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+# Armada Replicas and Buffer
+
+An Armada can spin up one game server, thousands of game servers, or anything in between, including no game servers as the special case of [Scaling Down](#scaling-down).
+The number of game servers running in each Region Type is determined by the Replicas and Buffer settings:
+
+- Minimum Replicas
+- Maximum Replicas
+- Buffer Size
+
+When configured too high, it can lead to unnecessary costs, as game servers are running idle without players using them.
+When configured too low, such as if not enough `Ready` game servers are available in time, it can lead to a poor matchmaking experience for players.
+
+
+
+## Minimum/Maximum Replicas
+
+Replicas are the number of game servers running in any given state, from `Starting` to `Ready`, from `Allocated` to `Unhealthy`, `Shutdown` or `Error`.
+
+No matter the state of the game servers, the **Minimum Replicas** setting makes sure there are at least that many game servers running at any given time.
+If that is not the case, GameFabric spins up new game servers.
+
+The **Maximum Replicas** setting makes sure no more game servers are started when the total number of game servers reaches that number.
+
+## Buffer Size
+
+The Buffer Size is the [approximate](#buffer-size-value) number of game servers that are kept in the `Ready` state, waiting to get `Allocated`.
+This is important so players can find a game server quickly, without having to wait for a new game server to start up.
+
+## Input Validation
+
+When configuring an Armada, the following validation rules apply:
+
+- Minimum Replicas must be at least as big as the Buffer Size
+- Minimum Replicas must be smaller or equal to Maximum Replicas
+
+whereas `0, 0, 0` is considered [Scaling Down](#scaling-down).
+
+## Finding the Right Values
+
+Finding the right values for Minimum Replicas, Maximum Replicas, and Buffer Size is non-trivial and relies on historical data, prior experience, and expectations of future demand.
+
+
+
+### Buffer Size Value
+
+The Buffer Size is the number of `Ready` game servers. Even when no players are playing, these game servers are running and waiting for players to join.
+
+There is **no recommended default**, as it depends on multiple factors specific to each game.
+
+**Important factors to determine the Buffer Size:**
+
+1. **Game server startup time:**
+
+ Quicker startup times reduce the need for a large Buffer Size.
+
+2. **Game session duration:**
+
+ Shorter game sessions increase the churn of players leaving and joining new game sessions, increasing the need for a larger Buffer Size.
+
+3. **Concurrent users (CCU):**
+
+ More players increase the number of game servers that are `Allocated` at any given time, increasing the need for a larger Buffer Size.
+
+The Buffer Size should be derived from the experience made with Proof of Concepts, Load Tests or Development environments,
+where the game server startup time, average game session duration, and average CCU are known or can be estimated accurately.
+Let's approach the problem to find the right value with an example.
+
+
+Buffer Size Example
+
+::: info Example
+The following assumptions are made for a Region Type:
+
+- Average game server startup time is `30s`,
+- Average game session lasts `10m`,
+- Average CCU is `1500` players,
+- Game type in that Region is 3on3 (`6` players).
+
+Intermediate conclusion:
+
+- `250` game servers are `Allocated` (`1500/6`).
+- Around 5% (`30s/10m`) or ~`12.5` game servers must be `Ready` at any given time just to accommodate the current player base.
+
+It is safe to assume doubling the calculated Buffer Size to 25 game servers is a good starting point to accommodate decent spikes in player count.
+If there is the expectation of steeper spikes, like in the evening or at the weekend, the Buffer Size can be increased further.
+
+For this example, without further information, the recommended Buffer Size could be `25`.
+:::
+
+
+**What happens if the Buffer Size is set too low?**
+
+Players have to wait for a game server to start up, leading to a poor player experience.
+
+**What happens if the Buffer Size is set too high?**
+
+Game servers are running idle, leading to unnecessary costs.
+
+::: info Recommendation
+Frequently revisit and adjust the Minimum Replicas, Maximum Replicas, and Buffer Size settings to avoid unnecessary costs or poor player experience.
+:::
+
+### Minimum Replicas
+
+Choosing a value for the Minimum Replicas is mostly driven by the Buffer Size, as the Minimum Replicas must always be at least as high as the Buffer Size.
+
+The **recommended default** is to set the Minimum Replicas to the value of the Buffer Size.
+
+In case of an upcoming release or launch, with the expectation of an instant high player count, the Minimum Replicas can be set to a higher value to ensure enough game servers are running initially to accommodate the expected load.
+It is vital to review and adjust the value after the initial peak has subsided, to avoid unnecessary costs.
+
+### Maximum Replicas
+
+When looking from a resource perspective, the Maximum Replicas can be estimated by the available resources on the Location associated with the Region Type, divided by the [Resource Requests](../multiplayer-services/resource-management#resource-requests) of the game server.
+A Location can hold multiple different Armadas, each with different Resource Request settings.
+
+**Important factors to determine the Maximum Replicas:**
+
+1. **Available resources:**
+
+ The total CPU and Memory available on the Locations associated with the Region Type define the technical limit for the Maximum Replicas.
+
+2. **Game server Resource Requests:**
+
+ The requested CPU and Memory consumption of (eventually many different) game servers define how many game servers can be run on the available resources.
+
+3. **Distribution of game server demand:**
+
+ Different Armadas may have different demand patterns.
+ An open world game mode requires more resources than a town server that only handles social interactions, but both may end up on the same Locations.
+
+4. **Overcommitment strategy:**
+
+ Not all game servers are `Allocated` at the same time, some stay `Ready` for a while.
+ Intentional overcommitment is generally recommended to improve overall utilization.
+ The challenge is managing allocations when multiple Armadas share the same underlying resources.
+
+Let's approach the problem to find the right value with an example.
+
+
+Maximum Replicas Example
+
+::: info
+The following assumptions are made:
+
+- Two Locations (`2`) are associated with the Region Type
+- Each Location has `64` CPU cores and `128Gi` of RAM available for game servers.
+- Each game server `A` requests `4` CPU cores and `6Gi` of RAM.
+- Each game server `B` requests `8` CPU cores and `8Gi` of RAM.
+
+Intermediate conclusion:
+
+- CPU-wise `32` game servers `A` (`2*64/4`) fit into these Locations,
+- Memory-wise `42` game servers `A` (`2*128/6`),
+- CPU-wise `16` game servers `B` (`2*64/8`),
+- Memory-wise `32` game servers `B` (`2*128/8`).
+
+If expected demand is `20%` for `A` and `80%` for `B`, overcommitment can be applied by allocating `25%` of the shared resources to `A` and `85%` to `B`.
+While neither is expected to consistently reach its configured maximum, this approach provides enough flexibility for each Armada to take advantage of unused capacity and better match real, observed demand.
+As we choose the lower number of game servers that fit for CPU or Memory, the math then is `32 * 0.25 = 8` for `A` and `16 * 0.85 = ~13.6` for `B`.
+
+For this example, without further information, the recommended Maximum Replicas for `A` could be `8`, and for `B` could be `14`.
+:::
+
+
+**What happens if the Maximum Replicas is set too low?**
+
+Resources are wasted. Nodes in these Locations may have available resources, but no new game servers are started because the Maximum Replicas limit has been reached.
+
+**What happens if the Maximum Replicas is set too high?**
+
+The Compute Resource Request setting for the Armada always applies, so the game server has guaranteed resources, or is not scheduled to the Location at all.
+To avoid degraded performance with reduced CPU availability, or OOMKills when memory is overcommitted, see [Resource Limits](../multiplayer-services/resource-management#resource-limits).
+
+::: warning
+The Maximum Replicas is not only a consideration of physical resources, but also financial protection.
+Whether through player peaks, due to bugs or DDoS attacks, always choose a limit that is within your budget, especially on cloud.
+:::
+
+## Scaling Down
+
+To gracefully scale down a Region Type, the Minimum Replicas, the Maximum Replicas, and the Buffer Size can be set to zero.
+Game servers that are `Allocated` continue to run until they are `Shutdown`, but new game servers are no longer being scheduled.
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diff --git a/src/multiplayer-servers/getting-started/sidebar.json b/src/multiplayer-servers/getting-started/sidebar.json
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--- a/src/multiplayer-servers/getting-started/sidebar.json
+++ b/src/multiplayer-servers/getting-started/sidebar.json
@@ -75,6 +75,10 @@
"text": "Managing your Secrets",
"link": "/getting-started/secrets"
},
+ {
+ "text": "Armada Replicas and Buffer Size",
+ "link": "/getting-started/armada-replicas-and-buffer"
+ },
{
"text": "Glossary",
"link": "/getting-started/glossary"