7 minutes ago, Blail Blerg said:I'm just commenting on the other threads that basically said: make sure the sides are as even as possible.
People here seek primarily to win, and express huge urges to run the most broken things they can for any occasion. Sometimes you can't be picky about who plays Armada after all. Some other people don't even have a single person to play with. We just have a really cutthroat area.
Not an issue with us, for the most part. He dislikes squadron heavy lists, so I can get my urge to be really greasy out just by running a Rhymerball or something. Still a strong list, sure, but that trollish urge to do something broken can be sated without actually doing anything broken in my case. Of course this doesn't apply to everyone.
14 minutes ago, BrobaFett said:This is what broke your campaign. Chalk it up to a learning experience with brand new content that radically changes the way the game is played, and start over with this knowledge.
I become more and more confident every day that the snowballing effect is a growing pain of learning the campaign that has soured a great many people's first impressions of it. If you KNOW going into round 1 that you cannot get tabled, then you won't. You will retreat, you will build up to 500 before taking a risky base assault that you know even with a great fleet may leave you heavily scarred. You will play smarter and not get spanked so hard the campaign becomes one sided.
First time through you don't know that stuff, so you get blown up and rage. Second time it doesn't happen unless you fail to learn your lesson and are pig-headed and refuse to play the scenario. In that case, CC isn't for you and you bought the box simply to have access to some rad unique squads and new objectives. Still a win.
Good point, we did both focus a lot on winning this battle right here , sometimes unwisely. I remember suggesting that a big part of my campaign win was that my losses were smaller and my wins were pretty big, and outside of games I spent a lot of time considering the best way to bring my weaker fleet up to strength and recover from the losses it had suffered. I do want to emphasize that in many games, Interdictors were in the way of retreat. I was very aggressive with my Interdictor, because if he shoots at it he's ignoring the Victory Is that are smashing through his ships. As a result there were few situations where he both could and would retreat (my Interdictor list never lost; my other list lost twice before winning in the second last battle). I'll have to wait a while before I suggest trying again but if my next campaign is fought without any house rules I'll have to remind people to consider the strategic outcome--it's hardly worth capturing a planet worth 3 resources if your fleet takes bigger losses but wins on points, after all.