Corellian campaign article is up

By Barney, in Star Wars: Armada

each team can declare one assault, designating a player to lead the strike force and targeting a specific location on the map. Then, the other team must choose a player to defend against the assault

This makes me think that the attacking team decides the flight they will attack with (from one of their 3 already built fleets) and who will be the player to attack, The defenders then choose which fleet is defending and which fleet defends.

I can only guess it will be the same as normal Armada and you will not know the makeup of the fleet beyond it's one of the 3 fleets in the campaign.

Then again, maybe you can build more than 400/500 worth of fleets and choose which ships you deploy?

I was just thinking... If you get 500 points to control the whole sector, then you have awfully little to work with compared to how many planets there are. Especially if you are the Empire...

Yeah, maybe you have 3 fleets and some sort of ship roster, wher you pick ships from your roster for that battle, this means maybe you have 1500 points on your roster which slowly get whitlled down. But then it wont be much fun playing 500pts vs 100 pts so i guess the roster is only the unique stuff. And once that goes you have to stick with generics.

The generics could probably be swapped out between games meaning they are expendable.

I kinda prefer the idea of a -fleet-. you have 500 points, explicitly made up into a fleet with particular ships in it. It kinda works towards the permanence of combat. For example, say you purchase 3 generic VSDs and you swap between them whenever one gets scarred, whats the point of the scarring mechanism then? Each ship, whether unique or not, should have permanence in a fleet and this will actually help generate a narrative for that ship in that fleet. An opponent may end up harbouring completely irrational grudges against particular generic ships in specific fleets and I think that's amazing.

I guess since you will have to buy specific upgrades for specific ships it might be too costly to simply swap out things anyway. After all in a multiplayer campaign, do you want to spend a bunch of resources to put an entire activation on the bench even if it's scarred? After all, its only 50% more if you lose it and if that ship makes the difference between keeping or losing a key system and its resources...

I kinda prefer the idea of a -fleet-. you have 500 points, explicitly made up into a fleet with particular ships in it. It kinda works towards the permanence of combat. For example, say you purchase 3 generic VSDs and you swap between them whenever one gets scarred, whats the point of the scarring mechanism then? Each ship, whether unique or not, should have permanence in a fleet and this will actually help generate a narrative for that ship in that fleet. An opponent may end up harbouring completely irrational grudges against particular generic ships in specific fleets and I think that's amazing.

I guess since you will have to buy specific upgrades for specific ships it might be too costly to simply swap out things anyway. After all in a multiplayer campaign, do you want to spend a bunch of resources to put an entire activation on the bench even if it's scarred? After all, its only 50% more if you lose it and if that ship makes the difference between keeping or losing a key system and its resources...

I think it's because your fleet can only consist of between 400-500 points? So if you have a 500 point fleet and half of it is scarred, you dont have any ships to swap in. Also you only get 30 refit points (plus what you get from planets) per round, your not going to have many points to put into repairs over 3 fleets.

I, too, hope it is 3 very distinct and separate fleets.

Tough decisions make for better games.

Do you leave that scarred Avenger behind and go into battle with 100 fewer points than the enemy? Or do you take the risk in order to win a critical battle.

Perhaps you send more injured fleets into low-intensity battles while sending the fresher fleets against harder targets (base assaults and the like).

That's the thing, though, I'm not convinced there WILL be a "swap out" or "benching" mechanism in the game. If you can't afford to repair a scarred ship you simply have to use it. Tough balls.

This permanence will make you think about the strategic phase even as you play out the battle phase. And vice-versa!

Do you send your heavy hitting, but rather scarred main fleet to assault something this turn, or do you hold it in reserve hoping to choose a defensive objective that will lose you the least ships?

Or you could leave it out of your fleet for the activation, possibly guranteeing a loss, but saving that Demolisher until you can repair it next campaign turn?

Or you could leave it out of your fleet for the activation, possibly guranteeing a loss, but saving that Demolisher until you can repair it next campaign turn?

This is what I'm hoping. You can choose to bring less than the whole fleet if you like. But you will have an uphill battle ahead of you.

How do we know we start with 400 points?

Commanders:

Suppose you get stomped as an Imperial Player - Lets say you use Darth Vader and he's killed after your first battle - that means he's unavailable for use at all during the rest of the campaign. Suppose each battle thereafter you lose another commander. Tarkin dies, Motti Dies, etc......

After 7 battles All commanders could be dead. In a 6 player campaign this could, in theory, happen during the 3rd week. Even after the 2nd session if you lost both the Vader Squadron AND another Commander in the same battle...

What happens after that? Do you build fleets with no commander? Wouldn't that serve as a possible advantage? How many times have you WISHED you could do that!?

Edited by Crabbok

Commanders:

Suppose you get stomped as an Imperial Player - Lets say you use Darth Vader and he's killed after your first battle - that means he's unavailable for use at all during the rest of the campaign. Suppose each battle thereafter you lose another commander. Tarkin dies, Motti Dies, etc......

It takes being killed TWICE to be knocked out of the campaign.

If Vader is killed in the first battle, his ship is "scarred" during the next round unless you use Refit Points to fix him.

Commanders:

Suppose you get stomped as an Imperial Player - Lets say you use Darth Vader and he's killed after your first battle - that means he's unavailable for use at all during the rest of the campaign. Suppose each battle thereafter you lose another commander. Tarkin dies, Motti Dies, etc......

After 7 battles All commanders could be dead. In a 6 player campaign this could, in theory, happen during the 3rd week. Even after the 2nd session if you lost both the Vader Squadron AND another Commander in the same battle...

What happens after that? Do you build fleets with no commander? Wouldn't that serve as a possible advantage? How many times have you WISHED you could do that!?

There will likely be a special rule the opposing team wins if you have no commander. And they would need to die after being scarred, so I don't think it can happen that fast.

Edited by Undeadguy

An admiral on a flotilla could be refitted every round to keep it alive.

30 free Refit Points / turn can fix (un-scar) a 60-point ship.

You may have to fight without an admiral or be forced to repair the last ones standing.

I wonder if there will be a generic Commander for 15 points such as

Flag Officer: Once per turn you may reroll 1 dice of your choice when attacking.

You may have to fight without an admiral or be forced to repair the last ones standing.

I wonder if there will be a generic Commander for 15 points such as

Flag Officer: Once per turn you may reroll 1 dice of your choice when attacking.

You may have to fight without an admiral or be forced to repair the last ones standing.

I wonder if there will be a generic Commander for 15 points such as

Flag Officer: Once per turn you may reroll 1 dice of your choice when attacking.

I'd take your admiral pretty much every time if I could.

I would hope, that if you lost 14 games like that.. that basically the campaign would be over and the other side would have won with points or something. Id even hope it ended sooner than that so a new one could be started.

I wonder how this mechanic works:

If a scarred ship or squadron is destroyed in battle, it is then eliminated from its controller's fleet, along with any upgrades that were on it, and those cards may not be purchased again.

So if I have XI7 on a ship that is destroyed, I can't get another one? If I lose a Gozanti, I can't build another?

I can't imagine that's the case, so I wonder if they're only talking about titles and unique upgrades. Then again, it would be interesting if there were a limit on how many of each upgrade card you could use during a campaign.

So if I have XI7 on a ship that is destroyed, I can't get another one? If I lose a Gozanti, I can't build another?

They're talking about unique upgrades.

You would have to:

-Lose said unique in one game

-Not spend the 50% of unit cost to unscar

-Field it again,

-Lose it again

Im not sure how intense the campaign will be. Im curious how many ships and squadrons will see the table with scars.

You would have to:

-Lose said unique in one game

-Not spend the 50% of unit cost to unscar

-Field it again,

-Lose it again

Im not sure how intense the campaign will be. Im curious how many ships and squadrons will see the table with scars.

Well, lets look at our first game.

You have a bad day. And lose a lot of stuff.

At the end of the day, you have Thirty Refit Points....

Considering that a Barebones Gladiator with the Demolisher Title is over 60 points, that's already going to burn every Free Refit Point you have.

And that is nothing compared to the rest of the Fleet...

No, cause to clarify, you are given 30 free refit points per round.

You can spend any amount of your resource pool to do additional refits.

The catch is that if you are a wasteful commander and constantly have to un-scar ships well beyond the 30 free points you will start lagging behind in building up and upgrading your fleet.

"Before such ships are removed, however, you have the opportunity to repair them by spending refit points and resources equal to half its fleet point cost, rounded up. Refitting your fleet is so important that you gain thirty refit points each campaign turn that you can spend before you need to dip into your resources. And each of your Repair Yards adds an additional five refit points to your total."

No, cause to clarify, you are given 30 free refit points per round.

You can spend any amount of your resource pool to do additional refits.

The catch is that if you are a wasteful commander and constantly have to un-scar ships well beyond the 30 free points you will start lagging behind in building up and upgrading your fleet.

That's just it... You need to be spending resources on Progressing forward, not fixing up... When you drop 15 of them to get a base, and that base might only be generating 20 a round, then you need to be frugal. Being Wasteful, is going to cost.

I did not mean to Imply that you only get 30 Refit Points and that is it...

It was more a Demonstration how those 30 Free Refit points Disappear IN ONE SHIP, and THEN SOME.

If you've had a BAD DAY, and you've got 3-4 Such Ships, and their Fighter Compliments.... You have a Bad Day.

Edited by Drasnighta

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.

I sharply disagree. I don't mind players not being tied to fleets, but I want fleets tied to locations. If I know the fleet defending Starbase 12 is home of Major Rhymer, I'm gonna plan accordingly when I attack. This will, IMO, overall reduce the utility of gimmick or specialized fleets in the campaign. After all, it will work once, but now the enemy knows what you have there.