I'm going to be teaching someone Armada tomarrow. It's been awhile since I've done this, and with the game having gone so far, I don't know where to start, namely, what ships/squadrons should I teach with? Any help is appreciated.
Edited by schmidty1701Teach new player.
Keep it to one upgrade per ship so they don’t feel overwhelmed.
Home one vs an ISD is always thematic and fun
Don't worry about new stuff or old stuff. Just use ships that are fun. Keep it simple with just a 200 point game or so. One upgrade per ship or even none. Just a commander is fine to teach someone the basics.
There was a topic on this a while ago and I compiled a few teaching lists based on it.
Here's my suggestions based on that. There are multiple versions of some ( increasing in complexity to allow you to choose your entry point or to scale up over a few games.
ENTRY LEARN TO PLAY
L2P V1 NCH 4X (209/400)
======================
Nebulon-B Escort Frigate (57 + 5)
+ Dual Turbolaser Turrets (5)
CR90 Corvette A (44 + 5)
+ Dual Turbolaser Turrets (5)
Hammerhead Scout Corvette (41 + 5)
+ Dual Turbolaser Turrets (5)
4 x X-wing Squadron (4 x 13)
L2P V1 IR 6T/ln (211/400)
========================
Imperial I-class Star Destroyer (110 + 5)
+ Dual Turbolaser Turrets (5)
Raider I-class Corvette (44 + 4)
+ Ordnance Experts (4)
6 x Tie Fighter Squadron (6 x
?
More advanced Learn to Play
L2P V2 NCH 4X (232/400)
======================
CR90 Corvette A (44 + 35)
+ General Rieekan (30)
+ Dual Turbolaser Turrets (5)
Nebulon-B Escort Frigate (57 + 5)
+ Dual Turbolaser Turrets (5)
Hammerhead Torpedo Corvette (36 + 3)
+ External Racks (3)
4 x X-wing Squadron (4 x 13)
L2P V2 IR 6T/ln (233/400)
========================
Imperial I-class Star Destroyer (110 + 28)
+ Moff Jerjerrod (23)
+ Dual Turbolaser Turrets (5)
Raider I-class Corvette (44 + 3)
+ External Racks (3)
6 x Tie Fighter Squadron (6 x
?
Convention demo fleet lite
Halcon demo fleet lite (204/200)
===============================
MC80 Assault Cruiser (114 + 5)
+ Dual Turbolaser Turrets (5)
GR-75 Medium Transports (18 + 2)
+ Comms Net (2)
Han Solo (26)
3 x X-wing Squadron (3 x 13)
Halcon Demo fleet lite (211/400)
===============================
Imperial II-class Star Destroyer (120 + 5)
+ Dual Turbolaser Turrets (5)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
Darth Vader (21)
5 x Tie Fighter Squadron (5 x
?
Convention Demo fleet
Halcon demo fleet (253/200)
==========================
MC80 Assault Cruiser (114 + 5)
+ Dual Turbolaser Turrets (5)
CR90 Corvette A (44 + 5)
+ Dual Turbolaser Turrets (5)
GR-75 Medium Transports (18 + 2)
+ Comms Net (2)
Han Solo (26)
3 x X-wing Squadron (3 x 13)
Halcon Demo fleet (264/400)
==========================
Imperial II-class Star Destroyer (120 + 5)
+ Dual Turbolaser Turrets (5)
Raider I-class Corvette (44 + 4)
+ Ordnance Experts (4)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
Boba Fett (26)
5 x Tie Fighter Squadron (5 x
?
I've not had a chance to put any of these on the table yet so take them as you find them. The concept behind all of them is simple: give people a fleet where they can get a feel for the movement and mechanics of the game, and the feel of different ships and their roles. Give them a few interesting choices but not so much that you overwhelm. Admirals are there to compensate for issues you might have when learning (maneouverabiliy, survivability). And special squads are there to be recognisable, easy to use and give a flavour of what's in the game.
Also, sorry about the sunglasses guy. He thinks he's Tie Fighter points and I can't delete on mobile.
?
Edited by ManInTheBox
Thanks all!!
If they aren’t a war gamer, and this is their first time playing a tap Leto game, I’d say go one step further and have no upgrades at all.
1 hour ago, TheCallum said:If they aren’t a war gamer, and this is their first time playing a tap Leto game, I’d say go one step further and have no upgrades at all.
I'd largely agree with that. The upgrades on those fleets are primarily for rerolls to help prevent frustration over crappy rolls and to speed up the game a little (by killing sooner).
5 hours ago, ManInTheBox said:I'd largely agree with that. The upgrades on those fleets are primarily for rerolls to help prevent frustration over crappy rolls and to speed up the game a little (by killing sooner).
Single reroll like leading shots, DTT, (or Vader for imps) is good for their only upgrade. It gives them the feel of “oh I can do tricks with my ship” without overwhelming them. Gives them a small taste of how different upgrades can give ships flavor and choices
I would just go with Learn to Play scenario. This game has already many unique concepts so I wouldn't complicate it further with upgrades for the first game.
I would also recommend not doing a 200pt list with an ISD. I did a demo game like that against 2-3 Rebel ships, and the ISD basically just 1 shot everything, while the rebel ships were like "k, now I'm dead, so..." I suppose if you were to do H1 vs. ISD that would be okay, but I wouldn't do the Neb-B & CR-90 vs. ISD.