This game like allot of Wargames requires a level of seeing the next few steps ahead and also reading the battlefield. Armada asks you to plan ahead, in some cases up to 3 turns based on very little intel. So it asks you to plan and then adjust as best as you can as the dynamic changes. I really like it, as it adds the element of Fog of war and also the reality that you cannot control at an instance all that is happening. The thing i enjoy about FFG rules design is that at its core it presents to you simple rules that are hard to master due to the range of complex situations created during the game and that it forces you to make decisions.
Some games, and i do have bias, really do after list building make the game and the rolling of dice almost pointless as the outcome can be almost determined as a consequence of poor rules design that creates the rock paper scissor effect, and that then heaps layers and layers of complex rules and special supplements that only further cloud the game.
Armada is a great system for naval combat where due to mass and inertia your choices don't reflect immediately but are delayed. I would love to see a version of Armada for Age of Sail eg battle of Trafalgar, etc, might even do it myself just for fun.
My advice to the OP is this,
- reflect on what you want your fleet to do,
- how will you use your ships and what it's synergy will be,
- also play as often as possible and watch and read everything, youtube, vassal, forums and i would watch the Worlds Games that where captured on twitch, even WWPDstevens games,
- watch how players they deploy, reflect on the orders they set and the lists that are chosen.
Beyond that like everything it's a learning curve and that you have the self awareness to know you are not across the game right now, means at least you know that you need to ask more questions and seek guidance, that is actually a good trait to have!
Edited by Nevyen