You probably mark it somewhere on the campaign management sheet.
Corellian campaign article is up
Some interesting things in this article...
It seems like the benefit of having more than just 2 people, is that you will actually wage multiple battles at the same time? Like we might have 3v3, and pick our 3 engagements..... and plan them out, assign people, and go! Or did I read that wrong? Because that would actually be amazing! A True Reason to really add more players!
Another thing - It seems like it's going to seriously be a chore to record stats in between missions - Like if you are marking damaged ships with a token - what if the token slides off when you pack up all your ships?
It ALMOST seems like this campaign is designed to be played in a single day - similar to a tournament. Get 6 or 8 people to come out to the store, split everyone up, and do the campaign in like 3 sessions?
Maybe I'm wrong, but that would be a cool way to do it regardless. Looks like you might need more than just 3 sessions to complete the campaign though. It'll be annoying to track all the stats in-between sessions if it's meant to take a month or something to complete.
No more difficult than keeping track of the stats of RPG characters or a metaplot.
Easier in fact, since you can only have unique upgrades and squadrons spread accross the whole team. Easily done in a spreadsheet or a form-filled pdf that they'll likely put out.
I'd actually be somewhat disappointed if the campaign could be finished so quickly that it could be done in only a day.
So this is super interesting...
Its second player, but tossing 2 rogue ships is a nice bonus.
Dat Ion Cannon though......
I'm also intrigued by the fact that each campaign turn really only allows for two games? That means that unless people are okay with sitting out there won't be anything for players 5+ to do except hope that they get picked next turn. I mean, it's a cute idea: "No, Alex, we're hitting those planets right now, but once we succeed, we're going to need you to take your Mon Mothma Corvette spam fleet and do some Hyperspace Raids." Or "Your fleet is our only answer for DeMSU, so we're holding you in reserve until it shows up."
I suppose technically a group could get through multiple rounds in a day, and for those Twilight Imperium players who are used to playing over the course of an entire weekend, this could work fabulously. And of course give people with scarred fleets a break for a turn to refit and get back out there.
It also makes me wonder if there will be a pursuit or "flag" mechanic. Demo gets away, but you REALLY need that SOB out of the game. Can you launch a follow up attack on Demo's fleet or its position to knock it out? Or if the Imp player keeps revenue on repairs up will it not matter as Rhymer and Demo will ALWAYS be unscarred by the next turn?
Dat Ion Cannon though......
Dodonna's Ion Cannon...
I already told my LGS owner to order a copy of this for me when it comes out so I can run it at the store. ![]()
Some interesting things in this article...
It seems like the benefit of having more than just 2 people, is that you will actually wage multiple battles at the same time? Like we might have 3v3, and pick our 3 engagements..... and plan them out, assign people, and go! Or did I read that wrong? Because that would actually be amazing! A True Reason to really add more players!
According to the article: "Starting with the Rebel team, or the team with the fewest campaign points, each team can declare one assault..."
Sounds to me like two games per turn.
I'm also intrigued by the fact that each campaign turn really only allows for two games? That means that unless people are okay with sitting out there won't be anything for players 5+ to do except hope that they get picked next turn. I mean, it's a cute idea: "No, Alex, we're hitting those planets right now, but once we succeed, we're going to need you to take your Mon Mothma Corvette spam fleet and do some Hyperspace Raids." Or "Your fleet is our only answer for DeMSU, so we're holding you in reserve until it shows up."
I suppose technically a group could get through multiple rounds in a day, and for those Twilight Imperium players who are used to playing over the course of an entire weekend, this could work fabulously. And of course give people with scarred fleets a break for a turn to refit and get back out there.
It also makes me wonder if there will be a pursuit or "flag" mechanic. Demo gets away, but you REALLY need that SOB out of the game. Can you launch a follow up attack on Demo's fleet or its position to knock it out? Or if the Imp player keeps revenue on repairs up will it not matter as Rhymer and Demo will ALWAYS be unscarred by the next turn?
I was confused by this too. The campaign is listed as 2-6 players. Each side can launch 1 assault per turn. Is there a mechanic to have some sort of neutral skirmish as the 3rd match each round?
I like the scarred mechanic though. It becomes really risky to run out there with any kind of scarred ships, especially uniques.
It looks like you can use those Refit points to remove the 'scarred' status, or you can use it to add to your fleet total with new ships or upgrades. That must be how you build up to 500 points. So, if you keep nuking Demolisher, then the Imperial player has to spend points to fix it rather than growing their fleet.
I can see headhunting for uniques being a big deal. Especially the more expensive ones.
I'm also curious about the "all out assault" thing they teased back at Gencon. I now understand why they said 1500 points, as 3 players per side, increased fleet of 500 each= 1500. Yet after giving us the basic mechanics of the game and revealing a few of the objectives (including fleet specific objectives, which were a pleasant surprise) I would have thought that this was an opportune time to discuss the matter of the big end of game melee a little more. I mean, when you are planning out a 1500 point murder fest, wouldn't that entice you to buy more models in preparation? I mean, who here isn't already planning their 500 pt lists?
Some interesting things in this article...
It seems like the benefit of having more than just 2 people, is that you will actually wage multiple battles at the same time? Like we might have 3v3, and pick our 3 engagements..... and plan them out, assign people, and go! Or did I read that wrong? Because that would actually be amazing! A True Reason to really add more players!
According to the article: "Starting with the Rebel team, or the team with the fewest campaign points, each team can declare one assault..."
Sounds to me like two games per turn.
I'm going to guess each campaign turn ends when all the players have been able to play a game. It doesn't say after that assault the turn ends. I read it as "One team assaults a system, and they pick who goes in. The defending team picks a member to defend. Then they play the game and see what happens." Perhaps you alternate with assaulting, so the other team gets to defend after the assault, and at the end of that the turn ends. Seems like a short campaign if you play one game per turn, especially if there is a max amount of turns for the campaign.
I got the impression it was like Rebellion the board game.. one side picks a fleet and an attack location, the other side picks a fleet to defend with (or not) then they pick a fleet to attack with. Repeat until all fleets are accounted for. The "one assault" thing I think is that each turn, a side can only choose one attack to be of those special assault types. Then people break off and resolve the battles.
Some interesting things in this article...
It seems like the benefit of having more than just 2 people, is that you will actually wage multiple battles at the same time? Like we might have 3v3, and pick our 3 engagements..... and plan them out, assign people, and go! Or did I read that wrong? Because that would actually be amazing! A True Reason to really add more players!
Another thing - It seems like it's going to seriously be a chore to record stats in between missions - Like if you are marking damaged ships with a token - what if the token slides off when you pack up all your ships?
It ALMOST seems like this campaign is designed to be played in a single day - similar to a tournament. Get 6 or 8 people to come out to the store, split everyone up, and do the campaign in like 3 sessions?
Maybe I'm wrong, but that would be a cool way to do it regardless. Looks like you might need more than just 3 sessions to complete the campaign though. It'll be annoying to track all the stats in-between sessions if it's meant to take a month or something to complete.
No more difficult than keeping track of the stats of RPG characters or a metaplot.
Easier in fact, since you can only have unique upgrades and squadrons spread accross the whole team. Easily done in a spreadsheet or a form-filled pdf that they'll likely put out.
I'd actually be somewhat disappointed if the campaign could be finished so quickly that it could be done in only a day.
Looks like there's a bunch of spreadsheets to fill out that come in the set. I'm sure there will be a place to mark scarred ships other than a token.
There are a few problems with this campaign setup.
1. as written it seems to cater to elitism. Joe and, Bob have all the minis and can field the best meta fleets so they play most of the games and the rest sit-out.
2. the team has more control over your fleet then you do or you don't play.
3. not enough turns in a round for all the players to play.
4. RAW is very pron to turtling by a team that can gain the advantage quickly.
Overall I like alot of what I am see but the listed problem could make this less a store campaign game and more a gaming group meet-up
I'm interested to know how they plan to do 2 player games
Does each player run 1 fleet that carries over scars, uniques etc? cause then how do you do 2 battles?
Do you purchase ships into 1 fleet or can you build multiple fleets? Can you just purchase ships and send in an amalgam of certain of them as a "fleet" for this battle?
So many questions but all of them delicious!
What happens when someone is on tilt? Like you got tabled hard twice in a row and can barely field a fleet? Is a portion of your resources allocated to upkeep so that if you get smashed you can buy-up a fresh fleet?
Since they say you can't purchase a card that has been destroyed, does that give players with massive collections (see my sig) an advantage? Like if you lose a spinal armament but have purchased 3 liberties will you be in a better spot than someone that only purchased one? Including your own team mate?
There are a few problems with this campaign setup.
1. as written it seems to cater to elitism. Joe and, Bob have all the minis and can field the best meta fleets so they play most of the games and the rest sit-out.
2. the team has more control over your fleet then you do or you don't play.
3. not enough turns in a round for all the players to play.
4. RAW is very pron to turtling by a team that can gain the advantage quickly.
Overall I like alot of what I am see but the listed problem could make this less a store campaign game and more a gaming group meet-up
I think a key here is that it isn't a tourney oriented expansion. It is narrative and friendly. Unless your friends are jerks, you borrow their ships, you compromise to make sure everyone gets to play, and if there is a balance issue that leans to turtling (an unfounded assumption) you fix it yourself.
There are a few problems with this campaign setup.
1. as written it seems to cater to elitism. Joe and, Bob have all the minis and can field the best meta fleets so they play most of the games and the rest sit-out.
2. the team has more control over your fleet then you do or you don't play.
3. not enough turns in a round for all the players to play.
4. RAW is very pron to turtling by a team that can gain the advantage quickly.
Overall I like alot of what I am see but the listed problem could make this less a store campaign game and more a gaming group meet-up
It is exactly a gaming group meetup. Armada is definitely been lending itself to living room gaming over competitive play. We had 22 people at nationals in Canada and like 3 of them were Armada friends from the US but the game sells fairly well...so those people must be at-home gaming. FFG is being smart and giving the majority of players a reason to play the game they bought into and to buy models they otherwise wouldn't so they can flesh out campaign fleets!
Personally I can easily put together 2 500 point fleets for each faction, breaking zero sweats. Elitism FTW.
From what I learned at GenCon it looks like each side builds 3 fleets. Those fleets aren't necessarily tied to a specific player. Unique cards are limited to a whole side.
As far as I know, only unique cards get permanently removed. But, it looks like you pay for upgrades with your refit cost and if a ship is lost you would have to buy those upgrades again.
There are a few problems with this campaign setup.
1. as written it seems to cater to elitism. Joe and, Bob have all the minis and can field the best meta fleets so they play most of the games and the rest sit-out.
2. the team has more control over your fleet then you do or you don't play.
3. not enough turns in a round for all the players to play.
4. RAW is very pron to turtling by a team that can gain the advantage quickly.
Overall I like alot of what I am see but the listed problem could make this less a store campaign game and more a gaming group meet-up
I think a key here is that it isn't a tourney oriented expansion. It is narrative and friendly. Unless your friends are jerks, you borrow their ships, you compromise to make sure everyone gets to play, and if there is a balance issue that leans to turtling (an unfounded assumption) you fix it yourself.
seems we agree on the main point I was making.
as to the turtling, from my read through of the info provided it seems that building bases can lead to some highly defensive games and if you can pull enough of the sector under your belt your team can gain a large advantage in the game by turtling and building up your resource points. I could be wrong but this seems like a likely tactic during these campaigns.
There are a few problems with this campaign setup.
1. as written it seems to cater to elitism. Joe and, Bob have all the minis and can field the best meta fleets so they play most of the games and the rest sit-out.
2. the team has more control over your fleet then you do or you don't play.
3. not enough turns in a round for all the players to play.
4. RAW is very pron to turtling by a team that can gain the advantage quickly.
Overall I like alot of what I am see but the listed problem could make this less a store campaign game and more a gaming group meet-up
We're still missing almost all of the rules, but the need to spend resource points to build fleets (and we don't know if there are any other limits on aquiring unique ship titles and unique squads), means it's going to be kind of hard for one fleet to get all the hero units.
Secondly - who knows if a player will have to command the same fleet every play session (I doubt there is a gameplay reason for that) or if they can be rotated between the players.
I think the counter is going to be you can only "Turtle" so much... You have to spend resources to build bases, and the Special Assaults have the potential to swing resources each way pretty drastically..
One other thing that was said at GenCon was that a Campaign could last 8-9 Campaign Rounds. So, it's probably not something you can finish in one day.
I can already see players who plan to play this alot to build their fleets for assult or defence role. Also more often the third player on each team is a auxilery fleet for when one of the other players need to lick their wounds from a battle. Though it sound like the third also can join in on ether the assult or defense. This sounds weird as their maybe alot of early 2v1 fights. I think there needs to be more clarification on the declaring players for assult and defence as there maybe needs to be a way for the out numbered players to forfit a fight to reduce scaring a fleet takes.
There are a few problems with this campaign setup.
1. as written it seems to cater to elitism. Joe and, Bob have all the minis and can field the best meta fleets so they play most of the games and the rest sit-out.
2. the team has more control over your fleet then you do or you don't play.
3. not enough turns in a round for all the players to play.
4. RAW is very pron to turtling by a team that can gain the advantage quickly.
Overall I like alot of what I am see but the listed problem could make this less a store campaign game and more a gaming group meet-up
1. This isn't going to be a problem except in campaigns of a full 6 players, and even then there's probably some way to accommodate a third game that got left out of the write up.
2. I mean in a team based event you do have to communicate and negotiate with other people. Some might view this as a flaw but there's no reason you can't do a two player campaign.
3. See point 1
4. The campaign objectives seem designed to encourage the attacking player to be aggressive, since they offer a pretty significant advantage to the defender. They also encourage the defender to turtle up and let the attacker come to them. Thematically this makes a lot of sense, and I'm pretty fine with it personally.
Anyway if someone is the kind of player to destroy one squadron and spend the rest of the game running away, maybe encourage them to be less boring.