RitR for 8 players: looking

By noggin, in Star Wars: Armada

I was wondering if anyone has some ideas for set of home rules to run new campaign for 8 players. Or perhaps someone played Corelian Conflict with 8 or more and has some conclusions?

So far, after reading the rules, I was considering following changes:

(p.17) Step 6 of Management Phase sequance: 8 fleets: six campaign points (before current act ends).

(p.12) 2nd "dot" for Creating Commanders and Task Force: maximum 1 flotilla (otherwise in pivotal battles it may be too many of them)

(p.14) Steps 2 and 3 of Strategy Phase: Decare Assault and Declare Defender: I was thinking to make that secret (or even random), because I want to avoid situation, where some players will specialise against some other players and will always end up playing againts each other

What are your thoughts on above? Do you have some oder ideas/recommendations?

I don't think it will be necessary to worry about which fleet is assigned to assault and defense. In this campaign, upgrades are specific to the locations you are fighting. In the two campaigns I am involved in I have seen at least 2 battles in which really mismatched fleets fought specifically to gain the upgrade at that location. For example: Rebel Fleet A is suited to taking out Imperial Fleet B. In this particular round, Imperial Fleet assaults Montross. Rebel Fleet C needs the squadron points but might get beaten by a wide margin. The decision for the Rebel Grand Admiral is which fleet will defend at Montross.

I do believe that the 4 vs 4 game will get big, akin to the All Out Offensive from the Corellian Conflict. You may need to increase the size to 9' x 3' for the pivotal battles. Consider the rules used in CC to deploy ships.

Here are some thoughts I had on an 8 player Corellian Conflict game:
- Only allow 1 upgrade / round per ship. This eliminates a highly superior fleet in the second round.
- With 8 players, rewards are divided by 4 instead of 3 (as for six-players).
- Place starting bases, etc. as you would for a 6-player game.
- When choosing attacking and defending fleets, only 3 total battles are formed. Each side will have one fleet that is not involved in the battle for the round. Fleets can not be skipped two rounds in a row. This should allow a few badly damaged fleets a round to repair and upgrade.
- For the all-out offensive split into 2 groups playing on a 3' x 6' table. Remaining ships (from all 8 fleets) will gather for a third battle on a 3' x 6' table. I don't think having 8 fleets on a 3' x 9' table will work well. I suspect it would be a little too crowded.

For RitR we are running 8 players. Adjustments made so far:

-Increase threshold time trigger pivotal battles.
-If scheduling 8 people for a pivotal battle is too much, then break it into 2X four player pivotal battles.

—If you break them up, we haven’t decided if we average the results and then apply effects or if we want to make the effects of both pivotal battles apply.

That is about it

Those are all good ideas, thanks guys!

If you're worried about people building counters to other peoples lists or the same people playing against each other repeatedly; you could always do blind player assignment for the battles:

Player A chooses which location he will assault, and chooses (in secret) which player will be attacking.

Player B then chooses in secret which player will defend.

If this was CC you could do it really cleanly by putting the admiral upgrade cards face down onto the campaign map(but ofc in Ritr you're not all going to have admirals). I guess for this all you would need is a few random cards in sleeves with scraps of paper inside them.