SO this weekend we tried a variation of the rules I had posted here several weeks ago and I wanted to update the community on the results of our event.
I will post the finalized version of the rules below so if anyone would like to try it in your local community please feel free to.
Sustains -
Intel and damage repair - There was a lot of resistance to the idea of using the D10 method for determining intel and damage repair. The in game experience was very positive the intel roll work as expected and allowed each of us to gleen the information from each others lists that we needed to make a fleet choice. In both instances the first player had the advantage due to the intel to pick the list that would best combat his opponent, while the second player retained the advantage of having the objectives tailored to their lists. Damage repair worked great, in each case the fleets were able to repair almost all of the damage they sustained, it added a great level of suspense to the game when it came to follow on fleets
Initiative - As with the comment above about the Intel, the initiative coin toss allowed the players to maximize the 400 points in their fleet. It was cool to utilize to points we would have normally reserved for bids to play the lower point cards like Needa, skilled first officer, admiral titus, medical teams, and any of the other sub 5 point cards that would be left off for bid reasons. It really added a new dynamic to the play when you were encouraged to fill out that 400 points.
Fleet builds - It was very interesting to see how the games played out and how we were able to turn losses into subtle victories. In the first game I lost all of my capitol ships without taking any of his down. However I was able to eliminate Wedge and Dutch while protecting 9 Tie bombers and Rhymer. Having to pick and chose the ships that you field in order to maximize your fleet while not concentrating to many unique ships into a single list. It allowed me to turn an epic tournament defeat into a psudo victory because I was able preserve a squadron as important as Rhymer while taking away two very important squadrons from his list.
Improves -
Format is too long for a single day tournament - We discovered that the 4 game format is just too long for a single day event. I underestimated the amount of time it takes to swap lists. However, we did start a local discussion about breaking it up into a league style of play where the players build their lists and keep them at the league location for safe keeping. the length was definitely a factor in driving down participation in the event.
All games should be played to 6 turns - One thing I noticed was that I was able to preserve a named squadron by the game ending on turn 5 after my capitol ships were destroyed and only my fighters remained. Had the game continued my opponent could have possibly killed a few more of my bombers and possibly my unique squadron. The flip side is that I would have had the opportunity to unload 9 bombers into the unprotected nose of a liberty, so its a toss up that benefits the player that was defeated to win back some points before the game ends.
Find a more user friendly way to present the modified rules to players - There were no issues with the rules but I was a little wordy with them and I had to explain the calculation of damage/repair after our first game.
Final Thoughts -
This format lends itself to a league format rather than a tournament format. It was a lot of fun and added a little bit of excitement to the game and we were able to think outside of the box to long term strategy rather than the single battle strategy. We discovered that the random number generation was not an impairment, in fact each of us only rolled a 3 on the repair roll and we were able to repair all damage. It was just a cool way to depict effects of sustained combat. We will be looking at the possibility of starting a league around this format with the premise of a campaign esque format of taking territory and such (this might change based on the FFG Campaign release). But overall it was a lot of fun and I cant wait to see where it goes from here. I hope some of you will try out the format and have as much fun a we did. Maybe even start your own leagues in your local communities.
Side note - we discussed the league option after the event finished and we came up with dropping the player matching in order to promote league play and allow players to choose opponents from a pool rather than specifically identify who your next opponent would be. This way players can find matches more easily among the league participants rather than trying to coordinate matches each week. but more to come on that.
Until then.
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Finalized Rules that we played under
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