As the title states, do you believe it would be possible for FFG to release some sort of campaign system (or expansion, or maybe sourcebook?) for SW:Armada?
As the title states, do you believe it would be possible for FFG to release some sort of campaign system (or expansion, or maybe sourcebook?) for SW:Armada?
This would be cool. You'd yust needed a map with planets and hyperdrive lanes..
When the Empire attacks you can bring only that much squadrons your ships can support. Only Tie-Advanced squadrons don't count against this limit.
I would like to hope so. I think games that have a campaign option are the most fun all round. I loved playing Blood Bowl for just that reason. The more games you played, the better the team got. If FFG don't do a campaign system, I'm sure I'm going design one. I'm working one for X-Wing at the moment, so expanding to fleet combat won't be an issue. Might even incorporate the two when I'm done.
This would be cool. You'd yust needed a map with planets and hyperdrive lanes..
When the Empire attacks you can bring only that much squadrons your ships can support. Only Tie-Advanced squadrons don't count against this limit.
Rebels have to support their fighters too. A-wing might have hyperdrive, but I wouldn't try to take a week long hyperspace ride sitting there without any way to move Your leg...
This would be cool. You'd yust needed a map with planets and hyperdrive lanes..
When the Empire attacks you can bring only that much squadrons your ships can support. Only Tie-Advanced squadrons don't count against this limit.
Rebels have to support their fighters too. A-wing might have hyperdrive, but I wouldn't try to take a week long hyperspace ride sitting there without any way to move Your leg...
Maybe the requirement is that Imprial fighters (except the Advanced) must be deployed in base contact with the ship they are "deploying" from no more than that ships allotment can be touching. Rebels could get more leeway in deployment to represent deploying off screen and then microjumping in (like Endor)
My dream is some type of campaign that incorporates both X-Wing and Aramada. In my head right now, when squadrons engage each other, we move over to another board and fight it out there with X-Wing. Maybe a few rounds of X-Wing for every time the squadrons activate. As a rule in Armada, once squadrons are in range of each other, they cannot move as they are considered engaged (though if a ship overlaps them, they will be displaced), so we don't really have to worry about the engagement ending. Though I could see the X-Wing engagement being too slow compared to the Armada engagement.
Plus, in a perfect world, I have full squadrons of X-Wing minis for every squadron on the board. That's a lot of X-Wing minis I don't have the money for.
With X-Wing mission control already out there, I think it is possible that we could get similar support for Armada. That would allow for the easy creation and sharing of missions, and could be cobbled together to create a rather nice campaign if anyone had the time/inclination.
I think it'd be cool to have two teams made up of Rebels or Empire Armada and Xwing players. The map is a series of planets in a system. Each planet can be conquered through the Armada system and each planet is worth a certain amount of points. In addition, each planet has a series of missions associated with it that can only be completed by playing Xwing. Each mission is also worth points but ammount to slightly less than taking the planet. So on a given starwars night you have the armada players fighting over control of a planet and x wing players fighting missions.
You could also add secret fleet buffs to the xwing missions. Like within the xwing mission there are secondary objectives that grant intel/exp to their attached fleets
My dream is some type of campaign that incorporates both X-Wing and Aramada. In my head right now, when squadrons engage each other, we move over to another board and fight it out there with X-Wing. Maybe a few rounds of X-Wing for every time the squadrons activate. As a rule in Armada, once squadrons are in range of each other, they cannot move as they are considered engaged (though if a ship overlaps them, they will be displaced), so we don't really have to worry about the engagement ending.
I would love to play in this style, with the main deterrent being the amount of gaming time available, as well as the amount of table space to setup an ongoing battle that would incorporate both X-Wing and Armada....
Unless, of course, I end up gaming with a bunch of gaming nerds who have ADD (Attention Deficit Disorder) like I do.
hmmmmmm......... What if Creative Assembly comes up with Armada: Total War!
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hmmmmmm......... What if Creative Assembly comes up with Armada: Total War!
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I...well, I...I don't know...I need a moment to process.
Random objective tokens would appear in random locations and your ships would probably phase through the table.
Edited by HalberdLeader
hmmmmmm......... What if Creative Assembly comes up with Armada: Total War!
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I...well, I...I don't know...I need a moment to process.
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LOL!!!!
(come on; you know that you would buy and play it)
Yes. Yes I would. I play that until my computer exploded, and then I would buy a new computer to do it again.
If it doesn't come with one, the community will make up an excellent one. If the one they come with is not up to our expectations, the community will make one anyways.
If it doesn't come with one, the community will make up an excellent one. If the one they come with is not up to our expectations, the community will make one anyways.
I cant agree with this post more than I can state. !!!
I would really like to see boxed expansions with a campaign included as well as planet tokens and bases...i have no idea how much the license from lucas allows them to do but would love to see an assault on kuat as an end to a campaign..i reaaally dont like that x-wing has no story/objectives...
If you try and keep everything into some sort of vague scale, I don't think you'll see a planet token anytime soon, but bases and star port pieces, maybe. And who knows, players are always keen to create "missing" elements for a game. Wouldn't be too hard to create something.
My plan for when I have enough ships is to run a campaign for sure. I have the basics in my mind atm so feel free to help me flesh it out. As we do not know all the rules (at least I don't lol) we can go with assumptions on how mechanics would work in-game but overall these rules reflect more the map rules not tabletop.
So basically we would have a star map as has been mentioned. Various possibilities on this due to the net and pc games such as rebellion and eaw. I may go as far as to make something in paint or Photoshop and send it off to a poster producer and have a standard sized poster made. The map would have planets and hyperspace routes available between them, with a rule that no planet is so isolated from the rest of the map that it becomes Australia in Risk, except in the case of maybe having capitols that cant be hit from multiple directions. Planets would have different values, maybe special abilities as well that give bonuses either to the whole map or in one-off games. For example the player holding Kuat would be allowed an extra 50pts in one of their fleets. This kind of bonus would be tweaked to fit how many points extra a player could have before it is guaranteed they win a match.
As I said players would have many fleets. They would start with 2, one that defends their capitol and one for attacking. These would be standard 300pt fleets. After that players would gain a certain value of points per planet they captured and depending on how many planets they had they could buy more ships/fleets. Fleets would be represented by some kind of marker, pins with numbers representing the fleet number would suffice. New fleets could be larger than 300pts or existing fleets expanding past this number if players agree to larger fleet sizes AND can support them. This second part comes in if multiple allied fleets are in the same point. Borrowing from EAW, if 2 fleets are present and not enough ships are available then some would be held in reserve and come in on the owner's board edge as those already engaged are destroyed. Destroyed ships are removed from their fleet's roster and for 2 campaign turns the fleet is understrength unless spare points are used to purchase replacements, but at the end of 2 turns it is assumed that a replacement is found for balance sake of the campaign. Fighter squadrons that are destroyed are replaced in 1 turn.
I would even think that to ensure no turns go by where one side only attack undefended planets, it is assumed fleets on the map are attack fleets, and all planets have 100pts of defense if no main fleet is present, the defender can choose this fleet before the battle. Or instead maybe all planets without a fleet present have X many fighter and X many bomber squadrons present. Basically enough that even a full fleet may take casualties attacking planets and no player with a disasterous turn could be left undefended in a region of space. I would also look into creating space stations along the lines of how they are described in the stories ie a Golan Defense Platform would be equal to the rules for an ISD when we get them. This would give me the opportunity for some modeling on my own time which I enjoy and do find X-Wing and surely this as well lacking (painting fighters will be nice to be honest).
As for capitols I would use Rebellion as my basis. Imps would have Coruscant or whatever the capitol of that region may be, and Rebels would have a hidden secret and mobile base that is not marked on the board but instead is kept on paper in an envelope, only changing as rebels move it (they can open and look each week, keeping imps guessing if it actually moved). This part is hard as it is trust based, but we all have a neutral third party we could ask to check. Or each week it MUST be moved and after attack moves it is revealed to all players, and then it is moved among friendly planets again.
First week would look like this: Players start by creating the fleets and placing them. Then each player takes turns picking planets connecting to their hyperspace routes until half the planets are taken and several neutrals are left. Points are tallied and new fleets can be created, or pints saved if you decide to have special purchases available, for example an event where you pay smugglers for information on secret hyperspace routes allowing you to attack without one. At this point with planets picked, each player can move their attack fleets to the front and attack an enemy planet, or move to and claim a neutral planet. Each week initiative for first move is either randomly determined, follows a set of rules as to who gets it, or goes back and forth. Now the war is on and you fight as many games a week as wanted. If you want to get fancy small side missions for control of key resources (but not planets) or special objectives could be fought in X-Wing for bonuses. And if your a huge nerd with no life we could bring those Imperial Assault skirmish rules into this for similar side missions. Oh and capturing a planet is as simple as winning the space battle as we assume the troops are then clear to land and with orbital support will win.
Kind of long winded but rules need to be detailed and I am sure even this missed some things. Anyways, there are my ideas, feel free to rip em apart or add to em. Just give me a shout out if you want to post this somewhere else as this did take some time lol.
gredert
I've had similar ideas.
Each planet produces resources. Resources can be spent on ships, but perhaps only built in certain regions (Kuat for example).
Each planet's production value differs, but remains fairly small. Kuat might be 50 resources, but other regions could be as small as say 10.
Each 'round', the planets produce resources and players make their Armada moves/combat. At the end of the round, resources can be spent on new ships.
Here's my ideas though. Armada fleets can be as large as what you are capable of fielding. So if you have 1000 imp and 1200 worth of rebel, no one can field more than 1000 point fleets. (reduce as you see fit for your pleasure) You can have multiple fleets, but they can't merge anywhere to be more than 1000 points. You could do fluid fleets (only track points per fleet, and draft your fleet at the start of a battle....but for more 'realistic' control, you actually have to track the ships).
Taking control of the space around a planet does NOT give you control of the planet. Only blockades the planet. You must maintain at least 100 points of armada ships to keep a blockade going. You could even have a smuggler system where 10% of production can escape each round unless the blockade has at least 300 points of armada coverage.
Now planetary invasion is handled a little differently. I see 2 ways of doing it.
A. If you have X-Wing, use X-wing. You also have to manage an 'invasion' force that doesn't get involved with your armada fleets. So X-wings/Tie fighters can't cross from one to the other as the points wouldn't work.
So a planet can have a garrison of X-Wing units that the invaders have to fight against. You could hard limit defense totals to 100 points, and invading forces are also limited to 100 points (modify as you see fit). An invading force could carry more units than that, but can only utilize 100 points per invasion. Anything destroyed is destroyed. So the defenders may win a round, but be reduced to the point where the next round will be a loss. Blockaded planets can use their resources to restock garrison forces, and garrison forces can be built on any planet.
So a planet has 100 points of X-wing garrison, but is blockaded. The enemy invades with 100 points of X-wing units. The defenders win, and still have 65 points of units. They have a production value of 30, but choose to send 10% to their main force through smuggling. They can now add the 27 remaining points to their garrison giving them 92 points of garrison forces for the enemy to attack next turn.
B. Just use straight up resources. Attackers lose 25% extra in resources to invade (entrenched defenders). So a garrison of 200 resources would need 250 resources to attack.
Armada ships, if full fleets are actually tracked, could be fully repaired between rounds, or get to take 1 repair action between each round, or during any round where they didn't engage in combat.
I'd suggest starting off small at first. Like 9 planets with each side controlling 3 to start with. Start each side with 500 armada fleets and a full 100 point garrison on each of there 3 worlds. Nuetral worlds have no armadas, but do have 100 points of scum and villany defenders, and will rebuild using resources.
This would give you a way to test the balance of rules and adjust. If you start off with a huge map of 20 worlds or more, you may be overwhelmed or find problems a little too late.
You could even have withdraw rules for armada fleets. They can't withdraw till round 5 and then they still have to fight 1 more round. You could time limit engagements to rounds or minutes and just say that those engagements are taking more than 1 round, or you could just fight them out until one side wins or withdraws.
Garrisons can't withdraw, but attackers can retreat. Again, they have to fight 1 more round before retreating.
This is an awesome idea. Bump.
How I envisioned it was Armada would be used to blockade a planet (which would prevent them from spending points on reinforcements), and then Imperial Assault Skirmish mode would represent the actual invasion.
Meanwhile, there would be non-planetary targets on the map - mining installations, shields, space stations, whatever - that would be attacked in X-Wing and then invaded with normal games of Imperial Assault.
This would be cool. You'd yust needed a map with planets and hyperdrive lanes..
When the Empire attacks you can bring only that much squadrons your ships can support. Only Tie-Advanced squadrons don't count against this limit.
Check out The Essential Atlas for the maps. Also, you have my travel time calculator ( Nav Computer ) to help you out. It's a little buggy, but I'm still fairly proud of it.
With X-Wing mission control already out there, I think it is possible that we could get similar support for Armada. That would allow for the easy creation and sharing of missions, and could be cobbled together to create a rather nice campaign if anyone had the time/inclination.
There's a range there between missions on the one end of the spectrum and really full campaigns on the other. I hope both paradigms get fleshed out, though I suspect that it'll take a fanmade effort to really go anywhere. I don't see FFG investing the time into it other than to make a version of Mission Control available.
I think it'd be cool to have two teams made up of Rebels or Empire Armada and Xwing players. The map is a series of planets in a system. Each planet can be conquered through the Armada system and each planet is worth a certain amount of points. In addition, each planet has a series of missions associated with it that can only be completed by playing Xwing. Each mission is also worth points but ammount to slightly less than taking the planet. So on a given starwars night you have the armada players fighting over control of a planet and x wing players fighting missions.
My plan for when I have enough ships is to run a campaign for sure. I have the basics in my mind atm so feel free to help me flesh it out. As we do not know all the rules (at least I don't lol) we can go with assumptions on how mechanics would work in-game but overall these rules reflect more the map rules not tabletop.
...
Kind of long winded but rules need to be detailed and I am sure even this missed some things. Anyways, there are my ideas, feel free to rip em apart or add to em. Just give me a shout out if you want to post this somewhere else as this did take some time lol.
There are different styles of campaigns to trip everyone's trigger. However, I think that if you wanted to be true to Star Wars, you need to recall that this is an insurgency-style war, not a conventional war which is about conquering territory, holding resources, and building roughly equivalent forces. It seems like the latter is the style that the both of you are aiming at. (Correct me if I'm wrong.)
Making my own campaign system, here is my plan on resources:
Fuels:
At the beginning of the game, players will need to import most of their fuel supplies until they discover sufficient deposits of their own.
Food:
Each planet's population requires ridiculous amounts of food. So do soldiers. A simple Victory-Class Star destroyer has around 5,500 hungry mouths to feed. No wonder the food is so bland, if they need to feed that many people and to last many months.
This is mainly a upkeep mechanic, and a way the enemy can starve your big worlds into submission by blockades. The more food you pump into a planet, the faster the population grows, but the minimum upkeep also rises, and the population becomes wasteful. Reduce it down to ration sizes, and the population growth stagnates, they become angry with you, but the food waste factor drops to near 0%.
Industry:
The reason I offer equal footing in the game is for simplicity. I don't have the patience to run the rules in a game that style. Yeah, SW is one sided most of the time, but other than a handful of engagements the lore basically shows that it goes poorly for the rebels almost all the time. In fact, other than the 2 DS attacks they didn't win a lot of major engagements. And since those are in movies that the good guys had to win, they barely count. Hell, without the expanded universe to show how long they fought afterwards, ROTJ leaves us thinking that the war ended that day. So yeah, lets just make it equal and have fun without trying to figure out how you can have one fleet so outgunned and still win
I'd say anyone serious about running a campaign system should take a look at the bfg campaign systems (both the official one and all the homebrew stuff people have made). Lots of really well thought out systems for those who are serious about this.
I would recommend you think about the following points when looking or developing a campaign system:
1. Do you want a map to keep track of things? Some people love it, some find it a hassle.
2. Does your core group want to simply plug their matches into the campaign and have a narrative result or do they want the campaign system push them to fight specific people in the group? Either way can work, but real life and personality conflicts can make specific opponent driven campaigns difficult to pull off.
3. How long do you want your campaign to last?
4. How many people will be playing?
5. Does your system allow for different levels of participation? You know there will be a few who can play a lot of matches and some who will get will get nothing done for several weeks.
My recommendation for what I would call the normal group:
Play a campaign where active people are rewarded for being active by giving them something tangible while also leaving plenty of room for casual players an opportunity to play. Ideally you shouldn't play with a campaign map where sector A is bob's so you have to fight bob to take it. Those dont work well unless your group always meets at the same time and bob isn't going to miss (although you could sub someone for bob I suppose).
You can look around on this forum for a post I made awhile back about campaigns and I think a really cool method for managing campaign turns would be to provide a pile of scenarios and let one opponent per match pick a few to play and let the other guy pick the one they will play out of that short list. Once a scenario is played its considered done for the turn and no one else can play it. Once all the scenarios are used you move to the next turn. If you want to maximize narrative you can easily add some fluff to each scenario based upon who actually fought it and what the results were. For example lets say 2 Imperial players end up fighting, you could say one is a traitor or you could say it was a result of one moff trying to do something in another moff's territory without permission. I think best thing about this format is active players will simply run through more of the scenarios while less active players will still get to do stuff. Everyone who participates will need to turn in a fleet list that they will use for all battles. Battle rewards will allow people to bank points that can be used for one off advantages or used to change their fleet composition.
If you want to provide rewards provide players with one time use points for winning that can go towards initiative on following fights or be used for one time upgrades above the points limit. Say you win a scenario and it says you get 20 points to boost your fleet. You decide the next battle to turn in some of those points for a one time use of a xwing squadron. This xwing squadron will not count towards your 300 point limit for the battle so you get a small boost for the battle. 3 things though, first let people bank their points and spend them piecemeal, second let the maximum points they can spend on one time use at 40 points so at most an extra corvette, and third make a rule that lets people used one time use points to change their fleet composition on a permanent basis. I think a good place to start on changing fleet compositions is that you can only change your fleet between campaign turns (although you can start your fleet over completely but lose all your wins and losses as you are basically starting over as a "different" admiral). To change your fleet you simply need to buy the new parts of your list with banked points. You can also choose to place the portions of your list you won't be using into reserves or turn them back in for 1/2 credit in banked points. So someone who had a rather good campaign turn might decide they dont need their 2 corvettes and want an assault frigate. They opt to reserve one corvette just in case and turn the other in for 1/2 points which they use in combination with some banked points to get an assault frigate mk II.
Ok so you saw my idea, feel free to use any parts, but really do think about those questions I listed because those cover a lot of the issues with any campaign system you might play in a tabletop format. They matter and if you ignore them you are likely to have some issue crop up eventually that will bite.