Simple Attrition Campaign

By Drasnighta, in Star Wars: Armada

Someone asked me to kick around ideas for a simple Attrition campaign setting utilising Armada, and this is what I have so far:

Games are played on the specific day of the week. Minimum 1 game/sitting.

Start with a 1000 (1500) pts TOE (Table of Equipment) - This is a total collection of Cards that you will be use. If the card allows duplicates, then you may store duplicates in your TOE, even if you only physically own one copy of the card*. You must include Admirals, Ship Cards, Upgrades and Squadrons in your TOE.

Before a Game, create your 300 (400) point list. All Construction and Campaign rules apply, with the following exception: "If you do not have any Admirals available, you may play without a Fleet Commander. A Flag Ship must still be assigned, effectively this is a 0-pt Admiral with no command benefits." Assign objective cards to your list as required by the rules - objective cards are pointless and infinite.

Record keeping is limited to which cards in your TOE are "destroyed" during the Game, and your gained objective points. Squadrons are destroyed when they are removed from the table due to damage. Ship cards are destroyed (along with their associated upgrade cards) when they are removed from the table due to damage.

Keep a record of how many objective points you have gained each game, for the purposes of "Reinforcements have Arrived".

Losses During A Game Are Permanent

That means, if you include Demolisher in your 1000pts roster, but he gets exploded your first game, you cannot use the demolisher card again.

Duplicates of TOE Cards

This means that if you only own 1 copy of the "Intel Officer" card, you could have as many as you wanted in your TOE, however, you would only be able to play with one at a time. This is to give you some 'backup' for redundancies.

Reinforcements have Arrived

At a designated point in the campaign, players will be able to spend Objective Points in order to re-add destroyed (or other!) cards to their TOE. This may be at a 2:1 Objective:Points basis, I have not yet decided.

Any other ideas to keep it simple, but thematic? I deliberately did not want to add anything faction-specific, and wanted to keep it fairly generic.

This also limits people to the game breaking things if they're disposable with them - part of a grand ploy to teach people a slightly different way to play.

Nice! Seems pretty solid.

Quick questions:

1) By "Objective Points", do you mean Objective Tokens?

2) By "removed from the table due to damage" do you explicitly exclude units that flew off the table? I assume yes, and would agree fully with it.

Nice! Seems pretty solid.

Quick questions:

1) By "Objective Points", do you mean Objective Tokens?

2) By "removed from the table due to damage" do you explicitly exclude units that flew off the table? I assume yes, and would agree fully with it.

1) The Points that the Objective Tokens are worth at the end, as it is variable to mission. Again, I havn't 100% nailed this down - I want to reward people for playing the mission and not just Tabling opponents for the Kill. I mean, that may help you in next games, but playing the mission is what I want to reward people for. I felt this was more appropriate for reinforcements than just how many Wins you have - although they do potentially go hand-in-hand.

2) Yes, Running away may lose you the game, but you're not Destroyed for the purposes of being able to be flown again next time.

Edited by Drasnighta

*Advanced Story Mode (Optional)

When you build a ship and add it to a game list, that ship remains complete until it is destroyed. All ships require a name. This is either their Title, or a given name in lieu of a title. That ship is used in the same configuration until it is destroyed or Reinforcements have Arrived.

This is what this game needs... a campaign mode (or a missions booklet) for those that dont play tourneys (like me).

The problem with this type of campaign is the snowball effect. I've played, written, and arbitrated many campaigns in my day, and few see completion because 2 or 3 early, decisive battles quickly sap the fun as one side becomes the underdog.

Yes, I agree this is the issue WWPDSteven, but that's why I'm trying to reward objective taking rather than winning... I am considering to add an Underdog bonus of sorts if I can, but its difficult to do that and keep the whole thing simple.

This is what this game needs... a campaign mode (or a missions booklet) for those that dont play tourneys (like me).

Hear Hear!

Would each game be standard 6 turns or until one side flees/is destroyed?

Simple campaign idea is to choose Objective at random and use each Objective once.

Gives a 12 game campaign

Would each game be standard 6 turns or until one side flees/is destroyed?

Simple campaign idea is to choose Objective at random and use each Objective once.

Gives a 12 game campaign

6 Turn games with Objectives - the special "To the Death" rules are not used.

Someone asked me to kick around ideas for a simple Attrition campaign setting utilising Armada, and this is what I have so far:

Games are played on the specific day of the week. Minimum 1 game/sitting.

Start with a 1000 (1500) pts TOE (Table of Equipment) - This is a total collection of Cards that you will be use. If the card allows duplicates, then you may store duplicates in your TOE, even if you only physically own one copy of the card*. You must include Admirals, Ship Cards, Upgrades and Squadrons in your TOE.

Before a Game, create your 300 (400) point list. All Construction and Campaign rules apply, with the following exception: "If you do not have any Admirals available, you may play without a Fleet Commander. A Flag Ship must still be assigned, effectively this is a 0-pt Admiral with no command benefits." Assign objective cards to your list as required by the rules - objective cards are pointless and infinite.

Record keeping is limited to which cards in your TOE are "destroyed" during the Game, and your gained objective points. Squadrons are destroyed when they are removed from the table due to damage. Ship cards are destroyed (along with their associated upgrade cards) when they are removed from the table due to damage.

Keep a record of how many objective points you have gained each game, for the purposes of "Reinforcements have Arrived".

Losses During A Game Are Permanent

That means, if you include Demolisher in your 1000pts roster, but he gets exploded your first game, you cannot use the demolisher card again.

Duplicates of TOE Cards

This means that if you only own 1 copy of the "Intel Officer" card, you could have as many as you wanted in your TOE, however, you would only be able to play with one at a time. This is to give you some 'backup' for redundancies.

Reinforcements have Arrived

At a designated point in the campaign, players will be able to spend Objective Points in order to re-add destroyed (or other!) cards to their TOE. This may be at a 2:1 Objective:Points basis, I have not yet decided.

Any other ideas to keep it simple, but thematic? I deliberately did not want to add anything faction-specific, and wanted to keep it fairly generic.

This also limits people to the game breaking things if they're disposable with them - part of a grand ploy to teach people a slightly different way to play.

This is a good league setup. . .