Outer Rim Campaign

By aegretus, in Star Wars: Armada

START OF THE CAMPAIGN
All systems are neutral.
The empire and rebellion choose a planet to start.

STARTING FLEET
180 points
1 Admiral (mandatory)

CAMPAIGN'S TOUR
Repeat 1-4 until all the troops have made 1 movement and / or 1 attack:

1) Move a part of the fleet on 1 planet (step by step)
2) Attack or defend.
3) Loot of the planet
***
4) Production of planets:
+1 Card for standard Planet
+2 Cards for Planet with technological resources

RESOURCES OF THE PLANETS
Check the website below and count the resources "Major Export".
http://starwars.wikia.com/wiki/

PLANET DEFENSE
http://armada.fabpsb.net/gindex.php#etiquette
56 points if no resources.
100 points for 1 resource of the planet.
200 points for 1 technological resource of the planet.

LOOTING PLANET
For 0 resource, you gain nothing by looting.
For 1 diverse resource win 1 card.
For 1 technological resource, win 2 cards .

Random card draw following looting of planet (blue dice), according to the resources of the planet.
Blue 1D:
-Target: Squadron card
-Crit: Ship card
-Hit: Upgrade card

PLANET PRODUCTION
+1 Card for standard Planet
+2 Cards for Planet with technological resources
Draw 1 or 2 cards for the planet's production (blue dice) :
Blue 1D:
-Target: Squadron card
-Crit: Ship card
-Hit: Upgrade card

BLACK MARKET
Trade 4 cards of the same type (upgrade, ship or squadron) against 1 of your choice.

REPAIR
Ship: 1 turn per hull damage.
Squadron: 1 turn for all damages.

Galaxymap_p1.jpg

Edited by aegretus

?

On the face of it, I like it!

But I have a couple of questions for you:

How many people are you playtesting this with?

Do you envision this game being the narrative backdrop to games of Armada, or do think of this being the 'real' game and Armada being the resolution mechanism? A problem with campaigns is that the more realistic you make a campaign the more you highlight the strategic level of war over the tactical. If someone is playing the strategic level correctly, then the tactical level becomes very unbalanced and thus less fun.

?

Do you have a more specific question for the OP?

Edited by Mikael Hasselstein

I play solo at this campaign.

I own now 5 planets, and it creates me mostly unusefull upgrade cards that I trade on the Black Market.

I play on the rebel side, so I have few ships like 2 CR90A and 1 Nebulon B.

And I lost 3 times against simple planets with 56 points fleet but with the undestructible Gladiator Destroyer :(

I don't know exactly what it will become, when I will own 100 planets, but with a mechanism of planet defense, I wil be forced to let some ships on each planet to counter ennemy attack.

In my solo point of vue, I will have to generate random attack on my planets, with an ennemy fleet of 300 points. (example 1 time per turn)

My rules for solo play is simple :

- the automated ship goes straight to the ship with the most points.

- each turn, I take the 4 possible command token and 1 draw one randomly for the automated ships.

For the second part of the question : I play solo, so the challenge of the tactical part of the game is not so high.
So the real game is the strategic campaign, and armada rule is the tactical resolution mechanism, in my specific case.
And I play with unbalanced fleet point, and even with that I loose against Gladiator Destroyer (56 points), but it's just the beginning of the campaign :) .