Wednesday, July 24, 2019

Beginner's Guide to X-Wing Second Edition

Who is this article for?

This article can help you decide whether you want to play X-Wing Second Edition. It also suggests what ships to buy if you do decide to play the game.

What is X-Wing?

X-Wing is a miniatures wargame where you bring a squad of Star Wars ships and try to blow up your opponent's Star Wars ships before they blow up yours.

In X-Wing, players simultaneously and secretly choose how each of their ships moves. Once all the choices are locked in, they are revealed and resolved one by one in order of pilot skill. There's a template for each movement option for simplicity of movement.

Most ships can only shoot in a 90-degree arc in front of them, and some ships have broader and/or mobile firing arcs. While there is luck in the game, predicting your opponent's maneuvers so your ships get shots while avoiding your opponent's firing arcs is the key to winning consistently.

Why should you play X-Wing?

I believe the biggest reason to play X-Wing is the community. X-Wing has many active groups around the world and X-Wing players tend to be pretty friendly. The community spans the casual to competitive. I started playing X-Wing because I enjoy getting deeply into the games I play and I lost my board game groups after a move. I've made some really good friends in X-Wing. While I've heard that bad experiences with other players does happen in the community, I've rarely had a bad experience.

The game is fun and has a lot of depth. If you enjoy visualizing (pre-measuring is not allowed) and predicting where all the pieces will go on a gridless board, X-Wing is a great game for you. It's hard to find board games that do this outside of miniatures wargames.

How expensive is X-Wing?

The biggest drawback to X-Wing is the cost. You can build a viable list for around US $150, but if you want a large number of options, the cost can easily run into the thousands. The ships need to be stored, and storage options can cost around $50-$200 or more. This investment can buy many complete board games.

That said, if you want a lifestyle game, X-Wing is one of the more affordable options. The time commitment is lower especially because the ships are pre-painted. Players tend to be reasonable about letting you borrow cards and ships you don't have, and casual games generally allow proxies. Still, this game isn't cheap. Expect to pay at least hundreds of dollars.

Unlike the previous version of X-Wing, the developers have stated a goal of allowing players to get all the cards they need without buying ships across factions. Overall, it seems like all factions will get access to all options, although sometimes it takes a few months for this to happen. The initial investment is more manageable if you stick to one faction and you can expect to spend $20-$80 every three months to keep up with the newest options.

Before I moved, I had two board game groups which mostly played a single non-collectible board game each. I could scratch my strategy board gaming itch at a very low cost. If you have a regular board game group already and don't have a special interest in wargames on gridless boards, then X-Wing may not be the best option for you.

How do I find a place to play?

You can ask on the X-Wing subreddit. Most X-Wing groups are on Facebook and a search for "X-Wing" and your city or region might help. You can also ask your local game store(s) if they have an X-Wing night.

What's the difference between First Edition and Second Edition?

If you're starting new, play Second Edition. Most players play Second Edition now. First Edition is no longer supported by official tournaments and is extremely rare. Overall, Second Edition improves the game and makes player choice more important.

As you can see on the official website, the Second Edition products are mostly black. First Edition packaging has more beige and overall tends to be more colorful. There is one exception: the First Edition Saw's Renegades and TIE Reaper expansion packs have all of the Second Edition components for the ships in the same box.

The First Edition plastic ship models can be used in Second Edition. However, you will need the Second Edition maneuver dials, cardboard ship bases, and pilot/upgrade cards to use them. There are conversion kits which provide those components (see the next section). They are not worthwhile if you only have a couple First Edition ships, but they are a great deal if you have a large number of different First Edition ships. To set expectations, a conversion kit converts a limited number of each ship, so you may need two if the collection has many copies of the same ship.

How are people playing with unreleased ships? What are the different formats?

The developers released conversion kits so players with large First Edition collections don't need to re-buy all of the plastic models to play Second Edition. In doing so, all of the First Edition ships can be played even when the Second Edition ships haven't been released yet.

There are two main formats: Extended and Hyperspace. All ships are legal in the Extended format. The Hyperspace format has a limited set of legal ships, almost all of which have been released in Second Edition. In casual play, people will usually play Extended. Formats are more important for tournaments.

You usually do not need to play unreleased ships to be competitive even in Extended tournaments. For example, some newer factions have no unreleased ships but have done well in Extended tournaments.

What ships should I buy?

You'll almost always need a Core Set. I usually recommend buying only one Core Set. Buy a second Core Set only if you want to fly a TIE Swarm (two Core Sets, two standalone TIE Fighter expansions) or want a fourth X-Wing (get the second Core Set after the standalone X-Wing expansion and Saw's Renegades). You won't have a full set of dice, but I recommend asking to share a set with your opponent. This is always legal and actually recommended in tournaments. If you want a full set of dice, you can buy a dice pack (or win an extra set in a tournament).

Then, you have a few choices. Second Edition has points adjustments every six months. This means ships tend to be more balanced (although outliers exist in both directions) and there aren't any perennial faction-defining ships to guide purchases. As such, I recommend one of these options:
  1. Buy the ships you think are cool. This is great for your first few purchases so you can get some games under your belt, and it also works as you get more experienced.
  2. Buy one copy of many/all expansions in your faction. This gives you a lot of different options. You can buy more copies of a ship later as needed.
  3. Buy a competitive list you'd enjoy playing. Obviously this is harder to pull off when you're just starting out, but you can ask your local play group for recommendations on useful ships that can fit into many good lists. The Meta Wing website tracks tournament data and its List Archetypes shows what the popular and well-performing lists currently are. To set expectations, competitive lists will change over time and especially after a points adjustment (regular points adjustments happen every 6 months with rare emergency points adjustments as needed).
  4. You can buy out an existing collection for ~33% of the retail price (less if First Edition, very large collection, and/or a limited selection of ships). I strongly recommend this for building your collection because it gives you a lot of options at a discount, but expect to shell out $500 or more in one go. Check the FFG Trade subreddit, the Star Wars Swap and Sell Facebook Group, your local/regional X-Wing Facebook Group, and ebay for options. IMPORTANT: check whether the cards and dials are First Edition or Second Edition. First Edition ships are fine, but you will need to buy the faction's conversion kit to use them ($30-$50, great deal for large collections with many different types of ships in each faction).
  5. You can start with buying the ships you think are cool and/or building a competitive list, and then buying out a collection later when you have a better sense for the game. You can also split the purchase of a collection with your local group so the up-front cost is lower for everyone.

How do I choose a faction?

There are seven factions in X-Wing across roughly three time periods (Original Trilogy, Prequels, Sequels). All factions are legal and there are no restrictions on time periods (e.g. a Rebel player can play against a First Order squad or another Rebel squad). Squads can only have ships and faction-restricted upgrade cards from a single faction. For example, a squad can't mix Rebel ships and Resistance ships.

Sticking with one faction is a great way to keep your options open on a budget. Most players will buy into more than one faction, but I think a majority of players in Second Edition don't buy all of the factions.

I recommend picking factions based on which ones you like the most fluff-wise. If you're more focused on mechanics, you may want wait before deciding to have a better sense of what the competitive options for each faction looks like.

Faction identities are loose in X-Wing. Each faction feels distinct, but they're hard to pin down especially with the possibility of points adjustments and new releases. Broad mechanics and strategies tend to be available to multiple factions, but the factions usually express them in different ways and no faction has all of them available.

With that said, here's my best take on the faction identities:
  1. (OT) Rebellion: Rebel lists have a reputation for wanting to fly slowly at their opponents and win a bruising fight. They have lots of "workhorse" ships with good offense and enough defense to survive a turn or two of focus fire. These ships often have below-average maneuverability and low-variance defenses. They also have ships (usually big ships like the Millennium Falcon) that can be stacked with upgrades and support ships into fearsome bruising monsters. They lack a prototypical nimble "ace" ship.
  2. (OT) Galactic Empire: Imperial ships tend to be extreme and specialized, and the faction has support abilities tailored for specialized strategies. The faction doesn't have a traditional "workhorse" ship. Most of their ships tend to be fragile and rely on dice for defenses. Their durable ships tend to be extremely durable compared to their offensive output. They have several nimble "ace" ships.
  3. (All?) Scum and Villainy: This faction tends to have ships that are weird in some way. "Workhorse" ships like to go slow to keep their arcs wide, but Scum's "workhorse" ships aren't great at going slow. Their nimble "ace" ships are better at flying into close range than skirmishing from a distance. Scum also tends to have more options for messing with their opponent's ships.
  4. (Seq) Resistance: The Resistance feels like a more durable and expensive Rebel faction. They have a collection of workhorse ships and they can also stack ships into fearsome bruising monsters. Unlike the Rebel faction, the Resistance does have a couple nimble "ace" platforms.
  5. (Seq) First Order: The First Order feels like a less extreme/specialized Galactic Empire. Their ships tend to be more durable and generally more balanced in terms of offense and defense, and they do have a "workhorse" ship chassis. Their ships also tend to be more self-reliant and they lack most of the support options the Galactic Empire has.
  6. (Preq) Galactic Republic: Like their lore, the Galactic Republic has nimble quality ships mostly piloted by Jedi and clunky ships that are mostly flown by clones. Some of their support abilities benefit friendly ships beside them, unlike most other support abilities which affect nearby friendly ships or friendly ships in front.
  7. (Preq) Separatist Alliance: The faction has cheap swarmy droid ships that can share tokens at close range and a collection of more "normal" ships. Unlike most ships, their droid ships are better at making sharp turns than gradual turns. Separatists also have the most abilities which which feel downright mean and dirty to their opponent.

You may want to consider cost in your faction choices. The Core Set comes with a Rebel X-Wing and a pair of Galactic Empire TIE Fighters. Starting with one of these factions is usually a bit easier. Keep in mind cheap ships are usually more expensive to field because you need more ships to fill out a list, especially if a list requires many copies of the same ship.

How do I build a list?

With points adjustments, point costs are no longer printed on the cards. The best way to build a squad is through third-party apps like YASB 2.0 for PC or Launch Bay Next for mobile. There is an official squad builder app, but it's usually considered to be worse than these options. Point costs can also be found in PDFs near the bottom of the official website.

For casual play, you can also use the "Quick Build" format. Expansions come with pre-built ships. Decide on a threat level (usually 8), select a group of ships with total threat equal to the threat level, and play. Note the Quick Build format is distinct from using points to build ships and sometimes has ship layouts that would not be legal in "normal" play.