RISK: Star Wars Armada

By melminiatures, in Star Wars: Armada

Ok, this is a cool idea that needs more imput for the details, but I think it could be a fun way of making a campaign mode for Armada.

Essentially, it would be getting the Star Wars RISK game and substitute the battles with Armada battles. You would need to have a more complex system of figurines for the Risk board, or find a way of translating number of figurines to number of squad points (Something like 1 figurine=50 squad points)

The battles will come out very different, and the goal is not to win that battle but to win the war. So you could probably end up with 5 star destroyers vs 1 corellian corvette and it would be ok. Lets see what that corvette can do :D


What do you guys think? Is it doable?

i don't think so. In risk there are a lot of 10 armies vs 1 army fights over and over again. It would be a huge pain to set up a game for such a one sided victory. 4 or 5 times in a row. It sounds like torture. Maybe something more like axis and allies or some sort of campaign would be fun, but not based upon risk.

Well... Star Wars risk plays out a lot differently than a regular risk game. That being said its out of print, good luck finding a copy for less than $150. Its a good idea...Hopefully with Star wars being such a massive part of the world right now they will release an updated version soon.

How bout more of a Rebellion style game (old PC game)

Lay out a star map of 1 sector in star wars. Assign each system a production value. Assign a few as shipyard system (only place you can build non-fighter units. Assign hyperspace lanes that have to be followed. Each side picks a capital planet and gets 2 other nearby systems.

Neutral planets get a fleet of some value multiplied by it's base production value. These are played by the opposing player obviously.

Fleets can not exceed a value of your choosing (based on tourney rules or perhaps based on some agreed upon maximum depending on available assets).

Each round allows players to secretly declare movement and production. All or parts of fleets can be moved along hyperspace lanes. Ships are built, and then any battles commence. Losses are permanent. If neither side is wiped out, then both fleets remain and no production happens at that system next turn. Both sides can send more forces from other systems during the next turn though as long as they don't exceed the maximum fleet size. 1 side or the other could withdraw available forces also giving up control of that system during the next round.

You would likely end up managing a couple larger fleets, along with some defensive fleets in tactical positions. Early game would be building your base of system by attacking neutral planets. Shipyard system would be very valuable. Some hyperspace lanes could be longer than 1 turn and go further distances.

Could make a pretty fun campaign this way, although it would be much more interesting after a wave or two so you have a little more variety in fleets and such.

Edited by kmanweiss

It could be the defenders choice on bring it to the armada board or "auto resolve" ie roll dice.

Edited by moodydoody

I read this like ways to play an armada campaign and,love the idea... like axis and allies but starnwars

I was thinking of a map campaign system based on Diplomacy. I think the issuing and resolving orders in Diplomacy works well to represent the difficulty of coordinating fleets across vast distances in space.

There would only be an actual Armada battle when two armies attack each other directly - otherwise whichever fleet has a disadvantage would hyperspace out of there (modified by Interdictors of course).

I also want to bring in some elements from Axis & Allies (or Attack!), especially in regards to building fleets and researching new equipment.

How bout more of a Rebellion style game (old PC game)

Lay out a star map of 1 sector in star wars. Assign each system a production value. Assign a few as shipyard system (only place you can build non-fighter units. Assign hyperspace lanes that have to be followed. Each side picks a capital planet and gets 2 other nearby systems.

Neutral planets get a fleet of some value multiplied by it's base production value. These are played by the opposing player obviously.

Fleets can not exceed a value of your choosing (based on tourney rules or perhaps based on some agreed upon maximum depending on available assets).

Each round allows players to secretly declare movement and production. All or parts of fleets can be moved along hyperspace lanes. Ships are built, and then any battles commence. Losses are permanent. If neither side is wiped out, then both fleets remain and no production happens at that system next turn. Both sides can send more forces from other systems during the next turn though as long as they don't exceed the maximum fleet size. 1 side or the other could withdraw available forces also giving up control of that system during the next round.

You would likely end up managing a couple larger fleets, along with some defensive fleets in tactical positions. Early game would be building your base of system by attacking neutral planets. Shipyard system would be very valuable. Some hyperspace lanes could be longer than 1 turn and go further distances.

Could make a pretty fun campaign this way, although it would be much more interesting after a wave or two so you have a little more variety in fleets.

I thin releying on hyperspace lanes limits your ability to maneuver your fleets too much. Maybe include hyperspace lanes as faster routes rather then being the only way to move?

Okay I definitely would LOVE to see this happen would be fun to play a weekly game or two make some plans etc but I'd want something more towards two players so I'm not sure diplomancy is the right method but something like that where you start small with a small fleet that you build up on, and losses carry over in some way to hamper you but not cripple to th epoint where its like Risk 5 armies vs 1

Creating lanes would limit and structure movement between systems.

All nearby systems would have lanes to one another that are basically 1 turn moves. But you would have some longer lanes between more distant systems that would take 2 to 3 turns to travel (depending on distance).

Since you are holding systems and defending, you need to be able to make defensive lines and what not so that you don't need to hold a 300 point fleet on every system to defend against an enemy that can just show up anywhere.

I've been thinking of ways to do an armada campaign myself and I'm thinking of adjusting Twilight Imperium's (TI) rules to fit two players.

The game seems well built for it, it has three main ship classes (destroyers=small, cruisers=med, dreadnought=large) as well as fighters, as well as robust rules for the logistical side of how you build your fleet, how big it can be, and how it moves. Additionally the game has research which the military techs would have to be replaced (I'm thinking that those techs will unlock the ability to equip upgrades on ships). The only parts to the game that I'm not quite sure how to add are the rules for trade, which in TI require at least three people, and the Galactic Senate (which works in TI as an interesting resource management puzzle where you have to choose to either get votes from a planet or resources form it) which also requires at least three people.

Thoughts?

I'm actually developing a system right now that is part Risk, part Armada, and part Star Wars Minis. Meta is more like the Galactic overview kind of mode akin to Risk with space and ground combat resolving with Armada and the old Star Wars Miniatures systems respectively. It's a play on a campaign system I made for the Lord of the Rings Strategy Battle Game. It's very similar to Battlefront's Galactic Conquest just a lot more fleshed out and adapted for tabletop. Takes a long time to play obviously but my group seems to enjoy it a good bit.

I've long been daydreaming of a campaign that would tie games of Armada, X-Wing, and Imperial Assault all together.

I am going to write a campaign system which combines all three I hope - soft RPG following the action from the eyes of a couple of heroes of the empire/rebellion and will involve all three systems. Going to be a summer holiday project for the final write up I think.

Its very doable, and more importantly we should try. The thing missing from almost every tabletop game i have come across is something so obvious to military historians its gross. And thats context, A fight doesn't occur between two thoroughly balanced forces and there would be no great defeats or tales of valor if that was the case. No thermopylae or endor to fill the pages of history. Some might take this as a negative, your example for instance. They would equate the fight and probable loss of the corvette as cheap or unfair when theyre not taking into account the context.

Why is the battle happening, is the corvette the lone defender of the system that supplies the rebels with some valuable resource, Or is the whole thing a diversion by the rebellion to take away the imperials main forces from a valued target. Thats war-gaming, CONTEXT!

I think this would be doable and it would be fun. I think for the first iteration you should keep it simple. planets with lines in between them to represent hyperspace corridors. Maybe some nav points or jump points where you could interrupt long jumps by placing ships at a nav point on a long hyperspace corridor.

Let occupied planets produce a set number of points each round they are occupied, and specify the production value of each planet in advance.

If your fleet is unopposed over a planet, you control that planet and you recieve those points into your fleet total each turn you hold the planet ucontested. In a turn where there is a battle, noone recieves any production from the planet, so it's worth it to keep attacking coruscant with a small harrasing force in order to deny the enemy the points for that turn, for instance.

that would be a situation where you might leave a small force to gather resources, spreading yourself thin, only to be easily defeated by a much larger force.

I think there should be a few strategic commands - one of them being strategic withdrawl, where you sacrifice half the points of the value of the fleet in order to save the rest.

You have 200 points sitting above a planet when a large enemy force shows up, you can lose 100 points to withdraw, or fight to cost you opponent points as well.

As A hardcore swm gamer myself, I would use this for ground combat in the future, but I say keep it armada focused for now .

Another strategic command would be deep strike - for a cost of a number of points, you may move a fleet 3 times in a single turn.

I would make any strategic commands cost points and have a limit n how many times they could be used. maybe each player gets 2 deep strike tokens and 2 withdraw tokens for the whole game.

Here is another one - Raid. when you attack a system, if you win the battle and your fleet ends up in orbit over the planet at the end of the battle, multiple the resource generation of the planet by 3 and subtract it from the points total of the player who previously held the planet and place that amount in your own points total. again, the command would cost points and you would have to spend it prior to jumping into the system.

OK, 1 more - recon spend points to reveal the enemy fleet present in obit above any designated planet

I think eack player would have fleet markers that would represent a predetermined fleet in their armada. fleet marker one might be a single gladiator, while fleet marker 2 could be 2 ISDs. Your opponent would know you were operating in the area, but would not know the exact composition of your fleet. you would be required to log every turn what ships are in each fleet and reveal the 3x5 notecard for that fleet when an encounter occurs.

just some initial brainstorming here