Step by Step Turn Chart?

By SpaceC0wboy, in Star Wars: Armada

Hello All,

I'm introducing two new players to the game this evening and was wondering if any of you have some simple step by step charts/documents which explain what a player can/must do each turn.

I can explain it to them however I think it would be a very helpful tool for them if I could provide each a piece of paper explaining what they can do and when each turn.

1 hour ago, geek19 said:

Yup, I have my "turn checklist" there. I need to go back and look THAT over too....

Yeah, Wave 7 really increased the number of things that happen "At the start of the Ship Phase". I have taken to saying, "I have completed setting my dials" if I am second player so the other person knows I might do something after dials are set.

I was looking for a compact(preferably 1 page) list of actions a player must take each turn. These are very good and I may turn these guys onto it if they're interested but it's not something I can print out and hand to them....I'm sensing this may be something which needs to be created.

11 minutes ago, SpaceC0wboy said:

I was looking for a compact(preferably 1 page) list of actions a player must take each turn. These are very good and I may turn these guys onto it if they're interested but it's not something I can print out and hand to them....I'm sensing this may be something which needs to be created.

How in-depth are you looking for?

RRG pg 9 Round gives a single-sentence bird's-eye view of a game round
RRG pg 11 Ship Activation gives a good overview of a ship turn ( it sounds like this might be what you're looking for? )
RRG pg 2 Attack walks through attacks

I'm not aware of a better cheat-sheet, but it would be a great product to be able to hand new players. The RRG isn't the most user-friendly format if you're not already familiar with it.

I might go ahead and make something like this. Though ill post the first version here first so you guys can check for the errors im bound to make hahaha

Actually better idea.

Back of the rules reference book is a quick reference page that is 1 page and has all the steps needed to follow

4 hours ago, DrakonLord said:

Back of the rules reference book is a quick reference page that is 1 page and has all the steps needed to follow

THIS.

I taught a new player a couple nights ago and this worked very well.

I gave him that, talked him through each of the phases in order with examples on a playing mat and then played a learning scenario.

Worked very well

19 hours ago, DrakonLord said:

Back of the rules reference book is a quick reference page that is 1 page and has all the steps needed to follow

Yep, this is pretty good and what I should have copied. Definitely will run some off for future teaching matches.

Update on the game: One of the players dropped out due to illness but the other brought his 9 year old son. On the advice of @Darth Sanguis I set the son up with an ISD+Screed & ECMs, Gozanti+Comms, Howlrunner+4 TIEs; the father had MC80H+Ackbar & ECMS, GR-75+Comms, Biggs+2 X-Wings. I told the father he could go first due to having the slightly less powerful MC80.

It was kinda funny to watch, the kid charged in with the ISD and Goz at Spd 3 each and TIEs at full bore. Game ended up with dad tabling son due to the kid flying the ISD off the mat and getting his TIEs wiped out due to over aggression. Dad only lost one X-Wing despite TIEs attempting to plink out his Transport. Dad said he enjoyed it and definitely will play more, Junior mostly complained about wanting to have subway instead of McDonalds. Victory goes to the local scene, hopefully one more Admiral for the cause!

Sanguis' setup was great, I added the aces which I think was a good call. I'll take the ECM's off next time though as it slowed the game down a bit and delayed the players figuring out how Brace works.

5 minutes ago, SpaceC0wboy said:

Yep, this is pretty good and what I should have copied. Definitely will run some off for future teaching matches.

Update on the game: One of the players dropped out due to illness but the other brought his 9 year old son. On the advice of @Darth Sanguis I set the son up with an ISD+Screed & ECMs, Gozanti+Comms, Howlrunner+4 TIEs; the father had MC80H+Ackbar & ECMS, GR-75+Comms, Biggs+2 X-Wings. I told the father he could go first due to having the slightly less powerful MC80.

It was kinda funny to watch, the kid charged in with the ISD and Goz at Spd 3 each and TIEs at full bore. Game ended up with dad tabling son due to the kid flying the ISD off the mat and getting his TIEs wiped out due to over aggression. Dad only lost one X-Wing despite TIEs attempting to plink out his Transport. Dad said he enjoyed it and definitely will play more, Junior mostly complained about wanting to have subway instead of McDonalds. Victory goes to the local scene, hopefully one more Admiral for the cause!

Sanguis' setup was great, I added the aces which I think was a good call. I'll take the ECM's off next time though as it slowed the game down a bit and delayed the players figuring out how Brace works.

I hook a lot of players like this!

Just last week I ran one similar to this, no ECMs on the ISD, but it had leading shots, and no aces, otherwise identical. He was a friend of a friend. According to my friend he had so much fun he started looking for used lots to go all-in on.

It's a good feeling building a match new players enjoy!

Edited by Darth Sanguis

That's awesome, sounds like you had some good success!

Yeah, I agree that I'd definitely drop the ECM there. Defensive upgrades are important competitively, but I think you mostly want to avoid "bypass a mechanic" stuff like that for intro games. Leading Shots sounds like a much better fit, or maybe something a little more situational like QBT or EWS where it feels like your dastardly plan has paid off.