CC fleet building rules

By Parkdaddy, in Star Wars: Armada Rules Questions

I hear ya...

This expansion just doesn't seem as tight in the 'rules' department as other releases, at least to me.

And nor should it be.

Unlike all of the other expansions, which have to accommodate x number of unknown people coming together to play, the Campaign is specifically for like minded individuals to operate in a group environment for a repeat amount of games.

Or, in a different set of terms.

Tournaments introduce you to new people and players

A Campaign makes players friends, if they were not already.

So it doesn't have to be as tight, because you are expected to work things out. As friends.

If you're not friendly, if you're not willing to sit down and talk - why are you expecting to get through x number of campaign turns?

You can't choose who you play at a tournament.

But you can who you play in a campaign with.

I hear ya...

This expansion just doesn't seem as tight in the 'rules' department as other releases, at least to me.

And nor should it be.

Unlike all of the other expansions, which have to accommodate x number of unknown people coming together to play, the Campaign is specifically for like minded individuals to operate in a group environment for a repeat amount of games.

Or, in a different set of terms.

Tournaments introduce you to new people and players

A Campaign makes players friends, if they were not already.

So it doesn't have to be as tight, because you are expected to work things out. As friends.

If you're not friendly, if you're not willing to sit down and talk - why are you expecting to get through x number of campaign turns?

You can't choose who you play at a tournament.

But you can who you play in a campaign with.

Conversely, even in a group of friends, it's not unreasonable or unfriendly to have a more thoroughly explained set of rules that detail out situations that are not as obvious when introducing a new concept like a campaign.

I've noticed more conflict in games with more ambiguous rules than in games with more tight rules between friends. I've seen friends argue over the use of advanced projectors/xi7 back in the day and it was resolved when ffg faq'ed it. Now I'm not going to judge their friendship and it's complexity. I'm just saying that it isn't unreasonable to want a tighter set of rules, even with games that aren't designed for tournament play.

Tighter rules doesn't prevent house rules or rule changes between friends, but it does prevent some disagreement, even between friends.

Case in point, I guess.

If you're going to have solid rules in one, and loose rules in the other, because you only have the development time to make the rules solid in one, I am merely suggesting that the choice of where it went was good.

But that's also another story.

I'm on the verge of giving up, anyway.

Giving up the game?

Just want to steer this a bit and see what everyone's thoughts were, since I saw it mentioned earlier. Seems pretty clear you can swap upgrades around, but what about ships? My reading is your fleet can be up to 500 points, but you can't buy more ships beyond 500 points and pick which ships you bring each time. Just trying to sort it out as we move forward... several players with plenty of points to go beyond 500 and would like to increase their options. I think your ships are locked though...

Edited by IronNerd

If you requisition a ship, its crew, it supplies and all that it entails from command, you better well use it , or why did you requisition it in the first place? :D

Take your flavour pick:



"The Empire isn't here to enable your hoard-ist nature. One does not collect them all in the Imperial Navy..."

"The Alliance doesn't have ships to spare..."