Corellian campaign article is up

By Barney, in Star Wars: Armada

I must concur with Drasnighta, we finally got an article. Instead of immediately tearing it apart when we still don't know the whole picture let us stay excited there's a future.

Lest I remind everyone that less then a week ago people were all doom and gloom howling to the high heavens that death was approaching for this game. :P FFG in this article straight up mentions how successful and big this game is. :D

I must concur with Drasnighta, we finally got an article. Instead of immediately tearing it apart when we still don't know the whole picture let us stay excited there's a future.

Lest I remind everyone that less then a week ago people were all doom and gloom howling to the high heavens that death was approaching for this game. :P FFG in this article straight up mentions how successful and big this game is. :D

And Stage 4 cancer isn't that big a deal, either. :P

If you're Gonna Die.... Die with your Boots on.

Alright you sons of guns. This article has been out for HOURS now, and I have yet to see a 500-point list in the Fleet Builds subforum.

Chop chop. Ard's bored, but not quite bored enough to roll up a fleet on his own. :)

Side reveal:

Dunno if anyone noticed, but it looks like you can see the "Armed Station" card in the front page banner.

Looks like it's got 13 hp, an anti-squadron armament of 2 red 2 blue, and a single blue battery armament.

nzN0iGQ.jpg

Edited by Eggzavier

Side reveal:

Dunno if anyone noticed, but it looks like you can see the "Armed Station" card in the front page banner.

Looks like it's got 13 hp, a battery armament of 2 red 2 blue, and a single blue anti-squadron.

nzN0iGQ.jpg

Uhhhhh. You got the squad and ship batteries mixed up.....

Side reveal:

Dunno if anyone noticed, but it looks like you can see the "Armed Station" card in the front page banner.

Looks like it's got 13 hp, a battery armament of 2 red 2 blue, and a single blue anti-squadron.

nzN0iGQ.jpg

Uhhhhh. You got the squad and ship batteries mixed up.....

So I have. That's disappointing in an 'Armed' station. More like a flak battery.

Red anti-squadron though.

Edited by Eggzavier

Alright you sons of guns. This article has been out for HOURS now, and I have yet to see a 500-point list in the Fleet Builds subforum.

Chop chop. Ard's bored, but not quite bored enough to roll up a fleet on his own. :)

I don't believe that you start with 599 point fleets.

I'm pretty sure you start at 400 points. You can then addd to the fleet using refit points to a maximum of 500.

Side reveal:

an anti-squadron armament of 2 red 2 blue,

D:

Side reveal:

an anti-squadron armament of 2 red 2 blue,

D:

Alright you sons of guns. This article has been out for HOURS now, and I have yet to see a 500-point list in the Fleet Builds subforum.

Chop chop. Ard's bored, but not quite bored enough to roll up a fleet on his own. :)

I don't believe that you start with 599 point fleets.

I'm pretty sure you start at 400 points. You can then addd to the fleet using refit points to a maximum of 500.

And I was all excited to abuse it, too.

Edited by Ardaedhel

Side reveal: an anti-squadron armament of 2 red 2 blue,

D:
which is huge, assuming normal flak rules.

Yup, that thing is going to be GNARLY for even the hardiest of bomber fleets to deal with.

Side reveal: an anti-squadron armament of 2 red 2 blue,

D:
which is huge, assuming normal flak rules.

Since the layout of the card is similar to squadron cards, I'm wondering if it doesn't behave similarly as well (just one attack against a squadron)

To all the questions over simultanius play, considering uniques are limitied to the team not the fleet, and it states "if your mate runs vader as an admiral you cant use him in a squadron" then it would make sense to have simultanious play. Otherwise vader could just love between fleets?

I think that there will be at least 2 attacks per team (thus 2 defends per team) at minimum, going upto 3 attacks/defends if running a 6 player campaign. That could mean each campaign round consists of 6 battles.

I looked through my notes from GenCon and the preview articles for the Corellian Conflict and took my best guess to fill in some blanks on how the campaign will go. I put my thoughts up on my blog HERE.

After today's information I am really excited for how this will play out.

TBH there is very little they can do that will turn me off this for a few simple reasons:

1- if they make a rule I don't like I will change it

2- it provides a framework to build around in one area that I was pining for since i opened my core box: Persistence. I love Armada and Armada tournaments but I always thought it might be a deeper game if there were definite consequences to how you choose to run a list. Reeikan aces, for example, will play one way in standard but becomes a dangerous way to play in campaign. How will DMSU type lists fare when the cost of losing and having to repair half your fleet every round starts really biting into your resource budget across 3 players? All of this depth is brilliant and turns Armada from a game pushing task forces around in bubble universes into a real game of fleet combat where mistakes bite deep and stories and narratives will be generated with your friends like the standard game simply can't.

3- Even if everything about the CC campaign sucks, it still comes with the extra objectives which breathe new life into standard play

4- it is virtually guaranteed to spark interest in the game and increase the player base

5- it is highly likely to pull a lot of those living room Armada players we never see in the light of the community, who play with 1 or 2 friends, into view as they start looking to add to their circle to run 6 player campaigns. Some of these people probably love the game as much as the dedicated competitive players but have never looked and have no idea about OP.

TL/DR: I look at CC and think: it is a good thing. Period.

Side reveal:

Dunno if anyone noticed, but it looks like you can see the "Armed Station" card in the front page banner.

Looks like it's got 13 hp, a battery armament of 2 red 2 blue, and a single blue anti-squadron.

nzN0iGQ.jpg

Uhhhhh. You got the squad and ship batteries mixed up.....

So I have. That's disappointing in an 'Armed' station. More like a flak battery.

Red anti-squadron though.

Edit: upon closer examination and comparing it to card below it, it appears to be blue. Sorry for a worthless add on to the speculation.

Edited by emfrank72

Something I worry about with the campaign is too much of a snowball effect. Can it swing too far so the campaign feels "over" before it's actually over?

That armed station acts like a squadron.... ships dont have ship armanents in red boxes.

On the plus side, escorts will keep your station alive then

I think that sounds unlikely.

So do you think it would be:

A declares attack, X declares defense = match 1

Y declares attack, B declares defense = match 2

C declares attack, Z declares defense = match 3

FIGHT! 3 games played at once (or over whatever period you decide).

So the team that's behind in campaign points gets more opportunities to set where the battles will take place. I can dig it. :D

I bet on the sentences I quoted where it says the Rebels choose "ONE" assault, an editor decided to remove the sentence that said "and if there are more battles to conduct, the final player on the Rebel team gets to choose the final location!" Too long, and this is not a rules document so who cares! Backspace backspace backspace...

I'm just playing devil's advocate here but even if you can declare more then one attack per round where does it currently say a player can only fight in one of those battles.

this can still lead to players missing out on a round and just "twiddling their thumbs" for a few hours if there is no limit on the number of games one can play per round.

I propose that ONE player can play MULTIPLE games per round, but that all games must still be fought SIMULTANEOUSLY! Mua ha ha ha! :lol: :lol: :lol: Good luck trying to manage and fly two fleets on two separate tables at the same time! (Although I guess that will still result in players twiddling thumbs while they wait for their opponent to shift his attention back to this battlefield).

It looks promising and of course we have more questions than answers now. Whenever i have played a campaign with more than 2 people it grinds to a halt becuae someone cant make it or pulls out . This looks like each team has 3 fleets, you have to keep track of whats in each fleet. Each turn each fleet has one attack (6 battles) One of which can be a special. If someone drops out you can still carry on as long as you have the ships to make that fleet i guess.

Of course its all spec ulation right now until we get the thing. when do we get the thing???????????????

With the mechanic for refit points known, I can see flotillas having a bigger role in patching up fleets quickly and cheaply, bolstering activations and providing cheap blockers in the field that you can afford to throw into the fray to keep your bigger ships alive.

Those ISDs and huge Mon Cal ships suddenly seem as rare and precious as they would be, given the resources to buy and maintain them. It's going to make for gripping play as each player abandons their initial strategy to keep their keystone piece from being scarred or even destroyed.

Some things we know, when you take comments from both articles:

1. Damage to ships will maintain and will need to be repaired if it can be. I assume this will also use your refit/resource points.

Whether you're refitting your fleet, expanding it, or tracking permanent damage

You may suffer damage to your ships, leaving them weaker for ensuing battles

2. Planets can be recaptured

the longer you hold a base or outpost, the more valuable it is to your effort

3. Theres more than 3 planetary benefits

Repair Yards points add to your refit points

Diplomats make neutral areas unplayable

Skilled Spaces allows an objective change for 2nd player

Spynet allows you to redeploy 1 ship or 2 squadrons after your opponent has finished deploying

4. Ships/Squadrons may be upgraded in ways we havent seen yet

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

5. Multiple fleets can enter the battle field (at least once)

risk everything in a desperate gamble, throwing the remainder of their fleets at you in a one, climactic All-Out Offensive

6. You only get planetary resources if you build a base there?

Establishing a base or outpost at a location secures its resources, giving you access to them on each subsequent turn that you hold the base

7. There are multiple attacks and defends per campaign turn

Once per campaign turn, your team may declare that one of your assaults

Edited by Teloch

I think it would be interesting to have 3 fleets among both teams that anyone can choose to play. So you are not tied to your fleet. When your team declares your assault, you and your opponent will not know what fleet you are bringing up until your deployment so you can't bring your "Counter Demo/Rhymer/Yavaris/Ackbar/etc" fleet. I don't like the idea of spending a lot of points to get your Rhymer ball and then the Rebels build a fleet that only counters squadrons. Sounds fun for only 1 player...

I'd like it even more if you don't reveal what fleet you have until after deployment, as that would be more thematic and allow for more strategic deployment.