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Just bought the x-wing starter box times 2. Two each on the expansion x-wing, y-wing, tie fighters.tie advanced.
What would be a balance to teach people to play
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To teach, you really only need the contents of the core. Just balance the points, or even give the Rebel side a bit of an advantage until they get the hang of it, then you can move on to more complex games.
Without Signature
Start with the starter rules, then move to the normal ones. That worked for everyone I started with.
Deck Officer: "Gunners! Fire at will!"
Laser turrets tracking targets, fires at targets.
Deck Officer: "What do you mean you rolled "blanks"?!?!?!"
Gunner: "I don't know what happened sir!!! The targets, where'd they go?"
Just bought the x-wing starter box times 2. Two each on the expansion x-wing, y-wing, tie fighters.tie advanced.
What would be a balance to teach people to play
:>8o8<: Xwing
O=O=O Ywing
||-O-|| TIE
{=O=} TIE adv
Without Signature
My teaching set up from when I first started was Tempest Squadron TIE Advanced with 2 Academy TIE Fighters vs Rookie X-Wing and Gold Squadron Y-Wing with Ion Cannon. They come out at only 45 points for Imps and 44 for Rebs while using all 4 wave 1 ship types. In addition to no pilot skills, crits are counted as regular hits and all maneuvers are considered white.
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