CC campaign Commander loss or Re-organization

By Kiwi Rat, in Star Wars: Armada

What I would like to know in the upcomming CC campaign is, What happens when you loose your Fleet commander?

Do you get a new one per default, which is available?

Or do you have to buy one from the Resource/Refit points you get? And if you can't afford one do you have to play without a Fleet commander?

If you find out the Fleet commander you have is not working for you, can you swap your Fleet commander out with another one and pay/gain Resource/Refit points for the Fleet point difference there might be between them?

Any how, I know would like to know the oppinion you may have on this issue.

It will probably be covered in the rules when it comes out.

In the campaign system I was building before the announcement of CC, new commanders could be purchased at cost and assigned to a ship.

I kinda like the idea of have a generic fleet commander with no abilities that costs 10 points. Provides incentive to pick one of the unique characters but also allows for fleet commanders to be killed off.

This is obviously speculation:

I imagine that you'll just have to do without a fleet commander or purchase one from available resources/refitting points. Maybe they'll make it a priority: get a fleet commander before you can do anything else.

On the Imperial side, you would need a fleet commander with political heft to command the resources to be directed to the fleet in question.

In the case of the Rebellion: the vile terrorist warlord in question would have to have such a awful reputation in order to scare the otherwise loyal citizens of the Galactic Empire out of their resources so that he/she/it can continue to be a scourge on civilization.

You are supposed to get around 40 points to spend I thought every turn.

You are supposed to get around 40 points to spend I thought every turn.

It says you get 30 "refit points each campaign turn that you can spend before you need to dip into your resources."

I'm making the assumption that refit points are for repairing/upgrading existing ships/squadronds, while 'resources' allow you to also get new ships/squadrons as well as bases and outposts.

Edited by Mikael Hasselstein

The campaign I was dabbling in had more of the generic commander that PartyPotato mentioned, but could be leveled up RPG-style to grant miscellaneous fleet benefits. The uniques could be added to the fleet for boosted power.

You also started off as a no-name with 200 fleet points worth of garbage, but the fleet would grow as you gained resource points. It was like you were your own fleet commander making a name for yourself, one among the great names of the Star Wars universe.

The campaign I was dabbling in had more of the generic commander that PartyPotato mentioned, but could be leveled up RPG-style to grant miscellaneous fleet benefits. The uniques could be added to the fleet for boosted power.

You also started off as a no-name with 200 fleet points worth of garbage, but the fleet would grow as you gained resource points. It was like you were your own fleet commander making a name for yourself, one among the great names of the Star Wars universe.

Yup. This is the way I like to play my campaigns. :)

Used to do this in Warhammer Fantasy campaigns. We also had a very healthy restriction on named characters as it didn't feel right to have them die as part of our campaign.

That sounds pretty awesome to me.

It's pretty clear, though, that this will not be like that.

I wonder, are there names and classifications for these different kinds of campaigns?