Hey everyone, now that the Kessel Run is over I was hoping to get some feedback on the short league I was thinking of running at the local shop.
- 6 week schedule with “official” game nights every other week. This should help keep real life from getting in the way too much of league progress.
- Attempt to keep things balanced between Rebel/Imperial teams. If one side has more than the others then I’d try to get “volunteers” to balance things.
- Weeks 1, 3, & 5 are basic 100 point dog fights.
- Weeks 2, 4, & 6 are missions from the core set (1 of each)
- Each game night consists of 2 matches against your opponent (75 minute max each match) with 1 point being awarded for each victory. Squads are allowed to change each week based on what each player thinks they will need but are limited to 100 points.
- The side with the most overall victory points at the end of the week will receive a bonus point allowed to squad builds for the finals.
- Finals: Death Star Trench Run. The FLGS has 6x4 tables so I was thinking of setting a target (the exhaust port) at one of the short sides and designating a “trench” of 8” wide coming back off of that. There would be a designated entry zone from the midpoint to the far edge where fighters could drop in if desired but if not then they are assumed to fly over as if it was normal surface. The trench itself is limited to 1 rebel fighter & 2 imperials. Of course the rebel objective is to successfully launch a proton torpedo and hit the exhaust port. These torpedoes don’t count against squad value but cannot be fired ship to ship. Normal torpedoes may be purchased as part of your squad and used ship to ship per standard rules. Imperial victory is to kill all the rebels before this happens. The other non standard rule for the Imps is an assumed massive supply of academy pilots. To represent this if they ever get below 2 ships then a new ship will spawn on the imperial player’s side.
- I’d collect a nominal fee ($5-10) at the start from everyone and all money is given back in the form of gift cards to the FLGS to the winners of each trench run. Depending on the number of players I might limit the number of people that play in the finals and take the top 2 or 3 from each side based on victory how many victory points they accumulated throughout the season (tie breaker would strength of schedule, then average squad size used)
I’m not really sure how to handle matches that have no clear winner. Maybe up the victory points to 2 total and if victory conditions aren’t met then each side gets 1? Also, this game isn't designed for play with minimal turns so I'm thinking that once in the trench slight adjustements to orientation (no more than 30 degrees) are allowed to keep from drifting into the walls.