Battle for (TBD) event

By pitsch, in X-Wing

I'm looking to create a large battle, 10 player max ( i don't want a ton of players because there will be a lot of down time during turns.) I was thinking of just doing a free for all, but i wanted some strategies. So my idea is to create faction specific objectives that when completed, it will give a small boost. I want the objectives to be unknown to the opposing team, the Empire wont know the Rebels and Rebel wont know the Empire.

A little about the event.

Played on 3 mats, 2 space and on Trench run.

Players divided at the event between Empire and Rebels.

Once divided into teams, the point limit is given, the team then decides how they want to divide the points, meaning, if one player builds a squad of less the 100 pts, he can give them to another player. The players will be given the objectives before the build time so they can decide who will try to complete what objective.

The game will start, we will keep track of points,

1 pt for each pt of damage you cause and an extra pt for each ship destroyed.

I'm keeping objectives as optional, no points awarded, just the bonuses.

I'm going to bu using capital ships, the Hasbro Blockade Runner and i hope a small Empire ship, still looking for one.

What im looking for now is more objectives.What do you guys thing can be used as objectives. I have a few, like for the Empire, destroy the Blockade Runner, and for the Rebels, Destroy Space station ( Complete the Death Star Mission.)

Thoughts?

Man, if you're running a 10 player match, you'd be nuts NOT to run a Furball.

Everyone against Everyone

30-35 points (your discretion) per fleet.

Abilities that aid allied ships may temporarily assist enemies. However, there is no insurance against getting stabbed in the back

Last ship standing wins.

So, some suggestions, if you want to do a 10 person game:

have the players match-up against each other, so in essence it will be a 5 on 5 match. Then have them all play on the same maps that you plan on using. But, and here's the kicker, all ships are legal for being attacked. So it works like this:

Player A is facing off against player J. Player A has Player K's ship in his arc (teammate of player J), player A can attack player K's ship. Player J rolls the defense dice for player K's ship and applies any damage that K's ship takes.

We played something similar to this with wizards of the coast star wars minis. It's extremely chaotic, which is very true to battles. You don't know where the shots are coming from or who is damaging you, because you are playing your game against someone else.

I don't know how this will translate to X-wing, due to the different phases. Maybe each set of players stops at the planning phase and waits for the others to finish. This would create some down time, as not everyone will finish rounds at the same time, but it might be necessary due to the play interactions of the game (meaning you don't want to have player K shooting player D when D is moving his ships.) In the SWM game, you didn't need the downtime, you could just play on, but with this game, you may need to wait for everyone to finish their rounds.

Just a thought. And now that it's in my head, I may try to tweak the rules for X-wing and try something similar to this out with my group...