>>96277464
X-Wing is significantly less complex than Kill Team. They are both great, but X-Wing has like 3 - 4 minis to worry about. There is the systems phase for the 1/20 ships that do something then, and then simple moving and shooting. The most complex it gets is when your homie rolls up with the cards that give tokens to the opponent like Agent Kallus and Kylo Ren and debuff you.
Kill Team is starting the round, both sides can do a ploy before the round starts. The ploy costs one CP and is called a strategic gambit, but they can also do other strategic gambits, but these are free. These can be on any equipment or character sheet, but most of the time they aren't, but you should check all of them just in case so you don't miss the timing. Then, you start the round, you still have your equipment that you can use at any time by anyone, but you also have firefight ploys that work the same, but these cost one CP. Now choose who to activate, then choose concealment or engagement. Then move, making sure to hug cover so you cannot be shot, but if you're out of cover you can be shot, but if you're near to cover, it is a mediocre shot. Make sure to remember your face down tac op because you 100% forgot to activate it at the start of round 2 and remember that the objectives are now live. Also remember your primary op, so you can get 1.5 x points for one of the things that you might do better in the round. And this is before we even really get into faction rules.
I love this game and think it's the best game on the market atm, but let's be honest here, you have to be a strategic autist with years of TCG and mini game experience to actually be able to play a real game of this. Men on the left side of the curve are literally unable to memorize the rules interactions and like five games in, they are still trying to activate expended units and do four actions.
This is not a problem with those dudes; it's a problem with the game's overcomplexity.