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Made in au
Been Around the Block




hey guys
so i bought the starter set and an extra xwing, played afew games and am loving it i was initially drawn into this game with the pre-order of the outrider, ive loved that ship in the old rpg.
so i wanna get the outrider, and plan on expanding the tie fighters aswell (how can you hate either side) so with the ships i have whats a good way to expend to 100 pts for both sides? i was gonna pick up the outrider and either a b-wing or a y-wing, and for the imps an interceptor and a bomber, would this work as a good start?
   
Made in us
[MOD]
Solahma






RVA

That sounds like a perfectly good plan for expanding. You will eventually want to get multiples of ships to build stronger lists but for now just get the ships that interest you and play around with the fundamentals of the game. You might want to get the X-Wing Companion app (it's free), which catalogs all the ships, pilots, and upgrades in the game.

   
Made in au
Been Around the Block




awsome, few questions though,
is reaching my points limit that important for me?
are upgrades that important?
if so how many points should i leave over for upgrades?
are x wing rookies ok to take so i can take other fighters?
which is preferable, y wing or a wing?

   
Made in us
Regular Dakkanaut




Oregon. I have died of dysentery.

jason_busy wrote:
awsome, few questions though,
is reaching my points limit that important for me?
are upgrades that important?
if so how many points should i leave over for upgrades?
are x wing rookies ok to take so i can take other fighters?
which is preferable, y wing or a wing?


The game seems to have been designed to work best in the standard format: 100 points on each side, 6 asteroids, tournament rules. For casual play, you can do whatever you want. I've played at 60, 75, 125, 150, 300 -- they're all fun.

Some upgrades are great, others are nearly useless. This changes with the release of each new ship. New upgrades and pilot abilities come along that suddenly work great with upgrades that seemed useless before. Generally, you should be thinking about putting points into ships first, and only worry about upgrades if you have some points to spare. There are some ships that only become effective when you put upgrades on them. Y-Wings and HWK-290s need turret upgrades. The Phantom works best with Advanced Cloaking Device. Push the Limit makes Soontir Fel and Ibtisam great, just for a few examples. Most of the torpedoes and missiles aren't really worth their points, so I'd avoid those for now.

Ships with low Pilot Skills are a gamble. You can run a lot of cheap ships, but right now they're susceptible to Phantoms such as Echo and Whisper -- if you ever get to a tournament, you're probably going to see those in action, and they can do a lot of damage to lower-Pilot Skill ships. The Predator upgrade card also punishes low PS ships, and it's pretty popular right now.

A-Wings are about to get a nice upgrade in the Rebel Aces pack. Chardaan Refit is a modification upgrade that reduces the cost of an A-Wing by 2 points, by sacrificing its missile slot. That's going to make A-Wings a lot more attractive than they are currently. Y-Wings are tough but slow, and make excellent platforms for Ion Cannon Turrets. If I were you, I'd get a Y-Wing now, pick up Rebel Aces later (comes with a new B-Wing and A-Wing) when it's available in a month or so, and look at the A-Wing expansion after that.

If you're playing casually, ignore everything I just wrote and pick up the ships that you are personally interested in, for whatever reason. Build up a little collection and play the game a few times to see how things work. As you get more experience, you'll figure out your playing style and learn what works best.

28mm/30mm paper models are cheap, easy and fun!
www.davesgames.net 
   
Made in gb
Regular Dakkanaut



england

As been said. Pick up what you like the look of. A and B wings have an Aces set coming out soon they has interesting upgrades.

Majority of upgrades are available to both sides although only packed with a certain ship, this is where it starts getting expensive. For example Bwings work best with advance senses which is currently only available in Ewing or Lambda.

Have a look at the card lists on afewmanuevers site this will give you some idea what's available without having to purchase.

At 100 points.
Rebels excel at 3-5 ship builds although now z-95's are out there will be a few 6+ ship builds.
Imperials excel at 5-8 ship builds although again with Phantoms the current meta favours 3-4.

Have a look around your local gaming area see what takes your fancy. Although your probably best to get a Tie Expansion. Maybe even another starter set as it is the cheapest option to get 3 ships.

 
   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

The beauty of this game as you will learn as opposed to more expensive games like Warhammer and War Machine is it really encourages you to branch out and go with a lot of variety. You rarely see people playing the same list over and over, so buy a few ships you like and try out various set-ups.

Read Bloghammer!

My Grey Knights plog
My Chaos Space Marines plog
My Eldar plog

Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in au
Yellin' Yoof




Sydney, Australia

As @khsofsos said at the end there, I'd be picking up a TIE expansion first.

That will give you the rest of the pilots and upgrades to fill out the ones you picked up in the Core Set.

I'm a Rebel play and love anything with a red manouver dial, but it is very hard to resist buying at least one of everything...

Buy what you're interested in and then go from there

This message was edited 1 time. Last update was at 2014/08/13 02:41:07


- Crap Shooting, but GREAT leadership

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Port Stephens are of NSW - PM me for a game if you're close by! 
   
 
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