Iron Tide Command: stop losing campaigns to supply
Most people who bounce off Iron Tide Command do so because of the supply system, and honestly I almost did too. It feels fiddly at first. But once you treat supply as the actual game rather than an obstacle to the fun part, the whole thing opens up.
The core rule is simple: never push your fleet past a port you can safely return to before you run low. Overextending into fog to grab territory feels bold and usually ends with a stranded, starving fleet you can't defend.
I started keeping one fast, cheap ship as a dedicated scout that never joins battles. Knowing where the enemy is worth more than one extra gun, and it lets you plan supply routes around threats instead of blundering into them.
Weather is the wildcard. Storms slow you down and eat supply faster, so check the forecast panel before committing to a long crossing. A one-turn wait in port often beats limping through a storm and arriving too weak to fight.
