Demos

night owl

Mongoose
The local player community here...is kind of...minimal.

If I am going to change this, I need to drum up some interest. That means going to open game night or to stores and doing...gasp..demo games.

There are a couple of stores that have a sizeable unsold backstock. I am sure either one would be happy to let me run demo games there if only in the hope that if I drum up some interest that stuff will sell.

So...I have some models already. I don't have many but I have some of both bugs and MI.

What's a good size for demo games? I don't want them to get too big or take too long. Size is especially an issue in the smaller on the two stores. They only have a card table to use. At the Hobbytown, there's a lot more space but less emphasis on miniatures games and more on radio control stuff and other hobbies.

I need two lists that play well against each other. Ideally, relatively uncomplicated things without lots of funky special rules to deal with.

I have some terrain to use. It's fairly generic 'woods and trees' Woodlands Scenics stuff but it should work well enough. I made it for use with Warmachine really but it should be ok.

I am not going to fiddle with becoming an official demo guy.
 
night owl said:
What's a good size for demo games?

Guess 1000 pts would make for decent size for straight up battle. Gives enough models that it isn't over too quickly and can have nice variety as well. Also you don't need to buy tons of arachnids :D MI will have pretty much enough from starter set as well.

Alternatively just the starter box could work but you will need special scenario that makes life sufficiently hard for MI. I would suggest trying to get from one corner to other with all the warriors being endless tide. That worked for me and MI certainly didn't have it too easy despite having full loadout for special weapons.
 
Yeah, you can get through a 1,000 point game in an hour or so. Me and a friend will often get two 2,000 point games in in a night.
 
tneva82 said:
night owl said:
What's a good size for demo games?

Guess 1000 pts would make for decent size for straight up battle. Gives enough models that it isn't over too quickly and can have nice variety as well. Also you don't need to buy tons of arachnids :D MI will have pretty much enough from starter set as well.

I was thinking of giving MI a defensive advantage but low numbers to create a scenario somewhat like the last big battle in the movie. A small number of MI with the cardstock bunker that comes in the box and maybe a supprt weapon vs a tanker bug, some warriors and a few of the hopper bugs. I need to give the MI some way to reasonably take out the big bug though or they will be in trouble.

I have easily enough MI to get to 1k points. One of the Reliant platform boxes and I will have everything I need. The bugs will cost a bit more but a tanker bug and a box of hoppers should do it and won't cost all that much.
 
Lorcan Nagle said:
Yeah, you can get through a 1,000 point game in an hour or so. Me and a friend will often get two 2,000 point games in in a night.

Yeah but you and your friend already know how to play. No one has to explain basic things to you like what units can do or what dice to roll.
 
Out of curiousity, has anyone tried using Skinnies in demo games? Maybe offering to let people pick between MI and Skinnies?

---

Buying them isnt an issue because I already did. (2 boxes soldiers, 1 box venerables, 1 tyrant, 1 lord and army book total) Are they too weird/unfamiliar? I haven't seen the rules for them yet.
 
night owl said:
The local player community here...is kind of...minimal.

If I am going to change this, I need to drum up some interest. That means going to open game night or to stores and doing...gasp..demo games.

There are a couple of stores that have a sizeable unsold backstock. I am sure either one would be happy to let me run demo games there if only in the hope that if I drum up some interest that stuff will sell.

So...I have some models already. I don't have many but I have some of both bugs and MI.

What's a good size for demo games? I don't want them to get too big or take too long. Size is especially an issue in the smaller on the two stores. They only have a card table to use. At the Hobbytown, there's a lot more space but less emphasis on miniatures games and more on radio control stuff and other hobbies.

I need two lists that play well against each other. Ideally, relatively uncomplicated things without lots of funky special rules to deal with.

I have some terrain to use. It's fairly generic 'woods and trees' Woodlands Scenics stuff but it should work well enough. I made it for use with Warmachine really but it should be ok.

I am not going to fiddle with becoming an official demo guy.

PM me your email and I'll send you the demo sheets I created and used for the MI program.
The army lists are right out of the box set.
 
1 Squad of MI with Moritas plus 20 warrior bugs. Plus Hiromoons cards for reference. Plus medium terrain coverage. If you take your time explaining it takes about 30 to 45 minutes to get a grasp of the game.

If the bugs lose all the time give them a few ambushed warriors. If the people are interested in it you can also introduce the tunneling rules.

1000 points is way too much complexity for a demo game.
 
Ya, most demo games I've seen have been in the 400-500pt range. I've heard of MG Infantry doing demo games of up to 2000pts, but I've never heard any positive feedback from those games. Mostly just confused players.

Also, where would you be demoing? (City/Country?)
 
Voracioustigger said:
Ya, most demo games I've seen have been in the 400-500pt range. I've heard of MG Infantry doing demo games of up to 2000pts, but I've never heard any positive feedback from those games. Mostly just confused players.

Also, where would you be demoing? (City/Country?)

I always did 550pt games with basic rules and a 45 min limit.

Billy
 
Voracioustigger said:
Ya, most demo games I've seen have been in the 400-500pt range. I've heard of MG Infantry doing demo games of up to 2000pts, but I've never heard any positive feedback from those games. Mostly just confused players.

Also, where would you be demoing? (City/Country?)

Fresno, California US.
 
Morg said:
1 Squad of MI with Moritas plus 20 warrior bugs. Plus Hiromoons cards for reference. Plus medium terrain coverage. If you take your time explaining it takes about 30 to 45 minutes to get a grasp of the game.

If the bugs lose all the time give them a few ambushed warriors. If the people are interested in it you can also introduce the tunneling rules.

1000 points is way too much complexity for a demo game.

I was thinking of just running bugs as an opposing force with very simple tactics all the time and giving the person I am running it for MI. In that setup it wouldn't be a big deal if the bugs lost a lot though there should be some challenge or it probably won't be all that exciting.
 
Basic demo of one squad each, one of bugs, Keeping it simple is good, but don't dumb it down too much.

Basic squad of moritas, then explain about the special weapons.
As with bugs, but if you want to explain the endless swarm, or the carrion bug.

Tell people about the tunneling and air rules.

Mention the artillery, but dont get too much into it.


If you use the stuff in the box, it works well enough, but if you have a few more people show, it helps to have a couple of extra squads for them as well, make sure you have both Bugs or MI.

Demos arn't for more then 1000 pts. Anything more, you lose your attention span, and people get distracted by other bugs that you don't have the time limit to explain about.

You have a time limit with a demo, people come in, and watch the game for a minute, might stay for a turn or two. If they stay for a few turns, you can give them a few more snacks, and maybe explain about the other units and show the other high speed stuff.
give aways are good, as well.

If the store isn't going to help in pushing it, your already fighting an uphill battle.

The CGI's are good, but leave the movie unless you know your store and the market of the store. ( everyone likes cartoons, even if they don't admit it.)

Another tactic is to give each player one guy and explain as you go, then add squads after the basics, as well as a workup sheet with stats and what the unit can do.

just a few thoughts. :)
 
night owl said:
Lorcan Nagle said:
Yeah, you can get through a 1,000 point game in an hour or so. Me and a friend will often get two 2,000 point games in in a night.

Yeah but you and your friend already know how to play. No one has to explain basic things to you like what units can do or what dice to roll.

yeah, the point being if two expierenced players can get through 2 2,000 point games in a night it should be easy for a couple of n00bs to do a 1,000 point game with pots of spare time.
 
night owl said:
I was thinking of giving MI a defensive advantage but low numbers to create a scenario somewhat like the last big battle in the movie.

That's possibility. What I suggested was just to get use of whole contents of starter set(if it's just straight up battle MI dominate it). This has also advantage that MI can't just sit back and shoot but actually has to move which is also appropriate for the MI. And IMO keeps game more interesting.
 
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