Huge 1500pt game ideas thread

By EagleScoutof007, in Star Wars: Armada

Next week I plan to get a group together to play a 1200pt game. I think for set up and such I'll use the CC All-out-assault format with some changes to add a little twist of fun. One I thought of was to have two stations on the mats where players could capture and use as armed stations to attack enemies, heal allies and take damage. Maybe even place a command dial on the stations to act as ships? I have gears turning in my head of ideas like possible events happening in the middle of the battle(ex: pod of Purgil warping in causing damage to a ship, sabotage, etc) . I just want my friends and I to have fun, but hopefully nothing too overboard.

Edited by EagleScoutof007
I meant 1500pts. 500pts person with 100pts in hyperspace

so 3 people on each side ? for 6 people you need a bigger boat, sorry board :)

one recommendation I read once for these big battles was to limit the upgrades on ships, it makes the game run smoother and you have a quicker turn around at games.

4 hours ago, LostFleet said:

so 3 people on each side ? for 6 people you need a bigger boat, sorry board :)

one recommendation I read once for these big battles was to limit the upgrades on ships, it makes the game run smoother and you have a quicker turn around at games.

The All-out-assault in CC uses three 3x3 mats. I saw Crabboks video on using limited upgrades on ships and keep same upgrades on duplicate ships

Remove the deployment zone restrictions from just the center of the board (not distance 5 into the board), and give both sides special objectives, example:

"Battle of Scarif"

Imperial:

- start with a station in your deployment zone. Prevent enemy units from reaching this station.

Rebels:

- Move ships to the enemy station, each ship that activates a squadron and places the activated squadron on the station counts as a victory point. Each squadron that scores a victory point in this way is removed from play but does not count toward imperial victory.

MotF nerfherding style. It also just makes the game more than a giant slug-fest.

My friend and I have done a number of 1500 point games, which are always fun. We've done single fleets and 3 fleets, (3 fleets is better). One suggestion I have is play swapped initiative as described in the rrg for deathmatch. Objectives and initiative can heavily sway these size games, so simple combat is usually better.

Last time we did this was finishing up my play the waves challenge. My friend only had ackbar still alive so I let him run one super fleet vs 3 500 point fleets of imperials. I managed to still kill the fish.

I was thinking of running one of these soon. Now if you have mupltiple fleets should each person run and “admiral” for their own fleet or should you have one admiral for the entire fleet? Also should the turns still be 6? Or could you do whatever you want.

The CC scenario works really well for this!

We've done this a few times and had a blast. Some tips are:

1. Put aside a day to do it, and plan for it to take most of it, at least 5 + hours

2. Related to 1, have all the fleets set up ahead of time, so that it doesn't take as long to set up. Though make sure your players talk to each other as they build their fleets.... had one time were one player brought a Neb Support fleet and the other Rebs brought fast squadron fleets so there was nothing to support....

3. Take what shortcuts you can, having one player from the team watch the dice while his teammate starts moving their ship, etc...

4. As mentioned by a few people already, have separate small fleets so that 1 admiral doesn't get too overpowered, as a number of them scale up quite fast....

5. The Hyperspace reinforcements are key, as they speed up the game (fewer deployments and activations) as well as bring very powerful (Raddusing before Raddus was a thing :) ), so use them! :)

We did a 1800 point game, aimed to start around 2, but some players still needed to pick fleets. We got to about turn 3 by 6 pm, and at that point (largely due to the fleet construction errors mentioned above) the end was pretty clear, and the store was closing soon, so we called it, and just talked through how the last few turns would go. Still had a blast, but it taught us the things above. :)