Discussion started in another thread, probably could use its own to focus discussion on the idea.
Basic concepts I was aiming for are as follows:
- Firstly, do not change any rules of the game. This is still Armada, played using the full set of Armada rules, list building, etc.
- Standard format for list building, even - 400 pts, one commander, 3 objectives, etc
- Given points 1-2, lists you learn to do well with in this tournament format will take you far in 'regular' tournaments...anything built for this format will be legal for the standard format, and if it works here it will work there, so there is no feeling of 'wasting time' playing a non-standard format...it's just quicker to play by being more focused
- The 6-turn structure of Armada is critical to the flow, and value, of the game. Besides even the nature of how a list may work to be optimized for certain turn numbers, there are upgrades in the game that require this number of turns to work - just adjusting the time down without some other change, resulting in games going to time before all 6 turns can be completed, is extremely undesirable. "Every match always completes all 6 turns" is a key criteria for success.
- Factoring in all of the above, the goal is to add certain restrictions to speed up play and reduce a tournament match time to 90 minutes.
So the thing to do is review what slows down play. Generally, from personal experience and comments in other threads discussing this idea (recently and in the past), that seems to amount to a few things:
- Excessive number of 'things on the board' making usage of the maneuver tool, and positioning of squadrons, overly time consuming
- Compounding unique abilities resulting in increased demand for precision in even minor placement of ships and (notably) squadrons
An idea to solve this would be to cap the number of 'things on the board' and 'variety of unique abilities', while retaining various list flavors and allowing the full range of what you can do in Armada. As follows:
-
Besides the standard 400 pt + 1/3 of your list squadron limits already in the tournament rules, we'd add a cap on the number of units. Specifically, with three list 'types' you could choose from:
- 'Balanced': max 4 ships + max 6 squadrons
- 'Ship focus': max 5 ships + max 2 squadrons
-
'Squadron focus': max 3 ships + max 10 squadrons
(the net-net being that you are looking at a limit of 6 to 8 deployments and activations assuming using the squadron phase for squadron activations...obviously fewer activations if you use ships to activate squadrons, ergo the larger number of 'potential' activations the more the 'list type' favors squadron counts)
- Limit on number of unique squadrons - a list can only take 1 unique squadron unless it's a 'squadron focus' list, which can take 2 unique squadrons.
- Limit on number of unique upgrades - a list can only take 2 unique upgrades (not counting the commander) unless it's a 'ship focus' list, which can take 4 unique upgrades.
Curious on thoughts, here. Do the restrictions break the game to the point it no longer looks like Armada? Would they even be enough to make 90-minute matches easy to get through all 6 turns with, for any list that qualifies for the format?