and have a natural synergy with pilots like Colonel Jendon who passes out free target locks.

Tie-Intercepters are fantastic flanking ships due to their speed and boost abilities. Soontir Fel, Turr Phennir and Sabre Squadron Pilots often find a home and often with Push The Limit as the Elite Pilot Talent in squads that need a bit of firepower and these ships really shine late game when their amazing movement capabilities allow them to literally run rings around other ships. The intercepters main limitation is its low durability which gives it its 'glass cannon' reputation and is a big reason why Stealth Device or occasionally Shield Upgrade finds its way onto the intercepters.

The firespray and lambda shuttle take quite a bit of time to master. Lambda Shuttle squads are growing in popularity but imo are still quite under the radar but playing a cheap shuttle with vader crew and tie-fighters works well as does 2 or 3 Lambda Shuttles together often with this Chainsaw Buzzsaw combo: FireControlSystem/Gunner/Engine Upgrade on each shuttle which is a very powerful combo of upgrades but not recommended for beginners as those shuttles take skill to fly well!

Some other relevant thread topics for squads that are popular and/or successful...

What would you say are the top squads right now?

http://community.fantasyflightgames.com/index.php?/topic/97033-what-would-you-say-are-the-top-squads-right-now/

Worlds Builds

http://community.fantasyflightgames.com/index.php?/topic/96076-worlds-builds/

Edited by The_Brown_Bomber

I want to make a Flow Chart, but don't currently have the technology.

Everyone will ALWAYS say to start with 2x Core Sets.
It is simply the fastest way to get a padding of ships for both factions, and also provides you with enough of the other relevant materials to play at home while you learn the game. Do NOT shuffle the damage decks together.

A great debate rises as to what to build next. A few highlights follow:

The Millennium Falcon Expansion Set

-This provides you with a prototype of the "Han Shoots First" fleet. You won't have "Gunner" yet, but using Luke Skywalker instead can give an idea of how it goes.

The X-Wing Expansion Set

-This provides you with Luke-Wedge-Biggs, or the Three Amigos. In this line-up, Luke should have "Draw Their Fire" and "R2-D2", protecting Biggs early on. Salt and Pepper as you wish.

The Imperial Aces Set

- This provides the Empire with 6 ships, 2 of which are Interceptors. It will also be an early access to "Push the Limit" and other highly-rated upgrades.

The Slave-1 Expansion Set

- This mostly mirrors the "2xCore+Large" mentality of buying the Falcon for the Rebellion, and the Firespray-31 CAN soak up enough points to support a 4-tie Swarmlet. This is a traditional choice with which I rather disagree.

A Third Core Set

- This lays the groundwork for 4-X vs a 7 Tie Swarm (with the Tie Fighter Expansion Set being the immediate following purchase). Essential for any budding Swarmist.

Once you've expanded into a fairly strong fleet (HSF, 3 Amigoes, Squints + Swarmlet, Slave + Swarmlet, XXXCore, or Tie6Core), feel free to grab ships as they fall into your fancy.

Imperial players ought to note that grabbing a Tie Fighter Expansion early in their career is essential, and is the best 4th purchase you can make across the board.

Whoa Dracon, where's the TIE Fighter Expansion? Since I play Rebels more, I'm all for not having to face Howlrunner... ;)

What resources are available online to help me build my squads?

http://xwing-builder.co.uk/build

I exclusively use this for squad-building, its got the points for pilots, upgrade costs and automatically tallies up your squad points as you go so you can stop when you reach your limit - usually 100pts and its easy to swap in and out ships/upgrades of similar value. Pretty useful and highly recommended.

http://www.afewmaneuvers.com/topic/573-full-card-list-by-expansion/

This second link has the Full Card List by Expansion which includes a reference card of the manouvres each ship can do.

Edited by The_Brown_Bomber

Whoa Dracon, where's the TIE Fighter Expansion? Since I play Rebels more, I'm all for not having to face Howlrunner... ;)

TIE Fighter Expansion is decidedly 4th. It is vital to get early, but you can't do much with a 5 TIE Fleet :)

What ships and expansions should I buy when I get started?


I'm not a fan of two cores. It's kind of boring. If you have the cash, do it, but otherwise get some variety. Pick up a 2nd core set if you get hooked.


I think it's also better to start with several small ships instead of the large ships, again, for variety. If you're going rebel or imperial only go ahead and replace the two ships you don't buy with the Slave 1 or Falcon.


$100 and change starter recommendation:

  • 1 core set
  • X-Wing - Luke & Wedge are great
  • B-Wing - Strong general purpose ship
  • TIE Fighter - Howlrunner and the rest of the named pilots rock
  • TIE Interceptor - Hard hitting glass cannon
  • TIE Advanced - Gotta have Darth vader
What X-wing miniatures resources are available online to help me build my squads?

Edited by onebit

Some helpful info here. Will be coming back to get some idea of the next things to buy, and squad building tips as well.

Awaiting delivery on the core set, x-wing, b-wing, tie fighter and the tie advanced.

Whoa Dracon, where's the TIE Fighter Expansion? Since I play Rebels more, I'm all for not having to face Howlrunner... ;)

TIE Fighter Expansion is decidedly 4th. It is vital to get early, but you can't do much with a 5 TIE Fleet :)

Can you edit your original post to get it added for new folks reading the thread? That way they won't miss it. :)

Whoa Dracon, where's the TIE Fighter Expansion? Since I play Rebels more, I'm all for not having to face Howlrunner... ;)

TIE Fighter Expansion is decidedly 4th. It is vital to get early, but you can't do much with a 5 TIE Fleet :)

Can you edit your original post to get it added for new folks reading the thread? That way they won't miss it. :)

It's already the last bit of it.

Howdy folks.

Another new player here. Thanks for compiling this, it looks useful. My wife and I got this game for christmas and we love it. We got a few extra ships to start without really knowing anything about them and have only had a handful of games so far so we are still learning. The squad builder is really cool and I'm excited about all the possible combinations.

One specific question I wouldn't mind asking: I'm keen to get some Interceptors going. The pilots in the expansion look pretty good but I see the Imperial Aces set is coming soon and that has 2 ships and the push the limit talent card that everyone talks about. So what are peoples' thoughts on the Interceptor available now versus waiting for the Aces set?

Cheers!

Howdy folks.

Another new player here. Thanks for compiling this, it looks useful. My wife and I got this game for christmas and we love it. We got a few extra ships to start without really knowing anything about them and have only had a handful of games so far so we are still learning. The squad builder is really cool and I'm excited about all the possible combinations.

One specific question I wouldn't mind asking: I'm keen to get some Interceptors going. The pilots in the expansion look pretty good but I see the Imperial Aces set is coming soon and that has 2 ships and the push the limit talent card that everyone talks about. So what are peoples' thoughts on the Interceptor available now versus waiting for the Aces set?

Cheers!

hi DM - yes its still well worth getting one intercepter expansion as u get some top plots - Soontir Fel and Turr Phennir. Then u can invest in one imperial aces expansion giving u the rest of the intercepter pilots (which look really good!) as well as some handy upgrades like 2x Push the Limit and the new ship modification cards (targeting computer and shull upgrade). :)

Edited by The_Brown_Bomber

Personally I'll be buying Aces in addition to my current Interceptors, but if I had to decide between the two I'd get Aces. Soontir Fel is a good pilot, but the named pilots in Aces are also good. Plus you get Royal Guard pilots and 2x Push the Limit.

Personally I'll be buying Aces in addition to my current Interceptors, but if I had to decide between the two I'd get Aces. Soontir Fel is a good pilot, but the named pilots in Aces are also good. Plus you get Royal Guard pilots and 2x Push the Limit.

actually OneBit u r 100% right. if u wait for imperial aces - u will get two ships AND its highly possible someone out there will GIVE u Soontir Fel and Turr Phennir and the base templates that they come with because LOTS of players out there have already bought multiple intercepter expansions and will not need the doubled up pilots :)

Thanks for the responses guys. I do really want to try Turr Phennir, but I also think I want the Aces set to get 2 ships straight up. Maybe I'll check back when it eventually comes out see if there are extra pilot cards out there. Is this community really that generous?

Do NOT shuffle the damage decks together.

It's a little late to ask since I already have, but why don't you do this?

Do NOT shuffle the damage decks together.

It's a little late to ask since I already have, but why don't you do this?

Because it messes up the chances of drawing a given card. The odds may be the same for the very first card drawn but once that one is out the odds change. There are a number of two-furs in the damage deck and if you happened to draw one of them first out of the 33 cards the odds of drawing the second go down to 1/32. If you mix two decks and you draw one of the four from the full 66 card stack your odds of drawing the second next only go down to 3/65 which is over 50% more likely.

You also want two damage decks if you split your forces and provide two squads. Tournament games assume each player has his/her own damage deck as it makes it much easier to keep track of cards.

Thanks for the responses guys. I do really want to try Turr Phennir, but I also think I want the Aces set to get 2 ships straight up. Maybe I'll check back when it eventually comes out see if there are extra pilot cards out there. Is this community really that generous?

yes, i think so. i mean with he name pilots - once u have them there is no point in hanging onto extra copies. thats how i see it and im sure when u find a playgroup they there will be players who will think the same ;)

Do NOT shuffle the damage decks together.

It's a little late to ask since I already have, but why don't you do this?

The standard Damage Deck has 7 Direct Hits, and 2 of everything else, for a total of 33 cards.

If you decide to combine Damage Decks, not only are you playing with something that isn't tournament legal, but it's the equivalent of playing Poker with two decks combined.

Picture this scenario: You're flying in formation, and your opponent decides to drop two Proton Bombs on you. Due to you being outflown, both proton bombs will effect your entire fleet.

Since 7/33s of the Damage Deck are "Direct Hit!", having multiple decks shuffled together actually increases the odds of your entire fleet going down immediately, as 7/33 is quite a different number than 14/66 when you start discussing the probability of multiple results.

The only ships that survive a Direct Hit and a second damage card from proton bombs are HWKs, Ys, YTs, Firesprays, and Lambdas. Of those, the HWK is screwed if the second damage card is a second Direct Hit!

Thanks for the responses guys. I do really want to try Turr Phennir, but I also think I want the Aces set to get 2 ships straight up. Maybe I'll check back when it eventually comes out see if there are extra pilot cards out there. Is this community really that generous?

yes, i think so. i mean with he name pilots - once u have them there is no point in hanging onto extra copies. thats how i see it and im sure when u find a playgroup they there will be players who will think the same ;)

Awesome. Next to find players in Toronto!

While we're talking about imperial ships tho, all the games we've played so far have been comprehensive rebel victories, except for once when I managed to win with 1 HP on one ship left with the imperials. Would the Aces actually be a good addition to balance it out better? Right now besides the basic set we have just 1 bomber and 1 advanced for the Imps and for the Rebs, an extra X-wing, a B-wing and the Falcon. So the squads are basically the same each game.

Thanks for the responses guys. I do really want to try Turr Phennir, but I also think I want the Aces set to get 2 ships straight up. Maybe I'll check back when it eventually comes out see if there are extra pilot cards out there. Is this community really that generous?

yes, i think so. i mean with he name pilots - once u have them there is no point in hanging onto extra copies. thats how i see it and im sure when u find a playgroup they there will be players who will think the same ;)

The issue is the chit, they are double sided and have the non-unique on the back, which you will need if you want to run a low PS swarm.

Thanks for the responses guys. I do really want to try Turr Phennir, but I also think I want the Aces set to get 2 ships straight up. Maybe I'll check back when it eventually comes out see if there are extra pilot cards out there. Is this community really that generous?

yes, i think so. i mean with he name pilots - once u have them there is no point in hanging onto extra copies. thats how i see it and im sure when u find a playgroup they there will be players who will think the same ;)

Except for the fact that on the tokens for the ship bases, the named pilots *usually* have one of the generic pilots on the reverse side of the token. Giving away spare unique pilot cards, sure, but I wouldn't want to trade away base tokens and then not have the proper token for use when flying a list with generic pilots.

Jim

Thanks for the responses guys. I do really want to try Turr Phennir, but I also think I want the Aces set to get 2 ships straight up. Maybe I'll check back when it eventually comes out see if there are extra pilot cards out there. Is this community really that generous?

yes, i think so. i mean with he name pilots - once u have them there is no point in hanging onto extra copies. thats how i see it and im sure when u find a playgroup they there will be players who will think the same ;)

Except for the fact that on the tokens for the ship bases, the named pilots *usually* have one of the generic pilots on the reverse side of the token. Giving away spare unique pilot cards, sure, but I wouldn't want to trade away base tokens and then not have the proper token for use when flying a list with generic pilots.

Jim

hmm, i guess we r looking for someone that bought 4-5 intercepters?

It looks like my first game is gonna be run using this

Firespray Boba Fett- Slave 1- Heavy Laser- stealth device

Howlrunner Marksmenship

Backstabber - Veteran Pilot

Academy Pilot

Im thinking 4 ships should work against people with 2 or 3 heavy modded ships