Larger Games of Armada

By Parkdaddy, in Star Wars: Armada

For those of us looking to play much larger than tournament regulation size games (1000+ points), does anyone have suggestions for making the game smoother? We're talking 10+ ships each side (maybe less with lots of large ships), and butt loads of squadrons.

Like what is a good play area size (does it even need to change)? Does making it wider or deeper have a better impact? Is a cap on squadrons stricter than 1/3 better for less clutter (or no squadrons at all with this many ships)?

Also, I do foresee setup being a pain in the butt. A real pain. Really long and painful. Any suggestions for faster deployments and setting up? I was thinking something like doing a point system, where you have to deploy 3 points worth of ships/squadrons. Large bases would be 3 points, medium 2, small and pair of squadrons 1.

Lets see, my suggestions for larger games depends on how strict you wanted to get. Useful ideas would be that you can only have as many upgrades as you have command value, named ships may have +1 but there is only 1 named ship per fleet. The Admiral's ship may have their full allotment (including an extra title). If you want to restrict squadrons to some degree, I'd love to hear some suggestions too. I've nothing wrong with a 1K game including 12 squadrons of tie fighters, 6 interceptors, etc. But not 41 squadrons.

Deployment, I could see placing a single large or medium and 2 small, and 4 squadrons. Or, alternatively, 2 ships of the same type at a time. I do like the Kill Points style for large ships and count them. They matter, not squadrons (in the grand scheme of things of course! But fighters should always be a thing in Stah Wahs!).

6X3 works fine for 1K, at 1.25K can be squishy, and an 8X4 would be great for 1.5K and larger, but at that point 'time' better not be one of your considerations.

But yeah, bit takeaway is double the deployments, simplfy the upgrades, Motti Kill points (extra for Admiral).

Might be good to have multiple players on each side, each with their own more manageable fleet. Trade off activation turns one side at a time, and the team can collectively choose which of their players gets the activation when it's their turn. Your upgrades only affect your own stuff.

Aye, it's a right good idea to have multiple admirals per side (preferably three so you can have your admiral, vice admiral, and rear admiral like a right proper fleet!) Then yeah, flip through them with activations. I'd be entirely onboard with that, and I've done it with a Rebel/Imperial vs. Imperial/Imperial force before. It works, well. I wonder if you could make it based on 'squadrons', as in fleet squadrons and not fighters. Give one command of some heavies, some for the lights, then some for the fighters and flotillas that are non-rated ships. Seems like it would be fun too.

And yeah, upgrades only affect your own unit (if it's just 3 separate elements, force wide if you compartmentalize by jobs). You could even split it that each player may only have a titled ship as a sort of sub-flagship.

Me and my friends we like the teamstyle! Normally when we meet in a group of four we play it this way:

2vs2, IMPvsREB, each player 400, 500, 600 whatever you want, following normal fleet building rules, with the one exception, that each team has to choose one player to start with building, including team-objectives, after that he presents his fleet to his ally and now he builds his list and he may use any unspend points from his ally! Try not talk or give advice... Up to 1K we play 180cmX90cm, deploymentzone the hole longside, if more its 140cmX140cm with a deeper deployment-zone (range 5).

Each Team determines initiative within the team, the player with fewer points spend has to determine who is player 1 and 2. After that the two teams determine initiative between the teams the same way. Team A Player 1 choses obj.

Fleet ambush: Player 1A has to place all of his ships in the ambushzone ( which is bigger, depends on the field you are playing).

Hyperspace: Player 1A may choose up to all of his ships and squadrons.

Any Decisions that have to be done for the objectives have to be done by 1A or 1B. He may choose any ally ship for stuff like advanced gunnery and similar things.

The other objectives work the same way, and the hole team benefits or suffers from them, melby you should increase the pointadvantage given through some of them.

All Ships of one side are friends with eachother.

At the beginning of each round, we are doing the "Admirals-phase", which means that every ship of your fleet gains an "admirals-token" and may assigne it to an ally-ship at range 1-3 (does not count as a command-token ;) ). Any ship, that has such an AT may use the ability awarded by the other admiral for this round. And its own admiral too, of course.

Motti stays till the beginning of the next Admirals-phase, so you can receive his support continuously, if you keep your ship a the right distance to one your ally`s ships. Sure you die, if you have more damagecards then hullpoints and you don`t manage to get your Motti-token or if motti dies.

Named Squadrons belong to the fleet they come with and only this player can command them. Generic Squadrons a free for each of the team to be used with a SC. At squadron-phase we are following the same rules with activating two of them in normal combat order.

If your fleet is completly destroyed, your are not out of the game as long as your ally still does have ships. You may still command your named squadrons and any unactivated generic squadrons as long as there are some when its your activation turn.

Six rounds is fine, normally 1k takes about 3h+time for fleetbuilding and preparing. At the end it goes faster, because more ships means more firepower....


Obstacles:

First obstacle is place by Team B Player 2, then Team A Player 2, Team B Player 1, Team A Player 1....

Depl, Act, Squ:

1. Player 1 Team A

2. 1B

3. 2A

4. 2B

Between the rounds, there is time for a short strategy-discussion-break, so dont have to much talking and timegoing while playing. We don`t allow any Tip`s or something like activation begging and other stuff like this within the rounds but if you don`t do it all the time you may say something about missed opportunities ;). I would write a list for activation order!

I hope i did find the right words so you get everything. Sorry for any misgrammar or spelling..

We are trying a doubles game this Wednesday with teams of 2x300 point Imperial fleets v 2x300 point Rebel fleets.

  • Each 300 point fleet picks and admiral who's abilities only effects its own 300 point fleet.
  • Unique cards cannot be duplicated within the team. (An ideal opportunity to use your challenge coin to resolve disputes)
  • Overall point total for the team is used for the initiative bid.
  • The most expensive admiral in each team chooses 3 objective cards.
  • The most expensive admiral in each team that is still alive has final say on which ship activates next.
  • Non admiral effects can effect your teammate. e.g. Gallant Haven can protect his squadrons.
  • A ship's squadron command can activate a teammates fighters.

Variations I am considering in future include

  • 2x400 point fleets per team, or maybe even 3x300 per team.
  • Playing 2 scenarios at a time by selecting 1 objective as usual from the most expensive admirals 3 cards and randomising 1 from the less expensive admirals 3 cards.

I'd recommend that you double up to 4 squadrons per activation in the squadron phase and you put in a chess clock to control timing in turns.

I have a 6'x6' table cover that we use on a 6' round table works well with big battles, even with 6 players with 400 points each.

I love the idea of limiting upgrade cards to the command value of each ship.

Similarly you could limit squadron number to the squadron value of each ship.

I personally wouldn't mind seeing a bazillion squadrons on the table. Although it would slow the game down a lot.

Don't be afraid to move multiple ships at once, and accept that for the sake of time, many ships should be moved out of sequence. Also drop the objectives, in 1000 points who even cares about a few 15 point tokens?

IIRC in Battlefleet Gothic the smallest of the capital ships could move in groups and had to stay close together. So maybe a similar mechanic here for large games? I'm thinking Small ships activate in groups 1-3 and have to stay within range 1 of each other if possible, medium ships activate in groups of 1-2 and have to stay within range 2 of each other, and large ships are loners as normal.

In San Antonio the Alamo City Fleet Command is putting together an event along with the Alamo City Havoc Squad and Alamo City Saber Squadrons, for the Battle of Endor.

We will have a 50" fathead Death Star, an Executor class SSD from Shapeways, 6000pts of imps and 4500pts of Rebels in Armada. Each Armada Squadron will represent roughly 100pts of X-wing miniatures and can enter the dog fighting theaters as such where games of X-wing will be played fighting over the SSD, and Death star surfaces. Meanwhile the Rebels are trying to stay alive while we wait for the Imperial Assault rebel group to destroy the shield generator on Endor. The X-wing players will not be able to enter the port of the Death Star until the shield is down. Also the Rebels must destroy the Pride of Tarlandia in order to receive communications from the rebels on Endor in order for them to know the shield is down. Each theater of the battle will be in private rooms with no peaking in allowed into each of the rooms. Our players from both factions will have access to 20 2-way radios with 16 channels they will have to utilize and keep communications going between the different theaters and different parts of the Armada battle

What makes this event even more unique is that we will have several assigned battlegroup commanders with 1-2 Lieutenants under them and 1-2 CAGs assigned to those battlegroup commanders who will manage the x-wing portion. The CAGs and Battlegroup commanders will have to coordinate back and forth on where they will want their squadrons positioned. A narrow treacherous blind x-wing maze is also being developed that leads to the Death Star reactor. Tie fighters will be chasing rebels down it when the shield is down trying to prevent the destruction of the reactor. And yes there is even an X-wing Suicide rule that has a small chance of taking out the SSD.

Here is the link to the event:

https://www.facebook.com/events/555382891309051/

1000 points...... no squadrons allowed!