Strategic Decisions for Campaign Play

By Mikael Hasselstein, in Star Wars: Armada

It's certainly a part of it! Unfortunately there's even MORE problems to running a good campaign. It's hard to reward a player for winning, without starting a snow-ball effect where one side just crushes the other. It's hard to keep players (at least in my area) interested in just a single game for the time it takes to complete the campaign. It's hard to satisfy everyone's idea of what a campaign should include. And it's just hard to time it right! No point trying to get an Armada campaign up and running if the group is in a 40K mood, or vice versa. You've got to be able to strike when the iron is hot!

I think I've found a group and some other individuals that seem interested in doing more to stitch games together in a more continuing narrative.

I think that the point needs to be made that campaign really should be something other than something about competitiveness, but about collaborating in building a story. If it's just about the competitiveness, then we run into the problems we've been talking about. At the same time, it's not a roleplaying game, either.

I'm certainly open to ways in which the above schematic on how to deal with the specific type of engagement of an attack on a system can be improved. However, I'm not (yet) convinced by the aforementioned criticisms.

I like the idea of giving players points to build their overall fleets, when choosing the scenario options the assign portions of the fleet to each mission. One possibility I haven't heard here is a defender raid on supply vessels that are lightly guarded at the edge of the star system. Map out the system to begin with, complete with full planets, asteroid bases, and cloud cities. The defender and attacker allocate there ships into task forces. You potentially play a battle at every map point where ships meet. If the defenders ships have the speed to they can give up the objective rather than losing ships in a lopsided battle, likewise an attack can be called off if the attacker sees more resistance than expected. Every battle should be unlimited time and players ships not destroyed when exiting their side of the map.

In between rounds ships can turn all face up damage cards face down. They regain full shields, and can remove one damage card per engineering point. Cards that were turned face down in between battles may not be removed.

Perhaps make rewards purely meta. The missions bring both sides the same in-game benefits (like more points), but you have a campaign map on which you edge toward victory by, well, winning. You could even do planets/systems with point limits, so that the flow of battle is dictated by strategic decisions. And whoever won the last game gains "initiative" and sets the stage for the next battle, like in Condottiere. It's a simple mechanism without too much of a rules headache.

Perhaps make rewards purely meta. The missions bring both sides the same in-game benefits (like more points), but you have a campaign map on which you edge toward victory by, well, winning. You could even do planets/systems with point limits, so that the flow of battle is dictated by strategic decisions. And whoever won the last game gains "initiative" and sets the stage for the next battle, like in Condottiere. It's a simple mechanism without too much of a rules headache.

I have not played Condottiere. Could you perhaps expand on what you mean. It sounds interesting.

In Condottiere, the player who won the last battle decides the area where the next one will be fought. So, I'd propose a map consisting of planets, all with their own rules (point maximum, forbid certain units, special terrain rules, objectives, etc).

In Condottiere, the player who won the last battle decides the area where the next one will be fought. So, I'd propose a map consisting of planets, all with their own rules (point maximum, forbid certain units, special terrain rules, objectives, etc).

Aha, I see - yes, that's very simple and straightforward.

Would need some mechanism to lock down successes, or else the game will be an endless back and forth.

Typically, you make a Node Map with Pathways - at least 3 each node... You can't traverse the pathway you just traversed, effectively. So at worst you have a circle until the back/forth victory is over.

Would need some mechanism to lock down successes, or else the game will be an endless back and forth.

Maybe after X-rounds of control, the occupying party is able to win over the locals (or bring in enough troops) to make the system permanent. I'm looking to be inspired by the rules in SW:Rebellion, which were just released (though I've not yet had the chance to read them).

Typically, you make a Node Map with Pathways - at least 3 each node... You can't traverse the pathway you just traversed, effectively. So at worst you have a circle until the back/forth victory is over.

Yes! I already have a galactic map, which shows the network of hyperroutes. I'm going to have it printed on a 3'x4' canvas to hang up at my local FLGS.

If there's enough "Decision points" on the hyperroute network, that would suffice completely... You just assign Positives and Negatives to each side (minor in nature) to each System, make them flavourful, and let people who win the battle decide on which path to take, and therefore, which system of positives and negatives... You can't go directly back on the Hyperroute path - However, a winners benefit on a planet might be just that...

I'm thinking in terms of fleet battles for a single system, where players can simply order ships to objectives every strategic turn. If two groups of ships would meet head on, have the fight in open space. If one player had ships on sentry at a planet and the other player shows up, the first player defends. Before the beginning of strategic play, players can agree on planetary defense installations. This would give the defender the option of defending close to the planet, ans "under the guns of the defenses. First inch of one long map side is the planetary surface and has planetary defense deployed on it. Next two inches are atmosphere, ships in combat are unable to reenter safely and take two cards damage every turn they move in that area. Defenders who choose to fight in this way cannot disengage ships to allow them to retreat.

I know a multi-system campaign would be cool, but I'd like to figure how to run system wide combat first.

I'm thinking in terms of fleet battles for a single system, where players can simply order ships to objectives every strategic turn. If two groups of ships would meet head on, have the fight in open space. If one player had ships on sentry at a planet and the other player shows up, the first player defends. Before the beginning of strategic play, players can agree on planetary defense installations. This would give the defender the option of defending close to the planet, ans "under the guns of the defenses. First inch of one long map side is the planetary surface and has planetary defense deployed on it. Next two inches are atmosphere, ships in combat are unable to reenter safely and take two cards damage every turn they move in that area. Defenders who choose to fight in this way cannot disengage ships to allow them to retreat.

I know a multi-system campaign would be cool, but I'd like to figure how to run system wide combat first.

Aha, so you're thinking about it at the system level!

Xanderf and I have been talking about different levels of war, and how they pertain to Star Wars mini games. He is working on an operational level game that would help decide which units show up to which Armada matches. He is thinking of something that pertains strictly to Armada.

Ultimately, I am a bit more ambitious (perhaps foolishly so), because I aim for something that integrates Armada, X-Wing, Imperial Assault, as well as Star Wars: Rebellion. However, I want to take it one integration at a time, and so I'm curious what he will come up with.

Anyway, the discussion has helped to figure out what different levels/scales of war/game are - and you are (inconveniently!) adding another level to it. The one's we have thought of are the following (with yours added in):

  1. Tactical Level: This is where direct skirmishes take place, which are modeled by X-Wing, Armada and Imperial Assault. The location is the immediate (asteroid) field of battle.
  2. System Level: What you're talking about, but abstractly modeled also the 3x3 schema that I started the thread with, though it might be said that this was the planetary level.
  3. Operational Level: This is what Xanderf is talking about - which he describes as being at the 'theater' locale, which is a number of systems, but I am not sure how many he is talking about. It could be a sector, or it could be a number of adjacent sectors.
  4. Strategic/Political Level: This is where the galaxy-wide decisions are made. I see this as being modeled by the new board game Star Wars: Rebellion.

https://community.fantasyflightgames.com/topic/177246-our-epic-star-wars-campaign/

Have you had a read through of this thread? It may not be exactly what you're looking for, but there appears to be a good deal of over-lap so there's probably some ideas you might be able to utilise!

I do vaguely remember this. Thanks for putting it back on my mental map (and providing a link). I'll give it a look-through, or certain.

Actually as we go through this I'm kinda putting together a working model in my head I may try with a friend. I definitely want single system figured out before I try anything theater level

if I'm being honest I haven't read this thread yet, but my two cents are here anyways. I would look at the empire at war video game galactic conquest mode for inspiration

Actually as we go through this I'm kinda putting together a working model in my head I may try with a friend. I definitely want single system figured out before I try anything theater level

Do you have an idea how (if) you're going to represent the single system visually or physically?

unfortunately, I think a simple overhead 2D map is the best I can do. Plot planets and other points of interest on the map and connect them to each one that you can with a line. The lines represent the routes ships take around the system, and if two players are moving on the same line battle will be in space in the middle. The bad part is that travel from a to b on one of the lines will take the same time no matter how long the line is, but that's the best I can think of right now.

I incline in a simpler direction. More like borders to structure the map, like Rebellion does, and not too many rules.

kz26ddyl.png

Of course I couldn't resist to put my ideas into action, so here you have a provisional campaign map and rules.

The game is player over a series of rounds, divided into two phases:

  • Determine Initiative and Resistance and select area of battle
  • Fight the battle

You win the game if you control any combination of six planets or stations. Mark control of an area with a simple one-colored marker. Battles are fought to Fleet Limit 400 if not stated otherwise.

Determining Initiative and selecting area of battle: The winner of the last space battle has initiative. He declares any area adjacent to the area of the last battle or any area he controls to be the next battle area. A battle then commences. The holder of initiative gains 5 fleet points extra.

Adjacent areas: Areas are considered adjacent when a red line connects them. Moons are always considered adjacent to their respective planet and can be accessed by any area also connected to that planet.

Resistance: The player not holding Initiative is resisting. He gains the Resistance marker and puts it into any system he controls. If a battle takes place in that system, the holder of Resistance gains an additional 50 fleet points.

Special Area rules:

  • Empty Space: No special rules. The players start in control of these two areas.
  • Asteroids: Fleet limit 300 points. Do not set Space Station during setup. Use ten objective tokens as additional asteroids. These are discarded when overlapped but deal damage as usual.
  • Station: Do not place asteroids during setup. Maximum of 50 squadron points.
  • Moon: Fleet limit 150 points. Control over a moon adjacent to the respective planet gains 10 fleet points in a battle over said planet.
  • Jungle Planet: No limit to squadron points. Any ship in distance 5 or less to the left edge of the game board is considered to be trapped in the gravity of the planet and will be destroyed at the beginning of the next round.
  • Water Planet: Fleet limit 300. No large ships. Any ship in distance 5 or less to the left edge of the game board is considered to be trapped in the gravity of the planet and will be destroyed at the beginning of the next round.
  • Normal Planet: Fleet limit 600. Any ship in distance 5 or less to the left edge of the game board is considered to be trapped in the gravity of the planet and will be destroyed at the beginning of the next round.

kz26ddyl.png

Of course I couldn't resist to put my ideas into action, so here you have a provisional campaign map and rules.

The game is player over a series of rounds, divided into two phases:

  • Determine Initiative and Resistance and select area of battle
  • Fight the battle

You win the game if you control any combination of six planets or stations. Mark control of an area with a simple one-colored marker. Battles are fought to Fleet Limit 400 if not stated otherwise.

Determining Initiative and selecting area of battle: The winner of the last space battle has initiative. He declares any area adjacent to the area of the last battle or any area he controls to be the next battle area. A battle then commences. The holder of initiative gains 5 fleet points extra.

Adjacent areas: Areas are considered adjacent when a red line connects them. Moons are always considered adjacent to their respective planet and can be accessed by any area also connected to that planet.

Resistance: The player not holding Initiative is resisting. He gains the Resistance marker and puts it into any system he controls. If a battle takes place in that system, the holder of Resistance gains an additional 50 fleet points.

Special Area rules:

  • Empty Space: No special rules. The players start in control of these two areas.
  • Asteroids: Fleet limit 300 points. Do not set Space Station during setup. Use ten objective tokens as additional asteroids. These are discarded when overlapped but deal damage as usual.
  • Station: Do not place asteroids during setup. Maximum of 50 squadron points.
  • Moon: Fleet limit 150 points. Control over a moon adjacent to the respective planet gains 10 fleet points in a battle over said planet.
  • Jungle Planet: No limit to squadron points. Any ship in distance 5 or less to the left edge of the game board is considered to be trapped in the gravity of the planet and will be destroyed at the beginning of the next round.
  • Water Planet: Fleet limit 300. No large ships. Any ship in distance 5 or less to the left edge of the game board is considered to be trapped in the gravity of the planet and will be destroyed at the beginning of the next round.
  • Normal Planet: Fleet limit 600. Any ship in distance 5 or less to the left edge of the game board is considered to be trapped in the gravity of the planet and will be destroyed at the beginning of the next round.

Use something like the map you have except have a line going to each nearby area. For example you could go from water planet to asteroids or normal planet as well as jungle planet. The defender places his units to begin with, then attacker chooses where he want to hyper in out. Fight battles where there are forces from each player During strategic phase of next turn each player records where units are moving, they can move from one location to another along lines or stay where they're at. Players share recorded movements and battles are again fought where there are forces on both sides. I can easily see 3-5 battles for each strategic round.

I still like the idea of giving players a point total to build a fleet and not impose any restrictions on task force size at any location. If someone wants to fly 600 pts into an asteroid field, then we've all seen empire strikes back and no one was shooting at them. I'm thinking 16-20 asteroid/debris tokens on a 4'x6' mat.

Based on movies episode 1-3 it looks like capital ships can fight in low earth orbit and get into trouble when they hit atmosphere. All right, all you artsy types start coming up with the firefight ships.

I think the system map idea is awesome, and I think someone could come up with a random system-map generator.

If you haven't already (I can't easily check right now), you should create a thread getting input from people about what all sorts of elements could be included.

Regarding stations, wouldn't these generally be in a planet's orbit?

In the old X Wing vs TIE Fighter game, the stations were always deep-space things. Like, hidden factories re-purposed to produce fighters, or medical stations, or ship repair and manufacturing yards.

there is always the TI hexes.... just sayin

there is always the TI hexes.... just sayin

¿Que?