Lately their is a lot of speculations about what would be desireable in a second edition of Armada. @Truthiness has been written about it on the Steel Squadron HQ . @Crabbok made a video about it. One point in the discussion (and it has been since the beginning of the game) are the problems of the current Armada activation system.
Simply for speculation, I want to discuss in this thread how a runewarsian activation system would influence Armada.
But first I want to review in short the current activation system. There are some great aspects:
- It has the potential to be tactically challenging by forcing difficult tactical decisions about the activation order
- It allows asymmetric game play which contributes to the variety of the game (i.e. that each game is played under unique conditions)
However, the Armada activation system is plagued by several drawbacks, some of them in principle incurable:
- First, (a mechanics problem): the dreaded last/first bug. High activation number combined with first player advantage makes is possible to fly in with the last activation a damage spike ship (MC30, Gladiator (especially Demo), BTAvenger etc.) for a perfect double arc, unloads with the first activation of the next round, and flies away. There are several reasons why this bug sucks: the defender cannot retaliate (which is unsatifying for a lot of people), it does not need much navigation skills (because you need a lot less enemy ship movement prediction skills), and it kills one of the key advantages of the current activation system – the difficult decisions about activation order: no brains are needed for deciding that your damage spike ship is activated last/first.
- Second, (again a mechanics problem): pursuit is for second player close to impossible, because every time he activates the first player has activated first and moved his ship out of your preferred distance.
- Third, (a thematic probelm): the current activation system is not only non-thematical (what is PLAUSIBLY represented by the arbitrary order of ship activation or the first player advantage?), in fact it is anti-thematical: it is simply implausible that a fleet of a multitude of ships is easier to coordinate than a fleet with lower ship count. Admittedly, more ships give in some situations navigational advantages, but surely not an coordination advantage. But exactly that is what is in Armada the case. I can postpone important activations by a higher activation count and thereby force the opponent to come closer into my firing arcs, before I activate.
- Fourth, (also a thematic problem): the current activation system and its asymmetrical nature might make a more thematic scoring system difficult. Because the objectives are asymmetrical it is very difficult to design them in a way that mainly the outcome of the objective does decide about victory (like in Legion). Hence, we need to calculate who has destroyed enemy fleet points – quite an abstract scoring mechanism for a tactical engangement scenario.
- Fifth, (and again a thematic problem): It is reasonable to include ships only for activation padding reasons, not for how they contribute to the tactical options in a thematic way.
The perfect solution to this problem would be in my opinion to honour the dead: after Runewars got axed (if it has), why not stealing the best activation system there is? 🙂
To be continued...
Edited by Darth Veggie