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homedrone

Supply and Demand League?

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Just a random idea.. a league that runs frequent tournaments where use of cards is tracked from tourney to tourney.. and after each tourney, the points of the cards are changed. Cards that get used frequently go up in points, cards that are not used go down in points. 

I don't have an exact formula of how that would work yet, but does that sound like something people would find fun?

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Back in wave 2 Demolisher was so prevalent that people were theorising that it could cost 40 points and still get taken.  It would have been interesting to see.

 

I think the idea has merit.

 

Also, there are some upgrades that are seen as so essential to a ship (eg Ordnance Experts) that they would just keep going up until they weren't viable. At which point people wouldn't stop taking them so much as they just wouldn't take the ships they go on anymore.

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That is sort of the intent, that things we see all the time become too expensive. If that means you think MC30s are no longer viable, then so be it. But someone might decide that they can make an Ordnance Expertless MC30 work in the meta taking into account all the other now expensive cards. 

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A while ago I thought about a sort of campaign structure with this kind of idea for Commander cards. It was before wave 8 and RitR. We never had the opportunity to try it out. RitR and Covid dried the interest for my idea in my gaming group to zero. Maybe someone might find it interesting though.

One side plays rebels, the other imperials. Both sides build new fleets every game. (Feel free to restrict used or destroyed units if you like.) {If played with 2 or 3 players in teams, the battles of all team mates are regarded to be simultanous. Named unique cards are limited to 1 in all fleets together for every round. (Aces, titles and commanders only once in all fleets. Fleet Commands and non-aces unique squadrons only limited to 1 per fleet.)}

One side is declared player 1 for the first round. Player 1 declares the first attack. He must take the cheapest commander (he didn‘t play with before). Player 1 chooses 1 objective card publicly to be objective for the next game. Each player builds a fleet with maximum 10x FP of the Commander of player 1 (=200 FP for the first game). Player 2 may choose any Commander. Determine initiative as normal. (Higher bid wins.)

After the game you ban the played objective. The cost for the winning commander card goes up 1% of the fleet max (would be 2 FP). The loosing commander goes down the same points.

{If played in teams, one declares an attack, the next defends, and so on. These games are regarded as 1 round.}

Next round the roles of player 1 and 2 flip.

Example: Rebel player starts as first player. He/She can choose between Dodonna and Agate. Player 2 could take any commander seeming to fit. Let‘s say it‘s Dodonna and Volatile Cargo. The imperial player choose Screed. Dodonna wins and goes up to 22 pts. Screed goes down to 24. Volatile Cargo is banned.

Next round imperial player could choose Ozzel or Romodi and any objective but Volatile Cargo. Rebel would be free to build a fleet with any Commander. Dodonna would be now 22 FP. Let‘s say rebel player choose Agate and loose. Agate would go down to 18 pts.

Third round the rebel player would have to choose the cheapest commander, he/she didn‘t play before for the next attack. That would be Garm Bel Iblis. Fleet Max would be 250 FP. The winning/loosing commander would go up/down 3 FP.

If you played all 11 Commanders you can quit or you make another round, always choosing the Commander with the lowest points or the least games for your next attack. After all objectives have been banned, all objectives come back into play.

Both sides win if they had fun playing. (Feel free to make up another winning condition.)

 

Because of starting with the cheaper commanders and linking the fleet maximum to their points, it’s also a bit like an escalation league. Starting with 200 FP is good to start with faster games. Limit then goes up to a level near the tourney limit (Ackbar/Tarkin = 380 FP). The idea was to force both sides to play with less popular commanders and objectives. Before wave 8 and RitR the number of objectives and commanders was lower.

I would be interested if certain commanders find a new point level where they work.

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On 11/22/2020 at 4:51 PM, Triangular said:

A while ago I thought about a sort of campaign structure with this kind of idea for Commander cards. It was before wave 8 and RitR. We never had the opportunity to try it out. RitR and Covid dried the interest for my idea in my gaming group to zero. Maybe someone might find it interesting though.

One side plays rebels, the other imperials. Both sides build new fleets every game. (Feel free to restrict used or destroyed units if you like.) {If played with 2 or 3 players in teams, the battles of all team mates are regarded to be simultanous. Named unique cards are limited to 1 in all fleets together for every round. (Aces, titles and commanders only once in all fleets. Fleet Commands and non-aces unique squadrons only limited to 1 per fleet.)}

One side is declared player 1 for the first round. Player 1 declares the first attack. He must take the cheapest commander (he didn‘t play with before). Player 1 chooses 1 objective card publicly to be objective for the next game. Each player builds a fleet with maximum 10x FP of the Commander of player 1 (=200 FP for the first game). Player 2 may choose any Commander. Determine initiative as normal. (Higher bid wins.)

After the game you ban the played objective. The cost for the winning commander card goes up 1% of the fleet max (would be 2 FP). The loosing commander goes down the same points.

{If played in teams, one declares an attack, the next defends, and so on. These games are regarded as 1 round.}

Next round the roles of player 1 and 2 flip.

Example: Rebel player starts as first player. He/She can choose between Dodonna and Agate. Player 2 could take any commander seeming to fit. Let‘s say it‘s Dodonna and Volatile Cargo. The imperial player choose Screed. Dodonna wins and goes up to 22 pts. Screed goes down to 24. Volatile Cargo is banned.

Next round imperial player could choose Ozzel or Romodi and any objective but Volatile Cargo. Rebel would be free to build a fleet with any Commander. Dodonna would be now 22 FP. Let‘s say rebel player choose Agate and loose. Agate would go down to 18 pts.

Third round the rebel player would have to choose the cheapest commander, he/she didn‘t play before for the next attack. That would be Garm Bel Iblis. Fleet Max would be 250 FP. The winning/loosing commander would go up/down 3 FP.

If you played all 11 Commanders you can quit or you make another round, always choosing the Commander with the lowest points or the least games for your next attack. After all objectives have been banned, all objectives come back into play.

Both sides win if they had fun playing. (Feel free to make up another winning condition.)

 

Because of starting with the cheaper commanders and linking the fleet maximum to their points, it’s also a bit like an escalation league. Starting with 200 FP is good to start with faster games. Limit then goes up to a level near the tourney limit (Ackbar/Tarkin = 380 FP). The idea was to force both sides to play with less popular commanders and objectives. Before wave 8 and RitR the number of objectives and commanders was lower.

I would be interested if certain commanders find a new point level where they work.

At the local community we outright banned tournament winning commanders in 2019 (we had too much Thrawn and Sloane before). It was a fun year.

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