Hi all!
Just been playing around with a new form of play with the announcement of Wave 4. What our group has found is that we want to have bigger battles, lots of capital ships, and we like fighters. However, sometimes it's a bit hard to combine both into the game. Sometimes you bring anti-fighter tech and your opponent has no fighters. Sometimes you go all ship combat and your opponent throws a Rhymerball in your face. While those kind of games are still fun it kind of left some of us with desire to see if we could tweak the system a bit and keep people engaged in all aspects of the game.
Here's the solution we've come up with and I'd invite you to git it a shot and let me know what you think.
400 fleet points (133 points in fighters)
-50 points of fighters or upgrade cards with the squadron command header (ex. flight controllers) do not count against your fleet allotment.
-Upgrade cards with the squadron command header must be counted against the 50 point limit first.
-The free 50 points don't count against any point bid you make. Here's an example just for clarity. I take a rebel fleet with a monster 50 point bid with a 350 point list. I add 4 A-wings (44 points) with my free allotment so my fleet is still 350 points with a 50 point bid.
-All victory points are scored as normal.
That's it. We tried to keep it simple and for those of you who play Warmachine MKII it should be pretty familiar. This method of play means the games get just little bigger to fit in the big ships and the fighter game stays relevant and lets you take some air superiority choices without gambling too much with what is in your opponent's fleet. For the guys who just want to run the big ships you can now take a token fighter force to hold up the opponent without cutting into your ship count.
Note: I'm not advocating changing the standard of play since it pretty good from my perspective. Just offering an alternative. Have fun.