Interesting discussion on tactics versus strategy. I've got a chess background, where we've had centuries of discussion on what aspects of the game represent strategy and which represent tactics. Tactics tend to be short term, and they rely heavily on observation. So for example, if I observe that my opponent has an overworked piece, I can start calculating how exploit that. That's a situational opportunity that could easily close in a move or two. Strategy is your long range master-plan. Almost all games have strategical and tactical considerations. Both X-wing and Armada are mostly tactical. Your strategical considerations in both games (and basically all deck building games) come into play primarily when you're building your fleet. You know certain other archetypes are out there, so part of your considerations are "What is my fleet going to do against the major archetypes out there?" or "How do I build my fleet to make the most of the objectives?" Those are all strategic questions, and good players come up with flexible answers before they ever play a game. A second layer of strategy happens when you reveal your fleet, select first player and objectives, and then begin positioning your ships. You should be orchestrating all these choices toward achieving a goal. If your goal is merely "to win," you're not quite thinking hard enough. A good strategist formulates a plan on how to win. From that point on, I think Armada is largely tactical. The plan is already set and the flexibility of the pieces is pretty much set. From there, it really is observing where your opponent is, looking at where he might go, and making the most of your abilities.
One way to work more strategy into the game is to build a series of 400 point games into a large campaign. An individual game of Armada asks, "What might happen in one battle?" A campaign asks, "how do a series of battles interact with each other?"
There's been a lot of bandying about of local campaigns, which are all well and good. They're even probably quite exciting, for those involved! But they're also an enormous commitment, due the overhead involved with getting into real-life Armada games. Heck, tournaments, which will likely consist of a "mere" three games, can require an entire day! What are we ambitious Armada fans to do with our dreams of truly grandiose strategy and dramatic storytelling?
To me, Vassal seems like the obvious answer. Rather than a Google Drive document or a ragged spiral notebook, coordination of campaigns, invention of unique missions and scenarios, and conspiracy between implacable Imperial and devious Rebel admirals. Even more importantly, it allows swapping out of admirals and recording of battles to drive interest and maintain reasonable pace.
While I don't see this beginning before the end of the Vassal Team Tournament (in part due to my own reluctance to compete with those titans of coordination running the show), I have some suggestions to start.
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A Simple Start:
- Model the campaign on a simple decision tree. Set up unique scenarios and objectives for each mission. As a simple trial run, this could have two layers - one meeting engagement with five outcomes - tie (6-4 or lower MoV), favored I/R (8-2 or 7-3) and victorious meeting I/R (9-1 or higher).
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Mixing it Up: Depending on interest, this decision tree, rather than "spawning" a single game from each outcome, could spawn 2 or more. Depending on people's willingness to set things up beforehand, this would allow for a variety of different scenarios. Consider:
- An initial clash between Admiral Skreed and Garm bel Iblis turns against the Imperials, resulting in the destruction of Insidious and the crippling of Demolisher.
- In response, Admiral Tarkin rapidly musters an oversized fleet (600 points) of outmoded ships (requirement: must include 4 or more VSDs) against a world sympathetic to the Rebel Alliance, happening to catch Mon Mothma as she helps coordinate the movement of non-humans away from "pacification" campaign. To accommodate for the huge point discrepancy, Mothma gets special rules and/or altered victory conditions (perhaps using some of those very interesting custom ships available through Vassal?) to provide a fighting chance.
- At the same time, Admiral Ozzel's lighter fleet (no Large ships allowed) encounters a rag-tag fleet (no duplicates) lead by Admiral Ackbar in an asteroid field (double obstacles, but no station). Who will prevail?
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Going Big: From here, "the sky" doesn't even begin to describe our potential limits.
- Clone Wars scenarios?
- Living worlds, where opposing teams must coordinate movement of fleets across a collaboratively designed map?
- Simultaneous, secret movement and minimal scouting options that results in unexpected clashes?
An Objector certainly can dream. Perhaps the scope of these ideas I'm describing are, a little too ambitious, and everything will fall apart. But if I don't offer them, who will? Well, somebody, probably. But I'd rather not wait.
Let's Begin (to plan):
As much fun as I'd have participating in one of these campaigns, I'd be happy to kick things off by helping coordinate one.
So, what do you say, fellow forumites? Any takers?