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Intro Squads Options
FlyingArrow
Posted: Tuesday, July 5, 2011 5:21:35 AM
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Can you suggest a couple squads you recommend for a learning game? They should be balanced against each other, not too many SAs/CEs so that a new player can focus on the core mechanics, but enough flavor to make it interesting.

Actually, even better if they are not balanced against each other - a far stronger squad for the new player so that the teacher can actually try to win but not crush the newbie.
Darthbane53
Posted: Tuesday, July 5, 2011 5:28:06 AM
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I dont have any prebult squads but I would say probably General Alya Secura would be a good choice with some clones and maybe a few filler jedis and some clone commanders. And then VS. on of the less uber greviouses, some droids, and a doku.
Poopdog91
Posted: Tuesday, July 5, 2011 6:23:46 AM
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I have taught a couple new players the game and i like to start out playing 150 point squads, usually rebels vs imperials. In each of the squads I like to include a few different power levels of characters so the new player can kind of get a sense of that. So in the imp squad i may put a few stormtroopers, a couple evo troopers, a shadow guard,and vader legacy. This is a fairly simple squad that showcases a few different character types as well as abilities, and only one commander effect so it doesn't overwhelm them. Then for the rebel squad use something like a few rebel troopers, a captain, one of the hans, maybe a chewie too, and a luke. Another fairly easy to understand beginner squad Smile
Hopefully those ideas are helpful! Smile Keep on growing the game BlooMilk
Lily_Wan
Posted: Tuesday, July 5, 2011 7:18:58 AM
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I suppose it depends on the person's gaming experience. I've taught people using 100 point squads consisting of one unique each and filled with troopers - all the same troopers - so they only need to focus on learning the game dynamic and not how to incorporate a dozen abilities and CEs.
ChadB
Posted: Tuesday, July 5, 2011 9:49:24 AM
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Personally, I like dynamic duo as a teaching method. It lets the person get to play big name characters, experience a lot of different abilities but confines those abilities on to two pieces.

What I tend to do is ignore all special abilities except for Melee and move modifiers the first couple rounds so they get the hang of a round, movement, terrain and the basics of attack defense and damage.

At round 3 or so start using other special abilities working up from there.
qvos
Posted: Tuesday, July 5, 2011 12:20:13 PM
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when I am teaching new people. i usually start out with 100 pt games. i might even use older pieces like Rebel Storm, Clone Strike, or Universe pieces.
adamb0nd
Posted: Tuesday, July 5, 2011 11:33:30 PM
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I teach the game at 100 pt. Limiting squads to one or two commander effects, and keeping it very non-competitive. If I recall, the first game I taught my pal was a dingy rebel squad vs his imperial squad. I set him up with mostly troopers, thrawn, and some non-unique storm trooper commander (think the one that gives troopers a +3 if they don't move). As the player gets used to the basic game rules (cover, doors, activations, silly game logic [ie, light saber is not a melee attack, you can't target empty squares with grenades, etc]) you can start to graduate them to things like mouse droids, door control, and GMA.

I basically let my friend start building his squad after a while, and just built my squad to be balanced with his, until he started kicking my butt ;).
imyurhukaberry
Posted: Thursday, July 14, 2011 3:30:47 AM
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I have taught a few players and agree with the "simple to complex" ways of teaching.

1) Start by going over the rules book (the basics). Make some 100pt squads using one commander (preferrable non-unique with few SAs) and go through melee and non-melee combat. This will help with targeting, line of sight, movement, map terrain (especially doors), etc.

2) Then move on to a few special abilities (double attack, evade, twin, etc). Avoid complex SAs for now.

3) Add a few rounds of some commander effects. Avoid complex (swapping, reroll or death, bombs, etc) for now. Stick to direct bonuses or adding SAs.

4) Next, add in simple force powers (Sith Rage, Block, Deflect, etc). Keep more complex ones (Pawn of the Dark Side, Flow Walking, Turn to the Dark Side, etc) for later.

5) Then combine all the above for a more competitive game.

6) Once they are comfortable with all that, then you can worry about squad building.

Regardless of what everyone may post here, you also have to be comfortable with what and how fast you teach. Remember back to when you were learning and try to help the other person through those difficult things to figure out. And you'll have it!
Good luck
DarthElijah
Posted: Thursday, July 28, 2011 2:51:00 PM
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General Ed
Posted: Thursday, July 28, 2011 3:53:30 PM
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Joined: 4/2/2009
Posts: 143
The starter set with Darth Vader and Obi-Wan Kenobi are really good for learning the basics of the game. At least I found that they were.
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