We started a "Risk Wing" campaign at our FLGS this past summer while waiting for 2.0 to drop. I made one mistake (my map is huge, so we're a lot more spread out) but so far we've had a good time. We opened with seven teams.
Turn 1 was simple movement. The "blue" team as the "double move" team ability. We played it wrong for the first few turns and gave him his double move automatically. Turns out it's supposed to have a die roll to determine success. Oops.
Next turn
Next turn
Purple and Gray squads are playing "chicken" and Gray blinked and turned south rather than seek out conflict.
Next turn - three Victory Point territories are claimed at this point, but nobody has more than one.
Next turn and "Something-Something Dark Side" aka Blue Team, "The 5o1st" aka Gray, and "Kyber Legion" aka Purple are all threatening each other.
After orders for Turn 6 were entered we have our first combat.
Gray team loses and retreats, Blue takes the hex. Gray still only has one squad marker, Blue has three and everyone else has two at this point.
Fast forward a bit. Gray team was unfortunately sandwiched between two aggressive Imperial forces and has been eliminated from the game. "The Hive" (Orange) scattered Vellery in the only combat so far that did not include the Gray team in one way or another. Here's our current map, and orders for Turn 12 are coming in. The lighter gray team icon indicates their base of operations. Darker icons represent squad markers. A double icon (seen in hex 65) indicates a reinforced squad.
Blue team ability is an optional double move, based on a successful Hyperspace roll on a d6
Purple team ability is the option to reroll up to 3 times per match
Red team ability is reinforced squads are +30 points instead of +20
Orange team ability is +20 per squad marker but they cannot have any unique pilots / upgrades or any EPTs
Green team ability is +10 points per squad marker but they cannot scatter an opponent no matter what the margin of victory is
Yellow team ability is they are -10 points per squad marker (70 instead of 80) but they can mix factions, including putting Imperial crew on Rebel ships and so on.
We're having fun with this, so thanks for sharing! If anyone wants to follow along with our "Risk Wing" campaign, you could track further progress here: