CC rule for one upgrade per ship

By Irishmadcat, in Star Wars: Armada

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

Rules for 4 to 6 players. However 2 players can play the 4 or 6 player version. they just need 2 or 3 fleet each

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?

Hyperspacing out ships count as destroyed for the purpose of winning the game

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

500

You do realize that your opponents will also be playing with the same rules so you will not be at a disadvantage at all. And it's only the first game, it's not like you have to do it forever.

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

Sorry, I probably wasn't terribly clear. I much prefer lists and games that run extremely upgrade light. I don't really like it when certain upgrades become so powerful that to run the stock version of a unit or ship is to put yourself at a disadvantage, so I'm actually really happy that we won't be seeing tricked out multi-upgrade ships in CC until later in the campaign. Plus it's also my experience that when you have to add upgrades one at a time you tend to approach things differently and the have a lot more personal interest in the development of your units.

This is awesome. The single upgrade and team wide unique limit will force some real creativity in list building, rather than power combos as seen in tournaments (which I am guilty of using!) Takes the game back to basics.

Also, I can see this makes the Admiral's effect much more important. Suddenly Motti is not the only Imperial commander in town! Vader will be great for offensive rerolls to combine with other effects, Ozzel instead of engine techs, Tarkin for command flex, etc. Really excited to start my first campaign!

I have a couple questions:

1. How many battles is it before the final battle? Is there a fixed amount or can the two teams fight over a particular system indefinitely if they want to and drag out the game?

2. Do we get to the point eventually when we can outfit the ship with all the upgrades?

I'm not sure whether this has been answered yet, but it is important to note that the fleet building rules for your campaign fleet are exactly the same as normal rules, except that you can only have one upgrade per ship, and you cannot have more than one of any unique upgrade or squadron in each team. I assume that this means that the same rules still stand with regards to the number of squadrons you can have to begin with, although how this changes as ships get destroyed or added I don't know.

At first I was a bit surprised with this rule - with 400 points and a limit on upgrades, the initial fleets are inevitably going to be relatively large. In the course of the game, however, it does make sense; it means that you can lose a ship or two in the early rounds without it being disastrous, since this will be compensated by upgrading the rest of your fleet.

This is similar to the rule we use when running 800 point games.

  • One officer, one upgrade
  • Flagship can also have a commander

The one upgrade per ship will be very interesting

A ton of the insane combos involve 3-4 specific upgrades on a ship. Any one of them isnt even REMOTELY as nuts.

Though i wonder how onesided it will be. Admiral Akbar + a ton of CR90s....only one player on the team can have Akbar but his list will be brutal. I could see that being insane enough to have to either put a limit on Akbar or just "gentlemen agreement" to not deliberately abuse the gak out of him.

Edited by Vineheart01

I have a couple questions:

1. How many battles is it before the final battle? Is there a fixed amount or can the two teams fight over a particular system indefinitely if they want to and drag out the game?

2. Do we get to the point eventually when we can outfit the ship with all the upgrades?

Depends on the number of players.

FINAL VICTORY

When players win battles, they gain campaign points for their team. Each win is typically worth one campaign point, but destorying an enemy base can be worth substantially more ...

...The first team to gain the required number of campaign points wins the campaign This number varies depending on the number of fleets in the campaign:

Four fleets: Nine campaign points

Six fleets: Twelve campaign points

If both teams gain enough campaign points to win during the same campaign turn, the team with the higher number of points wins. If both teams have the same number of points, the Imperial team wins.

Im guessing that last bit kinda balances out my Akbar worries. The rebels have to demolish the imperials, there is no tie.

There is something about a "final battle' in the end i didnt really glance at any deeper other than its all players at once. You use a 3by9 foot board if 6 players so that should be absolutely nuts lol.

As for the assigning upgrades bit, it looks like it simply happens via Resources and Refit points (i.e. currency) after a battle. You can also purchase new ships apparently, bottom of pg11 for those with the book, and it cant exceed 500pts.

Good grief the more i glance at this the more crazy it gets. I really need to sit here and legitimately READ this thing.

The rule for triggering the massive battle is that either side can do so, provided they are within 4 campaign points of the victory target. The winner of the battle wins the campaign.

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.

You get resource points each round that you can buy new stuff with, up to 500 points max.

Is the starting limit still 200pts?

Nope. starts at 400

Dang was really hoping for smaller opening games

I love playing 200 pt games Tirion! Have you done it much?

The rule for triggering the massive battle is that either side can do so, provided they are within 4 campaign points of the victory target. The winner of the battle wins the campaign.

I have only done a quick read through but I do not think you have to have the massive battle (why you would not want to is beside me).

I think this campaign could be playable in a weekend. Maybe 4 rounds of 'normal' battles 3 on day 1. 1 on day 2 followed by a manditory final battle.

In the book if you force a final battle the winner of that is the campaign winner so it would be interesting to see.

I also plan on playing just one regular opponent with two fleets each as suggested in the book. IMO alot of people dont have a gaming group who all play so this option was most needed.

Edited by Corver

The rule for triggering the massive battle is that either side can do so, provided they are within 4 campaign points of the victory target. The winner of the battle wins the campaign.

I have only done a quick read through but I do not think you have to have the massive battle (why you would not want to is beside me).

You're correct, it's not mandatory. There are logistical reasons not to play the massive battle. In a two player campaign each player controls 2 fleets. I know that if my gf and I were to play a campaign we don't have large enough collections to field our two fleets simultaneously.

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

You each controll 2 differnt 400 point fleets. So each player get one attack one defense

The rule for triggering the massive battle is that either side can do so, provided they are within 4 campaign points of the victory target. The winner of the battle wins the campaign.

I have only done a quick read through but I do not think you have to have the massive battle (why you would not want to is beside me).

You're correct, it's not mandatory. There are logistical reasons not to play the massive battle. In a two player campaign each player controls 2 fleets. I know that if my gf and I were to play a campaign we don't have large enough collections to field our two fleets simultaneously.

Good to hear its a possibility. I was already trying to think up how to create two fleet with what miniatures I have available, but if the massive battle is not a requirement I might not need to worry.

4 players is the lowest the rules recommend but if you have less then someone just controls multiple fleets.

Which would drag the campaign a long time since now theres only 1 game at a time instead of 2.

Also there are big reasons for not dumping upgrades onto a single ship. Flagship i could see putting 2-3 defensive perks to keep it alive, but i wouldnt go overboard. If a ship is destroyed, it becomes "scarred" and while having it happen once isnt that bad (you lose a defense token, or a squad starts with 1 less hp), if a scarred ship goes down the ship is removed from your fleet AND any upgrades that were on it go away.

Except for your Flagship, do you really want to risk ~70pts on a little ship so it can hit a little harder?

I noticed that the FFG article about CC was a bit off. To un-scar a ship you only need pay 1/2 the cost of the base ship, not the ship + upgrades.

This makes it relatively cheap to keep units fresh for the fight.

All this speculation on how forgiving or unforgiving the repair rules are depends on how generously we are awarded repair/retrofit points, and how greedily we need to hoard them in order to improve stuff rather than reinvesting in the same old stuff that keeps dying. It will be interesting to see how that works out.

If your flagship is destroyed (permanently), do you replace your commander with a new one, or is the fleet lost?

If your flagship is destroyed (permanently), do you replace your commander with a new one, or is the fleet lost?

He just moves to another ship (page 10 upper left corner). I think the only way to lose a commander is to retire the fleet.

4 players is the lowest the rules recommend but if you have less then someone just controls multiple fleets.

Which would drag the campaign a long time since now theres only 1 game at a time instead of 2.

Also there are big reasons for not dumping upgrades onto a single ship. Flagship i could see putting 2-3 defensive perks to keep it alive, but i wouldnt go overboard. If a ship is destroyed, it becomes "scarred" and while having it happen once isnt that bad (you lose a defense token, or a squad starts with 1 less hp), if a scarred ship goes down the ship is removed from your fleet AND any upgrades that were on it go away.

Except for your Flagship, do you really want to risk ~70pts on a little ship so it can hit a little harder?

Fortune favors those whose balls clang when they walk.

Also there are gonna be so many trc90's.

I know you can put upgrades in reserve, but can you put ships and squads in reserve? and can other fleets draw upon those reserves.

Basically, at the beginning of the game, could someone drop their fleet to 300 and another player go up to 500?