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

Subject: First game suggestions - 2 cores rss

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Ben W
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I've just picked up 2 copies of the core set (one TFA, one original). Does anyone have any advice that they could share on what a good and balanced first match-up would be for each side?

From what I've read it sounds like R2-D2 is best avoided at first but otherwise if I've got 2 x-wings vs. 4 TIEs what balance of pilots and upgrades would you suggest? Also is it fair to assume the rebels are going to be slightly easier to play given the fewer ships?

Any thoughts very much appreciated!
 
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Andreas Krüger
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I guess around 60 points should give you some options for both players. Use proxies or write down what you use so that both players have access to all the cards they want.

Don't use too many upgrades just because you have the slots. Torpedoes are quite often not worth their points. Positioning abilities are worth more for high pilot skill pilots, because they will know where they want to be when they pick their action. Abilities with the "Action:" header will probably not be used that often, because they compete with other valuable actions like focus.

R2-D2 makes the game longer which is why you should not use it with beginners. Beginner games take longer anyway because you don't line up your shots as often as experienced players.
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Ben W
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That's helpful - thanks.
 
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Dave Rathbun
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There is a base mission in the core set that tells you basically how to set up the mission. My younger son and I ran that for our very first experience and had fun. I suspect if you're running both set (two x-wings versus 4 tie) you could simply combine the two mission definitions from each core set? Or if you really want to go simple, use just the mission as outlined in one (but not both) of the core sets.

There isn't a lot of thinking or planning that way, you just set up the ships the way you're told to. And then you go fly.
 
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Ralph T
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"Howlrunner" — TIE Fighter 18
Determination 1
Ship Total: 19

Obsidian Squadron Pilot — TIE Fighter 13
Ship Total: 13

Obsidian Squadron Pilot — TIE Fighter 13
Ship Total: 13

Black Squadron Pilot — TIE Fighter 14
Draw Their Fire 1
Ship Total: 15

Proxy draw their fire and Howlrunner.

Vs

Luke Skywalker — X-Wing 28
R2-D2 4
Ship Total: 32

Biggs Darklighter — X-Wing 25
R2-F2 3
Ship Total: 28

60 vs 60 points. Both players will need to fly in formation and focus fire to get the benefit of their range 1 abilities.
 
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Adrian Sperling
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ralpher wrote:
"Howlrunner" — TIE Fighter 18
Determination 1
Ship Total: 19

Obsidian Squadron Pilot — TIE Fighter 13
Ship Total: 13

Obsidian Squadron Pilot — TIE Fighter 13
Ship Total: 13

Black Squadron Pilot — TIE Fighter 14
Draw Their Fire 1
Ship Total: 15

Proxy draw their fire and Howlrunner.

Vs

Luke Skywalker — X-Wing 28
R2-D2 4
Ship Total: 32

Biggs Darklighter — X-Wing 25
R2-F2 3
Ship Total: 28

60 vs 60 points. Both players will need to fly in formation and focus fire to get the benefit of their range 1 abilities.


That wont really work: two of his TIE are Foo Fighters, and one of his X-wings is a T-70.
 
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Ralph T
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Try this then:

Biggs Darklighter — X-Wing 25
R5-D8 3
Ship Total: 28

Poe Dameron — T-70 X-Wing 31
Wired 1
Ship Total: 32

vs

Epsilon Squadron Pilot — TIE/fo Fighter 15
Ship Total: 15

Epsilon Squadron Pilot — TIE/fo Fighter 15
Ship Total: 15

"Howlrunner" — TIE Fighter 18
Determination 1
Ship Total: 19

Academy Pilot — TIE Fighter 12
Ship Total: 12

Need to proxy Howlrunner. Give the Empire 1 more point.
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Ben W
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This was really helpful, thanks for all the responses.
 
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