We have a 3 per side 2400 point game planned and we were discussing what to do about the orders phase.
Having 6 independent commands and thus 6 unique turns seems a little over complicated, especially as the order of the turns will change depending on what cards are played. On the other hand, only having 1 commander issuing orders creates a lack of control.
Our general plan at the moment is to have one character give a command and then replicate the pips to the other commanders as a generic command (ambush, push or assault).
For example, if the Imperials play New Ways to Motivate Them- Vader uses the card as it is, whereas the other players with Veers and The Emperor will give 'push' commands as NWtMT is a 2 pip card.
If, next turn, they play Maximum Firepower, Veers will command himself and do his thing while Vader and The Emperor give out ambush commands as it is a one pip card.
We're thinking that this gives a level of control and also limits the effect of 'special' commands on the whole table which will make it a bit more focused on standard tactics with pockets of heroic intervention.
Has anyone else tried anything like this? Or is it easier to us the 'team game' rules even with extra players?
We also need to work out what we're doing with the order pools- keeping them separate sounds like the best plan.
Edited by Katarn