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cybercat07

X Wing Galactic Civil War! Try it out!

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Howdy folks! I looked around the internet and couldn't find a good Galactic Conquest-esq way to play X-Wing. People made things too bulky or confusing and it mostly seemed to fall apart. I took the best of what I could find and I tried to make a nice, little document, that helped players come up with appease their appetite of Galactic Conquest. Let me know what you guys and gals think. I know it might not be the best thing, but I tried it out a few times and it has worked well so far. Let me know what your thoughts are if I can make it better or simpler in any area! Or maybe you can think of something that would flesh out the game a bit more, but wouldn't add too much weight to the whole deal. Either way, please chime in!

 

 

Galactic Conquest: suggested for 2 or 4 players

 

Round Stages Simple Explaination

1.Economy Stage

a.First, collect planetary income

b.Next the players spend income on their fleets and ‘General Level and Skills’

2.Warfare Stage

a.First, players secretly plan courses for their fleets

b.Second, players move fleets according to the hyperspace route

i.Players then check for any interactions on hyperspace routes, interactions above a planet, or a fleet attacks an Established Base

c.Next, players settle any conflicts amongst fleets. If no fleets interacted with each other, the next stage begins.

i.If two fleets interact with each other above a planet or along a hyperspace route, a dogfight begins.

*Retreat is always an option for a space conflict, but it must be decided before the battle. If one side chooses to retreat, the setup of the game changes to the ‘Evacuation’ game.

ii.If one fleet interacts with an Established Base of an opponent, then a planetary conflict occurs. Players randomly select a ‘mission’ from X-Wing Core Set or certain X-Wing expansions to play. Suggested squad costs are ignored for these missions, and the players play with their respective fleets.

*Retreat is not an option for either side during a planetary conflict.

3.Assessment Stage

a.Players mark down the victorious fleet in conflicts, and/or which system they now control

i.If a player destroys another player’s fleet over a planet, the victorious fleet controls the planet

ii.If a player destroys another player’s fleet which has been designated as an Established Base on a planet, the attacking player now controls that planet

iii.If a player destroys another player’s fleet in a hyperspace route, no planet has been gained and the victorious fleet starts their turn at the hyperspace crossroad point of battle

iv.If a player has lost all of their fleets but still has a planet under their influence, they are given a new 100-point fleet which starts on the remaining planet

v.If a player has lost all of their fleets and has no planets left under their control, that player loses the game

b.Once the fleet positions and planetary alignments have been marked down, the next round begins.

 

Introduction

In Galactic Conquest, players take on the roles of the Rebellion and the Empire, while the fate of the galaxy hangs in the balance. In the following sections of this packet, the rules and procedures for Galactic Conquest will be outlined.

 

Planning for the Game

Galactic Conquest starts similarly compared to regular X-Wing play. Players choose which side they will play as before the game begins. Once each player has selected their faction of choice, the initial set-up of the game can begin.

*Special note: It is possible to play Galactic Conquest with more than two players. The four player variant is a simple alternative. The players each select which faction they will belong to and create teams of two. The main difference with a four player game is that each team member starts with one, 100-point fleet at the beginning of the game. As game play continues, the faction members share point values for their fleets.

 

We suggest that the game is played with an even number of players to ensure maximum participation of all players, but a three player option is also allowed. One player takes the roll of an entire faction, where the other two players split the faction according to the four player variant rules. We do not suggest playing Galactic Conquest with three different factions. Two factions create a straight-forward dynamic, and prevents players from being eliminated too soon. For thematic purposes this game should only be played with Rebellion, Empire, or Scum & Villainy factions.

 

Each faction begins the game with two maneuverable, 100-point fleets, each originating at the faction’s starting planet. Players must develop their fleet according to their ‘General Level’, which at the beginning of the game is always ‘1’. A player’s ‘General Level’ controls several important aspects of the game. Your ‘General Level’ controls how many points each of your fleets and squadrons can have, the highest level of pilot skill your fleets can hold, how many fleets you are able to control at one time, and your initiative during the Warfare Stage. The different ‘General Levels’ and their benefits are outlined below.

-Level 1 = Fleet Values 100 points = Highest Pilot Skill of 3 = 2 Fleets & 1 Established Base

-Level 2 = Fleet Values 125 points = Highest Pilot Skill of 6 = 2 Fleets & 2 Established Bases

-Level 3 = Fleet Values 150 points = Highest Pilot Skill of 9 = 3 Fleets & 2 Established Bases

-Level 4 = Fleet Values 175 points = No Pilot Skill Cap = 3 Fleets & 3 Established Bases

-Level 5 = Fleet Values 200 points = No Pilot Skill Cap = 4 Fleets & 3 Established Bases

 

 

Setting Up the Game

Before the game begins, players create an Established Base on their respectively aligned planet (Hoth for the Rebels, and Moraband for Imperials). The players are given a free 100-point squadrons for these planets. These 100-point squadrons are considered the first Established Base for each team. Established Base squadrons are unable to leave the planet they are attached to, but they are free to be modified, upgraded, and fixed, as if they were any other fleet.

Next the players are allowed to select an adjacent planet from their first Established Base. This will be the first planet to be aligned with each respective team. Players will start with their fleet either on their first Established Base. Players will create separate squadron lists for each Fleet. Players can field multiple copies of generic pilots, even across multiple fleets, but unique pilots and unique upgrade cards cannot be fielded more than once, and cannot be used in multiple fleets.

Fleet, squadron, and Established Base lists need to be recorded and pre-generated before fleet movement. Whenever a new fleet or a new base is Established, the controlling player must create a new squad list. Players are not required to completely fill out squads, as they are entitled to purchase pilots later on, but squads may not change before the Warfare Stage.

*As players advance their ‘General Level’, they are entitled to purchase more pilots for their fleets. New pilots, along with upgrade cards, must be written down before any fleet movement occurs. Any pilots or upgrade cards left off the list when the Warfare stage begins, will be treated as if they were not purchased, but are instead eligible for purchase next round.

Once the initial fleet lists have been written down, all players are ready to play Galactic Conquest!

 

Playing Galactic Conquest

              The game consists of three stages. These stages are, the Economy Stage, Warfare Stage, and the Assessment Stage. These stages will be discussed in depth, so players will know what actions they are able to and unable to make. This section will also go over the different rules of the game, and will let players know the different specific details in how to run their own Galactic Conquest.

             

 

 

 

The Stages

I.The Economy Stage- The Economy Stage is the time period where players collect resources based on which planets are under their influence or control.

a.Collect Planetary Income-

i.Players collect 20 credits per round for each planet under their influence.

ii.Players are allowed to spend their income on two main categories. The first is Fleet Upkeep, the second is General Level and Skills.

1.Fleet Upkeep- Players may spend currency on Fleet Repair, Fleet Upgrades, or Ships & Pilots. After players modify their fleets, they need to mark down their fleet lists and keep the list on hand.

a.Fleet Repair- If a player wants to repair ships in their fleet, they are to repair each ship on an individual basis. Repairing a ship removes all damage and adds back all shields that the ship and pilot began with. The cost of repairing a ship is one half of the total point value for the ships and all of its upgrade cards at the time. Upgrade cards that were discarded, by the ship’s owner, are not factored into the repair cost. Players mark down the hull and shield value of all of their ships on their fleet cards.

b.Fleet Upgrades- Upgrade cards are available for purchase for the normal point value on each upgrade card. Upgrade cards that have been discarded, such as co-pilots, astromechs, ordinance, etc., may be repurchased for secondary use. The only exception to this rule is if a unique upgrade belonged to a ship that was destroyed. Any unique characters or upgrades that are destroyed are unavailable for the rest of the game. Players mark down their upgrades on their fleet cards.

c.Ships & Pilots- Players may purchase ships or pilots for their fleets. The cost of purchasing a new ship and pilot is the same as the cost on the pilot card. If a player wants to remove a ship and pilot from their fleet, that player needs to pay half of the total pilot cost, rounded up. Upgrades are included in this cost. If a player wishes to move a ship and pilot to a new fleet, or Established Base, they must pay the full cost of that pilot, including upgrades. Players mark down their pilots on their fleet cards.

2.General Level and Skills

a.Upgrading General Level- General level dictates when a player activates their fleets, the total amount of fleet points they are allowed to have, the max level of pilot skill they are allowed to have, and the max number of fleets or Established Bases they are allowed to have. The cost of raising your General Level is 100 credits multiplied by the Level about to be gained.

b.Creating a new Fleet or Established Base- Creating a new fleet costs 100 credits plus 100 credits per fleets you already control. Creating an Established Base costs 50 credits.

II.Warfare Stage

a.Planning Phase

i.During this Phase, players plan their navigational routes in secret. Players will select a course to take, and then reveal their plan based on General Level and in ascending order. Players select hyperspace routes to travel along, and cannot select to move to a planet if there is no route connecting them to it. Players can also opt to leave their fleet in the same spot.

b.Moving Phase

i.Players move their fleets in ascending order. A player with a higher General Level may choose to re-route their course, but needs to pay 50 credits in order to do so.

ii.Players then check for any interactions amongst fleets or Established Bases. If there is no interaction, then planets can fall under control of the occupying force for 20 credits. A planet falls under influence of a player for no cost if there was a battle on or above the planet.

c.Conflict Phase

i.If two fleets interact with each other above a planet or along a hyperspace route, a dogfight begins.

1.*Retreat is always an option for a space conflict, but it must be decided before the battle. If one side chooses to retreat, the setup of the game changes to the ‘Evacuation’ game.

ii.If one fleet interacts with an Established Base of an opponent, then a planetary conflict occurs. Players randomly select a ‘mission’ from X-Wing Core Set or certain X-Wing expansions to play. The suggested mission numbers are as follows: 1, 2, 3, 4, 5, 6, 7, and 9. Suggested squad costs are ignored for these missions, and the players play with their respective fleets.

a.*Retreat is not an option for either side during a planetary conflict.

iii.Multiple fleets can land on the same spot, but only two fleets can battle at the same time. If multiple fleets land on the same planet or interact in the same hyperspace lane, then the lowest-point fleets from opposing teams will battle. If there is an odd number of fleets, the lowest-cost fleets of the two factions will battle first. The two factions will continue to battle until only one faction is entirely removed from a planet. After each round, the remaining fleet has the option to Fleet Repair. In the case of a draw, neither faction wins the planet.

1.The only exception to the multiple fleets rule is if four fleets of four different players land on the same planet or interacts in the same hyperspace lane. In this instance, the players can all play in the same battle.

iv.If a fleet lands on a planet who’s opponent has an Established Base, and a mobile Fleet occupying it, then the players battle with mobile fleets first. After the first battle is decided, then the attacking player continues to attack the Established Base (and follow the multiple fleets ruling).

III.Assessment Stage

a.Victory and Influence

i.If a player destroys another player’s fleet over a planet, the victorious fleet controls the planet at no cost.

ii.If a player destroys another player’s Established Base, the attacking player now controls that planet at no cost.

iii.If a player destroys another player’s fleet in a hyperspace route, no planet has been gained and the victorious fleet starts their turn at the hyperspace crossroad point of battle

iv.If a player has lost all of their fleets but still has a planet under their influence, they are given a new 100-point fleet which starts on the remaining planet

v.If a player has lost all of their fleets and has no planets left under their control, that player loses the game

b.Clean Up

i.Players establish and mark down the damage done to the surviving fleets, the upgrades which have been spent or discarded, and the planets which are now under new influence. Once this step is complete, the next Round begins.

 

 

 

 

Galactic Map

 

 

(working on uploading this, but as of right now there are 20 planets)

Edited by cybercat07

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Looks interesting;

One issue I suspect you would run into is a steamroller effect once someone gets an economic advantage. If someone wins a few early battles, builds a superior economic base, then builds a significantly stronger fleet, is there any reasonable way for the other guy to win? I'm a firm believer in the idea that campaigns should be suspenseful until the very end. One thing that you never want is a campaign that ends halfway through when one player loses hope and just gives up.

Edited by Babaganoosh

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Looks interesting;

One issue I suspect you would run into is a steamroller effect once someone gets an economic advantage. If someone wins a few early battles, builds a superior economic base, then builds a significantly stronger fleet, is there any reasonable way for the other guy to win? I'm a firm believer in the idea that campaigns should be suspenseful until the very end. One thing that you never want is a campaign that ends halfway through when one player loses hope and just gives up.

I based this off of Battlefront 2's galactic conquest...what if I allowed the higher level generals to use different 'power ups' per round? That could help even it out? 

 

Or I could make a rule that says newly built mobile fleets are unable to move for one round?

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Looks interesting;

One issue I suspect you would run into is a steamroller effect once someone gets an economic advantage. If someone wins a few early battles, builds a superior economic base, then builds a significantly stronger fleet, is there any reasonable way for the other guy to win? I'm a firm believer in the idea that campaigns should be suspenseful until the very end. One thing that you never want is a campaign that ends halfway through when one player loses hope and just gives up.

I based this off of Battlefront 2's galactic conquest...what if I allowed the higher level generals to use different 'power ups' per round? That could help even it out? 

 

Or I could make a rule that says newly built mobile fleets are unable to move for one round?

 

 

A guiding principle I go by is to reward success on the battlefield not by making players objectively more powerful, but rather by moving them closer to a victory condition.  I call it a 'race to the finish' model.  In a race to the finish model, players progress towards a final battle which determines the winner.  The track to the finish line is for the most part one-way (players do not get farther away from the victory condition if they lose a battle; they just don't progress toward it).  When you get to the finish, the advantage should be given to the player who advanced their track to the finish first, but the other player should have a credible chance to win, either in that scenario or immediately after in some sort of retaliation.  The one-way nature of this model prevents stagnant campaigns where players are seesawing back and forth and not getting anywhere.

 

One other thing I'm doing in my own perpetually-wip pvp campaign is giving players the chance to diversify and change their fleets with victories; you might do the same here.

 

I suggest that you:

Eliminate planetary income

Eliminate any mechanisms by which one player can acquire a higher-point fleet that can be matched against other players' lower-point fleets

Reward victories with opportunity to access new types of ships and upgrades

-you could possibly replace planetary income with a system in which control of certain planets allows you access to certain ships and upgrades

Assess your victory condition and try to figure out if it can be achieved without a steamroll effect.  Make the progression toward victory a one-way thing.  (PLayers should not get farther away from victory when they lose)

Edited by Babaganoosh

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Howdy folks! I looked around the internet and couldn't find a good Galactic Conquest-esq way to play X-Wing. People made things too bulky or confusing and it mostly seemed to fall apart. I took the best of what I could find and I tried to make a nice, little document, that helped players come up with appease their appetite of Galactic Civil War. Let me know what you guys and gals think. I know it might not be the best thing, but I tried it out a few times and it has worked well so far. Let me know what your thoughts are if I can make it better or simpler in any area! Or maybe you can think of something that would flesh out the game a bit more, but wouldn't add too much weight to the whole deal. Either way, please chime in!

 

 

Galactic Civil War: suggested for 2 or 4 players

 

Round Stages Simple Explaination

1.Economy Stage

a.First, collect planetary income

b.Next the players spend income on their fleets and ‘General Level and Skills’

2.Warfare Stage

a.First, players secretly plan courses for their fleets

b.Second, players move fleets according to the hyperspace route

i.Players then check for any interactions on hyperspace routes, interactions above a planet, or a fleet attacks an Established Base

c.Next, players settle any conflicts amongst fleets. If no fleets interacted with each other, the next stage begins.

i.If two fleets interact with each other above a planet or along a hyperspace route, a dogfight begins.

*Retreat is always an option for a space conflict, but it must be decided before the battle. If one side chooses to retreat, the setup of the game changes to the ‘Evacuation’ game.

ii.If one fleet interacts with an Established Base of an opponent, then a planetary conflict occurs. Players randomly select a ‘mission’ from X-Wing Core Set or certain X-Wing expansions to play. Suggested squad costs are ignored for these missions, and the players play with their respective fleets.

*Retreat is not an option for either side during a planetary conflict.

3.Assessment Stage

a.Players mark down the victorious fleet in conflicts, and/or which system they now control

i.If a player destroys another player’s fleet over a planet, the victorious fleet controls the planet

ii.If a player destroys another player’s fleet which has been designated as an Established Base on a planet, the attacking player now controls that planet

iii.If a player destroys another player’s fleet in a hyperspace route, no planet has been gained and the victorious fleet starts their turn at the hyperspace crossroad point of battle

iv.If a player has lost all of their fleets but still has a planet under their influence, they are given a new 100-point fleet which starts on the remaining planet

v.If a player has lost all of their fleets and has no planets left under their control, that player loses the game

b.Once the fleet positions and planetary alignments have been marked down, the next round begins.

 

Introduction

In Galactic Civil War, players take on the roles of the Rebellion and the Empire, while the fate of the galaxy hangs in the balance. In the following sections of this packet, the rules and procedures for Galactic Civil War will be outlined.

 

Planning for the Game

Galactic Civil War starts similarly compared to regular X-Wing play. Players choose which side they will play as before the game begins. Once each player has selected their faction of choice, the initial set-up of the game can begin.

*Special note: It is possible to play Galactic Civil War with more than two players. The four player variant is a simple alternative. The players each select which faction they will belong to and create teams of two. The main difference with a four player game is that each team member starts with one, 100-point fleet at the beginning of the game. As game play continues, the faction members share point values for their fleets.

 

We suggest that the game is played with an even number of players to ensure maximum participation of all players, but a three player option is also allowed. One player takes the roll of an entire faction, where the other two players split the faction according to the four player variant rules. We do not suggest playing Galactic Civil War with three different factions. Two factions create a straight-forward dynamic, and prevents players from being eliminated too soon. For thematic purposes this game should only be played with Rebellion, Empire, or Scum & Villainy factions.

 

Each faction begins the game with two maneuverable, 100-point fleets, each originating at the faction’s starting planet. Players must develop their fleet according to their ‘General Level’, which at the beginning of the game is always ‘1’. A player’s ‘General Level’ controls several important aspects of the game. Your ‘General Level’ controls how many points each of your fleets and squadrons can have, the highest level of pilot skill your fleets can hold, how many fleets you are able to control at one time, and your initiative during the Warfare Stage. The different ‘General Levels’ and their benefits are outlined below.

-Level 1 = Fleet Values 100 points = Highest Pilot Skill of 3 = 2 Fleets & 1 Established Base

-Level 2 = Fleet Values 125 points = Highest Pilot Skill of 6 = 2 Fleets & 2 Established Bases

-Level 3 = Fleet Values 150 points = Highest Pilot Skill of 9 = 3 Fleets & 2 Established Bases

-Level 4 = Fleet Values 175 points = No Pilot Skill Cap = 3 Fleets & 3 Established Bases

-Level 5 = Fleet Values 200 points = No Pilot Skill Cap = 4 Fleets & 3 Established Bases

 

 

Setting Up the Game

Before the game begins, players create an Established Base on their respectively aligned planet (Hoth for the Rebels, and Moraband for Imperials). The players are given a free 100-point squadrons for these planets. These 100-point squadrons are considered the first Established Base for each team. Established Base squadrons are unable to leave the planet they are attached to, but they are free to be modified, upgraded, and fixed, as if they were any other fleet.

Next the players are allowed to select an adjacent planet from their first Established Base. This will be the first planet to be aligned with each respective team. Players will start with their fleet either on their first Established Base. Players will create separate squadron lists for each Fleet. Players can field multiple copies of generic pilots, even across multiple fleets, but unique pilots and unique upgrade cards cannot be fielded more than once, and cannot be used in multiple fleets.

Fleet, squadron, and Established Base lists need to be recorded and pre-generated before fleet movement. Whenever a new fleet or a new base is Established, the controlling player must create a new squad list. Players are not required to completely fill out squads, as they are entitled to purchase pilots later on, but squads may not change before the Warfare Stage.

*As players advance their ‘General Level’, they are entitled to purchase more pilots for their fleets. New pilots, along with upgrade cards, must be written down before any fleet movement occurs. Any pilots or upgrade cards left off the list when the Warfare stage begins, will be treated as if they were not purchased, but are instead eligible for purchase next round.

Once the initial fleet lists have been written down, all players are ready to play Galactic Civil War!

 

Playing Galactic Civil War

              The game consists of three stages. These stages are, the Economy Stage, Warfare Stage, and the Assessment Stage. These stages will be discussed in depth, so players will know what actions they are able to and unable to make. This section will also go over the different rules of the game, and will let players know the different specific details in how to run their own Galactic Civil War.

             

 

 

 

The Stages

I.The Economy Stage- The Economy Stage is the time period where players collect resources based on which planets are under their influence or control.

a.Collect Planetary Income-

i.Players collect 20 credits per round for each planet under their influence.

ii.Players are allowed to spend their income on two main categories. The first is Fleet Upkeep, the second is General Level and Skills.

1.Fleet Upkeep- Players may spend currency on Fleet Repair, Fleet Upgrades, or Ships & Pilots. After players modify their fleets, they need to mark down their fleet lists and keep the list on hand.

a.Fleet Repair- If a player wants to repair ships in their fleet, they are to repair each ship on an individual basis. Repairing a ship removes all damage and adds back all shields that the ship and pilot began with. The cost of repairing a ship is one half of the total point value for the ships and all of its upgrade cards at the time. Upgrade cards that were discarded, by the ship’s owner, are not factored into the repair cost. Players mark down the hull and shield value of all of their ships on their fleet cards.

b.Fleet Upgrades- Upgrade cards are available for purchase for the normal point value on each upgrade card. Upgrade cards that have been discarded, such as co-pilots, astromechs, ordinance, etc., may be repurchased for secondary use. The only exception to this rule is if a unique upgrade belonged to a ship that was destroyed. Any unique characters or upgrades that are destroyed are unavailable for the rest of the game. Players mark down their upgrades on their fleet cards.

c.Ships & Pilots- Players may purchase ships or pilots for their fleets. The cost of purchasing a new ship and pilot is the same as the cost on the pilot card. If a player wants to remove a ship and pilot from their fleet, that player needs to pay half of the total pilot cost, rounded up. Upgrades are included in this cost. If a player wishes to move a ship and pilot to a new fleet, or Established Base, they must pay the full cost of that pilot, including upgrades. Players mark down their pilots on their fleet cards.

2.General Level and Skills

a.Upgrading General Level- General level dictates when a player activates their fleets, the total amount of fleet points they are allowed to have, the max level of pilot skill they are allowed to have, and the max number of fleets or Established Bases they are allowed to have. The cost of raising your General Level is 100 credits multiplied by the Level about to be gained.

b.Creating a new Fleet or Established Base- Creating a new fleet costs 100 credits plus 100 credits per fleets you already control. Creating an Established Base costs 50 credits.

II.Warfare Stage

a.Planning Phase

i.During this Phase, players plan their navigational routes in secret. Players will select a course to take, and then reveal their plan based on General Level and in ascending order. Players select hyperspace routes to travel along, and cannot select to move to a planet if there is no route connecting them to it. Players can also opt to leave their fleet in the same spot.

b.Moving Phase

i.Players move their fleets in ascending order. A player with a higher General Level may choose to re-route their course, but needs to pay 50 credits in order to do so.

ii.Players then check for any interactions amongst fleets or Established Bases. If there is no interaction, then planets can fall under control of the occupying force for 20 credits. A planet falls under influence of a player for no cost if there was a battle on or above the planet.

c.Conflict Phase

i.If two fleets interact with each other above a planet or along a hyperspace route, a dogfight begins.

1.*Retreat is always an option for a space conflict, but it must be decided before the battle. If one side chooses to retreat, the setup of the game changes to the ‘Evacuation’ game.

ii.If one fleet interacts with an Established Base of an opponent, then a planetary conflict occurs. Players randomly select a ‘mission’ from X-Wing Core Set or certain X-Wing expansions to play. The suggested mission numbers are as follows: 1, 2, 3, 4, 5, 6, 7, and 9. Suggested squad costs are ignored for these missions, and the players play with their respective fleets.

a.*Retreat is not an option for either side during a planetary conflict.

iii.Multiple fleets can land on the same spot, but only two fleets can battle at the same time. If multiple fleets land on the same planet or interact in the same hyperspace lane, then the lowest-point fleets from opposing teams will battle. If there is an odd number of fleets, the lowest-cost fleets of the two factions will battle first. The two factions will continue to battle until only one faction is entirely removed from a planet. After each round, the remaining fleet has the option to Fleet Repair. In the case of a draw, neither faction wins the planet.

1.The only exception to the multiple fleets rule is if four fleets of four different players land on the same planet or interacts in the same hyperspace lane. In this instance, the players can all play in the same battle.

iv.If a fleet lands on a planet who’s opponent has an Established Base, and a mobile Fleet occupying it, then the players battle with mobile fleets first. After the first battle is decided, then the attacking player continues to attack the Established Base (and follow the multiple fleets ruling).

III.Assessment Stage

a.Victory and Influence

i.If a player destroys another player’s fleet over a planet, the victorious fleet controls the planet at no cost.

ii.If a player destroys another player’s Established Base, the attacking player now controls that planet at no cost.

iii.If a player destroys another player’s fleet in a hyperspace route, no planet has been gained and the victorious fleet starts their turn at the hyperspace crossroad point of battle

iv.If a player has lost all of their fleets but still has a planet under their influence, they are given a new 100-point fleet which starts on the remaining planet

v.If a player has lost all of their fleets and has no planets left under their control, that player loses the game

b.Clean Up

i.Players establish and mark down the damage done to the surviving fleets, the upgrades which have been spent or discarded, and the planets which are now under new influence. Once this step is complete, the next Round begins.

 

 

 

 

Galactic Map

 

 

(working on uploading this, but as of right now there are 20 planets)

I like this! 

 

Please consider the proposed changing of rules about power escalation/steam rolling.

 

Maybe conquering planets only gets you closer to victory? (victory at, for instance, 20 planets conquered)

 

Also, consider making this a PDF, so we can print. ;)

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Thanks for the input so far! So it looks like the economy design seems to be the most discussed topic. I have two plans for this...

1. Remove it completely as suggested, and use the "General Level" as the reward system. So for X amount of planets conquered, your general level goes up. Your level cannot go down though. I think thats an easy way to remove the resources from the game and make things interesting enough with squad building so we can see people getting creative with their list builds.

2.I can write in that credits do not roll over into next round, give a time limit to the game and add a "Final Round". This would allow players to still have a fighting chance despite getting pushed back during the game?

The last match will be the Death Star II battle. So after 20 rounds, the two factions face off for the final fight. It can be a massive Death Star II battle that allows all four players to field their best 200 point faction (or 300 points if two players). Players will not need to spend resources on assigning ships and pilots, just purchasing upgrades as needed.

The battle will be on a 3x6. There is a really cool Death Star II mission on Mission Control and I would set it up like that. Make a barrier on the imps End of the mat. It has an opening the size of the 3 straight maneuver. It turns off to the left or right and then opens into the core. Ill work out the details later with this but let me know what you think!

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Duplicate campaign system name detected.

What do you mean? Do I need to change the name?

 

Need?  No, but it is the same name as the campaign system I have maintained since Wave 2.

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Duplicate campaign system name detected.

What do you mean? Do I need to change the name?

 

Need?  No, but it is the same name as the campaign system I have maintained since Wave 2.

 

Sorry about that! Hopefully this works now. Creativity with names isn't really my strong suit! 

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Howdy folks! 

 

So I tweaked some things on the original game based on the suggestions you gave. I removed the scaling squad values, and I changed the cost of purchasing a new squad and gaining a new General Level. I also placed in an end-game option. The Death Star II battle is a final battle that occurs after one player conquers all of the planets.

 

I wasn't quite sure how to upload the pdf here, so instead here is a website I made for this game. The pdf can be found on the 'original game' tab...

 

http://galacticconquestbytate.weebly.com/

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