Veteran Status

By mcworrell, in Star Wars: Armada

I was rereading the Corellian Conflict article and was thinking about this line:

At the same time, your unique squadrons and the crews of well-captained ships may gain veteran status, making them more effective in future combats.

How does everyone see this working?

Will it add dice, movement or hull points?

How hard do we think it will be to gain veteran status?

I'm not familiar with other games do any of them do anything that is similar to this?

Edited by mcworrell

Dice, rerolls, better engineering/squadron commands maybe free command tokens

Tattoos, medals, scars, a nice retirement package and a beard.

I would be jazzed if all units had to start off as non-unique and you earned a title or unique squadron name through experience.

I would be jazzed if all units had to start off as non-unique and you earned a title or unique squadron name through experience.

Edit: I like it, but doubt it will work that way.

Edited by mcworrell

I would be jazzed if all units had to start off as non-unique and you earned a title or unique squadron name through experience.

It would be cool if you have to start the game with barebone ships, let's say a naked CR90, then with more battles it earns a name (so a Title) and exotic equipment (its slots)

If you had the spare cash you could even trash up your models a bit to represent campaign damage......

The other thing I just noticed that under each planet or station on the board it has a statement like "+3 objective cards". This aspect might force players to play objectives that are less then ideal for their fleets. It looks like you will have a pool of objectives that are spent once and then you can only get more when you take control of a new planet.

What I noticed is that there are resources, so what if ordnance upgrades are 'one time' uses. So, if I equipped APTs for this battle, they'd be gone unless I would spend resources to bring them back.

What I noticed is that there are resources, so what if ordnance upgrades are 'one time' uses. So, if I equipped APTs for this battle, they'd be gone unless I would spend resources to bring them back.

You might only get a few hundreds points initially. . .

The more I think about the depth and different game play that will come with this Campaign, the more I want it NOW.

I'm torn between thinking this campaign will have a lot of depth, and thinking it will be more straightforward. After all, FFG's claim to fame is solid rules that are very easy to learn but difficult to really master. Then again, this could be there way to add in an optional, more in-depth mod for the game. From the sound of things, you'll have to track damage from one battle to the other and get your ships repaired. But one-use upgrades seem like a stretch. Since a unique ship/squadron getting destroyed means it's gone, what if you discard Lando? As far as ordnance, how many shots does the upgrade get you? Is it single battle? What if you only fire once or don't fire at all?

I wonder if games will still be capped at six turns. Once of my favorite tabletop games was Mordheim. There wasn't generally a turn limit. Once one force fell below 50%, you had to take leadership tests to prevent your warband from routing (you could also voluntarily rout). A similar mechanic in Armada would be pretty awesome. But larger games would definitely take a lot longer.

The more I think about the depth and different game play that will come with this Campaign, the more I want it NOW.

Wonder if they will post the PDF of the rules book at some time?

Personally I hope they include or post some kind of users guide to this. By that, I mean I'd like to see them show how to run a weekly event using this exploring the possibilities of how to use it when somebody can't make it for that week.

Roster Sheets are involved.

I am sure someone else can pick up the Roster sheet and run the fleet from there.

The more I think about the depth and different game play that will come with this Campaign, the more I want it NOW.

Wonder if they will post the PDF of the rules book at some time?

it would make sense they did the same thing for the core set rules

I think MoffZen that it will be like Armada itself depth inside of depth.

when me and a friend were trying to design pretty much the exact same thing for Armada to give our battles context and flavour we considered adding a retreat rule that would allow you to hyperspace a ship out to keep it alive if you started a battle at a disadvantage.

The way we had it was that you had to declare you were hypering out and then spend an entire turn without shooting and at speed zero and if the ship was still alive at the end of the "spin up" turn it could be removed and kept alive in the campaign.

Brings lots of interesting possibilities like sending assassin fleets of TRC corvettes to pluck out a ship and then run and jump out. God help them if there is an interdictor they weren't expecting tho

when me and a friend were trying to design pretty much the exact same thing for Armada to give our battles context and flavour we considered adding a retreat rule that would allow you to hyperspace a ship out to keep it alive if you started a battle at a disadvantage.

The way we had it was that you had to declare you were hypering out and then spend an entire turn without shooting and at speed zero and if the ship was still alive at the end of the "spin up" turn it could be removed and kept alive in the campaign.

Brings lots of interesting possibilities like sending assassin fleets of TRC corvettes to pluck out a ship and then run and jump out. God help them if there is an interdictor they weren't expecting tho

Yeah heaps of possibilities for escape or blockade run type scenarios with the interdictor and grav well tokens!

I think veteran status will be a card like veteran captain, but not take up an officer spot.