Armada as a RPG experience

By MaverickNZ, in Star Wars: Armada

There seems to be something official by FFG that allows players to collaborate on this sort of thing for X-Wing, I'd imagine that if it does well we will see it for Armada as well. What would be really cool is if it became part of an app, since the current tool allows squads to be built and saved as well.

Yeah just checked and it's called X-Wing mission control, and is available here but requires sign-in: https://www.fantasyflightgames.com/en/more/tools/

Ah cool, there is some good mission ideas there, and yes, I hope we see a similar version for Armada.

The key thing I want to look at beyond that is once the missions are "made", how they could be linked to make an RPG style progession :)

These are some cool ideas!

It reminds me of long, long ago when I played WH40K and the WizKids Mechwarrior clix game. We had a guy who designed and ran big campaigns for us, but what I really liked was that it was very map based, and I think that's the direction I would personally take.

I might try thinking up a way to create a map and players can choose contested zones to play in each week to try and claim territory for a side. I loved the earlier idea of "reputation points" with each side, so players can switch between factions, but at the end you will "win more" if you've fought more for the winning side.

Certain areas will also have special rules, like big asteroid fields or specific planets to control. Your faction controlling them will gain you bonuses in other battles and the larger campaign.

The idea is to keep the core of the game scenario the same, just add some extra flavor and break up the repetition of smashing each other repeatedly.

Anyway, I know it's different then the very specific scenarios you have been brainstorming. They're also very cool, just thought I'd share my crazy vision as well.

I had missed this post when you first put it out. I have to say this looks very cool. Are you planning to compile your rules into a single word document?

I had missed this post when you first put it out. I have to say this looks very cool. Are you planning to compile your rules into a single word document?

If there is demand for it? If people are keen to have a version they can download and use then I would be happy to create it :)

I would love it! That would be most welcome sir! :D

Heh, heh, heh!

I'm with moffmalthus here!

If they're not going to sticky this thread, we'd love it if you could put together a scenario book of sorts.

However, should we wait for our Core Sets to arrive first to see if FFG have something planned in terms of scenario structure/set-up etc?

So excited! :D

Heh, heh, heh!

I'm with moffmalthus here!

If they're not going to sticky this thread, we'd love it if you could put together a scenario book of sorts.

However, should we wait for our Core Sets to arrive first to see if FFG have something planned in terms of scenario structure/set-up etc?

So excited! :D

Yeah, we wont have the full details and feel of the game (for the points costs/reward level suitibility) until after several games to test things out, so won't be until after the release sorry! But once it arrives it is something I will be looking at putting together for those who want it :)

Hehe.

Cool.

Yeah, that 1/3 total fleet point starfighter allocation rule sort of caught everyone off guard -yeah?

Ultimately though, there are house rules to fall back on. :)

One way or another, I'm quietly confident that your scenarios will still be as good as gold! :D

Such an awesome day!

So I've started creating more noise about Interdictors, now that we've seen the Navigation Objectives for Hyperspace.

We can definitely re-visit the idea of 'Hammer & Anvil' type scenarios.

Which basically means the Empire will need to make use of its TIE Advanced squadrons...and I'm hoping the eventual release of the Imperial Assault Gunboat!

...gotta go to sleep but can't sleep -too excited. :ph34r:

Yeah, the great thing about doing it from an RPG perspective, is that the missions don't have to be competitively balanced, infact we "want" the player to win - just to be a challenge thats all. Bringing in new and unique mission twists just makes it more interesting :)

What do you mean 1/3 total fleet point starfighter allocation rule? I haven't heard about this yet. Is it you can't use for than 100 points for squadrons, or you have to use 100 points for squadrons? Or is it something else entirely? could you link to this previous discussion or page? Thanks!

What do you mean 1/3 total fleet point starfighter allocation rule? I haven't heard about this yet. Is it you can't use for than 100 points for squadrons, or you have to use 100 points for squadrons? Or is it something else entirely? could you link to this previous discussion or page? Thanks!

You can use upto 1/3rd of your fleet points on fighters, but you don't have to. Im trying to find the source now.

Either way, if you are playing a custom RPG scenario then you wouldn't have to be bound by that if the scenario says otherwise.

Gonna necro this thread 'cause I've been reading through Imperial Assault. The format that IA uses, mission cards, reward/XP decks, etc seems straightforward and should work with Armada. Here's what I'd change if I were doing it myself:

--I'd start with a Medium sized ship as the small ones are pretty fragile and you really don't want the player's ship exploding.

--Rather than having class or themed XP decks, have some cards force other cards to be removed from the deck when purchased. That will replicate a skill tree without having to have multiple full decks.

--You'd have Threat for during missions and some sort of currency for purchasing player items (maybe "Prestige" points instead of credits).

--In order to make the math easier, re-cost the cards for smaller numbers. Say 1 prestige point equals 5 Armada fleet points. So any card costing 7-12 fleet points could be purchased for 2 Threat.

--Since we can't use a grid or hidden deployment points, the mission description will have to use measurements for the placement of various items or ships deploying out of hyperspace.

--The main player ship can be awarded Escorts which are small ships that act like Allies in IA.

--We'll need rules for hyperspace, tractor beams, boarding parties (TIE Bombers can represent boarding TIE), and for skill checks we can use red/blue dice pools that need to roll Accuracy for success, replacing IA's Surge.

I guess the main question is whether or not the campaign would work best multi-vs-1 or 1-vs-1.

Edited by Hedgehobbit

I'm doing something similar, yet quite different.

I'm running a "sector-wide" roleplaying game where the four players are the leaders of different rebel factions. We collaboratively built the sector and the factions at play. Heres the sector we built. (yeah, i know a lot of those pics are other characters from the EU, but I wanted an approximation that worked)

I'm using the roleplaying game, X-Wing, imperial Assault and Armada for different parts of the campaign.

The idea is, that the rebels will win, but only one of the faction leaders can be "the hero of Talathen sector", so the competition to excel in missions is between the rebels and not me as the Imperial GM.

I've created a grand strategy game that overlays the whole thing and about 80 minor NPC's that will act as squad leaders, commandos and ships captains that each faction can recruit.

Just waiting on my 2 copies of armada to show up to finish the rules for the campaign

Edited by ithkrall