Making Corellian Conflict map into a tournament

By comatose, in Star Wars: Armada

I'm kicking around some alternative tournament formats for our next one, and this is one that I think I am going to try. I'd appreciate suggestions and useful feedback. Since fleets are going to change after each round, I'm considering using the same initiative technique for each round.

Fleet Construction
Bring three 400-point fleets (max 134 points of squadrons) that all utilize the same Admiral.

  • First round: Ships can only have one upgrade, no unique squadrons
  • Second round: Normal fleet construction rules except no unique squadrons
  • Third round: Normal fleet construction rules

Format
Each planet on a Corellian Conflict map will be assigned one or more prizes. All fleets will be ordered by points as per normal initiative. The first player chooses a target planet. Any other player may defend against them, tiebreaker on who gets to defend is determined by initiative order. Repeat down the list until everyone has an opponent. Objectives are determined as per CC rules. The winner of the match scores tournament points normally and may select one of the prizes at that location. The loser scores normal tournament points. A bye player can choose one planet's unclaimed prize and gets the normal bye tournament points.

Second round proceeds the same except the selection order goes from highest tournament points to lowest (and obviously one less prize available at possibly multiple planets). Tiebreaker for who gets to defend is based on tournament points.

The third round proceeds just like the second.

Results
Since people will collect prizes during the course of the tournament, the end prizes will only be the current prize kit plus store credit.

Possible Special Rule
Add alt-art or acrylic prizes that you've received previously but don't want to the prize pool. Get some sort of benefit, not sure what yet.

Neat idea, but "No unique squads" for two of three games seems like an arbitrary "I don't like squads" rule. It doesn't reflect CC in any way and sits wrong with me personally

Maybe round 1 is one upgrade per ship. Round 2 is 2 upgrades per ship. Round 3 is normal

Or round 1 and round 2 allow only 1 upgrade per ship, but round 1 is only 300 points.

Maybe force more than just same commander for continuity. Commanders must stay on same class of ship for all 3 rounds.

One thing this inspires me to think about is a tourney (maybe not for prizes, just for fun) where unique cards (and maybe even upgrades) are shuffled to players. I think having to work around the hands you are dealt would make the fleet comp really fresh.

I love squads, but they are also one of the nuanced parts of the game that some players struggle to do effectively. We have had another recent influx of new players.

Maybe I could remove the squad restriction and do something like what @CaribbeanNinja suggested by putting non-unique upgrades at each of the planets in addition to prizes. When you win, you get the first pick of the upgrades and the loser gets the second pick. Those upgrades can be attached to a ship for no cost.

On second thought, I don't think putting upgrades on the planets would work well since it would only be two rounds worth of using them and they would be irrelevant in the third round.

Why not make it first battle 1 upgrade per ship, second battle no restrictions, third battle 2v2 team match to simulate the All Out Assault?

This is a neat idea. The CC as a tournament or maybe set it up as a league over the course of a few weeks?

19 minutes ago, BrobaFett said:

Why not make it first battle 1 upgrade per ship, second battle no restrictions, third battle 2v2 team match to simulate the All Out Assault?

Or at least make the final battle 500 points.

(full all out assaults take a ton of time.)

Yeah, a 2v2 (from experience) doesnt really take longer than a normal game. I think they added 30m to the timer for the team tournament at worlds but in most cases it wasnt needed.

After thinking a bit more about the squadron question, here's the new progression for Round 2: titles don't count as an upgrade, unique squadrons are allowed. That seems like a good in-between step.

For the prize pool donations, I'm thinking you get a Spynet or Skilled Spacers benefit for each one you contribute, maximum of 3.

Sounds awesome!

one suggestion: prizes on planets that go unclaimed should remain there and be cumulatively added to. So if (for example), there is an alt-art TIE fighter card at Corellia that nobody goes for, then next round another prize gets added to it and the winner of that system gets both prizes.

Or, alternatively, only have 1 prize/planet for every 2 players, so once pairings are made there aren't any unclaimed prizes.

Also, what do you do if say, the top ranking player chooses a planet and nobody volunteers to contest him?

15 hours ago, Herowannabe said:

Also, what do you do if say, the top ranking player chooses a planet and nobody volunteers to contest him?

That's definitely a tough one. Maybe instead of it being a choice, the player in second place must play against first place unless a lower placed player wishes to contest the first place player for the prizes on that planet. The other possibility would be allowing the volunteer opponent to choose an additional prize card or swap it with another planet.

Another idea that coincides with keeping a tourney moving along and using CC's fleet progression is, by round:

  1. 300 point fleets, 1 upgrade max/ship
  2. 400 point fleets, 2 upgrades max/ship
  3. 500 point fleets, no limits

This limits squads in the first round to `100 points, and should make rounds 1 go by "quickly". If you don't think your players can handle 400/500 point fleets, you can reduce the fleet limits to 300/350/400?