Jump to content
Sign in to follow this  
zingerwhip

Building a New Community

Recommended Posts

I am in an area where there is currently no Armada at all, but the FLGS just moved to a new location and the finally have some table space. I have run some demos and got some good reactions. Problem, because there isn't a current group the owner has zero Armada product on the shelves.  Owner said if I am going to keep running games he will get some product in the store and asked for my recomendations! I need to keep this controlled and I think I know what I will recomend, but the power of the hive mind is great, and other ideas are always useful. Core box is obvious, if you could only pick 12 expansions total to get started and balance both factions, what would you pick? Thanks to @Crabbok in advance for your videos in this area!

Share this post


Link to post
Share on other sites

Good luck in your endeavour! I led the charge with a few others to rebuild the Armada community where I live, though luckily I had a few people come back from the initial scene that died off. Since then we've added half a dozen new players and found a couple others.

 

If given that limitation, what I would recommend are the main movers and shakers from each faction. These include ships that lists build around or tend to include like the Gladiator, MC30, CR90 and even flotillas. Squad packs are also a must if available. You need iconic as well, so be sure to get the ISD or Chimera and Home One or Profundity. 

 

Extraneous ships tend to be picked up to flesh out collections or design more fun/janky fleets, like Victory, Neb, Pelta, and Interdictor.

 

My final recommendation would be considering a campaign box. The casual element and teamwork it fosters can do a lot to build a community. It may not be something the store needs to stock but should be something you buy or have them bring in once you get 4+ players. My group also really enjoys the Sector Fleet format, it seems to foster a good social environment.

Share this post


Link to post
Share on other sites

Good luck building a community in your area.  It can be difficult but rewarding experience.

As for expansions, after a Core Set, I would go with ones that people will recognize, even if they aren't as great in the current wave.  For Imperials, this is all about ISDs, so a regular expansion and a Chimaera.  I would also include the Gozanti (Rebels), Arquitens (Rebels), and the Raider (X-Wing and Battlefront II) in this category, albeit to a lesser degree.  For Rebels, this means the CR90, Nebulon-B, Home One, Liberty, and GR75s.  Lastly, I would add squadron pack Is (all recognizable from the OT) and the Rogues & Villains pack (because it has the Millennium Falcon on the front).  Enjoying the game and the models will get someone to buy in, but when they will buy more when they get more experience or competitive.

Another suggestion (if you aren't already doing it):  When you demo, always have an ISD on the table.  People always tell me that they stopped at the table and asked about the game simply because they saw the ISD and became curious.

Good luck!

Share this post


Link to post
Share on other sites

So it's been my experience (as someone who's worked hard to build their local group) that it's good for at least one member to have everything available to borrow. (especially if your shop has limited space or is out of stock often.) I get at least 2 of every ship and loan out often. I think that's been a vital part of new players trying new ships and eventually buying them themselves. 

If I had to choose 12 expansions I'd go by this:

1.) Gladiator 
2.) Imperial Class
3.) Gozanti  
4.) Quasar
5.) Arquittens
6.) Chimera 

7.) Mc30
8.) mc80 HO
9.) mc80 L
10.) GR75
11.) mc75

12.) Corellian Conflict

This leaves out all the fighter packs, which I can ALWAYS find cheaper online (IMP 1&2, REB 1&2, R&V). It leaves out wave 0 expansions, 2 of which are under $10 on amazon right now ( Victory class, Nebulon-b, CR90). It also leaves out ships with a higher difficulty to run effectively. (Assault frigate, Raider, Interdictor, Pelta, Hammer Heads). If I were building from scratch, I'd likely go with this set up.

The other alternative, is based less on what players need but what is cheaper and needs multiple packs, which is often a good way to get players to spend money in store. With that in mind, this is the alternative:

1.) Arquittens
2.) Gozanti
3.) Raider
4.) Imp 1
5.) Imp 2

6.) CR90
7.) GR75
8.) mc30
9.) Hammerheads
10.) REB 1
11.) REB 2

12.) R&V 

(Personally I'd find it difficult to play a fleet made of these alone, but from experience these are the packs people buy in store when they wanna try new things or expand their fleets.)

Good luck, and I hope your community grows!

 

Share this post


Link to post
Share on other sites

I'd go with my What to Buy First series in order of best bang for buck - but obviously I'm biased.  

  But another good aspect is to simply keep it going.  People who DO buy in to the game are gonna want a place to play, and people to play against.  Point them to online outlets like here, and the Armada discord as well for people to talk to about the game, maybe set up a facebook group for people to schedule games.   

 

 

  And also if you bring donuts people are likely to keep showing up.  Donuts rule.  

Share this post


Link to post
Share on other sites

Thanks for the input everyone! Some stuff I am already doing and some is stuff I never thought about! I am going in with three lists for each side. Each list is 200 points, no admirals, first game is played with all upgrades face down so mechanics can be learned, after the game I explained list building and had them flip the cards to see how the ships the just learned could be upgraded.  I have the Facebook group up (FLW Tabletop Gamers) and have been posting through the week. If you know anyone on Fort Leonard Wood in Missouri send them to the group, my events are posted there!

Share this post


Link to post
Share on other sites
14 hours ago, zingerwhip said:

Each list is 200 points, no admirals, first game is played with all upgrades face down so mechanics can be learned, after the game I explained list building and had them flip the cards to see how the ships the just learned could be upgraded.

^This

I've found this to be an invaluable tool in getting people interested in the game. Don't make it too complicated at first. Giving each team 3 ships is a good place that doesn't present too many options, but still allows valuable choices to be made.

The only thing I disagree with is the absence of commanders. I think they should be involved from the beginning as they are such an integral part of the game. Many players make a list around the commander. Mon Mothma and Vader are simple choices that introduce some die manipulation, but are dependent on lists.

What about squadrons? Are you adding them as well? 4 X-wings and 8 TIE Fighters is a sweet spot that doesn't overwhelm and introduces players to the (absolute) basics of squadron play.

Share this post


Link to post
Share on other sites

imo, literal game 1 can be no commander, but i tend to find giving one can make things a tiny bit more interesting. its about differential learning rates: players who pick up things quickly become quickly tired of the brutal efficiency of naked ship vs ship, its actually a rudimentary function like y=ax+b. 

How on the flip side, you have to start small, nobody picks up the whole game on the first play. A few heavy gamers start to pick up upgrades and things, but generally they're super passionate already and the learning curve wasn't going to be a problem in the first place. 

 

After that I do recommend my 200pt Task Force format. 😃 

Share this post


Link to post
Share on other sites
20 hours ago, zingerwhip said:

Thanks for the input everyone! Some stuff I am already doing and some is stuff I never thought about! I am going in with three lists for each side. Each list is 200 points, no admirals, first game is played with all upgrades face down so mechanics can be learned, after the game I explained list building and had them flip the cards to see how the ships the just learned could be upgraded.  I have the Facebook group up (FLW Tabletop Gamers) and have been posting through the week. If you know anyone on Fort Leonard Wood in Missouri send them to the group, my events are posted there!

You're in Lost in the Woods? I attended Drill school there. Good luck building up a community!

Share this post


Link to post
Share on other sites
20 hours ago, thestag said:

^This

I've found this to be an invaluable tool in getting people interested in the game. Don't make it too complicated at first. Giving each team 3 ships is a good place that doesn't present too many options, but still allows valuable choices to be made.

The only thing I disagree with is the absence of commanders. I think they should be involved from the beginning as they are such an integral part of the game. Many players make a list around the commander. Mon Mothma and Vader are simple choices that introduce some die manipulation, but are dependent on lists.

What about squadrons? Are you adding them as well? 4 X-wings and 8 TIE Fighters is a sweet spot that doesn't overwhelm and introduces players to the (absolute) basics of squadron play.

I have a few squads in each fleet some only have two, one list has 6 but they are all generic TIES. I did wrestle with the commanders aspect and decided on what I did because commanders are still upgrades even if they are required, and fewer rules to explain for a first ever game keeps it moving, I am able to play a 'full' learning game in just over an hour. Also, at 200 points commanders eat up a disproportionate amount of the list. 

Share this post


Link to post
Share on other sites
Posted (edited)

One thing that is *very* helpful is having a dedicated night that you will be at the shop. My Thursdays are almost permanently spoken for for Armada. Though I still make sure to communicate what time I'll arrive and ensure everyone has a game.

 

I have a custom-made starter kit I designed to get people running, it takes the Core Set, Assault Frigate, Arquittens, Raider, Imperial Squads 1 

Rebels

Assault Frigate Mk2 A

Nebulon B Escort Cruiser

CR90A Corvette

Luke Skywalker

3 X-Wing Squadrons

Imperials

VictoryII class Star Destroyer 

Arquittens Command Cruiser

Raider II Corvette

Darth Vader

5 TIE Fighters

 

This gives each player:

A Command 1, 2 and 3 ship, respectively

A strong front-arc and a strong side-arc ship

Multiple activations

For more experienced players I'll add Dual Turbolaser Turrets on the two Medium ships to break down the Attack phases more thoroughly and switch to a more robost squad ball with 1 Ace escort, 2 bombers, 1 "interceptor" and 2 swarm-fighters each to get a feel for the different squadron types as well.

Edited by Alzer

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...