Structured campaign system

By DariusAPB, in X-Wing

At the current stage of development, the only capital ship action is a rebel transport attempting to get past an Imperial blockade.

On a bit of a tangent, if an Imperial Epic ship comes out, I would like the idea of building a squadron, naming it, then pairing it to a Capital Ship as a home base. Squadrons without a home base wouldn't be able to resupply (rearm ordinance, repair hull damage, etc) but could be more mobile. Hyperdrive capable ships could move a little further on their own (making the TIE Advanced useful again!)

The problem is ... or maybe isn't that the current huge ships (as standard) are not loaded out for carrier purposes. At most after severe retrofitting the vette can carry 4. Of course, in small cloak and dagger arrangements that's ideal.

Campaign thread sense tingling...

Galactic Civil War Campaign Rules

I have been working on this since Wave 2, and it includes a lot of the ideas floated earlier in this thread. I should get the latest version uploaded some time, though I am still trying to decide how to handle a third faction. The last time I ran this campaign (via Vassal), we had 12 players, and I plan to run another iteration this year after Worlds.

I saw that one previously Rekkon, and I like most of it - eeexceeept the separating pilot cards into pilots and ships. For several reasons. Balance, complication etc.

Hows this

Rebels. 200 points. 1 unique pilot only.

Additionally 1 Corvette + 20 points in upgrades). 1 Combat retrofitted GR75 (to act as supplies and medical ship)

Supplies stored onboard the GR75 are say a dozen or so warhead cards. (bombs, torps, missiles) Maybe spare astromechs.

Out of this fixed munitions pool they do not contribute to points spent on mission sorties.

If for whatever reason the GR75 is downed by enemy action, no more munitions pool or way to store warheads - bad. Also repairs/healing takes a further "turn".

Series of missions. lost pilots stay lost, but S&R missions (which may be opposed) can regain and regain equip. injured pilots must sit out 2 missions. wrecked ships that are recovered must sit out 2 battles to be repaired.

Imperials: Make up the opfor with however many points an individual mission is.

Unique's cannot be fielded twice. Additionally they pay for reinforcements on a reinforcement pool - to be used statically throughout the campaign. Say 300 points.

Missions are then ran at random, certain circumstances may force the base ships into the battle.

I dunno. Thoughts?

I'd like to add that Imperial space stations and epic ships make GREAT objectives.

I'd also like to add that I love boarding operations (space engineers made me happy, i am a good space pirate).

Edited by DariusAPB

The problem is ... or maybe isn't that the current huge ships (as standard) are not loaded out for carrier purposes. At most after severe retrofitting the vette can carry 4. Of course, in small cloak and dagger arrangements that's ideal.

Well...you have to land on a planet or small moon, duh ;)

I was willing to overlook it, but it is a bit of a fluff killer. I've been considering marrying Armada and X-Wing in some way.

Edited by cody campbell

The problem is ... or maybe isn't that the current huge ships (as standard) are not loaded out for carrier purposes. At most after severe retrofitting the vette can carry 4. Of course, in small cloak and dagger arrangements that's ideal.

Well...you have to land on a planet or small moon, duh ;)

It's really handy that i wrote up atmospheric combat and base attack rules on mission control.

Now Scum have a different angle. A mechanic should be salvaging and piracy. So Capturing ships to use (destroying with an ion token, then boarding) would be a good feature. As well as raiding for supplies/stealing.

Splitting pilots and ships is pretty straightforward. As for balance, the rules are aimed at 2+ players per faction. That means even if you put together an uber pilot combo (typically with one of the uniques), you can only use that guy in one battle per turn. No matter how awesome, the rest of the war is fought without him, and he can still die in combat. Granted we were only working with Waves 1-3 at the time, but trust me, everyone was doing their best to come up with awesome combos. I flew Maarek Stele in a Firespray. My first choice was Horton Salm in a YT-1300. Other evils idea included Dark Curse in a Shuttle with Sensor Jammer and Biggs in a YT-1300. The other thing is that no matter how evil your combo, the stock guy has to survive enough combat to get the XP to buy the improvements to make it possible. In the case of putting a pilot in a different ship, you also have to sit out a turn for qualifications, which further dilutes (in time) the degree to which a single pilot can affect the entire campaign.

That said, I explicitly say to use my rules as you see fit, in whole or in part, so feel free to rip out the separate pilot/ship system and run with the rest.

Splitting pilots and ships is pretty straightforward. As for balance, the rules are aimed at 2+ players per faction. That means even if you put together an uber pilot combo (typically with one of the uniques), you can only use that guy in one battle per turn. No matter how awesome, the rest of the war is fought without him, and he can still die in combat. Granted we were only working with Waves 1-3 at the time, but trust me, everyone was doing their best to come up with awesome combos. I flew Maarek Stele in a Firespray. My first choice was Horton Salm in a YT-1300. Other evils idea included Dark Curse in a Shuttle with Sensor Jammer and Biggs in a YT-1300. The other thing is that no matter how evil your combo, the stock guy has to survive enough combat to get the XP to buy the improvements to make it possible. In the case of putting a pilot in a different ship, you also have to sit out a turn for qualifications, which further dilutes (in time) the degree to which a single pilot can affect the entire campaign.

That said, I explicitly say to use my rules as you see fit, in whole or in part, so feel free to rip out the separate pilot/ship system and run with the rest.

I suspect I will be. I can see a good narrative going on and foresee me writing a huge mission control campaign which will get less than 3 likes.

Also think will cut reinforcement pool to 150 points.

For opposing S&R missions, I am thinking that if the rebels won the engagement with the S&R the Imperials have to spend out of their reinforcement pool.

Edited by DariusAPB

Now Scum have a different angle. A mechanic should be salvaging and piracy. So Capturing ships to use (destroying with an ion token, then boarding) would be a good feature. As well as raiding for supplies/stealing.

I had a huge problem with Scum and Villainy being included into the stock game. I didn't agree with them going toe-to-toe in deathmatch battles.

A mechanic like this I would not only accept, but embrace!

Now Scum have a different angle. A mechanic should be salvaging and piracy. So Capturing ships to use (destroying with an ion token, then boarding) would be a good feature. As well as raiding for supplies/stealing.

I had a huge problem with Scum and Villainy being included into the stock game. I didn't agree with them going toe-to-toe in deathmatch battles.

A mechanic like this I would not only accept, but embrace!

I considered special team cards, salvagers, repair engineers, commandos and stormtroopers for roles like this previously (again, space pirate). For the Reb side, if they lose the vette, that's it. Abandon mission. Mission objectives cannot be completed, abort mission. but capturing a Deci or something...

For an Imperial side, using a Deci or shuttle to board a crippled corvette to capture the captain...

Back onto imp reb scenario.

Let's say they enter a system that is imperial controlled, and you got a fighter squadron, a support ship and a corvette.

What do you do?

You make sure you aren't discovered! 100 point a side path clearing battle, no imp reinforcements.

Objectives are 4 sats, at range 2+ of each other. 2 hull, 3 agi. Imp TIE's may try to TIE you up.

After 6 turns if a sat is active then the rebs lose and go to scenario 2B If they win 2A.

2A will be starting to do operations against imperial assets Say a munitions plant (boom goes 40 points worth of ordnance from the imperial ordnance pool maybe?)

2B will be bracing for fleet attack. Epic, Rebs bring everything that probably adds to 350. Imps bring 300 + reinforcement pool on however they want to spend. Rebs have to fight their way clear.

2A win leads to more objectives, if they lose then imps keep their supplies, next rebel action.

2B losing will finish the rebels unless vette survives, mission outcome depends on survivors but is likely a survivor mopup.

In order for the Imperials to really gain initiative, they need to do some kind of recon mission to locate the Rebel taskforce(refuse to say fleet here). Maybe 25-75 points of reinforcement pool ships and then some kind of dice roll to see if they make contact, with highest and lowest PS's modifying it some how?

I'm kinda using this thread as a living notebook for campaign mechanics that i might use, wanting people to chime in.

Scavenging system for scum:

Similar to S&R mechanic, for every enemy ship collected then half that ships points worth can go towards a modification or a starship is probably the simplest way of doing it. It would always have to be the base worth of the ships lowest PS pilot + upgrade costs (not EPT, astromech).

Capturing large or huge ships should be a cripple then tracking token mechanic maybe?