How would you do team armada?

By AtomicFryingPan, in Star Wars: Armada

OK so like x wing there is a clearly defined way of playing 2v2 team epic. I have 3 other friends who play armada and it works out to be 2 imps and 2 rebs. How would you make a 2v2 game?

I feel like 2 400 point fleets per side and 6 turns would take forever but maybe not.

Have done 2v2 at 400pts each (1600 on the table), can confirm the game is looooong but a lot of fun. Every turn past 1 is full of action

Player with initiative only chose one objective. We switched activations (one Imp, one Reb) with the team deciding which ship would activate next. You could not be "Friendly" to your teammate. Admirals only counted for your fleet. Deployment area was across the entire board.

The one tricky bit was fighters - we elected to let a player who'd lost all their ships but not fighters stay on the board.

Edited by SomeKittens

There is another way to do it maybe.. have two battles that contribute to each other in some way.

For example, have one game where the rebels are trying to get data from asteroids and feed the data to a fleet in another battle. The imperials in the second battle are decipher transmissions from the rebel fleet and relay that info back to the 1st imperial fleet.

So in game A: each asteroid the rebels touch, a rebel ship in game B gets a token that adds a red die to it's shot. In game B: each imperial ship that starts a turn at range short range of a rebel ship, an imperial ship in game A gets a command token.

That's totally rough, it's the idea not details I'm trying to convey.

The catch to make it go smooth, I think, is that the benefit happens in a game as soon as the event happens in the other game. This will cause some temporal weirdness between the two games for sure as they probably won't sync up turn for turn 100%. And has room for delaying abuse, but as long as everyone is there for a good time, it should be ok.

I play:

1 v 1

no objectives

600 point per player

Try to take out all major ships.

Have thought about:

2 v 2

No objectives

1000 points

1/3 point are fighters.

let the 2nd player use all fighters.

This was something I an a few group mates put together for a team game we did some months ago. Not saying its perfect, but it fared pretty well.

STAR WARS: ARMADA

Allied Commanders

Rules

Introduction

Star Wars: Armada, Allied Commanders is a small custom rule set for multiple player games between Rebel and Imperial forces. The game Follows all the same rules for basic setup and play however there are a few tweaks to the Fleet building, Initiative, Activation and Squadron Phases of the game.

Fleet Building & Play Area

Each player builds a Fleet for either Empire or Rebellion Factions, preferably there will be an equal amount of players on both sides. The Area of play remains a 3' x 6', however the Setup area for objectives is expanded to the whole 3' x 6' area. Each Faction's deployment zone is expanded to the 1-3 portion of the play area's edge.

Individual Player Fleet Points

300: 100 (Can be spent on Squadrons)

400: 133 (Can be spent on Squadrons)

500: 166 (Can be spent on Squadrons)

600: 200 (Can be spent on Squadrons)

700: 233 (Can be spent on Squadrons)

750: 250 (Can be spent on Squadrons)

Fleet Points can be tweaked based on what's best for your group.

Below are several rules that each player's fleet should follow while building their Fleet.

  • Each player Chooses ONE Commander for their individual Fleet. Each Faction Member must choose a different Commander. You can only have one copy of any one Named Commander in your Faction. The Bonuses and Additions provided by the Commanders, effect all ships and squadrons in that Faction.

  • Ship Titles, Named Officers and Aces are Unique per payer. A player may only have one of each Ship Title, Named Officer, or Ace in their fleet; however the Faction as a whole can have duplicates of each Title, Named Officer and Ace.

Initiative & Activation

The Faction that gains Initiative is based on the combined Totals of each player's Fleet points. Whichever Faction has the fewest combined Points may choose to gain the Initiative, or may give Initiative to the other Faction.

Once the Faction with initiative has been decided, players on each Faction decide what order they want to activate in. From then on each player in that Faction must activate in that order. Once that is done the game can begin.

The game begins like normal with one Faction activating. That Factions first player activates, then the second player of the same faction follows. This continues till all Players in a faction have activated their first ship. That ends first ship activation for that Faction. The second Faction now goes, following their given order. Once all players on the Faction have activated one of their ships, it flips back to opposing team, this process continues till all ships have been activated for both Factions.

Squadron Commands, and Squadron Phase

As per the standard, once a Squadron Command is revealed for a ship, it may activate any of their factions squadrons within its command radius, up to its Squadron Command value. However if one or more of those Squadron's are not from their fleet they must ask permission from the player that those Squadrons are under the command of.

Like normal Once Ship activation is complete, the Squadrons phase begins. This Phase is slightly different than how you normally activate. Like the Ship Phase, Squadrons activate in the same Player Order and Faction Initiative. However each player with a Squadron may only activate ONE Squadron in a activation, once all players with squadrons on a faction have activated one squadrons, it returns to other faction. This continues till all Squadrons have been activated for a faction.

One suggestion I have for these 2v2 games if you do the whole 'everyone has their own fleet' thing - take simultaneous turns, one of the biggest problems is that it takes FOREVER, you can almost halve the time it takes to play if each team activates a ship at the same time (one player from rebels activates a ship, across the table his imperial counterpart watches on and deals with the defense of any shots etc, the imperial player's partner is also activating a ship at the same time, while the non-active rebel player observes and deals with any defense.. etc).

You need a couple of simple extra rules to make it work:

1. Each ship can't continue onto the next phase of it's activation until the opponents have finished. Aka, you can't shoot until both sides have finished the activation/command phase of a ship activation, then you can't manoeuvre until both ships have finished shooting.

2. In the case of ships wanting to move into the same spot, the team with initiative gets first choice.

Easy!

One suggestion I have for these 2v2 games if you do the whole 'everyone has their own fleet' thing - take simultaneous turns, one of the biggest problems is that it takes FOREVER, you can almost halve the time it takes to play if each team activates a ship at the same time (one player from rebels activates a ship, across the table his imperial counterpart watches on and deals with the defense of any shots etc, the imperial player's partner is also activating a ship at the same time, while the non-active rebel player observes and deals with any defense.. etc).

You need a couple of simple extra rules to make it work:

1. Each ship can't continue onto the next phase of it's activation until the opponents have finished. Aka, you can't shoot until both sides have finished the activation/command phase of a ship activation, then you can't manoeuvre until both ships have finished shooting.

2. In the case of ships wanting to move into the same spot, the team with initiative gets first choice.

Easy!

Hmm... could you play this way with just two players? Random tangent but sounds intriguing.

^2

One suggestion I have for these 2v2 games if you do the whole 'everyone has their own fleet' thing - take simultaneous turns, one of the biggest problems is that it takes FOREVER, you can almost halve the time it takes to play if each team activates a ship at the same time (one player from rebels activates a ship, across the table his imperial counterpart watches on and deals with the defense of any shots etc, the imperial player's partner is also activating a ship at the same time, while the non-active rebel player observes and deals with any defense.. etc).

You need a couple of simple extra rules to make it work:

1. Each ship can't continue onto the next phase of it's activation until the opponents have finished. Aka, you can't shoot until both sides have finished the activation/command phase of a ship activation, then you can't manoeuvre until both ships have finished shooting.

2. In the case of ships wanting to move into the same spot, the team with initiative gets first choice.

Easy!

Hmm... could you play this way with just two players? Random tangent but sounds intriguing.

^2

Hmm, I think it would but would need more concrete timing on the order of attacks and maneuvering, i.e. player with initiative does stuff first. This would get real old for the second player, despite having the advantage of being able to always react.

It's hard to wrangle the system to account for 1. The inherent advantage of moving second 2. The inherent advantage of shooting/squadron command first. 3. The inherent advantage of multiple activatable ships (which is evident in the normal game too, so isn't a glaring issue.)

You can eliminate problem 1 by adding a 'simultaneous maneuver' rule. Laymans explanation would be: You move ships one notch at a time up to their speed, each player does this simultaneously and can plan the YAW of the next notch when he/she reaches the previous notch. When executing 'notches' where ships could possibly collide, players secretly choose and simultaneously reveal their planned "notch". All other normal movement rules apply.

You can eliminate problem 2 by adding a 'simultaneous fire' rule: During an activation, if one ship or squadron is destroyed during this step it's not immediately removed, it still gets to return fire and perform its steps as normal, it is then removed at the end of the activation. This works well but creates the problem of General Reikan being redundant haha, he would possibly need a change. It would also remove the initiative advantage.

Problem 3 I think doesn't need any modification, if you have more ships in the current rules you gain advantage throughout activation and setup, with the simultaneous rules you gain advantage in that after your opponent has no ships to activate you get to do the rest of yours one at a time, seeing exactly where your opponent is and suffering no attacks in return.

It would also require a fair bit of trust haha.

Perhaps a compromise would be to use the simple 2v2 rules above only during the first or second turns of the game, when nothing is in range to attack and only until something takes a shot (squadron or ship), just to speed up the initial turns.

What's wrong with using the rules at the back of the learn to play guide, just with increased points? There is already a provision for multiple player games.

What's wrong with using the rules at the back of the learn to play guide, just with increased points? There is already a provision for multiple player games.

Have done 2v2 at 400pts each (1600 on the table), can confirm the game is looooong but a lot of fun. Every turn past 1 is full of action

Player with initiative only chose one objective. We switched activations (one Imp, one Reb) with the team deciding which ship would activate next. You could not be "Friendly" to your teammate. Admirals only counted for your fleet. Deployment area was across the entire board.

The one tricky bit was fighters - we elected to let a player who'd lost all their ships but not fighters stay on the board.

My brothers and I did something similar last night. 2v2 (well, 2v1, since there were only three of us, but two fleets of 400 points on each side). Each fleet had its own commander, and we talked briefly about shared commanders, but ended up moving away from it (Motti-ships with Vader rerolls or zombie Rieekan ships with Ackbar broadsides seemed a bit much). We did treat ships of the same faction as friendly, so that was a difference. We used a regular 6x3 board and normal deployment zones, and had plenty of space for both fleets.

It was long (about 2.5 hours took us through the first 4 rounds, though there was some list-building/set-up/etc. that occurred before we actually got around to playing), but was amazingly exciting. The sense of scale was amazing. Screed and Motti with Relentless, Defiance, Warlord, Corruptor, Demolisher, Impetuous, another Glad, Rhymer, 3 bombers, Bossk, a TA, and an Aggressor against Ackbar and Garm with Defiance, two AFIIs, Foresight, Redemption, Salvation, and a Neb my brother affectionately calls "Piece of **** #1," with Han, Dash, Nym, Jan, Tycho, two Xs, and three As.

No flotillas here. Stuff was flinging everywhere!