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Star Wars: X-Wing Miniatures Game» Forums » General

Subject: What setups do you use to teach new players? rss

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Ilya Romalien
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What setups do you use to teach new players?

It would be great to have a balanced list of setups for new players(even not boardgamers).

Goal, is to make the game the most exciting for them, but not too complex. Not many ships + some interesting upgrades.

Not necessarily at 100 points, since then the newcomers can be confused about too many upgrades or maneuvers (if there are too many ships).
 
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J Chav
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I do the tutorial and judge their skill from there. I've had some people really struggled with just the basic but really enjoy it. Others can pick up the actions after 2-3 turns. I just expand from there. It allows me to judge their ability and apply the content as needed. Plus the basic tutorial should only take 10-15 mins esp if you can add in the actions after a round of combat.

When we are ready for actual points I ask questions like;

Do you like to do more damage but you are slower
Or do you like to do less damage and you can fly around your enemy better?

Do you like to attack head on or try to flank?

Do you want very few strong ships or a lot of fragile ships?

Etc etc

That way I can build something that fits what they like.

Also it works great if you can do a team game where you each get like 60 points. You can help walk them through things and help them remember actions.
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Ricky Dang
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If it's you playing against the newbie, I suggest you to fly 3 TIEs and the newbie to fly Chewbaca with a Gunner. The 360 turrets helps a lot with reliving the whole aiming in the arc thing and with the Gunner and increase the chances of a shot landing.
 
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Matt Asher
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WACKY WAVING INFLATABLE ARM FLAILING TUBE MAN!!!
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The "I Have You Now" setup is pretty straightforward for new players...and thematic as well.

Casual Setups

Well, maybe after the "quick setup" if they are new to minis and/or gaming in general...
 
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Michael Ptak
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Livermore
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When I teach new players I give them 2x X-Wings (rookies) with maybe Astromechs versus four academy pilots, no terrain. After the first match we switch the sides.
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Soren B.
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I have started always using asteroids with new players. It adds so much maneuvering to the game which is such a huge part of it. Without asteroids you easily end up in a simple head-on joust contest where you koiogran - joust until one side falls. It makes an unimpressive first game in my opinion.

Asteroids are tough but necessary is what I am trying to say.
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John Lee
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Just use the quick start rules that came with the game for introduction. After that introduce the rest of the rules, ship upgrades, and obstacles.
 
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John Woodworth
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sorenbuus wrote:
Asteroids are tough but necessary is what I am trying to say.


If someone is still learning the rules, and things like how to set the dial, measure range, what a TL is... Having to fly around rocks is more then they need to deal with. At least until they get the basics down.
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Scott M.
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Winter Springs
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I use the base game,

2 ties and 1 x-wing. No add on cards.

I want them to learn the mechanics and flow of the game first.
Everything else is butter...
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Mork Toblerone
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For a complete beginner, I don't think I'd even worry about game balance, as long as you set it up so that he won't get wiped out fast. You can give them significantly more points, and explain that you are balancing their inexperience by giving them more ships, but still keep it simple. You could give them six Academy TIEs to fly against your two rookie X-wings and explain the game as you go. That way, you can still blast away at his ships, and he can lose a bunch, and still be in the game and have a good chance.
 
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