STAR WARS Armada: Armada Tournament - The road to Victory.
Round 1-3: 400 point fleets -1/3 2/3 rule for squadrons vs ships.
Round 4: 500 point combination fleet of remaining ships from rounds 1-3, with 1/3 2/3 rule.
Fleet build requirements: each player will bring 3 400 point lists to the game using the following restrictions.
1. Named ship cards (i.e. Home One), unique named cards (i.e. Captain Needa), and Unique Squadrons (i.e. Han Solo) may only be used once across any of the 3 fleets. Foe example no 2 fleet lists may contain MC80's with the Home One upgrade. Admirals are restricted by the same rules as unique named cards. An Admiral may only be used on one list, surviving admirals from the first 3 rounds may be used as a choice in round 4.
2. Fleet damage is documented on the fleet build sheet at the end of turn 6. After the end of round six and damage has been recorded the total hull points of ships will be added up and the total hull points of squadrons will be added up. Each player will roll a D10 twice to receive a percentage point roll from 10-100 for both ships and squadrons. This roll will determine the amount of hull points the fleet repairs before the beginning of the next round of play. The first roll will be the repair percentage of ship hull points and the second will be a value for squadron hull points. The Admiral may allocate the resources as they see fit across the fleet list. (I.e. An admiral's fleet has a total hull point value of 20 ship points. They roll a 3 or 30% repair roll. That admiral is able to repair 6 points of damage to his ships after the conclusion of the round.
Fleets that contain a ships or squadrons that was completely destroyed in the previous round cannot repair the destroyed ship or squadron and that ship or squadron is considered out of play for the rest of the tournament. For example, the Star Destroyer Avenger is destroyed in round 1 it cannot be used in round 2-4.
3. After the conclusion of each round 1-3 the Admiral will roll a D10 for each of his lists that contain damaged ships to repair damage dealt to the fleet. Damaged fleets do not prevent an admiral from selecting the fleet for the following round of play. If all of the ships in a fleet are destroyed then the fleet is considered destroyed and the entire list is out of play for the remainder of the tournament.
4. Round 4: The final round will be played with a 500 point fleet comprised of the remaining ships and squadrons of the previous rounds. Unrepaired Damage to the ships and squadrons will carry over to the combined fleet.
5. Complete destruction in rounds 1-3: in the event that a player suffers complete defeat I. Rounds 1-3 and is not able to field a 500 point fleet the player is considered defeated and their round 4 opponent will be awarded a by victory of 8/2.
Fleet Selection and Initiative:
Initiative: initiative will be determined by coin toss, the winner of initiative decides if they want first or second player. The second player chooses one of their 3 fleets and the first player rolls the a d10 to get a 10-100% value of "Intel" on his enemy's fleet (i.e. The first player gets to know up to the rolled percentage of his opponents ship classes before they choose their fleet) this is to simulate the attacker vs defender (1st player being the attacker).
Fleet Selection: Admirals will choose fleets based on the initiative and their own understanding of the tactical situation. Damaged fleets can be played in back to back rounds if the Admiral chooses to do so.
By games: in the event that a player is forced to take a by game they will select one of their fleets and roll a D10 per ship and squadron to determine damage. If a player rolls a 1 or 10% the ship is not damaged, if the player rolls a 0 or 100% the ship or squadron is destroyed. Rolls in between will be damage based on a percentage of hull point value of the ship or squadron.
Objectives:
Objectives will remain unchanged from the standard of play in accordance with tournament rules.
Opponent Selection:
Opponent selection will be unchanged from the standard tournament rules, round 1 will be random and MOV will determine subsequent rounds.
Thank you for reading. My goal is to bring a new level of strategy to our game and get feedback on this idea. I want to host a tourney in our local area using these rules (unofficial and unsanctioned of course). My belief is that these rules will force players to step outside of the "perfect fleet" idea and focus on the long game that I see armada as a game is capable of representing. I also think it would be epic to see how player make choices of sacrifice in the game to still achieve the end victory.
Please let me know what you think.
Edited by Marauder1983