I will be teaching a new player about Protectorate of Menoth over the next three weeks. They will be starting with the Battle Box. Slowly their list will be grown into a 35 pt list using my avalible models.
So for ease of teaching what models will work the best to teach them.
I have the Choir, Incinirators, 2 Skyhammers (screw the rules i love them), kreoss 1 (first caster), amon 1, exemplar errants (max with ca), two knights exemplar, and a few solos.
Jacks i got a large stable, two magnitized colossals and tones (literally 12 magnitized and 3 non magnitized heavy kits. 2 of each battlebox light and vigilants)
DISCLAIMER: i am not looking to buy more menouth but use what i have (which is not compeditive).
i will ignore any oppinion based on compeditive play as i am only teaching the base game to a new player and do not want to burden them by discussing...
Themes. Compeditive lists. Power scaling. Until they bring it up at which time ill turn them to the forums.
GENERATED : 09/12/2018 22:18:10 BUILD ID : 2067.18-06-10
This list might not be a bad one for a newer player to learn Menoth. You get a pathfinder unit with a solid range attack, a unit of melee centric knights, the arc node experience with a revenge, choir, and two mechaniks. If they decide they want to learn about themes, this list already qualifies for EI, just add the free solo and you're good to go. Also, nothing in this army uses any crazy interactions or complex rules.
Focus should be on learning how units/solos work. While Deliverers are a tempting unit, KE are simpler to grasp and a generally more rewarding unit to use, especially when most opposing models will be warjacks.
Week 3 I would favor bumping only to 25, not 35 pts. However, if they want 35 points, go there.
25 pts Kreoss1 Crusader Revenger Repenter min Choir KE + UA Vassal Mechanik x2 Allegiant of the Order of the Fist x2
Focus here should be scenario play (have a scenario that includes flags to allow punch monks to shine), showing the importance of solos, and the usefulness of unit attachments. Punch Monks chosen simply because I have never met a person who doesn't adore having such an annoying model to work with.
35 pts Kreoss1 Crusader Revenger Repenter Tristan1 Redeemer max Choir Mechanik x1 KE + UA
Focus here is instead to show the usefulness of a Jr. Warcaster and unit attachments, and highlight synergy (getting them to attempt a Pop & Drop should be the goal lesson here, but DO NOT tell them "hey, do this". They should come to the idea on their own if at all possible).
For overall tips: -Handicap yourself. Purposefully make poor decisions (going into threat range of a heavy, "forgetting" to feat, etc) to help them have successes in the game, but not so many that you're simply handing them a win. Allow the person learning to make mistakes (typical one I see is playing overly cautious, when the game rewards aggression), but don't try to blow them out of the water, and IMMEDIATELY AFTER they have seen the consequences of their mistake, talk about why they decided to do that, and what they could have done instead (you want to do talk immediately, rather than after the game, so it doesn't get buried in all the details of the game).
-Introduce new things slowly. This game is complex, with a ton of stuff to remember, and it's very easy to get overwhelmed. So both the training Menoth lists, and your "evil opponent" lists, should use the same models game-to-game if at all possible to minimize new things to learn.
-If they come from a CCG background (Magic, Yu-Gi-Oh, etc), emphasize the synergies in the lists. All CCGs tend to reward the interaction between cards in a deck, so showing how there are similar interactions in Warmachine will both provide something familiar, and provide a connection of "you know that thing you like? Well, this has a bunch of similar stuff!"
doopsie Great post. Solid all round information. Teaching new players is a huge challenge especially if they dont have much gaming experience and I love the way you have broken this down into bite size chunks.
I always start with a simple heavy jack on jack duel. It's a short stage, but necessary when people don't know anything about the game. It's enough to teach them about basic stats, movement, ranges, attack/damage rolls, recording damage.
Then, when they think those jacks are slow and fights really drag I add the Focus concept, and teach them about boosts/buying attacks and paying Focus for charges/running. They play out the same duel, but now see how much faster and decisive the fight is.
After that I introduce a warcaster (purely as a Focus battery, just his basic card) and a battlegroup of a few jacks. We learn Control Range, Power Up/allocating, warcaster importance and protection, reinforcing shields.
Those "mini-games" are really quick, but their step-by-step nature really helps with understanding different concepts and rules.
After that adding the spell/feat card fits nicely into the concepts already learned and we can play a training game with a full battlegroup, maybe a unit and/or a solo, maybe terrain.
I really like the idea of battlebox matches rather than something like a simple boxing match. Teaching someone the basic mechanics of the game in a way they can understand early on is important. The jacks should be pretty plain and the caster pretty straight forward. I tend to play 3 battlebox matches with them the first time they want to try and play. The first game, I give them a little le-away and purposely give them openings just so they can get used to taking advantage of them (they usually win, in other words). The second game I play my hardest and grind them into the dirt... it's part of the game so getting them used to that sort of frustration is important. The 3rd game then becomes a rather relaxed game as they start to take advantage of all the things I taught them in the slugfest and I just play normal. This teaches them the basics of the game and what to expect, as well as the satisfaction of winning, losing, and having a great game. Only after they get down the basics and how to use their caster do I actually start letting them play with infantry, as infantry mechanics adds SOO much complexity, both in rules and in game play. Doing this right before a journeyman league is about to start is a great way to welcome a player to the game and has a much higher player retention rate, as they never have to deal with the 30min-1h turns that newer players who attempt a 75pt list usually end up doing.