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ShadowLink0987

Armada Demo Day?

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Hey all!  Just wondering if anyone has had any success in running a demo day for Armada, and if there were any tips or tricks or things to note about running it!  Currently we had done really good work on hosting an Imperial Assault demo day, and I was wondering what may be some good things to keep in mind for running the same for imperial assault.  Definitely keeping things to a small point army, and less equipments and mod cards to keep the basics of the game simple and not completely overwhelming.  but much beyond that I am not sure what all to go about including in the demo.  Any advice would be awesome!

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I was doing my damnedest to pitch something like this to my local area, but the few Armada players at the time weren't overly interested in helping out. Now we just started a league and a dozen people signed up, so I might give it another go.

 

Years ago the local Games Workshop ran something similar to get people into Battlefleet Gothic. He had the few current players bring their entire fleets, set them up and threw down. They committed to the entire day, but other people could come and go as they pleased. So people would walk up to the table having never been in a GW before, then they were put in front of a small task force (usually one capital ship and about three escorts), and the experienced players would help them with movement, calculate how many dice to roll, make tactical suggestions, etc., but the players could fly how they wanted. We played fast and loose with the rules, didn't worry about exact movement and measurement, and blew a lot of crap up. Everyone had fun, including the person who brought his meticulously painted Nurgle flagship, which was destroyed turn one by a Nova Cannon shot. Now this was eleven years ago, but we still rib the Eldar player who flew his entire fleet between a Chaos and Imperial battle line, thinking his holofields would save him (they didn't). And it worked, too. BFG become a somewhat regular game (until GW went all GW and got rid of it).

 

That could work for Armada, too. I'd recommend few to no ship upgrades, and probably few to no unique squadrons. Use the full ruleset, but be very flexible with it. If something is borderline in or out of LoS, it's in. We want stuff to explode! The idea I had was to keep the ships per person relatively low. Maybe a Large/Small or two Mediums per person. Have a ton of ships on the table, roughly equal points Rebel to Imperial. If someone needs to leave, the more experienced players can take over the ships temporarily, and then hand them back off if someone else shows up. If a ship is destroyed, it returns as reinforcements on the next turn. Keep a running tally of how many ships and which class have been destroyed. The side with the most kills at the end of the day wins.

 

A fun little add-on you could include would be to have Vader/Luke or Han/Boba on the board. Players take turns controlling the squadrons, and maybe have a special rule where no one else can harm them, but they can damage each other. So Boba Fett would run around hunting Han Solo while Solo blasted his way through swarms of TIE Fighters trying to escape him.

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I am now putting calls out on FB groups offering to run demos for anyone interested in trying Armada out.  I have done a few demos, and made sure to do both factions, a large, a medium, and a small ship per side with a few upgrades, and a mix of squadrons/rogues.  I also select fair and balanced missions.

 

While the "Learn to play" scenario does a lot to show off mechanics, I know it just confuses people once you show them how initiative/objectives work.  It's been pretty fun.  I'm hoping to get two players for the next one that way I can just let them push stuff around and just answer questions as they come.  Really interested in growing the community here.

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I do appreciate how the "Learn to Play" scenario also tells you which commands to stack and what speeds to set, because that's something you won't even consider as a new player. But I have my issues with it, too. I've seen the intros go one of two ways - the Rebel player maneuvers right into the front of the VSD and loses one of their ships, or the Rebel player swoops behind the Imperial player, and the VSD never turns around.

 

I think future intro games from me will probably be about 200pts, no upgrades.

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Yeah, 200 pts is pretty solid.  I saw a new player come to a tournament with a DeMSU and gave up first player even though he had initiative, and he did it cause of the Learn to Play thing, thinking he would get first player back on turn 2.  So just in case tournaments interest a new player, I try to avoid the alternating intitative.

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