Hey all! I'm thinking of making a big push for Armada in my area. We have a club that meets once per week, so that will be a good starting point. But with the huge appeal of Star Wars thanks to Force Awakens, I'm also considering a big weekend event. Armada intro games, trivia, that kind of stuff. I'm a former GW staffer, so I definitely know how to run exciting intro games, but Armada is a bit of a different one. At GW we used to have an expression, the Four F's - fast, fun, furious, fours. The game should take less than ten minutes, everything hits on fours, and it's all about getting the person rolling dice and having a good time.
Let's be straight about it - Armada has a lot of rules. Those rules are easy to understand and pick up, especially if you have experience with tabletop games, but it's a lot to throw at a person and the intro game can take a good amount of time. I'm experimenting with just how much you can take out of the game while still giving the person a good taste for it. I ran an intro game for a friend of mine and we played without defense tokens or commands, and focused instead on the moving and shooting aspects. It definitely simplified the game and shortened it, but we eventually came to a point where the Nebulon-B was behind the Victory, and neither could quickly come about to re-engage without the Navigate command. I just fudged it and told my opponent that he could issue a command to his ship to make it turn more sharply, which seemed to work.
What has other people's experience been with recruiting new players? Again, with how popular Star Wars is right now, you're not just looking to recruit tabletop gamers away from other systems. Armada and X-Wing have a broad appeal. They're pre-painted, you can learn the rules quickly and they're Star Wars! So a lot of people that might show up could be people that have never played a tabletop game before. And that makes an hour-long intro game with all of the rules daunting.
My basic thoughts are what I did before - remove defense tokens and command dials, maybe limit the number of squadrons (the starter squadrons aren't going to make a huge impact anyway), and keep it all about the base rules. Then, if they're interested, offer a second intro game including all of the basic rules (still leaving out objectives and upgrades, of course).
Thoughts? Comments? Questions?