My brother and I have been quite honestly gotten a bit tired of the same old 100 point games. While we experiment with random builds and stupid ones, it still can get a bit dry.
We've created a new game type of a campaign which we have both enjoyed immensely, and i wanted to share it with all of you so you could try it out for yourselves ![]()
The basic premise is this - There are between 13-18 planets on a map. We each have a capital planet, and start with 3 others, then the rest are neutral planets separating our space. Each planet is assigned a point value around 15, while the capital counts for 75.
We start with about 300 points at the beginning of the game and seperate those into different "fleets". We do not allow Any named pilots, you must start with the lowest Pilot Skill for each particular ship. The way you rank up your ships is by killing enemy ships, and for each kill you get, you can increase your point cost by 2, so a Rookie Pilot kills a tie fighter, he becomes a Red squadron pilot. If he gets 3 more kills without dying, he can become Wedge. A fun thing about this is that when an Academy Pilot gets a kill, he becomes Black Squadron, not Obsidian, because it's based on cost points, not pilot skill. (We also tried 1 point per kill, but no one could survive long enough to keep ranking up)
There are 3 movement phases (for the fleets) each year. At the end of each year you get your reinforcements, which is the sum total of the point values of your planets, by which you can add upgrades, ordinance, etc. to your ships, and create new fleets.
A few of the kinks we've worked out are - let's say a Rebel fleet is going from Bothawui to Commenor, and an Imp fleet from Commenor to Bothawui...We've chosen to have the fleets stop in the middle and fight, or else you can't move a fleet from a planet you try to protect.
Retreat rules: A fleet may retreat from the fight After round 3 IF it's point value is lower than the enemy's fleet. The fleet with the most points cannot retreat. Any time a ship retreats, if it has kills, you roll a die, and if you get a Crit, he's considered a Coward and loses his kills. You may also retreat if the attacking fleet is 50% more that yours, but that is an automatic retreat, the battle never takes place. You may retreat before round 1, but you roll a die for every ship that goes off, and on a "hit", he's considered a coward, and on a Crit, the ship is destroyed.
A ship can upgrade to a higher PS non-unique at any time, but can only upgrade to a unique at the end of the year (to give the opposition a chance to hunt him down). Also, we consider any unique you get to never "die" per se (he ejects safely), and they may return at the beginning of the next year.
Fleets Cannot change their composition (the ships in it), to make it more realistic. Also, you cannot add new ships to a fleet unless they are within 1 jump of your Capital (So you can't fly a fleet deep into enemy territory and reinforce it with 150 points out of no where.
Each of your starting planets also gets a small bonus, one can call an allied fleet from a system 1 jump away to help in the fight, another gets a defense force of 50 points, and the other has a minefield which damages any fleet that comes into the system. The Capital has a Defense force of 75 points, and you can take up to 2 uniques while defending.
We have enjoyed this type Extremely. We rarely play a normal game anymore, and get to play about twice a week, which allows for around 2 "years" of gametime and alot of both small battles and big battles that force you to do the best with whatever you got.
I will try to get pictures up soon of the map, scoreboard and such.
Edited by Syleh Forge