CC rule for one upgrade per ship

By Irishmadcat, in Star Wars: Armada

What happens if a ship is destroyed? Are any unique upgrades (officers, titles etc) lost?

If its scared yes.

How do you scare a ship?

you tap on its shoulder and when it turns around you scream "BOUH"

What happens if a ship is destroyed? Are any unique upgrades (officers, titles etc) lost?

If its scared yes.

How do you scare a ship?

Destroy it in a previous battle

Oh man, I am liking this campaign the more I hear about it!

Random notable rule, too many to list but...on turn 5, 6 you can Hyperspace Jump out if battle in the status phase, provided you survive. However an interdictor with any experimental retrofit can stop this.

Final Batlle is fought on 3x9 not 6 and you set aside ships up to even large to jump into battle for the first few turns.

Spy tokens allow you to redeploy your ships per objective token by spending it

And soooo much, it's crazy awesome!

Edited by Trizzo2

As someone who once run a League Tournament day with the premise that you could only put a Single Upgrade on Ships... I feel quite Well Prepared for this.

Can you unlock more upgrades for your ships? I'm really hyped to check out the rule book for this.

Can you unlock more upgrades for your ships? I'm really hyped to check out the rule book for this.

All I know is that is part of the Repair and Refit Resource System.

Resources exist to. at the very least: (As they are separate to campaign victory points)

1) Repair Scarred Ships

2) Replace Destroyed Ships (With Generic replacements, of course)

3) Gain you additional and varied Upgrades

Random notable rule, too many to list but...on turn 5, 6 you can Hyperspace Jump out if battle in the status phase, provided you survive. However an interdictor with any experimental retrofit can stop this.

This right here!

They alluded to it in last week's article, but this is still my favorite part of the news. The Interdictor is an Interdictor, and not just some tanky ship.

How are the rules for fewer than 6 players? Specifically, 2 players?

Super interested in this campaign - had a lot of fun running Aturi cluster for my friends (40k players).

Wait so ALL upgrades are 'unique' and can only be used once, not just the 'unique' (black dot) ones?

Edit:

Oh I get it - uniques are unique obviously, but early on ships can only have 1 upgrade. Wonder what other limitations there will be. Man choosing between upgrades and getting to the 500 point limit as fast as possible will be hard.

Edited by Leowulf

Random notable rule, too many to list but...on turn 5, 6 you can Hyperspace Jump out if battle in the status phase, provided you survive. However an interdictor with any experimental retrofit can stop this.

This right here!

They alluded to it in last week's article, but this is still my favorite part of the news. The Interdictor is an Interdictor, and not just some tanky ship.

If you hyperspace out do you lose? Do you still tally up points to determine the winner?

What happens if a ship is destroyed? Are any unique upgrades (officers, titles etc) lost?

If its scared yes.
How do you scare a ship?

Yell Booooooooooo

Edit:ninjad

New answer: Fly hera in the ghost

Edited by AdmiralThrawn

What is the final, highest max point total for your fleet?

Random notable rule, too many to list but...on turn 5, 6 you can Hyperspace Jump out if battle in the status phase, provided you survive. However an interdictor with any experimental retrofit can stop this.

This right here!

They alluded to it in last week's article, but this is still my favorite part of the news. The Interdictor is an Interdictor, and not just some tanky ship.

If you hyperspace out do you lose? Do you still tally up points to determine the winner?

pg 9 "Ships that retreated are counted as destroyed when counting score". You save repair cost/scar. So it's a tough choice.

Pg 12 "Hypersapce Retreat", Ships can retreat turns 4-5 by discarding command dial, stay alive and status phase fly away.

Edited by Trizzo2

How do people think this will impact fleet builds to start a campaign? Does it some how dilute some of the major titles? No titles on MC80 for need of ECM? Advanced projectors making a big comeback due to few x-i7's

A lot of choices need to be made to ensure you can maximize your game right from the start.

Edited by Beatty

This is going to be awesome.

One thing I never liked about FFG games is that nothing works on it's own. Generic ships with no upgrades are more or less garbage, and it's the same in X Wing. The more complicated layers of upgrades and synergistic combinations you can work into your list, generally speaking, the better your list will function. This makes total sense from FFGs point of view because it lets them continue to add more new options over time, maintaining interest in the game from the players, but I personally am not a fan of it. I prefer upgrades to be the salt-and-pepper of a game, not the bread-and-butter, so having ships start with a single upgrade only is music to my ears.

Hmm I wonder if we might be looking at a new competitive play costing.

What if for future tournaments we get 500 points, BUT the first 400 points can only be a combo of up to 134 pts of squadrons, your admiral, ships + 1 upgrade each and then the next 100 can be upgrades.

This makes my head hurt... least if I'm understanding what has been explained here about CC.

One thing I never liked about FFG games is that nothing works on it's own. Generic ships with no upgrades are more or less garbage, and it's the same in X Wing. The more complicated layers of upgrades and synergistic combinations you can work into your list, generally speaking, the better your list will function. This makes total sense from FFGs point of view because it lets them continue to add more new options over time, maintaining interest in the game from the players, but I personally am not a fan of it. I prefer upgrades to be the salt-and-pepper of a game, not the bread-and-butter, so having ships start with a single upgrade only is music to my ears.

Also the ships are not that bad at all when practice with them.

Generic ships with no upgrades are more or less garbage.

I actually don't agree with this for Armada. I've often run generic ships and have done fine. Volume is just another option to quality. Has it's own strengths.

So. What ship goes from meh to awesome with just one upgrade?

That's right kids. Prepare for TRC90 spam in round 1...

In seriousness, this sounds super awesome and I am absolutely stoked for it!

Generic ships with no upgrades are more or less garbage.

I actually don't agree with this for Armada. I've often run generic ships and have done fine. Volume is just another option to quality. Has it's own strengths.

Stock isd 1 is a great ship... Won a regionals with one

So. What ship goes from meh to awesome with just one upgrade?

That's right kids. Prepare for TRC90 spam in round 1...

In seriousness, this sounds super awesome and I am absolutely stoked for it!

Also Vader.... You can take those crucial upgrades like ecm, Intel officer, and xi7, and still have your dice fixing... Booya

So how do we go from 400 points of fleet with only 1 upgrade a ship with unrestricted squadrons to 400 points of upgraded brawler ships while maintaining some sort of theme? If I understand it you have a number of players that each field a fleet, am I reading too much into this in that the concept of a recurring "fleet" doesn't need to be the same ships and upgrades each round?

I.E:

I start with 2 ISDIIs one with NK-7, one with XX-9s lead by Ozzel, with the standard complement of 4x TIE fighter, 1x TIE interceptor, and 1x TIE bomber squadrons with Dengar which comes to 399 points.

What of the above list is the unchanging "core" of my fleet? Do I keep Ozzel until he dies then call up the next commander that isn't in play to take his place? Do I have to drop fighters / ISDs to add upgrades, and if so do I keep those ships in a reserve pool to be fielded in the event of a ship being lost on a mission? I won't be able to pick up a copy of the box until after the new year but I'm trying to suss out what I want to buy for me and my team.

I like what CC bring because lately, I'm showing the game to different friends and the majority find the game really hard to learn. Too much stuff to learn in one shot if you want to play with the modification. The learning curve is not the same as some other games. CC with is slow pace at the start will certainly help those new players.

I'm always showing them at first the Core set game (VSD against Neb-B and the Corvette).

After this I show them how to make a fleet with ship and squadron with titles and aces (without modification and admirals).

Next step is the introduction of the admirals.

And finally, the modification.

I don't know if my way to teach the game is the best (because it take many games just to be able to play with modification) but at least they are not discourage (at the first game) in face of that amount of new information they have to get for playing.

Can you unlock more upgrades for your ships? I'm really hyped to check out the rule book for this.

Yes