We played a game with a twist on 6/30/12. I got the idea from
here, and we ran it with a few modifications. Basically, the Rebels and Imperial forces were each divided into 3 fleets. Fleet #1 for each side started the game on the board as usual. A die roll determined if / when additional fleets would arrive, and where.
Starting in round 2, at the end of the round, we checked to see if a reserve fleet would arrive. Newly arrived fleets could act at the beginning of the next turn (which was basically immediately, seeing as how the fleets were arriving as the last even of the previous round). It was a decreasingly difficult check, requiring a 6 on round 2, a 5 or higher on round 3, etc. The side the fleet entered from was randomly determined, and then preferred starting position was chosen by the player (with a bit of random scattering mixed in for fun). Fleets mustto start at the edge of engagement zone, unless they enter from the right or left (as seen here), the they could start up to 3 squares from the edge (the mat's not perfectly square).
Victory conditions are either destroy all enemy forces or achiuve unconstested space for two full rounds.
Initial placement, Round 1.