I figured as a new player, it may be useful to post about my games to force myself to reflect on lessons learned, and possibly get advice from those more knowledgeable about what I could do to improve. For background, I played two games of Armada a couple years ago, and that's it. I know the basic rules, but not most of the cards, nor do I have any real experience. I've played quite a bit of X-Wing, which I'll probably have to unlearn.
For my first real game, I used the following:
MC80 Assault Cruiser (114)155
-General Dodonna (20)
-Redundant Shields (8)
-Cluster Bombs (5)
-Fighter Coordination Team (3)
-XX-9 Turbolasers (5)
MC75 Ordnance Cruiser (100)112
-Boarding Engineers (2)
-Wide-Area Barrage (2)
-Rapid Reload (8)
Wedge Antilles (19)19
Ten Numb (19)19
Norra Wexley (17)17
Tycho Celchu (16)16
E-wing Squadron (15)15
X-wing Squadron (13)2 x 13
A-wing Squadron (11)11
Y-wing Squadron (10)10
Opponent: I was facing an ISD, Gladiator, and a couple support ships, along with a couple fighters (I think 1 TIE Defender and 3 Interceptors).
Plan: My intent was to move the MC75 and squadrons in close, hoping to trade massive damage for massive damage, while the MC80 provided long-range support.
Outcome: Things went horrendously. My first turn, the corner of the MC75 hit debris, and it lost two shields. The next turn, it could only fire 3 reds at the ISD (and had to spend a defense token to do so), which did 1 damage. I then tried to get out of the way, but ended up actually closer, within medium range, and his ISD got to roll 8 dice against me. Then, his Gladiator moved and dumped 6 black dice into my unshielded back, and made it so I had to discard a token if I wanted to use it. Then the small ships and TIE Defender finished off the MC75. At that point, I saw my squadrons at least two turns from getting anywhere they could be of use, as well as my MC80 out of range next turn, but needing to move closer to an entire nearly-undamaged fleet, and I conceded.
Lessons Learned: There were three major things that I think I need to work on.
1. I didn't know my opponent's cards. If I had, I may have been better able to avoid the Gladiator or plan my attack of the ISD better, so as not to waste a token doing nothing (I blocked one of his tokens, expecting it would push some damage through, only to then learn that he had an upgrade that allowed him to use blocked tokens anyway). At the beginning of the game, I offered to let my opponent review my fleet, but he declined because it was a casual game and he didn't want to plan out a hard counter. So, I decided to just let him know if I had upgrades that vastly changed how things worked, so as not to come off as a trick or a surprise, and assumed he would do the same. Apparently, he overestimated my knowledge and assumed that anyone seeing a Gladiator would simply know that it had the title. In the future, I will make sure to look over my opponent's list so that the burden of information lies with me, not him.
2. I misjudged movements. Being used to X-Wing, movements didn't transport my ships as quickly as it looked like they would. In X-Wing, the templates are front-to-back, meaning you add the length of the base. In Armada, the front-to-front movement means that your new position may overlap your old, and moving left may even kick out a corner to the right of where you were previously. This led to me overlapping the debris,getting too close to the ISD, and leaving my MC80 uselessly far away; and is something I just need to train myself to see.
3. I ignored my Squadrons. I was so concerned with keeping them spread out enough to be safe that I completely neglected to ensure that they kept up to where they could do some good. I'll need to figure out how to use them better.
Overall, not a great game, but I think I learned enough to hopefully do better next week.
Edited by JJ48Edited topic title

