Vassal campaign options!

By Green Knight, in Star Wars: Armada

Since the Corellian Conflict preview was released there have been demands/questions about a campaign system for vassal.

I can now confirm I have a working system in place in my sandbox. It's a little rough, but I'll continue working on it.

The short version:
- there is a new "campaign" button at startup
- the campaign button displays a map of the campaign area, a list of fleets with their components, and various charts
- move fleets on the campaign map by dragging the tokens around (all movement is reported)
- engage in battle by simply draging your fleet to the battle map (and return the remains by dragging them back)
- tracking stuff like persisting damage and promotions/medals can be accomplished by keeping tokens in the fleet area
- the game effects of controlling an area/planet can either be listed directly on the map, or on a chart
- saving a game will also save any campaign data
- if you're not playing a campaign, just ignore the Campaign button; easy as that!

The module its can hold any number of campaigns, but each save will hold only one campaign (or rather, that's how I'm designing it).

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Edited by Green Knight

There is also a system for making notes. That should come in handy for campaigns, but could also be useful when saving a regular game (it's so easy to forget stuff).

While waiting for the Corellian Conflict...

...has anyone tried to make a campaign system for Armada?

I'm not in the mood to invent one.

“What has mood to do with it? You fight when the necessity arises—no matter the mood! Mood's a thing for cattle or making love or playing the baliset. It's not for fighting!”

Read that way too fast and missed the first or... "Mood is for cattle making love or playing the baliset"

When will this be put up for d/l? Just what you have listed for a tracker is plenty for anyone to keep track of a local campaign.

I don't play Vassal (nor do I intend to), but I certainly applaud your desire to create a campaign even ahead of Corellian Conflict. As I wrote here, I'm working on something, but I'm still very far from completing anything. Also, I imagine that when I do get something workable, Corellian Conflict will be close to hitting the shelves.

cant value high enough what you are doing for the part of the comunity that uses vassal. thx gk!

Even if you don't intend to play much on Vassal, being able to load it up and set up the campaign will be it's own awesome thing.

Even if you don't intend to play much on Vassal, being able to load it up and set up the campaign will be it's own awesome thing.

This.

Even if you're not playing the actual battles on Vassal, it will make for a fine campaign tracking system.

When will this be put up for d/l? Just what you have listed for a tracker is plenty for anyone to keep track of a local campaign.

It could probably be released right away, if you want to try it out.

But like I said, it's only the basic functions:

- main map and fleet markers

- movement on main map (with fleet markers)

- holding spaces for 6 fleets for either side

- ability to make notes

It's also just that one Empire at War map I found on the interwebz.

While waiting for the Corellian Conflict...

...has anyone tried to make a campaign system for Armada?

I'm not in the mood to invent one.

Even if you don't intend to play much on Vassal, being able to load it up and set up the campaign will be it's own awesome thing.

This.

Even if you're not playing the actual battles on Vassal, it will make for a fine campaign tracking system.

But what if people download Vassal just to track their local campaigns, and then accidentally find themselves being sucked into actually playing a game?

Oh. I see.

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Edited by MattShadowlord

IT'S A TRAP!

OK, so I cooked together something VERY SIMPLE, just to have a baseline for players to try out the new system:


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Galactic Civil War campaign rules v0.2


This is intended as a 2-player campaign, although two or more players could easily share one side, taking command of one or more fleets each, and quarreling over who gets access to repairs and reinforcements!


SETTING

It is the early days of the Rebellion, sometime between E:III and E:IV. The Empire is growing in power, but has yet to gain full control over the galaxy. The Rebel Alliance is a fledgling thing, scattered and weak, but growing in strength and purpose with every passing cycle.


You will take command of either a Rebel or Imperial fleet, each representing but part of the greater war machine.


Imperial objective: hunt down and destroy the elusive Rebel fleet.

Rebel objective: evade the nefarious Empire and strengthen your fleet.


TURNS

The campaign lasts for 12 cycles (turns), unless players agree otherwise (see below).

With every cycle you will get to move your fleets, do battle, and repair/replenish your forces.

To begin with fleets will be small and few in number, but as the campaign progresses they will grow - unless crushed by your opponent!


STARTING FLEET COMPOSITION

Each side starts with 180 pts to build a fleet with. You cannot include any large ships. You must include 1 Admiral and you cannot take more than 1/3 pts in squadrons. There also cannot be more than 1 copy of a unique card in your fleet.

The Imperial fleet must start at Coruscant, Kuat or Eriadu.

The Rebel fleet can start in any system, except the 3 Imperial setup systems.

Lists/starting locations are created in secret, then entered as a Delayed message (under Notes) that is Revealed when both players are ready).


TURN SEQUENCE

INITIATIVE PHASE

Total the number of fleet points on table for either side.

The player with the fewest points decide who has Initiative for this turn.

If the number is equal, the Rebel decides who has Initiative.


STRATEGIC MOVEMENT PHASE

Players take turns moving/reorganizing their fleets.

Each player gains a number of Command Points (CP) equal to the current turn number, plus the number of Commanders in his fleet.

Points not spent are lost (i.e. they don't carry over to the next turn).

Ships move only along the white lines (hyperroute markers) on the map.

To move a fleet, expend a number of CP equal to the largest ship in your fleet.


Flotilla = 0

Small = 1

Medium = 2

Large = 3

Admiral = +1


A fleet can move multiple times, each time expending the required number of CP.

Flotillas moving alone (at 0 cost) only once. Subsequent moves cost 1 pt.


Example: In turn 7 the Empire could move the same fleet, containing a Medium ship, up to 3 times (6 CP), plus move a Small-ship fleet once. The Empire played could also move any Flotilla-only fleets for free (once).


Reorganization:

Instead of moving a new fleet can be made by splitting an existing fleet. You can also merge two fleets, or transfer ships between two fleets.

Reorganization costs 1 CP per event.


If you have 2 or more fleets, no fleet can contain more than two thirds your total fleet points.

You cannot have more than 6 fleets.

You cannot transfer upgrades between ships, except officers and admirals.

A fleet does NOT need to have an admiral (and cannot have more than one).

Fleets (after initial setup) cannot have more than 1/3 their pts in squadrons OR more squadrons than their total Squadron value, whichever is more favorable to the player. Example: A Gozanti Cruiser could bring both Vader and Fel, for example.


If you, during the course of the game, somehow end up with a fleet with more squadrons than the allowed maximum, you must set aside squadrons for that battle until you're within quota (you opponent scores points as if they had withdrawn from the battle). Excess admirals must be placed on a ship and count for scoring purposes, but provides no benefits.


Repairs:

Instead of moving a fleet, a ship with persistent damage can be repaired, but only at systems with a Shipyard.

It costs 1 CP to repair persistent damage to a fleet.

A shipyard can repair a number of ships at once equal to its Yard Value. If there are more ships in need of repairs, another CP must be spent.


Shipyards:

KUAT: 3, Imperial side only

CORUSCANT: 2, Imperial side only

ERIADU: 1, Imperial side only


MON CALAMARI: 3, Rebel side only

HOTH: 2, Rebel side only

YAVIN IV: 1, Rebel side only


CORELLIA: 3, both sides

FONDOR: 2, both sides

BESPIN: 1, both sides


TACTICAL BATTLE PHASE

Whenever two fleets meet, there will be a battle between them.


Battles are played out using all the normal Armada rules, with the following changes:

Both players bring 3 objectives to any battle, but need not decide upon them before a battle occurs.

Objectives are written down as Delayed messages beforehand, then revealed as fleets are deployed.

The player with the fewest pts decides (of course) whether he wants to be 1st or 2nd player.

If the 1st player has a MAJOR ADVANTAGE his opponent only reveals 2 of his objectives. If it's an OVERWHELMING ADVANTAGE he reveals only 1.


Advantages:

Major - If the 1st player has either 50 pts more, or a fleet with 1/3 more fleet points, whichever is less.

Overwhelming - If the 1st player has either 100 pts more, or a fleet with 1/2 more fleet points, whichever is less.

Example: The Empire has a fleet of only a Gonzanti Assault and 2 TIEs (28+16=44 pts). The Rebels have a fleet consisting of a single AF2B with GT/ECM and a lone X-wing (72+13=85). The Rebs have an Overwhelming advantage, since they have almost 2 times as many fleet points as the Imps! The Imperial player reveals only 1 objective.


Withdrawal:

Ships and squadrons can retreat, either by just fleeing the scene or going into hyperspace.

Withdrawal is represented by ships/squadrons moving off the table.

You opponent scores only 1/2 the fleet points of a ship (including upgrades) or squadron that withdrew.


A fleet must withdraw to any friendly or unoccupied adjacent system. If no such system exists, it is destroyed instead.



Persistent damage:

Shields and facedown damage cards are assumed to be relatively minor, and automatically fixed after the end of any battle.

Faceup damage cards represent more severe damage. Players must keep track of any faceup damage, even if repaired over the course of the battle. For each faceup damage suffered, the ship starts the next turn with 1 less hull than it normally would (but no damage cards; it's a reverse Motti if you will).

This will make upgrades like Assault Proton Torpedoes more valuable. The Contain token also gains in value, as do upgrades that bypass the Contain token. Assault Proton Torpedoes have their cost increased to 6 pts. No other changes are made.

Persistent damage can be repaired during the Reorganization Phase, but only at certain systems (see above).


Unique cards:

Unique cards that are destroyed (withdrawing doesn't count as destroyed) can be brought back into the game by paying 2x their normal cost on a later turn (i.e. they can't be brought back the same turn they are destroyed, and cost you a bit extra to resurrect).


Tabling:

A tabling (destroying all enemy ships), ends a battle, but you only get full points for ships destroyed.

Any surviving squadrons are considered to have fled (gain only 1/2 points).


Victory points:

Do not calculate score or MoV. Instead each player totals his number of VPs and note them down.


RESOURCE PHASE

Resource points (RP) are spent to buy new ships and squadrons.

RP are persistent. Any points not spent during a turn carry over to the next.

Each player gains a number of RP equal to 10 times the current turn number.

Each player gains an additional number of RP based on the systems he directly controls (i.e. he has a fleet there). The number of bonus points depends on the size of the largest ship present.


Flotilla = 5

Small = 10

Medium = 15

Large = 20

Admiral = +5


Example: If Admiral Ozzel is at Coruscant with a Large ship in the Resource Phase, the Imperial player gains 25 RP extra.


Reinforcements:

You buy reinforcements by spending RP equal to fleet value.

Reinforcements can be new ships, new squadrons, or additional upgrade cards for existing ships.

You cannot change a ship's type once bought.

You cannot move upgrades between ships, but are allowed to replace existing ones, except titles.


Reinforcements are assumed to come from higher up the chain of command, so can appear at any eligible system:

Empire - Coruscant, Eriadu, and Kuat.

Rebellion - Can join any existing fleet.


Might of the Empire/Fires of Rebellion:

If, during any resource phase, either player has a fleet worth less than 180+10*current turn number, he gains enough resource points to bring it to that number. Example: the last rebel fleet is wiped out in turn 7. The Rebel player therefore gains 180+70=250 points during this resource phase.


Final turn:

No RP are gained on the last turn; instead Victory Points (VP) are counted to determine a winner.


VICTORY CONDITIONS

Total annihilation: If the last Rebel fleet is completely destroyed (tabled), the Rebellion has been crushed.

Loss of control: If the Rebel player controls (in the Resource Phase) Coruscant, Eriadu AND Kuat, the Empire has lost.


Count the number of fleet points remaining in your combined fleets, plus the number of victory points you've amassed throughout the campaign (including points for objectives).


SHORTER OR LONGER GAMES

Players can agree to play any number of turns. 6-8 turns gives a quick game with few large battles. More than 12 turns gives a very long game with lots of big battles. The turn number should be set before starting play.


FUTURE OF THE CAMPAIGN SYSTEM

This is just a rough draft of a campaign system.

Future versions will add better balance and more special rules for controlling specific systems and the like.


Edited by Green Knight

If somebody want to try it out, keep this in mind:

You'll need to track stuff like Victory Points, Command Points, and Resource Points.

There are currently no dials or tokens for this, so just use the Notes section for now.

A beta version should be up fairly soon (as soon as the wiki update clears moderation - they've had a hacker problem, so has implemented draconian security measures).

OK, so I cooked together something VERY SIMPLE,

The Declaration of Independence: 1,458 words, including the signatures,

Green Knight's Very Simple Post: 1,727 words (admittedly only one signature)

:D

nevermind, figured it out :)

Edited by Daht

nevermind, figured it out :)

Forever will I wonder: what did you figure out?

nevermind, figured it out :)

Forever will I wonder: what did you figure out?

A way to make you forever Wonder.

nevermind, figured it out :)

Forever will I wonder: what did you figure out?

If you can't figure it out, I'm not going to spoil it for you

nevermind, figured it out :)

Forever will I wonder: what did you figure out?

If you can't figure it out, I'm not going to spoil it for you

Let me make a wild guess:

You have to start a new game to see the galaxy map?