I havn't played a game yet, but I read alot of the stuff you all have written, with keen interest on this forum.
Here is two ideas (or extensions to existing ideas) I've been thinking about.
1st Idea:
I can read that there has been some discussions for how to implement an Interdictor cruiser into the game, and what function/game mechanic it can have to simulate a gravitation field.
1) The idea that the Interdictor cruiser gives the Imperial player the option to choose to play an additional (7th) round, is not bad as it simulates that the Rebels cannot fully disengage and jump into hyperspace at a whim, and gives the Imperial commander an extra round to finish the job or acheive an objective.
2a) To simulate that the Rebel ships is brought out of hyperspace prematurely or at an inconvineent time or formation: if the Imperial player has the initiative he can have the choice and tell the Rebel player that he can only place all his ships in the Left or Right table half of his deployment zone.
2b) The imperial player can after all ships for both sides has been deployed, turn or reorient the intial direction of travel on all rebel ships. But they most all be turned in the same direction (left or right) and they can't be turned more than being traveling parallel with the table edge (to prevent ships being pointing in a direction out of the play area.)
2nd idea:
Many Naval battles in history has not been fought where one side have a numerical disadvantage, but still got away with inflicting losses to the opposing side with little loss in exchange to their own side. In the Star Wars universe, the closest thing to this is the Hit and Fade tactics the Rebels used.
1) The game is soon evolving into a 400pts game, but why not make some rules where I.e. fighting with a 250pts force VS a 400pts force, gives the smaller force the option to end the game a turn or two before the 6th turn.(unless an interdictor cruiser is present)
2) Or for every 50pts the smaller force has less than the bigger force, would allow an extra ship activation for each ship activation made. this is to simulate that it is much easier for a fleet commander to co-ordinate the movements of two ships, than it would be when you have four or more ships under your control.
3) The small force has an easier objective to acheive than the large force.
4) The lower limit of a small force should be no lower than 200pts.
I hope we can have a good discussion about this and some brain-storming for additional usefull ideas, that can make Armada even more wide in scope and depth.
PS: Can hardly wait for wave 2 and are even more impatient for wave 3, 4, 5 etc... ![]()