GRAND BATTLES: An Epic Play Alternative to the Sector Fleet rules

By Darth Veggie, in Star Wars: Armada

On my mostly German blog, I have written an article in English. There I talk a bit about the Sector Fleet rules and offer an alternative for Armada matches beyond 400 points.

Two preliminary remarks:

Frist, if you think the Sector Fleet rules are perfect for epic play, you can go on. Nothing here to see.

Second, I have posted an early version of these rules before Christmas last year (before the Sector Fleet rules have been released; click here for the original thread). The rules introduced in the article today are further developed (mostly due to facts that the idea of individual objective tokens gave me more design space for the objectives, the teamplay rules of the sector fleet rules have been included, and the hyperspace reserve rules are now less Raddus like).

Click here to visit the English section of my blog, and here for the article itself. Have fun!

Edited by Darth Veggie

This looks really fun! If anyone wants to try this out on Vassal March 29th or 30th, I'd like to play, depending on the time.

Edited by Bertie Wooster

Interesting.

4 hours ago, Bertie Wooster said:

This looks really fun! If anyone wants to try this out on Vassal March 29th or 30th, I'd like to play, depending on the time.

I am also really interested to get a game in with these rules. However, I fear I won't manage to do it on those days. But I will tell you, when the day comes closer. If you find until then somebody else to play with, do it by all means! And tell us!

I could help with spelling in the German document if you like. (And yes, objectives are hard to read!)

On 3/4/2019 at 10:33 PM, Triangular said:

I could help with spelling in the German document if you like.

Thank you very much! @drumtier is already on checking the German document, and @LTD is considering checking the English document.

After Drumtier is done and I republished it, you might take a short look whether it is promising to give it even a second checking. But at the end of the day, it is merely a fan project and might be able to stand with those horrible mistakes in it.

That said, it starts to embarass me. Job wise I have to deliver texts quite often - free of mistakes. And even more often, I check texts of other people (in German), because I am actually not bad at it. But I was so exhausted with writing these texts in two languages and reworking them again and again that I simply did not care anymore about spelling mistakes. Maybe, that was not of best courtesy and I should be more patient and do a proper spelling checking next time.

On 3/4/2019 at 10:33 PM, Triangular said:

(And yes, objectives are hard to read!)

Yes, I know 😰

In order to balance some of them they have become quite complicated in tracking the spirit of rules with tokens, whereas I think that the mechanism are not too complicated for such a central aspect. But I know that I am here not on the side where most people stand. Maybe, I can improve that a bit: Could you point at the most difficult parts for you (the obvious is the Super Laser Prototype Test)? Maybe a commentary where necessary might ease the understanding of the actual mechanisms. Thank you!

Thank you for taking the time to create this! I really want FFG to come out with new objectives soon, so I'm glad that you've done some new objectives yourself. I haven't read the whole document yet, but I felt like most of the rules that I did read were fairly easy to understand. (Yes, "Super Laser Prototype Test" is the obvious exception.)

Some of them just require a re-read. I didn't understand the purpose of "Blockade" at first, but I just read it again today and now I get it.

@LTD and me will be giving these rules a first playtest at the Grand Battle level III (1200 points each side). In multiple sessions we will be playing the match and report about it on our blogs. Soon, more information will come!

I have updated the rules to v1.2 after playtesting them with @LTD (thank you a lot, Kumpel!). Mostly the hyperspace rules have been streamlined a lot and non-thematic incentive structres there have been removed (like maneuvering ships on thop of tokens in order to prevent deployment. In addition it is now possible to move the SSD to hyperspace (but with a lot of restrictions) and an option for more fleet variety has been added. Have fun!