I've done a few rounds by myself to get the feel for it and I'm enjoying it, but I'll admit, I'm not 100% settled in. While I was playing, I couldn't help but think of idea to make it more dramatic (or harder) for players. Here are some of the suggestions I came up with:
- Damage carries over: A ship with a couple of facedown and faceup cards will have to deal with them during the refit/repair phase or they carry over to the next mission. I came up with a way to do this. Ships add extra refit points to their fleet based on their size. The ships would then spend 3-5 (Still working the numbers) refit points to discard a facedown or flip a faceup card over. The biggest issue I'm dealing with is scarred ship (ie: Ships with carried over damage being "Scarred" and being removed for the battle sooner during missions, as well as how to repair scarred ships in between missions). The best I could come up with a ship is not "destroyed" when scarred during a mission. The ship would technically have double it's hull value and when the first half of its hull is depleted, it is scarred. The opponent would still get the points for having destroyed it but it remains on in the battle and gains the scarred token. Between missions, ships can remove the scarred tokens by repairing the ship up to half the hull value (or 3/4 of the doubled value) then the player can remove the token as if it were a facedown damage card. Squadrons will have similar damage carryover rules, but I haven't dug into that yet.
- Non unique squadrons gaining promotions: Team cannot field the unique unnamed Squadrons (ie: Rouge and Black Squadron) when building fleets. Instead, when a non-unique would meet the requirements for veteran status, they become those squadrons (Example: an X-wing squadron defeats another squadron and survives. After the mission, that X-wing squadron becomes a Rouge Squadron). This would allow multiple copies of those squadrons in a given fleet. A promoted squadron cannot gain veteran status and tokens in future missions.
- Random Objectives: Instead of the attacker picking a defenders objective, like in standard games, the pool is shuffled and one is picked randomly. This also changes the Skilled Spacers tokens. The attackers can spend one or more to remove one or more objectives from the pool (as long as there is at least 1 left) then the defender can spend one or more to re-add them (or add new ones) before the shuffle.
- Larger Fleet Builds: Fleets are built to 500 points, with upgrades to 650. However, an Admiral can only bring 400 points (of ships and fleet commander only, other upgrades do not count) worth into a battle. This should mitigate the effects of carried over damage and harder retreat rules by holding a damaged ship back from a fight and replacing it with another to field the 400 point deployment.
- Harder Retreat Rules: Retreating follows the same rules but with the following additions. 1) A retreating ship at the end of the round must be within close range of one of the play area's border and have unobscured LOS to the closest point of the border still within the fore hull arc of the ship. 2) If the retreating ship is within an interdictor's area of affect at the end of the round, the ship's retreat is canceled.
These are just some ideas I have. As you can see, I'm still working of some of the details. Please let me know what you think.