What point limit and builds might you recommend for the purposes of demo'ing x-wing to new players? I would think that you don't want to field too many ships or have too many upgrades or abilities to keep track of. I guess this question already has an answer in that you could go with the initial list in the x-wing core set (Luke vs NightBeast + Obsidian). If you've done demos before, please chime in on what worked well and what could've gone better.
Edited by WizzBifemo the game to new players
The beginning stuff does a good job of just getting them hooked on the mechanic. Either the quick start, or if they're the sort that has the patience for rules, the setup that comes after that. But really yeah, just the quick start is what got us hooked.
Oops! Not "emo the game", should've been "_demo_ the game". /face-palm I guess there's no way to edit a topic's title?
I typically go for "simpler is better". I start teaching new players at the 31 points that the rules suggest. From there I jump up to 60 points and then 100 by the third game. Depending on how quickly the player understands the game, we may include more upgrades and all that. It's worked out well with everyone I've taught.
Alternatively, I know people that teach new players at the 100 point mark and those seem to do alright.
I think as long as you teach well and the points aren't ridiculously high, everything should be fine.
the 1st Mission in the core set is a great starting point. I suggest the new player starting as the Rebels. In my experience the Rebels always win that scenario (Empire losing could just be me though).
It's best that you "let them win" or stack the odds more in their favor.
Once they've tasted Victory against you (a more experienced player) they're more likely to have more fun beating harder challenges.
At which point you take your foot off the gas and crush them..
I'd agree that the 2nd game that works well for my demos is 50-60 points adding another X-wing and an Advanced. I would also agree that the Rebels are good starting point, too.
Either a small couple of ships or give them Han Shoots First, because with a few pointers that can fly itself sometimes and still poses enough of a challenge for you that it's fun too. I've also had fun where you do a 100pt. list but put more than one person on it. I took some ties and gave a partner Boba Fett against 2 players, one who had the Falcon, and another who got the two X-wings. I had a fun small point match with two bombers vs. two b-wings too, because that guy really liked that ship. If you're doing a less than 100pt. 1v1 I'd make sure to give them a small advantage. Lets them try the toys and makes it more fun for everyone when it's not just steamrolling a new player. Sometimes they get the fun of winning off the bat too.
I think I'd try something like 60pts with new players piloting the Falcon with Heroes ...
(60pts) Han Solo w/Luke Skywalker, Chewbacca, Millennium Falcon, Expert Handling(or Elusiveness)
Vs.
3-4 Ties/Tie Advances
I'd make sure the mini tie swarm wasn't good (i.e. Maarek Stele w/Daredevil) so you can actually play straight and they still have a great chance as a new player with their heroes.
What!?! You want your x-wings hiding in a corner and crying?
One X-wing + one Y-wing vs Darth Vader and two TIEs. Set points at maybe 60 or so
The specifics don't matter much but people like it when Luke or Wedge are in play, helps them work out the "I want to play the movies" itch that most people have when starting out.
Edited by EffenhoogFirst demo game I played was:
Luke Skywalker + R2-D2
Rookie Pilot + Proton Torpedoes
vs.
Dark Curse
Night Beast
BSP
AP
We had four people, everyone got either an X or two TIEs, and it was a blast.
What I've used is...
Rookie w/R2 and Luke, vs 4 Academy pilots. Which actually gives the Reb's a slight advantage in points. But I typically run the Imp's myself and let the new person fly the 2 X-Wings.
IMO this gives a great demo of what X-Wing offers, you get a taste of special abilities on the rebel side, but nothing you really have to think about, they're both automatic powers. Also gives a feel of the Imperial quantity is a form of quality.
I've done a few demo games like that and got enough people to play at my LGS that the owner has issues keeping stuff in stock.
stick first few games to core and wave 1 ships. you don't want to introduce too many rules to the game right away. if they are really wanting to be Empire set them up with Vader and a couple TIE's and cap the points at 50 points....maybe 60 points. then fly X's and Y's to counter.
BTW n00bs love the named pilots, so try and counter with at least luke wedge or biggs.
Edited by Duke of AdvilFFG nailed it with the core set. Play 1 X-wing vs 2 Ties just the way the rule book recommends for the first game. After that, I suggest letting the empire build a fleet of its choosing and then giving the rebel player points equal to the empire's chosen two tie build for his one x-wing. This will introduce the players to squad building. After that, build and expand as the players feel comfortable.
What!?! You want your x-wings hiding in a corner and crying?
Beat me to it. I was going to make some sort of Cure or Morrissy reference.
In all seriousness though thanks for the input everyone. Wizz and I have been asked to demo the game at one of our local stores this weekend. Looking forward to signing up some new recruits.
I generally build them up in 25-point increments, using combinations from the list below. The first game is usually the Rookie Pilot against the Obsidian Squadron Pilot and Academy Pilot.
> Blue Squadron Pilot + Fire Control System
> Green Squadron Pilot + Deadeye + Homing Missiles
> Gold Squadron Pilot + R5 Astromech + Ion Cannon Turret
> Rookie Pilot + Proton Torpedoes
vs.
> Gamma Squadron Pilot + Cluster Missiles + Seismic Charges
> Obsidian Squadron Pilot & Academy Pilot
> Saber Squadron Pilot + Push the Limit
> Tempest Squadron Pilot + Concussion Missiles
I usually go with the following:
2x Rookies w/ Proton Torps
vs
2xAcademy Pilot
2xObsidian Pilot
On standard 3x3 with no asteroids.
I find this gives a good mix of stuff; varying pilot skills, upgrades, secondary weapons, etc. I will admit however that in my experience the TIEs win more often than the Rebs, so maybe bumping a Rookie to a Red or simply having the more skilled player playing them is a good idea.
First game, a couple of ships each, standard pilots - no frills. Avoid the named pilots because their extra skills can add confusion when someone is still trying to pick up the mechanics of the game. Save that for second or third game. The main attraction of this game is the ease at which new players can dive straight in and play.
I have tried the 2 rookies with protons vs 4 Ties (2 AP and 2 OS). I think it works ok, the problem is if the protons fail for whatever reason, the rebel player is in for some serious hurt. So I switch it up a bit when showing one of my co-workers the game:
2 rookies (42pts) vs Mauler and 2 AP (41pts). It seemed to work ok, the games were rather close, although the rebels did have trouble with their dice. Keeps things simple, shows the PS differences, and one really easy to remember special ability (emphasizing offense so the games don't drag out with no one taking damage).
I was thinking about this topic yesterday when no other X-wing players showed up for a game night and decided I would try Chewie Falcon w/ gunner and millennium falcon title card vs. four Academy Ties. Newbie player gets Chewie first to learn fundamentals then if they want to go again, they get to fly the Ties. After all, what was the first small ship battle in Star Wars that we saw? At least those of us who saw the original in the theaters?The Falcon against four Ties.
I was thinking about this topic yesterday when no other X-wing players showed up for a game night and decided I would try Chewie Falcon w/ gunner and millennium falcon title card vs. four Academy Ties. Newbie player gets Chewie first to learn fundamentals then if they want to go again, they get to fly the Ties. After all, what was the first small ship battle in Star Wars that we saw? At least those of us who saw the original in the theaters?The Falcon against four Ties.
True, but it was Han/Luke manning the laser cannons in that scenario...