Can we expect scenarios ?

By JP_JP, in Star Wars: Armada

I'm new to SW Armada ; I've only played one match and doesn't own the game at the moment...

After reading the articles and some posts on the forums, I'm left wondering if they will include some kind of Scenario Expansion. I feel the Objectives look like watered down versions of Scenario. In a scenario, their is a precise game objective for one side and maybe some programmed events. Also, total (max/min) Fleet points could be different from each other, having one side stronger then the other. I've got 2 exemple of scenarios.

Exemple 1 : Stranded Star Destroyer

- Imperial players starting fleet consists of 1 Imperial Star Destroyer and 100 Fleet points to spend on additionnal ships.

- Rebel players starting fleet is worth 250 Fleet points spent to build the fleet.

- Imperial players builds a Reinforcement Fleet worth 150 Fleet points

- Imperial Star Destroyer is disabled and cannot jump to hyperspace ; it is ambushed by a small rebel strike force and must defend themselves before reinforcements arrives. The rebels have 6 rounds to destroy the Imperial Star Destroyer ; the Imperial Reinforcements arrive on round 3 (placed on the board on round 3 but only act on round 4). Superior in numbers at the start of the fight, can the rebels destroy the ISD before they are overwhelmed ?

Exemple 2 : Rebel Evacuation

- Imperial player starting fleet is worth 250 Fleets points spent to build the fleet.

- Rebel players starting fleet consist of 5 GR-75 Medium Transports, 1 Command CR90 Corvette and 150 Fleets points to spend on additional ships.

- The Rebel player must reach a designated area on the playmat to jump to hyperspace ; the Imperial player must destroy the 4 Medium Transports and the Command Corvette. Each Transport is worth 10 Victory Points and the Command Corvette is worth 25. Once a ship has reached the designated area, the rebel player can choose to send it to hyperspace and remove it from the board, claiming the victory points. Game ends when all the key ships have been removed from the board (either destroyed or in hyperspace).

We could custom build our own scenarios if we wanted.... Exemple 1 would be quite easy to homemake, but having dedicated actions cards and events could make it worthwhile. Also, play testing by FFG would make them more balances and more fun to play. It could also make nice Miniatures to get like the GR-75 Medium Transports (for exemple #2) or a real Space Station model (for another scenario).

So what do you guys think ?

I personally doubt that ffg will release an expansion for scenarios but like they have done for other games will likely create a workshop that we players can use to make our own scenario like the ones you suggest

They did those for X-Wing, but I don't think they saw a lot of play. I would have thought that I would have played them, but because the defaults style of play in my community is 100point6asteroidDeathMatch, it just didn't happen.

They even created an online engine where people could post their scenarios, but I don't get the sense that it really took. (But I haven't followed up with it, to be honest.)

I do think your scenarios are interesting. Have you playtested them for balance and to see if they make for interesting play?

I mentioned this in another thread. There is so much scope and potential for different scenarios of different types. Even tournament style scenarios that can be played with points-matched fleets. Unfortunately (and it's the same problem with X Wing) the focus is so heavily on tournaments and the 'standard' game that encouraging players to deviate away from that, to play home-brewed scenarios or campaigns, is extremely difficult. And it's a shame (for both game systems) because a wider and more varied way of playing the game would add so much diversity to our games.

I would like to propose a scenario in which the goal of the Rebel player is solely to get Luke to the exhaust port on the Death Star. Get Luke there, no matter what the cost to the rest of your Rebel fleet, and you win. If the Empire stops Luke before Turn 7 (Death Star into position and fires) or destroys Luke, Empire wins.

The Empire player however, will get 2 bonus victory points either way if they can do a convincing impression of Peter Cushing saying "Evacuate in our moment of triumph?"

I would like to propose a scenario in which the goal of the Rebel player is solely to get Luke to the exhaust port on the Death Star. Get Luke there, no matter what the cost to the rest of your Rebel fleet, and you win. If the Empire stops Luke before Turn 7 (Death Star into position and fires) or destroys Luke, Empire wins.

The Empire player however, will get 2 bonus victory points either way if they can do a convincing impression of Peter Cushing saying "Evacuate in our moment of triumph?"

Somone proposed doing a three-board battle of Endor. I'm trying really, really hard to assemble a ruleset for it, and I think I'm making passable progress. I need to get my hands on Imperial Assult, though.