Years ago, I wrote a reply in a forum to a player who was looking for advice on beginner lists to introduce a friend to Warhammer Fantasy. I was reminded of it during Monday’s game, so I sifted through old posts and dug it out, and will attempt to rewrite it here with an eye to increasing its relevance to introductory games of Kings of War. I will likely (hopefully!) have a few more intro games in the near future, so this will help me to better organize those, as well as hopefully highlight some ideas for anyone in similar situations.
First, if you can, use different armies.
Different armies have different strengths, styles, and even aesthetics, any or all of which may grab the attention of a new player. Showcasing a variety of units and playstyles from day one tosses a wider net, and the newcomer is more likely to find something that interests them.
If you only have one army, and need to split it for the game, balance is important (one side shouldn’t get all the fun toys), but it gets stale if divided exactly in two (even, like in chess). I suggest splitting along fluff lines. Split your one army up into its components, and mix and match them together in a way that makes fluffy sense. Like spears and shooters (poor militia) vs basic infantry and cavalry (haughty knights and their retainers). Simple distinctions like that can really effectively start highlighting tactics and basic playstyles for a new player even when the armies are the game.
Additionally, I would suggest try building two MSU lists, reliant on lots of Troops with just enough regiments to support them. That’s my personal preference but I feel that MSU lists:
· Can emphasize the deployment and movement phases, which are really important in rank’n’flank games like this. It can be nice to give a new player that insight early on.
· Provide options, practice and dynamism! If you give the new players a lumbering “hammer and anvil” style list and they can’t set that 1-2 punch up, they’ll likely get steamrolled. Running MSU lists gives the new player lots to do in each phase of the game, and repetition will let things start to sink in. Additionally, it avoids boring protracted combats. Each combat is short, sweet, and important.
Second, don’t run a full sized normal game.
The purpose of an intro game is sample the game. Wargames can have a steep learning curve, so a smaller, quicker, less complex game will better highlight the basics of the system. Too small, and the game becomes really swingy, so you need to find a sweet spot.
I think somewhere in the ballpark of 500-1000 points for Kings of War seems good. It’s small enough to be quick, but large enough for a few good sized and good numbered units to hit the table, and to highlight some of the game’s unique aspects (Inspiring, and the differences and list unlocks in Regiments and Hordes).
Third, get the new player involved!
They shouldn’t just learn from observation; they need to be engaged in this game. Make new players as much a part of the intro game as they want to be. This could be you versus them discussing each move and turn; them and an ally versus another player or team (having an ally can be really helpful), or they could just command the war machines for you or roll all your dice or something. People learn things differently, and it’s up to you to adjust your involvement (even mid game) to try and match what they want to do.
Fourth, make and embrace errors.
On your turn, play quickly, and don’t think too hard. This is particularly true for Kings of War, since it’s all i-go-u-go. You want the majority of this game to be spent on their turn, where they are thinking and making the decisions that will impact the game the most. By acting quickly, you are likely to make errors, which can serve as great learning points for the new player to fuel discussion.
Fifth, keep the new player in mind at all times.
You are doing this for them. You’re not playing to show off, or table them. You’re setting aside an hour or two to explore a game with them and have some fun. If you can keep this in mind, there is no such thing as a bad game.
So… how did I do with my intro game on Monday?
1) Use different armies. The players built their own; I brought mine; all were different, and all emphasized different things and had a good mix of tactics available to them. CHECK!
2) Don’t run a full-sized normal game. The game was a little big and a little clunky as a result, particularly since I had to play two armies. It might have even been better to have them play each other, with me moderating… but I was greedy and wanted to play and try out a battle report. MISS!
3) Get them involved. They each played a game, in command of their own army, from start to finish, all while asking questions. Big CHECK!
4) Make and embrace errors. I made a lot of mistakes, but failed to use them to teach the new players. There was so much going on that night that discussions of tactics or state of the board never really got going. MISS!
5) Keep the new player in mind at all times. They were competent, intelligent, grown-ass men like myself. We all had a good time and a good experience, and learned a lot about the game and out armies. CHECK!
If I were to do this again, I’d keep the intro game maxed out at 1000 Points, and sit out to referee if it if needed. It was a good time, but all the learning done that night is far more of a testament to the maturity and intellect of my opponents, than my skills as an organizer or a teacher.
When I introduce Kings of War to someone next time, I’ll shoot to check off all five of my suggestions.
Thanks for reading, and I hope all your introductory games are as enjoyable as this one was.
Oh stop, I'm blushing.
ReplyDeleteGood. Maybe a flurry of compliments will get you on yhe table more than once a year!
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