Galactic Civil War Campaign

By IASeldon, in Star Wars: Armada Off-Topic

So, this is more an alternate two-player campaign as compared to the six-player Correlian Conflict campaign. I haven't laid hands in the new stuff yet, but I will soon enough. This campaign alternative came about from my desire to have a more long-term game with Armada, rather than the usual "My fleet vs Your fleet" fights. Some rules may overlap or be similar to the FFG campaign, again, I have yet to actually see the campaign.

Rules for the Galactic Civil War

1) One player must play Rebellion Ships, one must play Imperial Ships. No mirror matches.

2) Each Player begins with a 200 point fleet build according to standard rules. Unless specified, all Armada standard rules apply to the game. However, do not choose objectives for your fleets.

3) The campaign continues until one player decides to surrender. The campaign can continue over multiple sessions until surrender is declared.

4) Unique titles may not be assigned to ships, nor unique squadrons or pilots included in the first fleet build of the campaign (see unique pilots and titles).

5) Victory in a single fleet engagement is decided as per standard FFG rules. Player with the most victory points at the end of the battle is declared the victor of that battle.

6) Players are limited to a 200 point fleet build for the first 3 battles. Beginning at the 4th battle, the fleet point cap is raised by 50 points to a maximum cap of 500. The progression should look so: 1-3 200, 4 250, 5 300, 6 350, 7, 400, 8 450, 9+ 500. This cap can be altered by players as desired to give a slower or faster campaign.

7) Players fleet builds are unique, but may be altered in various ways (see points allocation). Players must record their individual ships and their costs on a fleet composition sheet. The assigned components of a created ship (any modifications or crew) may not be altered unless done so during the "Compose Fleet" stage of the campaign.

How to play:

Players choose which side they wish to play during the conflict, either as Imperial or Rebel.

Create a custom fleet of up to 200 points according to standard rules, recording each ship and squadron as a unique piece in your individual Fleet Composition sheets. Any additional crew, upgrades, or modifications should be recorded next to the ship as well as a point total. No unique ship titles or squadrons may be assigned to this initial fleet, though unique upgrades (such as personnel i.e. Leia Organa) may be assigned.

Admirals should be assigned to a specific flagship, but should not be included in the point total for that individual ship. Their points will be counted separately at the Fleet Composition stage should the ship be destroyed.

Objectives: Take all objective cards and shuffle them together. Include one copy of each objective in this deck. Battles will often be decided on objectives, however, neither side will have much luxury of choosing where and when to strike. Often the exigencies of war choose our goals for us, and we must respond with what we have.

The Rebel Player draws the first objective, regardless of fleet points. For the first battle, the Rebel player is considered as "Player One" on the objective card and for fleet deployment set-up. After the battle, discard this objective card.

The victor of the battle will draw the next objective card and become player one, following all standard rules.

Proceed to battle as normal, following all FFG rules for deployment and gameplay. The victor of the battle is determined normally, with a point total equaling the value of objective points as well as the whole value of any enemy ships or squadrons destroyed, along with any upgrades or admirals aboard those ships.

Retreat: During a battle, starting with round 5, any hyper-capable ship or squadron may depart the battlefield without being destoyed by moving beyond the edge of the battle area. Such hyper-capable vessels have escaped, and are not added to the point total to determine victory. Notably, many TIE vessels are normally unable to escape (Fighters, Bombers, Interceptors) and so must be within range 1 of another ship who makes the jump in order to escape. Non-hyper capable TIEs equalling the squadron value of the escaping vessel may "dock" and escape the battle, being removed from the play area if they choose to do so. Any non-hyper capable TIEs are considered destroyed and added to the Rebel Player's point total if no Imperial capital ship remains present on the play area at the end of the 6th round or the battle's resolution.

If any player removed all of their capital ships from a battle before the end of round six, they are declared the loser of the battle, regardless of victory points.

Totaling After-Action Points

Once a battle has finished and a victor declared, the Victor gains 100 Fleet Points, plus additional points from each enemy ship and squadron destroyed in the battle. The defeated player gains 50 points, plus additional points for each enemy ship and squadron destroyed in battle. The points gained from each ship and squadron are determined individually, being equal to 1/2 of the cost of the ship and its upgrades or squadron rounded down.

Example: Wedge Antilles was destroyed. His squadron is worth 19 points to add to a Rebel fleet, the Imperial player would gain 9 points (19/2 = 9.5 = 9) and add those points to his Fleet Points.

If an admiral for a fleet is killed during a battle, the points are counted separately from the ship they were present upon. A Fleet admiral's points are counted in full and added to the Fleet Points of whomever eliminated them.

Example: General Dodonna has a flagship on a Transport. The transport and its upgrades without the admiral's point value is worth X points. X/2=Y. The Imperial player would gain Y+Dodonna's 20 points to their Fleet Point total.

Damaged Ships and Squadrons: Damage suffered during the course of battle is persistent throughout the campaign until repaired (see Fleet Points). Any damage remaining on a ship or squadron must be recorded at the end of the battle.

Fleet Composition Phase

After gaining Fleet Points and adding them to your persistent total, proceed to building, repairing, and assigning your next fleet. You may build and upgrade your fleet as much as you desire, though the total value of the ships and squadrons assigned to your next battle must be equal to or below the restriction value of the current battle year.

Example: On year 3 the rebel player has three CR90-As, two Nebulon-B escort frigates, 6 X-Wings, and an MC80. However, he can only assign 200 points worth of ships and squadrons to the next battle of the campaign.

Once players have decided their fleet composition, the player who won the previous battle draws an objective card and begins the normal set-up phase.

Fleet Points

Fleet Points are a persistent total that continues throughout the game. These points are how new ships, squadrons, upgrades and unique titles and squadrons are acquired. They are also how ships and squadrons are repaired between battles. Fleet points are also how unique upgrades which are "discarded" in a battle are re-acquired.

Either player may spend an amount of Fleet Points equal to the printed cost of a card from the game to gain a new, unique ship, title, upgrade, or squadron (see unique squadrons for more detail). This use will create a unique ship or squadron that must be recorded separately from all other instances of other, similar ships or squadrons.

Damaged Ships and Squadrons: During the campaign it is inevitable that damage will occur that will not be repaired before the end of the battle. Any ship or squadron may be fully repaired by spending Fleet Points equal to 1/2 the base printed value of the ship or squadron. This excludes any upgrades made to ships such as officers or turbolasers, though unique squadrons still use their printed total.

Note: A damaged ship or squadron may still be committed to a battle without repair. If this is the case, the ship or squadron will arrive at the battle with damage equal to 1/3rd of its printed, non-modified health already removed. For example: A damaged TIE Fighter will arrive at the battle with only 2 hull points, and any capital ship will be dealt face-down damage cards equal to 1/3rd of its health. All damage calculated this way will be rounded down. This damage can be fully repaired during the battle, negating any need to spend Fleet Points on repair.

Unique Squadrons and Ship Titles

A ship may not receive a unique title until it has survived one battle. After which time it can be assigned a title by spending the printed cost of the title from your Fleet Point total. These titles may not he transferred or duplicated in any way, and if the ship carrying the title is destroyed, the title is lost forever (see unique cards).

Squadrons may not be given unique pilots or titles until any one such similar squadron survives a battle. Example: Mauler Mithal may not be purchased as a squadron until at least one generic TIE Fighter squadron survives a battle.

When a squadron is "promoted" to include a unique title or pilot, the cost of this unique title is reduced by the cost of the generic squadron, this upgrade replaces the generic squadron with its Ace Pilot squadron. Example: A generic TIE Fighter squadron that has survived a battle and is being upgraded with the unique squadron Howlrunner. The cost to make this upgrade is 8 Fleet Points (Howlrunner 16 - 8 TIE Fighter Generic = 8 Points to upgrade.) Remove the generic TIE from your Fleet composition and replace it with Howlrunner.

If a unique squadron is destroyed, they are considered lost forever, and may not be re-acquired.

Special Rule: If at any time Darth Vader is destroyed in a battle, whether as Admiral or squadron, both instances are considered gone and unable to be acquired.

Unique Upgrades

Any upgrade that is unique may not be acquired again if destroyed in a battle. Choose wisely and protect them.

Upgrades that are discarded: If an upgrade requires you to discard it in order to use its ability the upgrade persists on the ship. You may reacquire the upgrade by spending 1/2 of its printed cost, rounded down, from your Fleet Points. If the upgrade is not reacquired immedately, it is returned to the upgrade pool. Such upgrades are not considered permanently lost, though reacquiring them will be at full cost.

Transferring Upgrades

At any time during the Fleet Composition phase of the campaign, upgrades to ships (except unique titles) may be removed and transferred to any other ship that may house that upgrade appropriately. To remove an existing upgrade from a ship costs 1 Fleet Point, to install that upgrade into a second ship costs 1/2 of the upgrade's printed cost, rounded down.

No upgrades may be stored unless they are inside a ship. Any upgrades left outside of a ship will be considered lost and must be repurchased at their full price. Any unique upgrades lost this way are considered permanently lost.

Admirals

At any time during the Fleet Composition phase you may purchase or assign new admirals. To purchase a new admiral you must pay the full cost printed on the admiral's card. To assign an admiral to a fleet requires no cost. Admirals are never lost unless killed by enemy action.

Okay, that's what I have so far. Let me know what you think.

Patch Note: Increasing Victory Points to 150 Fleet Points for the winning player and 75 for the defeated player.