5 hours ago, Desslok said:As for the end? I've never been a fan of the rollathon that is Mass Combat. So maybe one or two rolls to resolve the big fight, and then figure out some microtask for the players to deal with - capture/killing the enemy commander? Don't know yet, but I don't need to know how the endgame plays out for a week or two yet, so no rush there.
EDIT - Oooh, I just had a thought. I'm keeping the original droid factory functionality of Foundry Four. So. . . whats to stop the players from cranking it up to 11 and mass producing their own battle droid army. I'd say lack of central control unit, but they took that little exhaust port out of the droids after Naboo. Will have to think on this.
I quite like the planets little Clone Wars history - the Clones couldn't take the groundside part of the factory, so the engagement was entirely in Space. That does solve the question of the Droid Foundry being operational as an automatic Win. I would swap around the entire focus of the battle to basically making sure the Republic doesn't return - so the whole battle needs to be offensive and attempting to take out the Jedi Command ship, factories launching hundreds of Vulture Droids, and recruiting Mandolorian Commandos for this daring Raid that Droids alone couldn't pull off.
So the setup can be largely similar, but the finale is about drawing the Republic into thinking they have won through orbital superiority, as they get closer springing a trap from the Orbital wreckage from the previous engagements at Xxorn. As an alternative to recuriting slavers you could make a side mission to work with somone distasteful like the Hutts to get IG model droids for the factory to produce in small numbers for the assault - thus keeping the original flavour of making alliances you would rather not.
If you don't like the prolonged multi phase battle of Mass Combat, keeping it to one theatre - ground or space is preferable.