600+ Point Games!

By Nagek92, in Star Wars: Armada Off-Topic

I have an idea for a new game mode that plays somewhat like the blockade runner. Tell me what you think and what I should change. I want this game to be balanced for both players. This is gonna be a lot.

New Idea for a Game Mode.

All Out War

600-point max

Squads are still 1/3 of fleet total. (Could Change)

Two Flag Ships (Required) Medium or Large Only (May change)

Two Admirals* (Optional) One Admiral (Required)

*Two Admirals Scenario: Only one admiral may be used each round, active admiral must be declared at start of round. No max or min usage on admirals per game. If you want two and only use one, it is up to you. Only one per ship as normal and no life boating.

Normal Fleet Building Restrictions as usual.

Game follows the Blockade Runner Objective set up style:
- Player Edge is the 3 Foot edge.
- Deployment area is two range ruler lengths from edge.
- Obstacles are placed two range rulers from edge and at least distance 1 from each other. (Alternating Placement.

Gameplay is like normal. All steps the same.
The wildcards are your Flag Ships. If both flag ships are destroyed, then the game is over. Victory is awarded to the player that has one or both flag ships left.
Once one flag ship is destroyed the owner has the choice to stay and fight or turn and run*.

*Running Scenario: If the player with one flagship decides to run, then he must get his remaining flag ship to the hyperspace zone. This area is measured from the player side out to distance 5. In doing this his entire fleet must begin to retreat. The game is over when the flag ship makes it to the hyperspace zone. Any ship that makes it there before the flag ship is considered in hyperspace and is safe from further damage. Victory is determined by points after the flag ship jumps to hyper space.

This presents another choice, when you run you present your rear and in turn less fire power and shields. You can retreat at any time but once you do there is no turning back. Staying and fighting then fleeing can result in more points for you but runs the risk of you losing your second flag ship and the game.

If one flagship from each fleet is destroyed, then retreating is off the table. It becomes a fight to the death, resulting in either the final flag ship being destroyed or the final round coming to an end. After Round 6 ends points are tallied as usual. I may add that the player with the most ships may get a bonus. This idea is still in alpha.

Ways to Win:
1. Destroy Both Flag Ships Before Round 6.
2. Gain the most points after either round 6(if one or both ships haven’t been destroyed) or one ship has been destroyed and fled to hyper space. ( bonus to be determined later)

All sounds fun... I've fielded 500 points as a part of a 1500 pt. 3 player team, and it was madness. Perhaps ditch the dual admirals to make the turn order easier?

3 hours ago, ImperialCaptain2017 said:

Perhaps ditch the dual admirals to make the turn order easier?

It’s more of an option really something to throw a monkey wrench in the works. I know I have always said that if i had this admiral at this point I would be better off. My idea is to make a very mobile imp fleet with awesome reroll ability with jerry and Vader.