Preventing the snowball effect in Corellian Conflicts in Star Wars: Armada Posted March 20, 2017 59 minutes ago, Kikaze said: #1. Equally skilled players. #2. Every game, think rationaly about your chances to win. If you cannot due to points difference, show everyone what an efficient coward you are, run around and hyperspace retreat whole fleet turn 4. #3. deal with snowballing the same way "league of legends" professional players do: play low risk low reward and keep refusing to take high risks unless disproportionaly advantaged. Like all snowbally games, you win either by being a ludicrously better player/strategist or by convincing the opponent to take unnecessary risks. 1) There's basically just the two of us. There's a guy at our LGS that we often play on Saturdays but we don't have a reliable fourth player. We seem reasonably matched but I think I have an edge because I'm more willing to consult the forums and less likely to dismiss an effective plan because it's not very lore friendly. I'd consider a ramming list with CR90s but he would only do that with Hammerheads, for example. 2) He was making effective decisions, aside from both of us forgetting about hyperspace retreat. Part of the issue we had may have been that often "charge right at him and brawl" was the best strategy and my list seemed a bit better at it. My dice were also crazy good in the final round. Things were actually very even until an absolutely massive blowout turn. 3) Admittedly this is one thing he should have done more. After I won the first game of round three I think he decided he had to really wound me in the other game so that we'd both have one fleet in good shape and one fleet limping along, which is a reasonable train of thought that backfired horribly. 1 hour ago, Kikaze said: Example. After losing the first games, play back, hyperspace retreat to conserve resources, and use initial bases to scale to 500. If he attacks a base, PUNISH! once yhe fleets become 500, victory points wont matter much since final battle will decide. The problem with that is it requires handing a lot of wins to me, and the All Out Assault can only be declared by a team within five (or four?) Campaign Points of winning. I wouldn't risk everything when I have a commanding lead. I also would have attacked a base on round four because I could easily throw a full 500 points at a 450 point fleets with multiple scarred ships. I may have lost but I would have permanently taken a few valuable unique upgrades out of play. A comeback was possible, but it would have been a tedious experience and wouldn't have led to enjoyable games for either of us. Your advice is sound but it requires a willingness to fight through a situation he didn't want to fight through, and one that I didn't want to make him fight through.