Campaign viable balanced? : 100-200 pt Skirmish levels after wave2?

By Blail Blerg, in Star Wars: Armada

After wave2 hits, do you think there are enough varieties to strategies that skirmish games for a campaign around 100, 150, 180 points would be balanced?

I know the core was much much harder for rebels to play vs the VSD.

Wave1 probably didn't add that much.

But nowadays with better flying and more people having a grasp of the game, would you be okay with playing small skirmish battles of something like 180 points? Esp if there were extra story-objectives, mission based play, not just shoot em ups?

I still think the straight shoot em up might not be too bad.

3 CRs vs an ISD. Could be really fun.

Hell 1 CR + 120 points of fighters could be a serious ISD eater. The CR just flies away as much as it can. The fighters just get in front and let the ISD drag them along for the ride when they get repositioned!

Also, objectives worth WAYYY more %wise.

I personally don't see the point for various reasons.

a) The lower the points the more useless are Imperial Aces (they give normally bonuses to friends and get stronger the more are around)

b) the game was balanced around 400 points, some cards would become just like the aces very useless (Grand Moff Tarkin comes to mind) for their point.

c) This is not a skirmish game and doesnt work as well like x-wing when you just reduce the models. Same as why probably 1000 point games are not balanced. Same reasons as before.

Noone keeps you from doing that of course at your home but i personally stay far away from anything custom, i have to much faith in FFG's balanceoverlords.

Noone keeps you from doing that of course at your home but i personally stay far away from anything custom, i have to much faith in FFG's balanceoverlords.

But even the Balanceoverlords can suffer from "Writers block" or run out of new fresh ideas, or worse come up with an idea that really unintentionally sucks, that's why its good, in friendly games to try out something completely different from the norm and give feedback to FFG.

"Don't be to proud of this technical rule set the FFG ballanceoverlords has come up with, it is insignificant next to the Force of Games, that wants change"

As you are running this as a campaign I'll make 2 points.

1. There are more than enough options with wave 1 and two to have balance. At lower points maybe you don't need Admirals?

2. It's a campaign, balance or otherwise is part of the story, you may not always want balance in points, that may be achieved via mission objectives you set.

I say do it and create a good experience for your players outside of pure tournament rules.

I can easily imagine some low point skirmishes in campain mode where a couple of raiders or Gladiators with various squadrons intercept a lone Nebulon B/CR90 + fighter escort.

Like EnglishPete noted, especially when designing campains, balance in points is probably not what you're looking for, but rather custom objectives. Remembering the cool missions in X-Wing/Tie-Fighter and X-wing Alliance, there was seldom a real balance in points (if you want to replay those), but objectives made the difference. (like Imp must kill all within x rounds or a certain ship in particular, rebels will need to stall, stay out of range etc).

It's generally the scope of some bigger battles in those old games that drew me to Armada and personally I'd be very interested in a campaign where imperials/rebels earn points, based on their success, damage is taken to the next game etc. It'd probably be a lot of work to find a good balance on your own.

Who knows, perhaps FFG ever comes up with some epic/campaign mode

Edited by Ingaric

For narrative campaigns, screw balance. Free yourself and let the asymmetrical scenarios flow.

Seriously, they are so much more fun as long as you plan them right.