There have been a number of discussions around how powerful having activation advantage is, doubly so when taking initiative into account. A few local friends of mine have even come to the conclusion that this is the worst part of competitive Armada, that activation advantage is too powerful. I'll admit, I've had a hard time finding room to play a large ship as of late, as it simply eats up too many points.
Now I'm not going to say Armada is broken, I think there are a lot of different ways to play that can all be effective. In addition, player skill has a huge impact on how the games play out. However, I'd like to start a discussion about how we can make it even *better*.
Imperial Assault dealt with a similar issue, where the dreaded 4 Officer / 4 Royal Guard Lists were dominating the skirmish game. As I understand it (having only played skirmish once), the Officers would go first, putting your RGs in good positions. Then, once the opponent had nothing left to activate, you could rush in and beat everyone up with no retaliation. This is pretty similar to the issue we're seeing in Armada right now.
On to the fix. The Imperial Assault Errata was released with the following text: "During a skirmish, if a player has fewer ready Deployment cards than his opponent, that player may choose not to activate a group and pass play back to his opponent." I'm starting to think this may be a good addition to the Armada rules. I have 2 ISDs and you have 7 Corvettes? Well I'm going to wait until you've activated the first 5 before I start moving forward.
I can't attest to how well this works in practice, we're going to playtest it locally and see what we think. I don't believe this will make small ships a lot less valuable, and I think it will make the big boys more viable. Mostly, I don't want to see this game boil down to who can take the most of the cheapest thing, sort of defeats the purpose.
Anyway, I think there is some promise in a solution like that, what about all of you?