4v4 CC campaign

By Darth Sanguis, in Star Wars: Armada

My local group has been itching to get a CC going, we were balanced at 3v3 with myself as a judge when we snagged another member last week. We now have a total of 8 people and I'm curious if house ruling a 4v4 has worked for anyone else? I figured by raising the required campaign points for victory up by an additional 3 would keep the match balanced.

Has anyone tried anything at 4v4, had any issues or successes?

INB4 "just do 2 2v2 CCs"

(I hated the 2v2, got stuck playing the same guy 4 times in a row, and had a teammate stuck in a rut the whole time. literally miserable experience.)

The only real issue I see is the map. It will get crowded very quickly. Here are my suggestions:

Increase the victory score by 25%.

Add 25% more planets and pull random objectives/bonuses to fit those planets. Roll a d10 for the points. Maybe just cut a white circle with a number on it and refer to a separate paper so you know what it is and tape it to the map.

Start at 300 points. Both teams will have more income because each new player gets to add a base and outpost to the map. Starting points lower means you prevent snowballing early on.

We're doing a 4x4. To address your "can you do it" yeah, it's working out fine enough in that regard. The only issue I'd say is that Side composition and playskill level needs to be equal, as always. Don't have your 4 regulars stomping 4 noobs, that's fun for no one.

You might want to try faking a 5th player as I feel odd side composition works better with higher numbers of people (lets the side that's down in points get 3 attacks per turn). That's all speculation, of course, being in the middle of one campaign. There's more to it, but I'll throw you a message with some of my thoughts on the matter. But in short, yeah, it can work if you're just playing for funsies.

I know that 4v4 CC's have been done successfully with no rule alterations. The rules upscale relatively well without much distortion to 4 v 4. The all out assault at 2k points per side also works (I played a 2k per side game and didn't feel balance was any different than a 1500pt game). I would also suggest a very short turn timer- like 3 min per side per activation- to keep the AOA from dragging terribly. 3 min might seem extreme, but at 3 min per ship that is still like 3-4 hours just to get through turn 1 and 2 before things start dying. Analysis paralysis has killed the CC for many of the people I ask about it, where the AOA ends up not being thematic, but simply boring as **** waiting for people to make a decision.

Would also still suggest house ruling against base and special assaults round 1 to prevent hard turn 1 swings. IMO this should be an errata change as it reduces so many headaches.

Thanks guys, I'm trying to figure out logistics with one of the players now. He seems to think FFG capped CC at 3v3 because it would be too much at 4v4.