Hello,
you can only send PMs if you are a supporting member to a supporting member.
I am fine with people using my rules, that is why I published them to the web. Please feel free, and thanks for asking. Several others have given them a go including at least one group in England.
I do not plan to attend any conventions in California either, so go for it.
If you make modifications please share the feedback on what modifications you made, why, and how they worked out
.I am always interested in new ideas. Last year we had someone pull a cool new tactic, they plotted Gold Squadron through an asteroid sector (knowing that the tie fighters would likely plot pursuit). The ties had to follow Gold and pretty much were chewed up in the asteroids which Gold Squadron navigated with ease.
We have run the game with up to 12 people on a side. The problem is that like all big games it tends to bog down to the slowest person so it helps to split the battle into sectors where 2-4 people can play at their own speed.
If you have a lot of new players hand them two fighter squadrons and a frigate, send them out on a scouting engagement to teach the rules for one or two founds, then bring out the big guns.
We do not have any preset scenarios as such, but we have invented a game mechanic which includes the hyper drives. At Origins we put on a game for 12 people. To make it more manageable and keep the games moving we have two battle fields.
We use the interdictor to make this work. The FTL drives are for hyperspace jumps, and they let you escapes, or jump from table to table in multi-table battles.
The scenario we used last year:
After a massive engagement (the previous year at Origins) a disabled Super Star Destroyer was left orbiting in the kessel system. The Rebels (New Republic Forces) sent in a force to finish it off before the Imperials could salvage it. However it was a trap. The Rebels met a much heavier force than they expected for just a salvage run. The rebels called for a second fleet to jump to their assistance, but the Imperials had left a second force with an interdictor on the approach to Kessel thus dragging the relief force out of hyperspace earlier than planned.
So what we essentially set up two battles on two separate tables. This way we could run the tables at their own speeds. Now the Rebels on one table were clearly tasked with destroying the Imperial Super Star Destroyer, and the Imperials on the other table were tasked with holding up the Rebel reinforcements. If the Interdictor was destroyed then the Rebel reinforcements could jump to the other table (assuming they were on the right heading and had cleared the asteroid field).
It worked as planned and for the most part we had two separate fleet battles, except on one occasion where a young girl (about 12?) was commanding the Rebels. She completely plowed through the Imperials and destroyed the Interdictor. Then on the last turn or two of the game jumped most of the Rebels over to the Kessel system, and joined forces with the lead Rebel force
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This scenario worked well for the convention, and we are thinking about doing a similar twist next year, but possible adding a Death Star.
Generally speaking we like to give each player a star destroyer or MC80 class ship, a frigate or two and a handful of fighters 6-10 squadrons. This is about as much plotting as anyone can handle. So in the scenario above most of the players found themselves squared off against a similarly equipped opponent. Fighters die off fast once they engage, but initially it is a little overwhelming for new players.
If you have questions just post, or if you get a supporting membership just send me a PM. Do you have the latest SSDs like the Viscount?
I would like to hear how it works out? Better yet post picks from the con!