Tips for Beginners
Moderators: mjwest, Albiegamer
- Andromedan
- Lieutenant Commander
- Posts: 251
- Joined: Fri Nov 17, 2006 3:10 pm
Tips for Beginners
I am planning on doing a TalkCast this Thursday night. The topic of discussion is "Federation Commander: Tips for Beginners". Can I have some tips from some of you that have played for a while? Possibly even have a couple people join me on Thursday night.
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wedge_hammersteel
- Commander
- Posts: 578
- Joined: Sat Sep 27, 2008 12:42 am
- Location: Lafayette, LA
Dont be overly concerned about getting all of the rules 100% correct when you play. You learn the rules by playing. Even as a veteran player, I learn new things from time to time.
If you are unsure about a rule in the middle of a game and cant seem to find it in the rule book quickly, do what you and the other players think is best then look up the rule after game play or post your question on this forum. Nothing brings down a good gaming session like looking for a rule for 15 to 20 minutes.
If you are unsure about a rule in the middle of a game and cant seem to find it in the rule book quickly, do what you and the other players think is best then look up the rule after game play or post your question on this forum. Nothing brings down a good gaming session like looking for a rule for 15 to 20 minutes.
Go through the rulebook and highlight key phrases. You'd be amazed how easy it is to find doubt about one key factor and spend valuable time scanning the book trying to find it.
Some specific items my group consistently had doubts on and now can find easily (due to highlighting):
Range of Transporters
Range of Tractor Beams
Power costs of Transporters
Power costs of Tractor Beams
Some specific items my group consistently had doubts on and now can find easily (due to highlighting):
Range of Transporters
Range of Tractor Beams
Power costs of Transporters
Power costs of Tractor Beams
- General Chang
- Ensign
- Posts: 7
- Joined: Sun Mar 29, 2009 7:23 pm
- Location: Merry Old England
I'm very much a newbie player (I have less than 10 games under my belt) but I think this is excellent advice!wedge_hammersteel wrote:Dont be overly concerned about getting all of the rules 100% correct when you play. You learn the rules by playing. Even as a veteran player, I learn new things from time to time.
For me and my regular group, one of the main appeals of FC is the speed of the game, and we'd all much rather double check the rules when the game is finished than interupt the middle of fierce battle.
"And for that, I shall blow you out of the stars!"
We've tried moderated games-a "vet" player teaching 2 newbs. That keeps the game flowing pretty well. Unfortunately I'm the "vet" player with a dozen or so games under my belt. I also scanned and printed the reference cards on 11x17 inch paper and had them laminated at Kinkos. That way everyone can see the charts and the moderator can still moderate using the one included in the game.
- Andromedan
- Lieutenant Commander
- Posts: 251
- Joined: Fri Nov 17, 2006 3:10 pm
Any tips on what races/weapons a beginner should start with?
BTW, I am doing the TalkCast tonight. If people want to discuss it during the TalkCast. The info is:
Star Fleet Universe On Call (Talk Shoe ID: 17702) between 9:30pm and 10:30pm Eastern Time
(URL: http://www.talkshoe.com/tc/17702)
If you want to call in, just call 724-444-7444 and enter the Talkshoe ID 17702.
BTW, I am doing the TalkCast tonight. If people want to discuss it during the TalkCast. The info is:
Star Fleet Universe On Call (Talk Shoe ID: 17702) between 9:30pm and 10:30pm Eastern Time
(URL: http://www.talkshoe.com/tc/17702)
If you want to call in, just call 724-444-7444 and enter the Talkshoe ID 17702.
I'd highly recommend starting with the classic Fed versus Klingon match-up.
The increased complexity of the two-turn arming photon balances against the tactical-demands of the Klingon (it's not a "close and hose" boat). The Fed is easier to fly against an inexperienced opponent, the Klingon's systems are all straightforward and ready every turn. Their "tv show" recognizability doesn't hurt either (there aren't many folks who don't know what a Klingon is, even if they have never watched any Trek).
The later shows and movies (TNG, DS9, etc.) do hurt things when it comes to teaching the Klingon. SFU Klingons simply don't work very well when you "Cry havok" and close to point blank range against a Fed with overloads ready. That trade won't go in the Klingon's favor, no matter how posh his new digs in "Sto Vo Kor" will be.
It took nearly a dozen sessions for my group's Klingon to unlearn what he had seen on DS9 and play the Klingons the way the SFU has them. Once he learned to (kind of) saber-dance, he stopped losing every time. That first win turned the lightbulb over his head on and got him thinking tactically, instead of reacting or charging.
As long as the Fed's and Klingon's drones didn't cause any issues in initial games, the Kzintis are a pretty easy starter-empire for newbies too. They are an easy transition from either Fed or Klingon, but anyone with a few games as a Klingon under their belt would take to Kzintis well (same weapons, different mix, similar [if modified] tactics).
Personally, I played Kzintis in my fifth game (with my first four as a Fed) and instantly fell in love with the "drone wave".
Romulans, with the multi-turn plasma and the tactical wrinkles of the cloak are best introduced after folks have a few games under their belt with Feds and Klingons. I'd lump Orions in with the Romulans (even if they don't take a cloak); the stealth bonus and engine doubling add some extra rules-crunch and it's all balanced with a ship that can't take a hit. Even more of a "finesse" boat than the Klingon. Deadly, once the player understands how to use its benefits, but a deathtrap if they try to fly it "wrong".
Lyrans and Hyrdans have their own special wrinkles. I don't personally feel they are as difficult to master as the Romulan or Orions. They aren't as straightforward as Feds or Klingon, but there's nothing too crazy with them (the ESG can be a little hard to get across until someone actually sees it in-action). Hydrans can be a great empire for newbies, since they are built for a new-person's natural desire to "close and hose". As long as they can grasp the unique rules for the Hellbore and Fusions, they can be a lot of fun. I've never used Stingers with a newbie - that would be a bit too much, in my opinion.
I feel Tholians are a complete no-go for teaching sessions. They're cool, but there is just too much information to try and get across in a quick read-out of the rules. They also require a pretty distinct set of tactics. Tholians are much better used when a new player has had a chance to go read the rules themselves and then come back and play through a friendly (non-competitive; learning) session using them.
Best of luck with the show Paul.
Will (djdood) McCammon
The increased complexity of the two-turn arming photon balances against the tactical-demands of the Klingon (it's not a "close and hose" boat). The Fed is easier to fly against an inexperienced opponent, the Klingon's systems are all straightforward and ready every turn. Their "tv show" recognizability doesn't hurt either (there aren't many folks who don't know what a Klingon is, even if they have never watched any Trek).
The later shows and movies (TNG, DS9, etc.) do hurt things when it comes to teaching the Klingon. SFU Klingons simply don't work very well when you "Cry havok" and close to point blank range against a Fed with overloads ready. That trade won't go in the Klingon's favor, no matter how posh his new digs in "Sto Vo Kor" will be.
It took nearly a dozen sessions for my group's Klingon to unlearn what he had seen on DS9 and play the Klingons the way the SFU has them. Once he learned to (kind of) saber-dance, he stopped losing every time. That first win turned the lightbulb over his head on and got him thinking tactically, instead of reacting or charging.
As long as the Fed's and Klingon's drones didn't cause any issues in initial games, the Kzintis are a pretty easy starter-empire for newbies too. They are an easy transition from either Fed or Klingon, but anyone with a few games as a Klingon under their belt would take to Kzintis well (same weapons, different mix, similar [if modified] tactics).
Personally, I played Kzintis in my fifth game (with my first four as a Fed) and instantly fell in love with the "drone wave".
Romulans, with the multi-turn plasma and the tactical wrinkles of the cloak are best introduced after folks have a few games under their belt with Feds and Klingons. I'd lump Orions in with the Romulans (even if they don't take a cloak); the stealth bonus and engine doubling add some extra rules-crunch and it's all balanced with a ship that can't take a hit. Even more of a "finesse" boat than the Klingon. Deadly, once the player understands how to use its benefits, but a deathtrap if they try to fly it "wrong".
Lyrans and Hyrdans have their own special wrinkles. I don't personally feel they are as difficult to master as the Romulan or Orions. They aren't as straightforward as Feds or Klingon, but there's nothing too crazy with them (the ESG can be a little hard to get across until someone actually sees it in-action). Hydrans can be a great empire for newbies, since they are built for a new-person's natural desire to "close and hose". As long as they can grasp the unique rules for the Hellbore and Fusions, they can be a lot of fun. I've never used Stingers with a newbie - that would be a bit too much, in my opinion.
I feel Tholians are a complete no-go for teaching sessions. They're cool, but there is just too much information to try and get across in a quick read-out of the rules. They also require a pretty distinct set of tactics. Tholians are much better used when a new player has had a chance to go read the rules themselves and then come back and play through a friendly (non-competitive; learning) session using them.
Best of luck with the show Paul.
Will (djdood) McCammon
- Andromedan
- Lieutenant Commander
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- ericphillips
- Commander
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- Location: Los Angeles, CA, USA, Sol, Gould Belt, Orion Arm, Milky Way Galaxy, Local Group, Universe Beta

