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The Workshop page says "4+ players". Does that mean 1 GM plus 3 or more people working together?
I don't have Tabletop Simulator (yet), so I can't just download it and take a look myself.
I need to know how many of my friends I need to 'convince' to give this a try.
You should read the PDF once or twice, after that you don't really need the PDF while playing as all the rules you need to play are in-game.
The PDF just does a better job of explaining everything.
So basically even if you're in turn one it doesn't matter if you have Medium range and someone in turn six has extreme range. That turn six player is going to fire first. It goes Turn Placement + Range. To see who's firing. Another reason why you shouldn't stock up one slot is it affects the Abyssal in multiple ways, for example if an Abyssal unit has no one contesting the slot infront of them that enemy is going to gain +2 Firepower and the ability to fire at anyone he wants rather than what's infront of him. This becomes more drastic when fighting elites, flagships and bosses as not only are they much stronger, the +2 isn't the only thing they gain as they also gain the ability to attack all ships atleast once if not contested. That can be devastating to a team if something with such firepower can attack everyone. So formations is very very important.
Also take in account Recon, you wouldn't want your team to constantly be discovered by Recon.
Anyway I hoped this helped.
I've been ignoring the abyssal energy factor because the idea of forcing a boat girl to reroll her attempt at dodging is imo annoying for the player, and the back and forth energy usage to reroll becomes a slog until one or the other tires out.