Corellian Conflict with 8 player?

By Thraug, in Star Wars: Armada

Does anyone see a reason why corellian conflict wouldn't work with 8 players? We are lucky enough to sometimes have 8 players and I want everybody to play. I can't think of any reason why the whole system wouldn't work by just adding an extra two players and raising the end game winning score to 15.

Sure, why not? Might run into some weird balance issues regarding income, but they'd be minor and a flexible group could probably work through them easily. Go for it and report back!

It should work since it is more for casual play. This is a casual style of play, so as a group you will need to house rule it.

Other things to think about is increasing the number of bases and outposts. This will initially bring the start of game resources for rebels 5 points closer to the Empire. If you leave them, then each player will have fewer resources to spend but refit will be the same so it will indirectly increase the value of repair yards.

The end battle might get a little crazy if you have 8 - 500 point fleets.

We considered that for our Vassal campaign and I think JJ arrived at the number 16 pts (or 15, I can't remember). There was concern that no planets would be available for Special Assaults toward the end, but I think that could be worked through. With base assaults presumably happening througout the game, the planets may not fill up quite as fast as was projected.

If you give it a run with 8, let us know how it goes. I'm hoping to get a few guys interested locally using the campaign and the option for 8 would be another helpful trick.

P.S. I'm also hoping to rig up a compact campaign with 200pt starts: half all resources earned, and half the admiral cost. If we could somehow incorporate flexible team sizes so guys OOT intermittently could sit out a round and not hurt the flow of play - the arsenal for a gateway experience to Armada would be over-the-top.

You could add 4 more planets to the map in order to make more room for diplomats, assaults, etc.

Or... you could do TWO 4-player campaigns at the same time.

Dual 4 player games just wouldn't have the same stategy-phase schemey-ness as a 4 vs 4 conspiracy party. :) I'm always for schemey-ness.