Great advice for newer players! Just one thing, when playing without objectives the rules suggest to switch initiative every turn. It was a good learning experience to see the same fleet in both situations, with and without initiative, within the same game.
"Cannot Get Your Ship Out: the speed zero maneuver" Armada blog February updates
20 minutes ago, Xeletor said:Great advice for newer players! Just one thing, when playing without objectives the rules suggest to switch initiative every turn. It was a good learning experience to see the same fleet in both situations, with and without initiative, within the same game.
My main issue with doing it that way is you can get very weird situations for fleets with less activations. Let's use the starter game as an example: if the VSD goes first on turn 2, the Rebel player will then get to activate the CR90 and the Nebulon-B afterwards. Then if the Rebel player goes first on turn 3, he can once again activate one of those ships and the VSD has just been sitting there the whole time. It seems better to simply let the first player/second player decision remain constant so at least the player with less activations can adequately prepare for how to handle that.