Teaching new players

By Ghost Dancer, in Star Wars: Armada

So I will be running some intro games soon, in the hope to get more players involved in my local Armada scene.

Although the LtP scenario is simple to learn the basics, I'm worried that it won't give enough of the full experience to entice new players if they only play one intro game. They are experienced war gamers and I'm fairly comfortable with the rules, so I'm debating whether to add in obstacles and/or objectives to give a better feel for the game or is that too much too soon.

What are peoples' thoughts on this?

I played the LTP scenario over the weekend. I think it's a good way to teach new players and gives enough variety to show how fun it is. Once the game is over show them pictures of Wave 1 and Wave 2 ships and they'll be hooked!

LtP is a good way to teach yes, but I don't think it captures enough of the full game experience to hook some players (but players that will probably like it if they played a full game). The difference between LtP and a 300 pt with all the trimmings is huge, the latter has so much more going on but too much to teach in one go.

Having run a full day of 20-25 minutes sessions of the LtP I feel confident in saying the the LtP is very sufficient and suited for ...... Learning to Play :-)

If you add more it'll just end up being way too complicated/confusing and diminish the experience instead of adding to the experience

Sometimes less is more

If they understand games like Warhammer / Warmachine I would build 2 180 point lists and play them (With cards etc).

If they are new to the whole thing then play the Learn to Play.

After the first game you can feel free to add objectives in because I think that they are going to be a huge effect while playing.

That's what I was thinking TrentL as they all currently play Warmachine (and 40K previous to that). I'd like to add in objectives but I think without a basic grasp of the rules they would complicate it too much (although one of the simple ones could work).

I also think what Trent said sounds good. Use the upgrade cards with 2, 180 point lists but keep out the objectives. I also like the idea of printing out the wave 1 and 2 stuff coming out. They will take one look at the ISD and it will all be over! lol

Are you doing the Demo at the time machine or Battle Standard or both? I know both Battle Standard stores have sold at least ten copies of Armada.

Will just be teaching people at my local club.

We just did the Learn to play for those who were there. Granted we had 10 core games sold first day. So we already have a good player base.

Well I'm an avid warmachine / horde player and i Found ... the first 2 games I played nothing really gets done at all.... it's much better to actually play a game. (Going through the setup face, having obstacles etc)

I'm teaching people at our club tomorrow - they are mainly x-wing, Im Ass etc players so I have made up two 180 points to show off the cards etc, I think most players used to xwing or Assault will find the ltp scenario pretty unrewarding.

imo, just be sure to give them rebels first

Apart from the very real risk of cranking their speed to maximum and flying the nebulon off the table (guilty :(), the Rebel ships are far more forgiving for new players such as myself. The lower command stack lets you get more easily used to this central mechanic (especially the corvette, which feels like cheating and I love it :P) and the X-wings are far more frightening than the Tie Fighters, which give you more angles of approach.

The Imperials win hands down in terms of sheer sexiness (holy ****, that Victory) but the starter games we played (no upgrades) put basically all of the emphasis on that slow, 3 command ship. With just one Victory, you put a lot more strain on the Imperial player's decisions which is sure to be frustrating for people just starting out, and the Tie Fighters really aren't a match for the X-wings as fighters or anti-ship (really seem tailor made to do nothing but screen) unless the imperial player is good at timing Squadron Commands (do just spams them relentlessly) which needs to be worked around good timing of Navigation commands because the Victory turns in a manner that makes a lump of concrete seem nimble.

Not saying the Victory isn't a ****-off scary ship, but the core set puts a lot of emphasis on the single model which will make it difficult to utilize effectively until we have more Victories or Gladiators running interference, as well as more squadrons that can give Imperials the same level of flexibility as rebels do when it comes to both their ships and squadrons (holy ****, corrupter title + rhymer)

Edited by ficklegreendice

I would do 180 pt builds with simple fleet set ups, when I played we went ahead and agreed that all the ships will have a title and and that after a couple of fighters filled it up pretty good with out overcomplecating things

I will be running open demos this Saturday at Villainous Lair Comic and Gaming in San Diego from 1pm-6pm.

I will probably start with the generic Learn to Play scenario, but if the participants are seasoned gamers then I may add a commander per side and maybe one upgrade.

I plan on using the Victory I and both Unique Squadron Pilots.

My self played test game points were Imperial-129, Rebel-160 and the Imperials won by a landslide. Obviously not a true test, but I will likely keep them like that.

That seems i bit in favour of the Rebels TBH (31 points difference is huge).

I'm going to be taking a different approach now. I will start with a small intro game (each player has 1 Neb B + 2 X-Wings) just to teach the basics - this shouldn't take longer than an hour. I will then follow this up with a 180 pt game (Corvette, Neb & 4 X-Wings on each side but with different commanders, upgrades, objectives etc.).

The reason I'm doing rebel vs. rebel is several reasons. Firstly, it keeps the game more balanced. Second, the rebels ships are easier to learn on. Most importantly though, in the 180 pt game it means each player has 2 ships and 4 squadrons - this is really important because once both players have more than 1 ship each the game really comes into it own (anticipating the opponent and having to choose which ship to activate first is a huge part of the game).

I know some people will want to play a Star Destroyer, but I think the approach I've outlined will give a much better feel for the game.

My first test game was a little over-whelming. A lot of stuff to remember. A lot of me struggling to remember "shoot then move" not "move then shoot." I played a second test game last night and just used ships. WIthout the squadrons, it's more of a basic bones game and I felt it was easier to get the basics down. That and the turns went faster.

I find myself wishing there was a Basic Armada and an Advanced Armanda rule book. That would help people who are self teaching, like myself, or a little slow, like myself, ease into the game.

Using the quote function is dangerous on my phone, so I'll do without... Moff, have you been anyplace to play yet? I just got my copy and I'd love to get out and hopefully add to where ever activity is growing.

Honestly, I'd gauge it depending on the player's level of gaming/related-gaming experience. If they're completely new to tabletop miniatures, maybe just do the standard 180 LTP.

If they're more of a seasoned minature gamer (esp. with experience in spacefleet / naval gaming) I think a full 300 point game is best, as 180 points with limited models on a board half the normal size just doesn't do the game justice... 300 points on a 3x6 is just a whole different level. 180 points is like peeking at the swimsuit edition of Sports Illustrated... your first 300 point game is like, well, your first time =P

Everything you've ever dreamed of and more, and over way too quick LOL

That said I'd save the objectives and upgrade/commander/personnel cards for the next game, unless they've got experience with that sort of thing... its almost got elements of deck building in a way.

Anyone have a good order of introduction for all the components before the game starts? I've been reading the heck out of all press releases, manuals, reveals, etc, but I need to stop and think of what's the smoothest way to introduce all the cards/tokens/tools. I'd prefer not to dig through the box pulling random components trying to keep up answering questions. I'd prefer to have it all laid out, Like, ship card, defense tokens, command tokens, etc and try to get though all the pieces in a logical order. Anyone have a good experience introducing the mechanics before the game?

Anyone have a good order of introduction for all the components before the game starts? I've been reading the heck out of all press releases, manuals, reveals, etc, but I need to stop and think of what's the smoothest way to introduce all the cards/tokens/tools. I'd prefer not to dig through the box pulling random components trying to keep up answering questions. I'd prefer to have it all laid out, Like, ship card, defense tokens, command tokens, etc and try to get though all the pieces in a logical order. Anyone have a good experience introducing the mechanics before the game?

I just went down the ship card starting with the command dials, then the movement chart. (Explained the commands with their stats, then the movement tool) then the tokens, and used examples. Most people were 40k and x wing vets so after the first round it was pretty smooth after that

For me it would be:

Ships (they're staring at them anyway)

Play space (How ship bases and plays pace interact)

Tools and Templates (How movement will work)

Cards (How they relate to ships, tools, etc.)

Tokens (How they relate to Cards, ships, etc.)

My wife is learning to play. I find she does OK with unnamed pilots, and no upgrade cards.

Ships are still a bit confusing for her b/c she is having to remember to follow the activation steps. She is getting better.

To introduce her to upgrades should we try 1 or 2 upgrades on 2 different ships? Maybe keep playing the LtP game just with upgrades) or change out some of the squadrons for some of the 1 wave squadrons?

My wife is learning to play. I find she does OK with unnamed pilots, and no upgrade cards.

Ships are still a bit confusing for her b/c she is having to remember to follow the activation steps. She is getting better.

To introduce her to upgrades should we try 1 or 2 upgrades on 2 different ships? Maybe keep playing the LtP game just with upgrades) or change out some of the squadrons for some of the 1 wave squadrons?

i recommend putting a title on each of the ships and then the commander that only adds a few points and generally deosn't add anything to drastically different from the vanilla