Teaching, how do you go about it?

By Lyraeus, in Star Wars: Armada

As the title says, how do you go about teaching new players?

I modify the Learning scenario adding in obstacles, letting them deploy and set their own dials after explaining things.

Next game I throw them into a 300 point game.

I've got two lists made up with 1 of each Wave 1 ship and some squadrons at 300 pts.

Give one to each player (or let the one guy pick which one he'd like to play with).

Turn 'em lose and let 'em play. I'm there to explain the rules and give them advice.

I just put together a standard game when it comes to people who already play other games. New to miniature gaming types I try to start a little smaller. It can seem overwhelming.

I taught my wife to play over several games:

  1. AFmk2 vs VSD, no squadrons.
  2. AFmk2 + easy upgrades and 2 squadrons vs VSD + easy upgrades and 2 squadrons.
  3. Starter battle.
  4. 300 points with admirals and easy upgrades, I chose lists (including demolisher, to introduce it's weird movement).
  5. 300 points of whatever, choose your own fleet - but gave her the choice to switch fleets with me if she liked.

I have to watch a full Chinese princess-drama-movie after each game without complaining. It's hell.

Edited by D503

Hmmmmmm and then she beats you. . . Followed by a princess movie. . .

My Wife and I usually just watch Star Wars with the Kiddo.

My Wife and I usually just watch Star Wars with the Kiddo.

My wife has only watched episodes 4-6 once, at my insistence. Star wars is not big in China, but will take off with the next movie I'm sure.

My wife has only watched episodes 4-6 once, at my insistence. Star wars is not big in China, but will take off with the next movie I'm sure.

Princess Leia. Its a Princess Movie Trilogy.

I taught my wife to play over several games:

  1. AFmk2 vs VSD, no squadrons.
  2. AFmk2 + easy upgrades and 2 squadrons vs VSD + easy upgrades and 2 squadrons.
  3. Starter battle.
  4. 300 points with admirals and easy upgrades, I chose lists (including demolisher, to introduce it's weird movement).
  5. 300 points of whatever, choose your own fleet - but gave her the choice to switch fleets with me if she liked.

I have to watch a full Chinese princess-drama-movie after each game without complaining. It's hell.

I tired to teach my wife how to play but she finds the rules are way to confusing. She did well with the 180 point game and no upgrades. Plus she isn't a fan of 2 hour or longer games.

It depends, but in general I follow the intro game with some modification.

If the player is new at miniature gaming, then it'll be 150 points, no commanders, no aces, no upgrades, possibly a single obstacle which acts more as a set piece than anything else. It can't be complicated, because miniature wargaming isn't exactly easy or accessible to everyone, nor is Armada's rules laid out in the most intuitive way if you've never approached a wargame before.

If the player is simply new at Armada, then it'll be a modified core game, playing at about 200 points instead of 180, no aces, 1 upgrade per ship limit and no more than one of each category in the fleet (so one offensive refit, one turbolaser, one officer, etc). The point is that it acts as a showcase displaying to what different elements do. We aren't at the point of teaching them 'optimum build representation' (ugh, I feel like I need to scrape my tongue off after saying that), it's to get an idea of the mechanics without overloading someone with too many choices or options at the same time.

In both cases, I tend to suggest my 'opponent' plays the Rebels but this will be relaxed in Wave 2. The reasons are fairly simple: rebels have a low command values, generous HP on fighters with 'bomber' for most squadrons, and the 'hero' effect of being the good guy relative to the movies. Just take the following sample lists for instance (for gamers that are just new to Armada:

Alliance- 193 pts

Nebulon B Escort- General Dodonna, Salvation

-Dodonna is a somewhat insiduous way to let the new player look at several critical effect cards, just so they can see what kind of elements are involved and the 'mystery deck' isn't so uncommon for them. Plus, it lets the more excitable sorts pick out their damage in a narrative sense. Salvation is a 'title' and unique, both important components and yet they're not too terrible in this demo-fleet; they both compliment Dodonna while giving Nebulon a respectable forward firepower to match what the Imperials have in store The escort variety is chosen because of its varied anti-squadron firepower, as well as its squadron value of 2.

CR90A- Engine Tech

-the CR90 A can fire at long range and medium range so it doesn't feel worthless and the player isn't hamstrung into trying to negotiate more complex maneuvers against an unforgiving foe. More over, it's fast, it has that important 1 command value for when they make a mistake (like Squadron in turn 1, seen it happen, don't laugh), and engine tech is an easy enough upgrade to activate. It also takes care of the whole 'activate' mechanic between command tokens and upgrade effects. Two ships also limits the chance of getitng a lucky shot off and bringing the game to an unfulfilling and premature halt.

A-wing (1), X-wings (2), Y-wings (2).

-The X and Y wings are similar speed, they work well in tandem with each other, explaining the whole 'escort' thing, while being similar enough in HP, the 'bomber' keyword, and still showing the difference between dedicated bombers and general fighters. The A-wing is there to give a bit of variety, some speed, and 'counter' a whirl. Frankly, it can be substituted for an X-wing, and I'd probably recommend it, but it also acts as a buffer for initiative and it logically feels like a different kind of fighter so they can 'feel out' its role, given that it's numerically the odd one out.

Imperial-195 pts.

Victory II- GrandMoff Tarkin, Overload pulse

-a single ship shows the importance of activation order and makes the new player think about what ship they want to activate first. More over, the Victory itself is 'punchy' but not invincible or ruthlessly lethal. Tarkin and Overload pulse are both logically inferior choices, but what it does do it lets me illustrate the command token mechanic, and the whole notion of alternate critical effects when it comes to Overload pulse. No, it's not advantageous, but it is illustrative and -that- is the point.

Tie bombers (2), Tie fighters (3), Tie interceptors (2).

-It's a big scary wave of enemy fighters. They're all iconic, none of them are fancy, and there's not so many that they'll be unstoppable (especially after dropping hints about how to use a Nebulon B escort). The point is more about further reinforcing the three typical 'roles' of fighters: bomber, generalist and interceptor. Not only that, but it fits in with the whole 'feel' of star wars, with the Imperials possessing a big ship and lots of fighters.

Look familiar? The intro set was set up very well for its purpose, I tried it in a few different ways and this got the message across clearest and with the least hassle. The intro guide's problems were short changing on a few standard rulesthat were handwaved. Now, this 'patronizing' approach might very well not work for certain types of gamers and players, but I've had success with it. Plus, it's just part of my teaching style. The 'shark tank' mentality doesn't work for me, I've seen it turn off waaaay to many new gamers.

Armada is a long game, made even more so with lots of ships and shaky rules that need to be explained, and extra time dedicated to think every step over. 150-200 points will play as long, if not longer than 300, and even up to 400 points. I don't want to exhaust my opponent on a physical level by subjecting them to a 3 hour-long game the first time out

Edited by Vykes

For the first game of a new player I do one of two things depending on the time available. I either walk them through the Learn to Play game from the Core box or, more usually, I go bigger. I have a 300-point Imperial and a 300-point Rebel fleet built that use no upgrades and no admirals. They are balanced and feature a good variety of ships and squadrons (they are impressive fleets with no upgrades to eat points). We play that game first since it teaches how to move and shoot and how the sequence of play works. They usually can then figure out how all the upgrades and admirals work on their own, but I have had several meet me the next weekend in which case we play a full game (all the rules) as their second match.

I start by spending about 30 minutes explaining the sequence of play, what the dice faces mean, what the ship cards and squadron cards are (what all the data means), etc. Then we just jump into a game with me explaining every step as we go along. I give the novice player advice on what moves and actions are good and why they are good. I explain why I am doing the things I am doing, like why I am keeping my squadrons near their carriers, why I am activating this ship now instead of another one, why I am firing at this target instead of the other one, why I am firing this arc before the other one, etc.

I seem to have a system that works well. I have taught almost a dozen novices by this point.

I did a demo game today with a long-term 40k player. He got the hang of the rules almost immediately.

First game: VSD1 (Screed, ACM) and GSD (ACM) vs AF2A (Dodonna, EA) and Neb escort (EA).

Next week we will have the exact same ships, but with about half a dozen squadrons added into the mix. The imperials will be rocking a TIE ball and rhymerball, the rebels a Dodonna's pride and some X-wings with luke.

Played and teach the rules to my cousins at the same time as they activate. Let them win.

Let them win.

It's amazing how much this helps a new player get into a game. :)

lol. mainly just how most women/girlfriends/wives dont stay interested in a 2hour long game. =/

I try to keep things really simple. No upgrades, and not too much pre-explanation. Let them learn the rules as the ships are moving.

My wife has only watched episodes 4-6 once, at my insistence. Star wars is not big in China, but will take off with the next movie I'm sure.

Princess Leia. Its a Princess Movie Trilogy.

Disney princess even.

I plan on running some demo games soon. I think to really give a feel for the game, players need to experience a full game (i.e. 300+ points) - you just don't get the same experience with anything less than that. Obviously, chucking someone in at the deep end is not a great way to go either.

The solution I intend to try is to have two 300 point fleets with a decent selection of ships and squadrons, but no obstacles, missions, commanders or upgrades. Each new player will then be paired with an experienced player who will help and advise them during the game. This allows the new players to get a feel for activations, different ships, squadrons, etc. without information overload.

I'm hoping it will provide a good introduction, but won't know until I try it.

I ran the learn to play scenario with new players. it was pretty simple and would act as a judge if 2 people where playing. briefly explain how things work (commands, movement, shooting) and after that let them go and correct as they played.

I start off by having the new player get out all of the pieces of the learning to play demo. After all the pieces are out we go over each one. Focusing mainly on the ship tiles and then the command dial. We then review the commands by reading over the cheat sheet cards. Then I use the standard deployment of a normal game rather than just placing ships. I am usually the side with initiative (rebels in this case) to sort of lead by example.

By the third turn they are very much into it and blowing up my corvette (have to get them hooked with the first blood).

As for getting the gf to play...she basically just watched all of learning games and absorbed it. Then I gave her one ship in the fleet to control during one game, which she liked. Then upgraded her to 1 ship and 2 squadrons, and well you see where this going. Shortly after that she got hooked and assumed power over my Imperial fleet and rules the roost.

I agree with D503 about the 40k players. I was a 40k player and all my friends are, they picked up the rules very quickly. Basically anyone with any miniatures experience could probably do a full game on the first try. If they don't have experience then just be patient, calm, and welcoming far as questions go.

Let them win.

It's amazing how much this helps a new player get into a game. :)

I remember a similar question in the X Wing forum with VERY different results. Way too cut throat.

Let them win.

It's amazing how much this helps a new player get into a game. :)

I remember a similar question in the X Wing forum with VERY different results. Way too cut throat.

I really dont "let" them win. . . they do however beat me . . . I know Mikael has this issue as well. . .

I taught a few people to play Armada. It was a pretty easy-going experience. I want to make sure that people remember the rules, so I lend a helping hand. Unfortunately I haven't played a single game since July.... Hrm.

I taught a few people to play Armada. It was a pretty easy-going experience. I want to make sure that people remember the rules, so I lend a helping hand. Unfortunately I haven't played a single game since July.... Hrm.

My ships are next to my computer so I stare at them all the time though.

Edited by Cubanboy

Let them win.

It's amazing how much this helps a new player get into a game. :)

I remember a similar question in the X Wing forum with VERY different results. Way too cut throat.

I really dont "let" them win. . . they do however beat me . . . I know Mikael has this issue as well. . .

Yup. It's not so much that they do unorthodox things, that flummox me. It's that I'm more concentrating on teaching and demonstrating what does what, than on making smart moves.

But I'm glad that it works out that way.

I wouldn't say that X-Wing is particularly different on that count. I don't find the competition anymore cut-throat or less friendly than in Armada. I've been the volunteer new-guy teacher for X-Wing on quite a few nights, and it's no different.

Sounds like a much more casual store. The one I used to go to was definitely not.