Idea for a Game to last most of the day

By JohnCrouch1969, in Star Wars: Armada

ok first off let me preface this with the fact that I will be making use of all 3 systems, Imperial Assault, X-Wing and Armada

Step 1, Imperial Assault, playing Imperial assault the Rebels have to take out a shield Generator (think Return of the Jedi) the Imperials have to stop them....

Step 2, Armada, as soon as the rebels get to the shield generator the Armada battle begins..... put an objective token on the table... the rebel players CANNOT attack the objective til the Imperial Assault players (rebels) take out the Shield generator.... after that Rebel FIGHTER Squadrons may attack the objective......any squadrons that make it to the objective are removed from play (stationary on the objective not targetable) and we move to Step 3 (this battle continues even after Step 3 starts...

Step 3. X-Wing, ANY Rebel and Imperial Fighters that make it to the objective are now suspended from the Armada battle and moved to play X-wing.... put an objective on the play area (I suggest the Deathstar trench as a play map) the rebels win if they take out the objective.....

this is a game that would be planned for a WHOLE DAY..... 3 groups of players

so my question before I get to the part where I set this up is this.... how many points should be allowed for players at each stage if the day

I think that you'll need to go with large point numbers as you want these battles to be simultaneously happening for a long period of time. Too small, point wise, and some battles will end well before the others. But, the question of point size cannot be separated from the objectives at each level of the game.

First, let me ask you a few questions.

Timeline from my understanding:

Imperial Assault: My knowledge here is very limited so if I embarrass myself, I'm sorry.

  • Battle begins, Rebels have to make their way to the shield generator. How many turns do you expect this to take before Step 2 (Armada Battle) begins?
  • What happens if the Rebels don't make it to the shield generator? If they have to make it in order for the subsequent steps to happen you have to deal with balancing for this component. Balancing is tedious because it still needs to be fun for both players.
  • When does the Imperial Assault portion end? When they destroy the shield generator? Must they hold it for X-turns? Must they battle their way out after? Basically, what is the final goal (beyond destroying the shield generator) for this portion of the mission.

Armada:

  • My understanding of this portion is that it is about getting squadrons to the objective after the shield generator is down. That is a fine overall goal, but you will need an objective for the Armada players to be trying to accomplish. At this point in time, a pitched battle too strongly favors Imperials so something else will need to keep these players engaged.
  • Again, what is your final goal here? Do you require the Rebels capital ships to survive until the objective is completed or can they flee, etc.

X-wing:

  • The final goal here is probably the simplest. Make a trench run, etc and destroy the ultimate objective of the game. But any other goals? Such as escape afterward etc..
  • Deciding points for this ahead of time will be difficult as you will want the Armada battle to play into the points being used here. Eg: each x-wing squadron and tie fighter squadron gives x-points to the X-wing players to build their squads. (or however you'd like to decide which ships are used in the X-wing portion)

My Early Suggestions:

  • Since this has an all-day expectation. Establish winning scenario for the overall game (objective is destroyed) as well as for each portion (Imperial Assault, Armada & X-wing). Players will have to be around all-day to see the outcome and best to keep them engaged in the story for the duration.
  • The overall "destroy the objective" goal will be important, but consider including other ways the game can be won/last.
  • Example, if the rebels destroy the shield generator (Imperial Assault) but are all killed before they can escape that would be a terrible blow to rebels future operations. Consider if Rebels are completely wiped out in 2/3 systems then even if Rebels destroy the objective, the Empire wins.
  • Have you thought about anti-squadron attacks of Armada interacting with the X-wing portion? Could be interesting and would provide some incentive for Rebels to want to control the area near the objective in the Armada game.

It is a lot to consider, but if you can start to answer these questions then figuring out points for each system will become easier.

Continuing on that thought, if Luke's X-Wing Squadron doesn't make it out of Armada, then Luke isn't at the Dogfight. At that point, if the Rebels didn't take Wedge's Squadron, can they take Wedge's X-Wing? What about the Falcon, Slave I, and Hounds Tooth. I imagine Wave 2 will be released by time this is organized.

I would say that you should tie the points for the x-wing game into the number of squadrons that make it to the objective. The squadron type should also pls into what craft you can bring, you shouldn't be able to hold an a-wing squadron back in armada and then in the x-wing game bring in dual falcons. I would also make named squadrons in armada require their character in x-wing, as mentioned above if luke doesn't make it to the objective then he cant be used in X-wing.

I'm personally not a fan of objective conditions based on real-time outcomes in other scenarios. What happens if the Imperial Assault match drags on and Armada wraps up quickly with the shield generator never taken down? What are the X-Wing players supposed to do if the Rebels are defeated in Imperial Assault? Or if all the rebel starfighters are shot down before the shield goes down?

When planning for an Endor event I have in mind, I have all two (three if I can figure out how to make an entertaining X-Wing corridor chase) running simultaneously. Points would be tallied at the end of the day for faction victories, and whichever side accumulated the most victories in their matches, would be the winner of the day.

With all games happening simultaneously and not dependent upon one another you can run them all simultaneously, run as many games as you wish, and not have an objective in one game hang up the rest of the match.