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good starter race
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Capt Jack
Lieutenant SG


Joined: 12 Mar 2011
Posts: 102
Location: England U.K

PostPosted: Mon May 30, 2011 1:45 pm    Post subject: Reply with quote

A good post by Storelf (that not just because he is agreeing with me!) Shocked

All points I was going to make have been covered (i.e introduce weapons slowly phasers, drones then engine doubling etc)

Once Engine doubling is introduced this can mean a player can come back from a bad position.
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Inari7
Lieutenant JG


Joined: 19 Aug 2007
Posts: 33

PostPosted: Mon May 30, 2011 3:08 pm    Post subject: Reply with quote

I would also consider what your perspective players are interested in.

The WYN fish ships might be a great starter race, but your average player will not know who they are. Players will more then likely know the Federation, Klingons, Romulans, and Perhaps the Orions, and maybe the Gorn.
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kirbykibble
Lieutenant JG


Joined: 07 Jun 2011
Posts: 82
Location: Earth

PostPosted: Fri Jun 24, 2011 10:46 pm    Post subject: Reply with quote

easy way is to use the klingons. they have no extra turn arming, and less drones to take care of. In addition, if you use frigates, the power track will be easier to start with and when doing fleet scale.
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semperatis
Lieutenant Commander


Joined: 07 May 2009
Posts: 276
Location: Glasgow,Scotland

PostPosted: Sat Jun 25, 2011 4:16 am    Post subject: Reply with quote

Personally,I've used the W-Y-N Frigate(fish type) for teaching new players the ropes.It's possibly the best frigate in the game,with the exception of the Fed,with 2x Disr;2xDrone;4xPh-1 & 2xPH-3,with good shields and great maneuverability. Cool
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Klingon of Gor
Lieutenant SG


Joined: 01 Jun 2011
Posts: 150

PostPosted: Wed Jun 29, 2011 5:26 pm    Post subject: Reply with quote

I think it's best to start with races who use easily understandable tactics, and whose ships are tough enough to take some damage. Fed tactics are fairly simple, at the end of the day. Get to range 8 or less, let loose the photon torpedoes, and hope the dice favor you. And their ships can take a bit of pounding. Hydran ships are very forgiving, as they have lots of power, and that big block of center hull. The first couple of games leave the fighters out. The intricacies of fighter tactics can come later. If they're going to take a stab at a plasma race, start them with the Gorns. Compared to Romulans, their ships are a hard kill, and they have those carronades, which are both useful and easy to use. No complicated planning required, just get to range five and start causing damage. For a disruptor race, start them on the Kzinti.

Klingons can be frustrating at first, because their strengths aren't immediately obvious, and good Klingon tactics can be more difficult to understand. At least I found them so. I learned, basically by getting blown up a whole bunch of times, either while playing Klingons or playing against them. By the way, if you want to teach a player how to play a given race, take that race up against them, and then do a detailed post mortem on what happened and why.
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