looking at how to salvage a bad game in this weeks AMM
https://nichurz.wixsite.com/mysite/post/when-things-get-rough
looking at how to salvage a bad game in this weeks AMM
https://nichurz.wixsite.com/mysite/post/when-things-get-rough
While running away is definitely plausible, generally it leads to even sure-r defeats (sometimes for little gain too, as sometimes stragglers are picked off just as easily in retreat compared to charging in). A sour point is that sometimes one can easily see the game is decided and even by how much and there's really rather little anyone can do to change the outcomes after a decisive move.
Basically there's not a lot that micro and quick-thinking can do against a well-versed strategy. You may say, what's wrong with a practiced player winning more?! Nothing wrong with it, its a question of how much that practice advantage should be worth... should the practiced player win 75% of the time? Then the game becomes a question of who dedicates more of their life to playing Armada. It diminishes any other way of approaching the game, including good critical crisis thinking (something I'm sure many appreciate in military strategy), risk taking and good flying. The ideal case is probably around 55%, with exponential increase to raise it to 60%. Right now, its likely near 75%.
It also basically means your good players who have a lot of time to invest into practicing will stomp your new players, and that's how a lot of play circles around me have died.