Alternate Tournament Formats.

By Archon Dan, in Star Wars: Armada

Greetings admirals and other fleet officers.

I'm looking for alternate tournament types for my play group. We usually do the standard format(bring a list, get paired, play a game, repeat for 3 rounds). But I'm wanting to organize something different. We tried a league once but it did not go over well and I think a tournament is the way for us to go. That said, I'm aware of the Hangar Bay and Team formats but I'm wondering if there are other options. Not looking for an alternative to the Swiss round structure, just something to tweak the tournament a little. Please include a short description of the format.

Thanks.

- A team tournament might be cool (teams of two or three, depending on numbers).

- Maybe have fleets without admirals or even any unique cards. Generics for all!!!

- Escalation tournament?

- Pre-determined objectives for each round?

We are just about to start another season in our area what I am doing is having everyone send me a list of the expansion packs they have and each round I will be using Fabs Fleet Generator and randomizing fleets for everyone. They have to play what they get unless they have an upgrade that has no function like Flight Controllers and no squadrons at which point they can remove the upgrade for a better initiative bid. They also have the option of moving legal upgrades around on their fleet.

Last season we did 2v2 faction teams and each person would create a 300 point fleet where they couldnt duplicate unique upgrades on their team. It was a blast but it was very difficult to get the groups together with scheduling. We gave each group 1 month to play their game. Each month each team got 20 points to spend on upgrades/ships/squadrons and the max each individual fleet could be was 350 points. They could bank unused points and I tracked each persons fleet/points. Commanders only affected individual players fleet but commanders could give squadron commands to the other player's squadrons and even if one player lost all their ships as long as their teammate still had ships to give squadron commands the squadrons stayed in play. It was still 6 rounds and the time limit was 3 hours.

Fly someone elses fleet

I haven't tried it in this game yet, but an older SW mini game I played used to hold theme tournaments that I had a blast at. Like running a game where fighters and Small ships were not allowed to push people to run super decked out heavy hitters, or visa versa and having a tournament where only medium ships and small ships with carrier upgrades and squadrons were allowed and the squadron limit was temporarily increased.

I have also tried a variation on what Overdog mentioned (random fleets for everyone and they have to play what they draw) where I hand craft a number of fleets and people show up day of and draw a number corresponding to one of the fleets out of a basket. They are given a few minutes to familiarize themselves with it, and then that is their fleet for the day. I would mention that both this and Overdog's variant work best with skilled players who won't have to be double checking the cards and lost as to how they function every turn.

I'd second Overdawg and Ginkapo's suggestions. I'm already floating the idea of a Fab's random fleet tournament to my local group. We're JUST starting up, so this would be on the horizon, but I think it could be fun.

And a tournament where you build a list, then hand that list to your opponent could be a fun twist, too.

Years ago, one of my LGSs did a golf-style 40k tournament. The lowest score wins. So you had to build your army in a way that it could be easily destroyed, but wouldn't do much damage itself. So there were people with expensive units in skimmers flying into terrain and trying to blow it up, heavy weapons teams that launched assaults. . .all sorts of craziness. They still talk about it, and this was probably over five years ago.

So in Armada, the idea would be to bloat ships with lots of upgrades that don't increase its damage or survivability, then get them destroyed. And a simple rule you could throw in there is that if you can shoot, you must. Maybe throw in something that gives you a bonus (or, I guess, a penalty?) for staying in close to your opponent, or play it on a 3' x 3' so you have to remain boxed in.

Years ago, one of my LGSs did a golf-style 40k tournament. The lowest score wins. So you had to build your army in a way that it could be easily destroyed, but wouldn't do much damage itself.

Too easy. 8 Cr90 with engine techs deployed in pairs facing each other.

1 turn tabling

Years ago, one of my LGSs did a golf-style 40k tournament. The lowest score wins. So you had to build your army in a way that it could be easily destroyed, but wouldn't do much damage itself.

Too easy. 8 Cr90 with engine techs deployed in pairs facing each other.

1 turn tabling

1) deploy facing off table

2) win

And this is why it's important to post these things publicly! So some obvious rules fixes:

- You cannot damage your own ships via ramming.

- If you fly off the board edge, YOU earn double the points value of the ship. In other words, a 40pt ship flying off the table would give YOU 80pts, which is the opposite of what you want.

- If you can attack, you must attack. Fighters not activated through Squadron Commands cannot move if they are Engaged and must attack an enemy squadron or ship.

Maybe even make it so ramming does not do any damage to the moving ship? Otherwise you could load down some GR-75s and ram them into things until they die. They literally can't do any damage.

This setup would make defense tokens kind of useless. I wonder how feasible/understandable it would be to have the defender spend Accuracies, and the attacker spend Defense Tokens. Any token that can be spent must be spent. Or you could just ignore them and have ships die faster.