Thinking of a Utah Armada Campaign

By Sirdrasco, in Star Wars: Armada Off-Topic

I saw a few people on the forum doing something for a campaign so I decided to do one for my store Gamers Vault in Ogden Utah

I wanted:

1. A set of rules that mirrored the Tournament rules (Why reinvent the Sandcrawler)

2. Made sense.

3. Held onto the spirit of starwars

So here is what I have at present.

Campaign rules for Armada

by Keith Compton (Sirdrasco)

Ver 1.1

Precampaign Set Up

The Map

A map of 3 circles of linked systems. 6 Inner systems 1 is in the center branching to the 5 other in the inner system which in turn branching to 10 middle systems which will be branching to 20 systems in the outer worlds area. All these worlds will branch to its neighbor in the ring. So we have the Core Worlds, Rim Worlds, and Outer Rim Worlds.

System designation

1. Assign a name to the systems

2. Importance: The inner world are 4 each, middle are 3, and in the outer ring half are 3 and the other half are 2.

3. Engagements are the systems importance minus one.

4. Control, the inner and middle are owned by the Empire, the outer planets are controlled by the Rebels. (The more you tighten your fist, the more systems will slip through your fingers.)

5. Resources: The empire assign the center most system's resource as a core world. All the others, inner and middle, are assigned by the Grand Moff of the fleet a single resource. They must be assign one of each type before feeling free to assign any of the other system a resource of his choice. The outer systems are assigned in secret by the Senior General of the Rebellion, again he must chose one of each before feeling free to assign any others, the Rebellion has no Core World. The outer systems information is not revealed until it is attacked.

Assigning players a role

1. Choosing a side: The player pool should be split in half. Ideally half should be Empire and the other half Rebellion.

2. Assignments: One of the player should be designated as leader for each faction, the Grand Moff for the Empire and Senior General for the Rebellion. The remaining players are Moffs and Generals for their respective faction.

3. Roles: Each player and their leaders will construct Fleets according to casual play in the Tournament rules. Leaders will assign resources and which systems will be attacked, by whom and how many.

Note: The campaign is designed to run over a months time. You could literally fight as many turns as you want. It depends on your player pool and time.

4. Reports: Players of both sides report the scoring to their leaders respectively, using the Margin of Victory in the tournament rules of Armada.

5. Updating map: Leaders up date the universe map as needed. Leaders will report which systems have engagements left to fight.


Campaign Turn

Summary

A campaign turn consists of the Rebel faction player distributing resources and choosing systems to attack. Players attack systems attack until all players have finished their battles. Then report the results.

Then the Empire will take a turn distributing resources and choosing systems to attack. They will attack until all players have finished their battles. Then report the results.

Campaign round

Your campaign round consists of phases.

Initiative starts with Rebel Faction distributing resources, declaring target system, resolving all engagements, and then up dates the galactic map. Then it is the Empire Factions turn to distribute resources, then declares target systems, resolving all engagements, and then up dates the galactic map. This ends a campaign turn.

1. Resource Phase

The Faction leader selects a number of resources equal to the number of players on your side. The chooses from the systems they control to use. They will be distributed to the Faction Players by the Faction leader in any manner they see fit.

2. Engagement Phase

Players are assigned a system and fight an engagement for control for a system following these guidelines.

1. Declare target systems. The Initiative player leader announces system(s) to

fight over. Fleet size is per tournament rules.

2 The system chosen must border a neighboring world that you control and trace a

hyper space route too. You can strike into a defenders territory by skipping

systems only if ALL the ships in the fleet have a top speed of the systems you moved too, plus one.

Example: The Imperial player wants to strike at Tatoonie, it is two systems deep in Rebel territory so the Imperial fleet must have ships that are speed 3, that's 2 for the systems you moved through plus one. So at present his fleet must be composed of ships that have speed 3 or better. Why? The Empire is generally a slow moving Behemoth while the Rebellion relies on speed and surgical strikes.

3. Unresolved systems: Systems that still have engagement to be fought must be

targeted first before other systems on the next factions turn

Example a system has Engagement of 3. Only one engagement has been fought by the Rebel player. On the Empires turn two of his engagements must be for that system which still has two engagements left for control.

4. Engagements: The players now battle for system(s), using the number of

engagements listed in the system. The battles are fought as per the tournament

rules. The number of Engagements allowed in a campaign turn is equal to the

number of players on a side.

5. Report results: Each Engagement scores a Margin of Victory as listed in the

tournament rules. The side with the highest total Margin of victory after all

engagements, as listed in that system, wins control of the system.

3. Resolution Phase

The faction leaders up dates the galactic map to show the results of all the engagements. Show who controls which systems and which systems are unresolved yet.

4. Switch faction

Now the Empire takes its turn doing steps 1-5. After the Empire finishes move to step 5.

5. End Phase

Once all engagements have been resolved for both factions the campaign turn is done.

6. Campaign end

Play for the agreed amount of time, typically 1 month real time, or untill one side has control of all systems. The last faction turn played must be the Empire

7. Determining Winning faction

The controlling systems have their importance tallied by each faction. The winning faction is the side with the highest total held. Systems that have not been resolved do not count toward either faction for control.

Notes, variations, and rules

Resource distributing.

You can only distribute resources of systems you control, won system resources cannot be used till the following campaign turn.

You can spread the resources out as you would like.

Engagement scoring

You must fight a number of Engagements equal to the systems Engagement.

Each Engagement will give a margin of victory as per tournament scoring.

After fighting all engagements in a system tally up the margin of victory.

The faction with the highest margin of victory wins control of that system.

In case of a tie, another engagement is fought to determine the winner.

- After the Engagements report the results to your factions leader so they can update the campaign map.

Common and uncommon Sense

Rule 1 - You can have multiple Engagements for a system going on at the same time.

Example: A system has Engagements 3, so 3 players could battle for control of the system at the same time in separate games.

Rule 2 - You can team up players for larger Engagements. But the players per side cannot exceed the systems Engagements, and only one set of objective cards is used per side. Use team play as per the Armada rules reference book.

Example: A system has Engagements 2, so you could play a game with 2 players to a side, this will count as 2 engagements. and the result will determine control of the system.

Rule 3 - All Star Wars. Mixing in X-wing or Imperial assault or both.

X-wing players.

A X-wing battle can be substituted for one of the system engagements. Play a game and the winner gets a Margin of victory of 6 for the winner and 4 for the loser. (A common rule of thumb for X-wing is play 2 or 3 games and tally the results for determining the winner as per X-wing rules)

Imperial Assault.

An Imperial Assault players substitutes for one of the system engagements under system engagements. Play a game. The winner gets a Margin of victory of 6 for the winner and 4 for the loser. The attacker chooses a skirmish mission. (A common rule of thumb is best 2 out of 3)

Rule 4 - Quick play, fight one less engagement for each system.


System Set up

Each system has the following information in this order.

Name: Its designation

Control: Who controls the system.

Importance: Rated 2-4, It is the points you score for controlling the system.

Engagements: 1-3, reflects number of Engagements you need to fight for control of the

system. Usually this is the systems importance minus 1.

Resource: What a planet does that effects the game.

Possible System resources

Armory

Armada: You get a number of concentrate fire tokens equal to importance once per campaign turn to distribute among your Moffs and Generals prior to starting a Faction turn.

X-wing: -5 to be used against a Missile, Torpedo, or Bomb purchase.

Imperial Assault:

Criminal Underworld

Armada: (Spies)You get a number of navigation tokens equal to importance once per campaign turn to distribute among your Moffs and Generals prior to starting a Faction turn.

X-wing: You may elect to use the Scum Faction for this battle.

Imperial Assault:

Industrial Hub

Armada: You get a number of repair tokens equal to importance once per campaign turn to distribute among your Moffs and Generals prior to starting a Faction turn.

X-wing: -5 to be used against a Modification purchase.

Imperial Assault:

Intelligence Agency

Armada: You get to add 5 or subtract 5 from your initiative bid to a single Engagement select a Moff or General to use it.

X-wing: You may elect to use the Scum Faction for this battle.

Imperial Assault:

Naval Academy

Armada: You get a number of Squadron tokens equal to importance once per campaign turn to distribute among your Moffs and Generals prior to starting a Faction turn.

X-wing: -5 points to be used against an Elite pilot talent purchase.

Imperial Assault:

Naval Yard

Armada: Assign one ship to a fleet at -10 to its cost, but it retains its full value for scoring.

X-wing: -5 points to be used against a ship purchase.

Imperial Assault:

Core world

Armada: Owner decide who has initiative regardless of bid.

X-wing: -5 points to be used against your Squadron purchase.

Imperial Assault:

Training World

Armada: You gain 1 of each token to distribute among your Moffs/Generals prior to starting a Faction turn.

X-wing: -5 to be used against a single crew member purchase..

Imperial Assault:

University

Armada: You may add 1 additional officer to a single ship or have one assigned as normal at no cost for 1 ship for one Engagement for one Moff or General.

X-wing: -5 to be used against a crew member purchase..

Imperial Assault:

System examples

System

Name: Blogaris V

Control: Empire

Importance: 3

Engagements: 2

Resource: Industrial hub

System

Name: Tantoonie

Control: Republic

Importance: 2

Engagements: 1

Resource: Criminal Underworld

Some names you can use from Star wars

Core Worlds

Rim Worlds

Outer Rim Worlds

Coruscant

Itari

Rim Worlds

Acralia

Haven

Alderaan

Advaniak

Anaxes

Amszipia

Corellia

Daww

Gwend

Deri

Gangrian

Kopainia

Manaan

Uranus Hertz

Leziquk

Otuip

Denon

Kadiian

Cato Nui

Glossary

Campaign Turn - A game round in which the Rebels attack systems and the in turn the Empire attacks systems.

Engagements - The number of battles/engagements that the players must fight in a system before they can tally their margin of victory to determine who controls the system.

Faction - There are 2, The Empire and the Rebellion.

Faction turn - A game turn in which one Faction distributes resources, chooses systems to attack, and resolves combat.

Grand Moff - Selected by the players, he will over see targets and resource distribution for the empire to bring law and order from parasitic Rebel scum.

General - A Rebellion player controlling a single fleet for a single Engagement.

Moff - A Imperial player controlling a single fleet for a single Engagement.

Resource - A system produces a particular resource that is usable by a player.

Scum: Mercenaries that work for the highest bidder.

Senior General - Selected by the players, he will over see targets selection and resource distribution for the Rebels to free systems from tyrannical rule..

System - A target system held by a particular player.

Edited by Sirdrasco

Sounds good to me. I would be there to play. But are there enough players of armada to do that?

Updated rule set.

Cleaned up rule order so it read smoother.

Now it incorporates X-Wing and Imperial Assault.

I'm planning a narrative driven Assault/X-Wing/Armada combo. Pleased to see some one else is as crazy as me!

Looks great!