I've been coming back to my love of the MC30 recently--specifically, the MC30T--and have been noticing a trend: a fleet with built-out MC30T's seems to lead to some very interesting activation-order games. This has kind of gotten me thinking about activation order in a big way, so I'm hoping to gen up some discussion on it.
This concept is applicable to a very broad spectrum of different fleets, but for concrete terms, I'll frame my introduction using a fleet I've been tinkering with: two MC30T's built for APTs, Yavaris, and Salvation under Dodonna with a spattering of aces. My tactics usually revolve around two things: trying to use the devastating threat of a close-range MC30 to force my adversary's activation order, and setting traps by layering threats.
For example, I might hold Salvation and Yavaris in rear flanking positions on either side of the MC30's, while the shrimps charge down the center of the field toward two (or more) ships. The turn before we clash, I'll slam the brakes on one shrimp (let's call him Jake) and throw the other one (Eddy) out front right between my two arbitrary targets (Bob and Larry). This distributes my fleet's threats from front to rear, and builds kill zones all along my adversary's possible approach vectors, leaving him with a series of poor choices.
* Bob and Larry both delay activation to avoid Salv's front arc or Yav's bombers. In this case, both take devastating close-range broadsides from Eddy.
* Bob escapes, leaving Larry to take the broadside from Eddy. If I've laid my trap well, Bob has just moved into close range of Jake, Salv's front arc, or Yav's bombers; or (more likely) some combination of the above.
* Eddy's escape route is somehow counter-threatened, forcing me to delay his activation and enabling both Bob and Larry to escape from Eddy. Both Bob and Larry have moved into the Jake/Salv/Yav trap described above.
The activation game, I think, draws some pretty heavy parallels to forking in chess, which (if anyone's not familiar with the term) refers to threatening two pieces simultaneously in such a way that the opponent must choose which piece to give up. I'm no chess guru, but in my experience the trick to countering such a move often comes down to counter-threatening--when the opponent places a piece under threat that you consider more valuable than either of the forked pieces, forcing you to abandon or delay your attack in order to protect your valuable piece or position.
I think we can draw a lesson from this for Armada: the counter to many activation-order-centric attacks is to counter-threaten in such a way as to force the adversary out of their plan, or make them pay for it.
I actually used this idea to pretty good effect against a Clonisher clone in last week's Store Championship. He deployed Demo across from my MC80 flagship, with clear designs on her, so I went extremely aggressive, and threw one of my two MC30s along with 6 A-wings into the swarm of Raiders to counter-threaten them. At the start of the turn he wanted to triple-tap on, I held two Raiders (one Screed's flagship) under threat, while the other MC30 threatened the entire area that Demo could fly into after the triple-tap. He went ahead with the triple-tap, but immediately paid for it with his flagship, another Raider, and Demo.
So, I'm interested to hear other people's thoughts on the activation game. It's been touched on in numerous threads, and I think it's pretty commonly understood within this community that there is value in having activation advantage, but I haven't really seen an in-depth discussion on why, or how to leverage your activations.
Edit: sorry about the lack of diagrams or drawings--wrote this over lunch at work. Might come back and insert some graphics tonight if I'm not busy fighting for freedom from Imperial oppression at Armada night. :