Custom Objectives

By Mikael Hasselstein, in Star Wars: Armada

The Objectives from the Core Set are great for the competitive scene, creating balanced scenarios that facilitate tournament play without battles being endless death matches.

But as the tournament season grows longer in the tooth, I'm starting to think of doing more imaginative stuff. Part of that would include objectives that would model the sort of military situations that one would be likely to see in the Star Wars Universe.

I started and developed an idea to this effect in the following thread

But there is more to interstellar warfare than capturing planets. For example, one might interdict resource convoys (great with flotillas!) or capture (rather than destroy) vessels.

What sort of things have you all had rolling around in your heads?

Just to go by Age of sail actions...

Cutting out expedition: steal small unarmed ships. (Navigation)

Destroy a shore battery: destroy an armed space station. (Assult)

Convoy escort: defend 3 small unarmed ships until they reach the enemy's side of the table. (Defense)

Off to KDY to make these.

I have a set of the 'Set 1' cards they designed over at Armada Shipyards and it comes with 6 new objectives (2 of each colour). Have only played one of them so far but they all look really interesting. Should definitely check them out!

http://armadashipyards.com/set-1/

I have a set of the 'Set 1' cards they designed over at Armada Shipyards and it comes with 6 new objectives (2 of each colour). Have only played one of them so far but they all look really interesting. Should definitely check them out!

http://armadashipyards.com/set-1/

Cool, let me post them here to open them for discussion.

objective-card-assault-limited-warfare.j objective-card-defense-flanking-maneuver objective-card-navigation-battle-line.jp

objective-card-assault-wounded-prey.jpg? objective-card-defense-stand-off-engagem objective-card-navigation-nebula-encount

Ran this last week:

I'm calling "Imperial ambush" where a Rebel force gets pulled out of Hyper space by the empires new weapon (Randomly placed by dice rolls within 12" on the center of the table) and attacked the by the Empires force Placed first anywhere outside of 15" to the center of the table but inside of 25". the Empire needs to kill 3 bulk fighters to win and the rebels need to kill the new weapon and jump out to win. 6 players and lots of ships and fighters. ;) Points unknown :)

The Game was a close played battle.

The forces on the table were this.

Empire: Player 1:

1 immobilizer cruiser w/ point defense, electronic countermeasures, woulff yularen and grand moff tarkin

2 raider 1 corvettes w/assault cucussion missiles

Empire: Player 2:

1 Victory 2 SD w/ leading shots, electronic countermeasures, and engine techs

1 Gladiator 1 SD w/ Ordnance Experts, Engineering team, Assault proton torpedoes

Howlrunner ans 4 tie fighters.

Rebels: Player 1:

1 MC80 cruiser w/electronic countermeasures, Enhanced armament, Redundant shields Mon Mothma

3 armed BFF-1a frighters

Luke and 3 X-wings, Dutch and 1 Y-wing

Rebels: Player 2:

1MC30 c scout frigate w/ intel officer, XX-9 Turbolasers

1 CR90 A corvette w/electronic countermeasures and Engineering team

2 A wings

as I said it was a close game. 2 more players showed up the player 2 force for both sides would have been cloned for them.

the set up was just like I said in the first post and the first 3 turns looked like the empire were going to have an easy kill but the VSD player under estimated the fire power of the MC80 and the missed placed CR90 came around just in time to finish it off with an attack to its stern. the rebel A-wings and and the MC30 killed the ties early on and the X-wings and Y-wings whint after the immobilizer cruiser with the CR90 and the MC30 looping around after it.

the raiders got to close to the MC80 and died. 2 of the frighters died died to a well flown Gladiator, that on the last turn was just out of range of the last freighter. On the other side of the board the Rebel CR90 MC30 and the X and Y slowly kicked the immobilizer cruiser to death finishing it off with the only ship damage the MC30 did the whole game by ramming it for the kill.

the poor MC80 after its 3 kills in the fur ball was left in the middle with nothing to do.

Edited by ouzel

I also have an idea in my plans book for a battle like this, I have all the players up to 6 attacking the SSD like super ship and all the Imp fighters I have (with 200 points of build) I have the SSD and fighters playing themselves, on auto pilot so to speak (list of if/then statements) I need to build a super ship first :D Have foam cutter will build ;) winner is the player who does the most damage points in 6 turns - points lost. I think it would be a fun game. it could also be played the other way around with the rebels having the super ship.

Stand-off Engagement feels iffy to me. Rogue is not that huge of a deal to double all squadron points. Rebels are at a huge disadvantage there. They get Rogue but a dead B-Wing is 28 point lost.

Wounded Prey just screams never. 75 points is not enough imho for the trouble you have to go through to make it work.

Maybe if you put it in a Nebulon-B and do nothing but repair but any Structural Damage cards flipped just mess with the ship too easily.

You can't put the wounded Prey on a big ship, that is just too much damage for it to do its job properly.

I would recommend either 2 cards or 150 points seems right.

I recently played through the Balance of Power campaign for X Wing vs TIE Fighter (Oh my god, so much fun!) and the types of scenarios they had were:

Delay the enemy long enough for station crews to evacuate.

Transfer cargo quickly before the enemy can destroy it.

Scan the enemy fleet.

Destroy the enemy space factory.

Destroy the enemy flagship.

Capture the enemy ship.

Lure the enemy into an ambush and let none escape.

And a couple of variations on these.

I made a post on your 'Strategic Decisions for Campaign Play' thread as well.