My take on the Galactic Conquest

By clontroper5, in Star Wars: Armada

So I was talking with the manager of my local game store and we discussed heavily the possibility of a campaign, or as I prefer, a galactic conquest, involving Armada.

Now this has been discussed all ready but this is what we decided on for our final plan.

We had a couple of rules and that was to keep it simple and allow for easy drop in drop out playing of the conquest as a whole so players were not obligated to come all the time sort of thing. But we still wanted it to be dynamic.

star map: we obviously need a map that will let us keep track of the factions ownership
this map Will also contain a resource number or credit production value of all systems(to be explained under attrition)

a faction will be able to declare any enemy planet adjacent to one of there own a target of attack.

Turn: this will be simple, every week or rather every time the group meets will equal 1 turn

Division: next we decided instead of splitting the map 50/50 we would do more of an 80/20ish to show the size of the imperials. But now that left the question of how to balance it so it was not a one sided game so we will interduce a simple mechanic of every turn we will randomly select a planet to "rebel" and it will join the alliance regardelesa of anything else.also since I want the rate of rebellion to slow down as the rebels grow we will keep all of the planets(even rebel planets) in the pool for the planet selection. Then if a rebel planet gets rolled or selected in stead of rebellion it will get like a double credit boost for the turn.


Attrition: both sides will start with a certain number of attrition points or credits or whatever we decide to call them, let's say 2000.
these are the points that are used In the battles themselves. Which means that every point of ships you lose will subtract from your points (I.e. if a Vic is destroyed during a battle the imp team will lose 75 points plus the upgrades) now you gain points through the planet's upkeep witch will be something like 5 or 10 points per planet per turn (depending on number of players and planets in the conquest)

Edit: after every battle each faction will subtract their opponents victory points from their total attrition.

Retreat: this leaves open a possibility of retreat, where if you flee off of your side of the bored your ships are "saved" instead of being destroyed, but you will lose control of that planet

Victory conditions: if domination is achieved then you win (obviously) and the other one will be if your attrition reaches 0

So I think that basically covers everything. This will be a fairly simple conquest to intact in the group while maintaining a level of complexity and overall strategy.


Example turn:
at the start of the turn the imps have 15 planets that produce 100 points to bring their total points to 2100 the rebels have 6 planets worth 45 pts to bring their total to 2045.
imp player 1 then challanges reb player 1 to a battle which result in a narrow victory for the reb player, imps lose 250 points and the rebs lose 180 points bringing total attrition down to 1850 for the imperials and 1865 for the rebels

Next turn the re bellion role causes the planet kamino to join the rebels, they now have 7 planets worth50 poin t which brings their total up to 1915 points and the imperials now have 14 planets worth 95 points witch brings their total to 1945 and the battle insues ect...

Edited by clontroper5

Advanced rules (for those seeking more in depth game play)

Incorporating X-wing Miniatures:it is foreseeable that there will not be many Armada players, at least when it is first released, so incorporating x-wing will be a fun way to include more players in the conquest.

For the most part x-wing will act the same in our conquest as armada with the following rules:

1 x-wing point= 1 armada point=1 attrition point

in order to capture a planet using xwing instead of armada a best 2/3 games will be played or one epic game (this brings the total of x-wing points "at risk" in the situation up to 300 which is equal to armada)

Pirates: Now on to pirates, with the introduction of Scum & Villainy to x-wing we want to incorporate a 3rd faction in our conquest, Pirates

pirates will function similarly to the other factions except that they will not be able to control planets and can attack any planet they want (as opposed to adjacent systems).

they gain attrition points by destroying opponents (so if a scum list destroys a imp list they gain 100 pts)

any planet that is defeated by the scum loses its income for the next turn

pirate armada: we are unsure on how to incorporate pirates in armada at this time, but are Leaning towards allowing the scum to fly any of the ships they want but are unable to use unique upgrades/pilots (such as titles)

later we might make a rule that they cannot use ships with a command value of 3 or more (to prevent them from having large ships such as star destroyers)

Death star: we have yet to work out details for this as but have a couple mechanics to incorporate it.

first construction: so at the beginning of the game the imp team will decide on a "secret location" among the planets that they control that will be where the death star is being "constructed" it will then have a countdown like 4 turns or something before it is completed.

if the rebels defeat the planet that it is being constructed on the counter can reset or be knocked back 1

and then the imps will choose a new location for the death star to be built (it the event that a rebellion takes place on the death stars's planet it will be relocated and its counter will be delayed 1 turn)

when the death star is completed it will have a token and be able to move one planet a turn

this is where it gets fuzzy because other then being able to destroy a planet (remove its income) we are unsure how to use it in battles and how it should be destroyed.

Any one have thoughts?

Edited by clontroper5

I've been thinking a lot about a conquest type game myself. I really like some of your ideas with the points pool and each planet giving you 5 to 10 points... etc... I was actually thinking it would be cooler on a sector based map. So instead of dealing with the entire galaxy perhaps a sector of 10-30 planets. That way you could also do say a sector in the outer rim and each side could start off with the same amount of systems. You could even have each side start with just one system and have the rest occupied by pirates, neutrals or even rogue imperial forces if you had the setting in say just after ROTJ or a few years after etc...

We had mentioned doing sector based map, decided we would rather have individual planets(it will make it more iconic we think, to battle over corasaunt as opposed to the core system sector) and will give greater flexibility for the number of locations we decide to have

We did come up with some machanics to incorporate x-wing and pirates and even the Death Star!! I will post those in the advanced rules in the next day or two

I look forward to seeing them!

How do you solve the problem of strategy and tactics? Everything you do on the strategical level is aimed at making tactical battles boring. If you can't mass fleets on the strategic level, there is no point in having a strategic level. If you outmaneuvered your foe on the strategic map, the battle on the tactical map will be child's play.

How do you solve the problem of strategy and tactics? Everything you do on the strategical level is aimed at making tactical battles boring. If you can't mass fleets on the strategic level, there is no point in having a strategic level. If you outmaneuvered your foe on the strategic map, the battle on the tactical map will be child's play.

This is a very good point, and something i always encountered in games like the Total War series. If my strategy was on point, the tactical battles were absolutely one sided. Even battles only happen when 1 or both sides have screwed up.

You're going to have to find a way to balance that, or the actual tactical game will be a bit of a let down.

There's a similar, but less integrated, idea already current for X-Wing. DagobahDave does it as part of his Unofficial X-Wing Galactic Campaign, which in a few weeks will go into its 3rd season. Dave and I are discussing of integrating Armada into the fourth season.

But at the store-level (rather than over-the-internet level), you can probably do some more sophisticated things. I'm thinking about promoting something at my store, once Armada comes out. However, the ability to get things like this going fundamentally depends on your store's gaming community and the store's ability and willingness to organize such events.

How about making it so that you have multiple fleets, moving them around and when you attempt to take a planet then X number of fighters show up as that would be the "garrison" of the planet to support the defending fleet? You should obviously be able to "build" bases in those planets to increase the amount of support you get, maybe even have space docks where new ships can be produced?

Additionally, what about maintenance costs for fleets (aka: repairing and maintenance)? And for battles maybe you could do it that in case of a battle you can draft a few ships from adjacent planets as emergency reinforcements, arriving in turn 3+ of the game to show defensive fleets scrambling to support?

There's so much room to make this into a proper campaign with lots of rules to make it into a decent battle, with some RPG possibilities if you want to make it so that ships start being absolutely stock and then using XP/Resource points for upgrades as the campaign goes along, with upgrades not counting for that particular fleet's points maybe?

Edited by fr05yu

It may be better to focus on a Sector Based campaign initially. Come up fleet levels, bases, planet based fighters etc. To the point of Rumar above, often Strategic map mini games can trump tactical miniature battles if the system is essentially lacking in elegance.

Y'all are getting way to complicated

How do you solve the problem of strategy and tactics? Everything you do on the strategical level is aimed at making tactical battles boring. If you can't mass fleets on the strategic level, there is no point in having a strategic level. If you outmaneuvered your foe on the strategic map, the battle on the tactical map will be child's play.

This is a very good point, and something i always encountered in games like the Total War series. If my strategy was on point, the tactical battles were absolutely one sided. Even battles only happen when 1 or both sides have screwed up.

You're going to have to find a way to balance that, or the actual tactical game will be a bit of a let down.

This was actually explained fairly well in the initial point. The "resources" in no real way affect the fleet size or advantage per side of any given battle. To keep this simple enough to be duplicated or posted online, I lets avoid any and all complex rules and just focus on the map and the resources (attrition points). Each faction starts with a certain percent of the map under their control, as well as a pool of points. Every time a ship is lost you subtract that many points from the faction that lost it. Each planet generates points at the start of a battle, so if you gain 80 points from planets but lose all 300 in the subsequent battle, you lost 220 points for the turn. Even the winning side may lose points for the turn, but they also gained the planet which will give them more points at the beginning of the next battle. So in other words, the tactics of the game are left basically as they are now and the stategy gives a timetable and winning condition, rather than tactical advantage.

Some Suggestions, all designed to simplify the game:

-Change attrition points to morale, it makes more sense based on how the mechanics work.

-If you want this to be something that can be duplicated online, avoid special rules or make them entirely optional. Do you plan on having this web based or just at your store?

-Rather than losing points based on the value of the ship, keep the feel of the game closer to its intent by subtracting the Rebels score (based on the scenario/mission card used) from the imperials players morale and vice versa. Remember the game is based on objectives and ends in 6 turns, so complete destruction may or may not always happen. This also avoids having to introduce an additional mechanic for retreating, because ships are likely to survive sure, and that still gets factored into the points (see articles on objectives and scoring), but very few battles in Armada, as far as I can tell, will be to the death. Unless you wish to spend many hours per game that is. There will also still be a clear winner, and that player gets the planet.

Edited by CobaltWraith

How do you solve the problem of strategy and tactics? Everything you do on the strategical level is aimed at making tactical battles boring. If you can't mass fleets on the strategic level, there is no point in having a strategic level. If you outmaneuvered your foe on the strategic map, the battle on the tactical map will be child's play.

you have a excellent point, how do we balance stratagy and tactics? In my plan we would lean heavily on tactics over stratagy since the game itself is tactic based not strategy based.

This is why we decided on this attrition system as opposed to building fleets and individuals ships So all of the games are balanced, but we still need some strategy involved for the conquest portion, we intend on this being primarily centers on the value of planets(I don't think I mention this before but we plan onogiving the planets diffrent point values, I.e. corusant will be worth 10 while naboos is worth 5) the other importantstrategyic asspect will be the Death Star (but we are still working that out)

Edited by clontroper5

Y'all are getting way to complicated

How do you solve the problem of strategy and tactics? Everything you do on the strategical level is aimed at making tactical battles boring. If you can't mass fleets on the strategic level, there is no point in having a strategic level. If you outmaneuvered your foe on the strategic map, the battle on the tactical map will be child's play.

This is a very good point, and something i always encountered in games like the Total War series. If my strategy was on point, the tactical battles were absolutely one sided. Even battles only happen when 1 or both sides have screwed up.

You're going to have to find a way to balance that, or the actual tactical game will be a bit of a let down.

This was actually explained fairly well in the initial point. The "resources" in no real way affect the fleet size or advantage per side of any given battle. To keep this simple enough to be duplicated or posted online, I lets avoid any and all complex rules and just focus on the map and the resources (attrition points). Each faction starts with a certain percent of the map under their control, as well as a pool of points. Every time a ship is lost you subtract that many points from the faction that lost it. Each planet generates points at the start of a battle, so if you gain 80 points from planets but lose all 300 in the subsequent battle, you lost 220 points for the turn. Even the winning side may lose points for the turn, but they also gained the planet which will give them more points at the beginning of the next battle. So in other words, the tactics of the game are left basically as they are now and the stategy gives a timetable and winning condition, rather than tactical advantage.

Some Suggestions, all designed to simplify the game:

-Change attrition points to morale, it makes more sense based on how the mechanics work.

-If you want this to be something that can be duplicated online, avoid special rules or make them entirely optional. Do you plan on having this web based or just at your store?

-Rather than losing points based on the value of the ship, keep the feel of the game closer to its intent by subtracting the Rebels score (based on the scenario/mission card used) from the imperials players morale and vice versa. Remember the game is based on objectives and ends in 6 turns, so complete destruction may or may not always happen. This also avoids having to introduce an additional mechanic for retreating, because ships are likely to survive sure, and that still gets factored into the points (see articles on objectives and scoring), but very few battles in Armada, as far as I can tell, will be to the death. Unless you wish to spend many hours per game that is. There will also still be a clear winner, and that player gets the planet.

ThANK YOU! This is exactly what my intent was,

And this for our in store group only, so like 5-10players

also your totally right about objectives I will edit the rules to be more like what you suggest

Edited by clontroper5

Just added a brief example of how a turn will play out at the end of the first post

Just added a brief example of how a turn will play out at the end of the first post

For the sake of clarity, the Rebels should now have 8 planets since they won the battle, and the Imperials should now have 13.

As a second side note, you'll want to space out the Rebellion mechanic. I should also say that I only comment so much because I love the idea :) As it currently plays out, per turn if the rebels win, they gain two planets. If they lose a planet, they gained one at the start of the turn, so the planet count stays the same... They literally can't lose without incredibly bad luck on the planets drawn. You might consider adding some other possible "start of turn" ideas and roll a dice to see which happens, or have special conditions that cause a planet to rebel other than the start of a turn. I would also make some planets immune, say Couruscant for example. Since you can only attack planets that are adjacent, maybe draw only from planets that are eligible to be attacked by either side?

Edited by CobaltWraith

Maybe you could use the death star to destroy a capital ship with a single blast, maybe just once every 3 or 4 turns or even just once per battle. Not sure how to work out the mechanics on how it would be destroyed... I like your idea for the pirates. Fluff wise I would say they would have more access to rebel ships then imperial ships.

Just added a brief example of how a turn will play out at the end of the first post

For the sake of clarity, the Rebels should now have 8 planets since they won the battle, and the Imperials should now have 13.

As a second side note, you'll want to space out the Rebellion mechanic. I should also say that I only comment so much because I love the idea :) As it currently plays out, per turn if the rebels win, they gain two planets. If they lose a planet, they gained one at the start of the turn, so the planet count stays the same... They literally can't lose without incredibly bad luck on the planets drawn. You might consider adding some other possible "start of turn" ideas and roll a dice to see which happens, or have special conditions that cause a planet to rebel other than the start of a turn. I would also make some planets immune, say Couruscant for example. Since you can only attack planets that are adjacent, maybe draw only from planets that are eligible to be attacked by either side?

No the rebels should still have 7 planets because they were defending a planet they already owned, sorry if that was unclear,

Also each turn should encompass multiple battles, like 3 or 4 depending on the size of the group, also the rebellion mechanic includes all of the rebel planets so it can select a planet all ready owned by the rebels meaning they don't gain anything, the likelyhood of this increases as the rebels gain planets

Edited by clontroper5

Just added a brief example of how a turn will play out at the end of the first post

For the sake of clarity, the Rebels should now have 8 planets since they won the battle, and the Imperials should now have 13.

As a second side note, you'll want to space out the Rebellion mechanic. I should also say that I only comment so much because I love the idea :) As it currently plays out, per turn if the rebels win, they gain two planets. If they lose a planet, they gained one at the start of the turn, so the planet count stays the same... They literally can't lose without incredibly bad luck on the planets drawn. You might consider adding some other possible "start of turn" ideas and roll a dice to see which happens, or have special conditions that cause a planet to rebel other than the start of a turn. I would also make some planets immune, say Couruscant for example. Since you can only attack planets that are adjacent, maybe draw only from planets that are eligible to be attacked by either side?

No the rebels should still have 7 planets because they were defending a planet they already owned, sorry if that was unclear

Okay, that's good to know actually. So does the rebellion mechanic take place each turn or only on alternating turns?

Every turn as we plan it right now

I did edit that last post about the battle if you didn't catch the second half by the way

Very nice start mege!

https://docs.google.com/document/d/1oEi2RdXrUhwJssxqtIYyuvJyOP46NpCBMR2ia6L9V6A/edit?usp=sharing

I have been working on a document to manage a world for the FFG-miniature games. So far, it's an outline with mostly how to build the galaxy.

One big hurdle that I'm finding: how to manage the week to week goings on fairly (dividing up attackers/defenders, game players, etc).

Wow you have a pretty in-depth system set up there

I personally thinks that We will leave the battles open for the players to decide, but to balance it so everyone doesn't want to attack all the time, we will give a defense e bonus Like a space station, or get to chose the objective or something

My gaming group is planning a galactic conquest campaign using 20 different sectors, set during the warlord era after battle of yavin. 17 sectors will be Imperial, 2 will be Rebellion and Hutt space will be Scum and Villainy.

Sectors will be made up of a sector capital and 5-10 planets. If a player controls a sector capital, they control the sector resources, and how much they get depends on how many planets they own in the sector.

Each player gets 300pts per sector owned, with some Imperial sectors being essentially NPCs controlled by a GM wchich will occasionally do suitably violent things.

Scum and Villainy, not having their own ships, have to steal other faction ships via an x-wing battle - they win they steal a designated ship at dry-dock.

Campaign turns are broken down into:

Planning phase: each player notes down a planet that they can reach via hyperspace routes as the target of their attack.

Activation phase: Players move fleet markers to the appropriate planets. If several fleets converge on the same target, they can either fight 1 at a time or all at once for a more entertaining and co fusing game.

Battle Phase: The battles for control of the planets are fought.

End Phase: Players calculate their resources, commission new ships to replace old ones of they can afford them and upgrade current ships