So after many false starts due to one thing or another, this Sat will be my first game of X Wing. Having split two starter sets with a mate I will have available two X Wings and an E Wing I bought on impulse last week. I haven't even gotten a hold of the rule book or x wings yet, (he'll bring them along on Sat) so my mate threw a list together and mentioned something about having Luke Skywalker and and Biggs Darklighter in the x wings, plus the E Wing.
So, good list, bad list? I'm not too pushed as I always write off the first ten games of a new system as tutorials for learning the rules, but it's nice to have some advanced knowledge of what I'll be using. Thanks in advance.
The first thing you have to understand is X-wing is very different to a game like 40k. Although it may appear to be very simple and luck dependent, nothing is further from the truth. At it's core this game is about manoeuvring. Manoeuvre poorly and you'll miss opportunities to shoot and have uneven trades. Manoeuvre well and you'll push the burden of luck onto your opponent.
This early in your starfighter career, the main mistake people make is to deploy in a sort of scattered formation to cover the board. This is a mistake because ideally you want all of you squad to focus fire one enemy ship and destroy it quickly, to reduce your opponents offensive capability. So deploy your ships together and try to keep them near each other for at least the first pass and trade with the opponent. After that formations tend to fall apart a bit, which is ok. Obviously it's WAY more complicated than that, but for your first couple of games that's plenty.
Here's a decent tutorial on flying in formation.
Just some general tips:
-Focus-fire! Focus-fire! Focus-fire!
-Try not to hit asteroids or other ships.
-Disengaging with a hurt ship and re-entering the fight at a later stage is usually better than getting one more shot before exploding.
-For offence: target lock & focus > target lock > focus
-For defence: evade & focus > evade > focus
-Focus is good for low pilot skill ships that shoot last, if you don't use the focus on defence you have it for offence.
As to your squad, it's difficult to build a solid list with just the core set and one expansion. The problem is you won't have the 'ideal' upgrade cards that go with many of the ships, but luckily because your mate is getting into the game at the same time you're both in the same boat. If you're planning on 100pt games to begin with, som
45 Corran w/ Marksmanship + R2D2 + advanced sensors
27 Biggs w/ R7 astromech
27 Red w/ Proton torpedoes
Not the best list in the world, but still pretty decent. Biggs hangs out at the back of the pack and acts as extra HP for Corran and the Red. Marksmanship is OK on Corran because it works with both of his attacks, and R2D2 pair with agility 3 and the evade action makes Corran almost invincible in a 1v1 endgame dogfight.
Some essential reading.
The four 'golden rules' at the beginning are particularly important.
Good luck dude!