Way back in the 80's when I used to play microarmor, I went to DalCon and got to play in a wargame hosted by the US Army. The game had two identical boards setup on opposite sides of the room. I think there was about 10 4x8 boards per side to allow a massive double blind game. I could continue drooling over the details but the key for this discussion was the command structure. Each side had a full command staff, from general all the way down to company commanders. The general knew the starting units, strengths, and positions of all his units. He had no direct control over them. He issued orders to underlings who passed them on to the next level and so on. Finally, the company commander got the watered down order and decided how to implement them. The results got filtered back up. All the while, the enemy is doing the same thing.
My thought is not really that in depth but similar. Grand admiral issues orders to fleet admirals who in turn issue orders to squadron commanders. No direct communications between grand admiral and squadron commanders/ship captains to add that little fog of war twist. I am talking about a big game. Correllian Conflict final scale but more of a true command structure with confusion and screwed orders. Give each squadron commander maybe 250-300 points so he can build one maxed out capital ship with fighter support or a slew of corvettes or carriers and full fighter support. Objectives would be unique for each side. Fleets and objectives are unknown to both sides until placement begins
At the start of the game, all players on each side confer and this would be he only time all players get to talk to each other directly.
Help me flesh this out guys. Its a one shot game, not a campaign. I need ideas for objectives, command structures and restrictions, special rules. Maybe a hyperspace reserve, although raddus makes that interesting too.