I recently realized something quite important about this game and other strategy games in general that i wanted to share with this community.
Al ot of times tactical depth and competitiveness gets confused with each other or get treated as correlated, when often (especially when taking Armadas long history of nerfs and errata into consideration) both contradict each other more often than not. Something that players should take more into consideration and something that i only recently really realized is to ask yourself from time to time why you got started playing the game. Was is because you wanted to win games? Was it because you wanted to proove yourselft to be a better strategist than other players? Or was it because you enjoy tactical and strategic thinking and being challenged at that? Was it simply because of the beautiful models? Because you just want to recreate your favourite scenes from the movies? Or was it maybe for an entirely different reason? All are valid reasons.
At least for me it was the models and because i like fair, strategic games where your have to be smarter than your opponent in order to win. I never really found myself enjoying winning games because of being a better optimizer or by simply bad matchups, i find those those 2 reasons of winning highly unstrategic. Finding out the mathematically best combinations is something everyone with a internet connection and a calculator can do, it requires no intuitiv tactical thinking, no crazy unorthodox plan to surprise your opponent.
Its interesting because the best strategy games in my opinion are the games where both players have the same assets (as in strenght, not in actually SAME UNITS) available to them and therefore have to try to beat the opponent intellectually, by being smarter with their usage.
Although i enjoy playing this game competitively (allthough mostly for the reason of meeting other players with different playstyles) i found myself to not enjoy those games as much, because there usually is less variety in ideas and fleet compositions than in "casual" games. That being said, this does not mean that i am more of a "casual" player and simply dislike competitive play. Its just that in my experience the strategic, have-to-think-smarter-than-your-opponent aspect of the game is trumped much more by factors such as matchups, initiative bid and current best meta-fleetcompositions. Or in other words, i find the strategic factor to be suffering due to factors of optimization and randomness (matchups, not dice).
Of course this is something deeply ingrained into Armadas competitive play and i dont want it to be changed or something, but me and im sure a lot of other players too tend to build their fleets with the competitiveness of their fleets in the current meta in mind instead of creating a fair, balanced and mostly strategic game for both players, where skill is the deciding factor rather than fleet composition, initiative bid or optimization. This is just something that i noticed during the last half year or so and something that is probably why i dont find myself enjoying games as much anymore.
I want to further expand on my point of tactical depth. Lets take for example the First Player/Second Player mechanic. While it is a interesting mechanic and the objectives provide a lot of fun scenarios the balance isnt always perfect especially since the introduction of strategic.
The idea that one players fleet always has the initiative even after the initial engagement is something i've always found both unrealistic and non-strategic. Especially the ability to "last-first" can create some quite mind-boggling situations where one player can acticate a ship twice without any repercussions, which is both frustrating and highly unrealistic from a strategic point of view. The alternating activations mechanic suggested as an alternative way to play the game at the end of the rulebook always seemed to me like it gave more depth to the decisionmaking during the game than the objectives do.
Also the idea that you have absolutely no clue against which type of fleet you will play is also quite unrealistic and a HUGE factor of randomness, especially since there are quite a lot of rock-paper-scissors mechanics in Armada (certain Commanders, upgrades, objectives). Now i know that a lot of players see strategic depth in the way you build your fleet with all these factors in mind, since you have to take into account all the current meta fleet types, current meta-tactics and predict possible matchups, objectives and commanders you might face off against. And while i completely agree that this is quite a strategic challenge, the strategic depth here lies more in the process of BUILDING a fleet, rather than FLYING a fleet. That can of course also be fun, but is that really what the focus should be on in a tactical miniatures TABLETOP GAME?
Ask yourselfes how many times has a game that you played been decided before you even started playing? And im not meaning "been decided" as in "I know i will loose this" but rather what were the deciding factors for victory/defeat in retrospect? Was it really that one perfect maneuver or surprising tactic? Or was it more often the good/bad matchup, someone's superior/inferior fleet composition and initiative bid?
Im not trying to talk bad about this game but with time i realized that in A LOT of games Armada is won or lost more by the strategy behind the fleet building rather than the strategy applied during the game. Most of the time fleets just seem to follow the strategy dictated by the design of the fleet, every player tries to optimize on his fleets design strenghts and whatever player had the better overall design to begin with and better accomplishes to use it during the game seems to win the game. And while there is SOME strategy required to fulfill your fleets design purpose its mostly a nobrainer in most situations, since the design process behind the fleet pretty much dictates how to play your fleet to benefit optimally.
Again, not saying the Armada competitive play is without strategy, on the contrary, but the strategy lies much more in the overall fleet building process rather than in smart decisions during the actual game.
The game at that point feels more like a deck-building game than a tabletop wargame to me and that might be something that comes from FFGs long history of cardgames and deck-building games. You can also easily recognize this by looking at the games basic mechanics. Everything is build around cards and customization, every expansions tries to give you more options for possible fleet builds. You can clearly see FFGs focus to create strategic depth in the fleet construction process. While on the other hand, the basic game mechanics outside of all the upgrade cards and different ship cards are pretty simply. Overly simple some might say. You can only move forward, you cant stop without pretty much sacrificing your ship and you can only shoot twice although you have 4 different firearcs. The intent of FFG clearly was to create gameplay depth via the amount of customization options available rather than via the tactical options availabe during the actual game. (Speaking about the base mechanics like movement here)
This is all fine and well, thats Armada, but for the players like me who prefer the strategic depth more to be found in the actual decisions you make DURING the game (rather than before it) it might be a good idea to remember why you got started playing the game in the first place. Because one can easily be lost in all the options availabe and want to try out all the availabe combinations but the fun (the tactical aspect) might somewhat be lost if optimization and unknown matchups are such deciding factors.
Thats why for those who want more tactical freedom during your games and who want less limited-by-design choices removing those 2 factors mentioned above might be much more fun. Try to create fair, balanced matchups together with the focus rather on balance than on personal advantage or optimization.
You will find that a openly-constructed game of 5 Nebulons with Leia vs. 5 Arquitens with Vader might have much more tactical depth than most "competitive" games, since you dont limit yourself to the mathematically best options, but rather try to create a game where BOTH fleets are only competitive against each other, thus forcing you to gain the advantage through tactical thinking.
The main thing that i found players to find frustrating is loosing to factors they had no control over. It feels "unfair", since you didnt even got a chance to do something against it. When you didnt loose because you made a wrong decision or because your opponent was simply better but when you just loose to a game mechanic of randomness.
Unfortunately, not knowing the matchup in a game structured to some extent like rock-paper-scissors and not knowing the initiative bid can create a lot of those situations. Take that list from the winner of the north american championship for example, with the 16 point initiative bid and Pryce on the Quasar for a garantued last-first. What can you do against this fleet during the actual game if your fleet wasnt designed to deal with that archetype to begin with? Not much. That player won because he surprised everyone with a unusual, yet strong build. Props to him. But the deciding factor here was, again, fleet composition. Finding the best possible combination. Thats the character of the game.
But if you openly construct fleets in a game some players might call "casual" you can get actually far more interesting and tactical games, rather than a series of nobrainer decisions dictated by your fleet design. I would even say that those kind of games are the much more tactically challenging games compared to the standard games, because you put the focus less on the strategy behind the fleet building process and more on the actual decisions during the game.
This is why i often think a game with less options to customize and specialize your forces and instead with more options in base mechanics might make a better table top wargame, because it puts the focus more on flexible decision making during the game, rather than on armchair-building your fleet at home and then basically let it work by itself due to its overspecialized composition. (I know thats an exaggeration, but you get the point!)
But oh well, no hate towards Armada, its still my favourite game and i just wanted to give my thoughts on the tactical aspect of the game and why i think it suffers in competitive play.
I just think its worth it from time to time to step away from the competive approach of optimization and instead try to create more tactically challenging games with fleets build and balanced against each other. If thats not your cup of tea, then thats cool too! But for those who sometimes miss the tactical depth during the game i wanted to share my thoughts on this.
Enjoy your Armada games! ?
Edited by >kkj