https://archiveofossus.wordpress.com/2019/05/06/tempo/
A long time ago I had a discussion with a few people (Ardaehel and PT106 I think) on the forums about Tempo in the game of Armada. Its an interesting topic as it appears to be very much off most peoples radars, yet is also fundamental to the game.
Due to the game being turn limited, there is only a limited amount that can be undertaken in this finite amount of time. We all know first and last activations are potent, however, most dont consciously recognise that there are only six first activations and six last activations. This is one of the most important steps in understanding tempo as it forms the backbone of the standard tempo seen in competitive play.
Two Punch
Around the time of the Clonisher, players started to get to grips with the activation mechanics that are so important to this game. In doing so, the two punch play style was created, use of high activation lists to line up punches. Right hook, left hook, right hook, left hook.
Lists for this style are very much built on two threats, lets call them A and B, and filler, lets call that X. Activations go like this:
Turn 1: X X X X B A
Turn 2: X X X X B A
Turn 3: A X X X X B
Turn 4: B X X X X A
Turn 5: A X X X X B
Turn 6: B X X X X A
Once you factor out the noise, its a rhythm, A then B A then B A then B…. Note, killing the X’s does not disrupt the rhythm, thats important.
If you call Demo ship A, you can see how it performs that classic triple turn at the end of turn 3 start of turn 4. At the end of the turn Demo activates and makes one attack, followed up by a double tap at the start of the next turn.
I’d suggest you read my article on tika taka armada, Ackbar Star Destroyers, but the pictures have been lost to the sands of time.
Ant Bites
To take the same idea a bit further, there are quite a few lists that use a lot of small but equal activations instead of the potent two. Think CR90B swarms or Hammer gunlines. These work on exactly the same principle, but with a twist in that the punch is now multiple ant bits.
An 8 activation CR90B swarm can be denoted as A1, A2, A3, B1, B2, B3, C1, C2:
Turn 1: C1 C2 B1 B2 B3 A1 A2 A3
Turn 2: C1 C2 B1 B2 B3 A1 A2 A3
Turn 3: A1 A2 A3 C1 C2 B1 B2 B3
Turn 4: B1 B2 B3 A1 A2 A3 C1 C2
Turn 5: C1 C2 B1 B2 B3 A1 A2 A3
Turn 6: A1 A2 A3 C1 C2 B1 B2 B3
In this case there is no noise to factor out, but the notes can be condenced into a simpler A C B, A C B, A C B rhythm, with each of the trio making significant contribution to the fleet. Its also why we find it harder to play against this style as its much more flexible, and harder to see where the distinct units are and how to break it. Yet at its core, its doing almost the same thing as the two punch list we all know well.
Kickboxing
For posterity there are also lower activation equal value fleets that get used, such as Ackbar gunlines or triple vics, that could work in a very similar way.
If we denote the three activations as A, B and 😄
Turn 1: C B A
Turn 2: C B A
Turn 3: A C B
Turn 4: B A C
Turn 5: C B A
Turn 6: A C B
The rhythm desired is exactly the same as the ant bites. However, in practice this list is likely to go offbeat whilst reacting to their opponent, as without activation advantage its hard to enforce the rhythm. This is why Tempo is such an important concept in armada as when you have it the game flows smoothly, but without it the game is much harder.
Disrupting the Tempo
The logic next step is to understand how to break the tempo, because if you can do that, your opponent will really struggle to get to grips with the game.
Rogues
Now you may have noticed that I havent mentioned squadrons yet, this is because in most cases they are simply an extension of the ship activations, with one notable exception. Rogues ability to activate in the squadron phase make them exceedingly useful in disrupting the rhythm as they fall in the middle of the punch. By activating after a ship moves into position, they get the opportunity to try and prevent it from unleashing its full potential.
Nathan Coda was doing this recently at Worlds, using his Rogues to cause all manner of problems to his opponents, especially those reliant on Pryce squadrons.
Counter Fork
I know I know, you’ve all heard of the idea of forking, and I wont patronise by going into detail on it. However, I would like to add something to it. If you look at the standard tempos, then you hopefully notice that whilst the right hook is punching the left arm is held in safety. If you want to disrupt the tempo, then whilst the right hook attacks you can go in hard on the left arm, and vice versa. Not many lists are built to fight on multiple fronts at the same time.
Crescendo
As I just mentioned, not many lists are built to fight on multiple fronts at the same time. This is fairly understandable, however, it can be exploited to the maximum. The usual right hook can only deal with one of your ships at once (or two with gunnery team). So why not attack with every single ship as one on turn 3?
Turn 1: E D C B A
Turn 2: E D C B A
Turn 3: BOOOOOOOOM