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Star Wars EndGame and AAR : No result

PostPosted: 06 Sep 2011, 16:24
by Malevolence
Hello all,
As you know I will be gone before the weekend and I was unable to hand off Star Wars diplomacy to another GM (Thanks to Rughat for taking IR though). THerefore I see it onl yfit that some type of winner is declared before I go away.

Here are the stats-
1. GR- 10 SCs
2. Wookies- 8 SCs
3. Hutts- 6 SCs
3. Gungans- 6 SCs
3. Jedi- 6 SCs
6. TUA- 5 SCs
7. Trade Fed- 4 SCs


While it would be so easy to just give the call to GR who has the most- that wouldnt be fair to other players I feel, who have played very well. While I would hate to have to do this- seeing as the two heroes might still not get along- Due to the SC count and the comeback that i saw occurring for one of the three 6 SC factions............



The Galactic Republic, The Wookies, andThe Jedi WIN


Congratulations and thanks to all for playing- I hope everyone had a great time. Perhaps ill catch a live game on a long weekend every now and again- but its been a great summer on playdip!


You may use this thread as an AAR as well.

Re: Star Wars EndGame and AAR

PostPosted: 06 Sep 2011, 21:34
by ninjaruler
actually I had at least ten also. I know because I was building a second Hero unit...

Re: Star Wars EndGame and AAR

PostPosted: 06 Sep 2011, 21:41
by Malevolence
huh, well whatever- stop complaining- you won 1/3 of the game, haha.

Re: Star Wars EndGame and AAR

PostPosted: 06 Sep 2011, 21:53
by ninjaruler
Malevolence wrote:huh, well whatever- stop complaining- you won 1/3 of the game, haha.

i want 1/2!!

Re: Star Wars EndGame and AAR

PostPosted: 06 Sep 2011, 21:53
by ninjaruler
:mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen:

Re: Star Wars EndGame and AAR

PostPosted: 06 Sep 2011, 22:49
by pelagius
I enjoyed the game. The only thing i did not care for was the fact tha the gungans are land locked and either have to blindly trust someone or attack a natural ally. I would change the map to make naboo a 5 s.c. planet with only one player for all of them. Especially nwiht no "free" s.c.;s" to go for.

other than that it was fun.

i would be interested in hearing from the GM what he thought of game play and either rmiss reads by the players or missed opportunities if he saw them.

I know i stabbed the naboo and i felt that i had to. after that i kind of floundered because i did not have any real ability to rely on negotiations because i did not feel i could read the players at all since i spent the first few rounds just getting to the point ot have two fleets.

Re: Star Wars EndGame and AAR

PostPosted: 06 Sep 2011, 23:30
by Malevolence
well like i said if i ever get around to making this again (next summer very likely). I would just have the gungans on naboo- I might still start them with no fleets- but with 4 SCs on the new naboo- they could make them.

I think i mightve figured out the heroes thing now, but not when i made the game. Only certain factions would get heroes- every 2 SCs, and no other faction could have them. IE, Jedi, Sith, Hutts (Maybe). everyone else would just have the normal stuff- MAYBE-----every faction would begin with one hero that if it dies could not be replaced- for instance someone would have General Grievous, etc. But then only the hero factions would get them from then on.


I need to find a way to mess with the wookies abit- they went uncontested the entire game, as did the hutts. Perhaps id make the map- oh my god, bigger with 1-2 more planets.

i might make geonosis neutral completely- his place went to a free for all.

Another option is to simply redo the idea- but instead of making the game in the GR time period, do it during the galactic empire- or even after its downfall.


Those factions would be like- Jedi, Rebel Alliance, Galactic Empire (either as the massive force or as the remnants of it), wookies, maybe cloud city, ewoks perhaps, idk, id figure it out.

Regardless- when I do decide to make it ill be sure to make a post to get everyone's ideas- i think i might have gone in a bit blindly on this one, it turned out pretty well, but id love to make it better next summer.

Thansk again to all.

Re: Star Wars EndGame and AAR

PostPosted: 07 Sep 2011, 20:33
by mariscal
It was very amazing and of course not to forget, that starting a variant and trying it out, shows that it is still imperfect. But this is, what a first game is for, or?!
The winners are ok, maybe gungans, had it difficult start position and reached 6sc either then winning jedi.
Personally, TUA has no build in the first year, cant reach a neutral, so there is from the beginning a disadvantage to wookie for example. Also starting without fleet, as the gungans seems quite difficult. Some more planets could be useful Bespin + cloudcity as a satellite, Dantuin (mentioned in StarWars IV), Metalorn (Series), Alderaan, planet where creedo comes from (mentioned in Series), Kamino, couple of asteroids in a ring being Kessel one of them

would include several moons to some planets, more and less, possible some with native civilisation, just doing nothing, waiting to be conquered, all planets protected with an orbital space around, devided - not so the moons - to avoid an attack of deep space directly on a planet homecenter, and having battles at orbit

would make the hero rule a variant
other variant could be, to start building a deathstar, would take several builds, but it would have the force (double, triple,...) according to his builds, destroying planets

anyway, congrats malevolence, you started a good idea, being a good gm, enjoyed it very much

Re: Star Wars EndGame and AAR

PostPosted: 01 Oct 2011, 11:28
by Pedros
There was no agreed finish to this game, so (despite the GM's edict), it's officially "No result"