But seriously, you guys. I'm on Round 2 of my local campaign, and it is super good. It's the next evolution of how to play Armada. Context to your games? Got it. Balanced competition? Got it. Hard decisions, thematic play, narrative, considerations outside the scope of your battle, new pressures forcing fresh list building decisions... Yep.
My team (rebels, of course) came into the game planning to use me as Hyperlane *****, to fuel the team with resources while they dominated the sector. I found myself in a pitched battle with the Imps in what was one of the coolest encounters I've had yet in Armada.
My MC30 swarm planning a hit-and-run on my opponent's Arquitens swarm felt so Star Wars, even though it featured very few iconic ships and exactly zero squadrons from the movies. I was completely prepared to tank the game in order to secure those resources for my team, which is such a very Rebel Alliance perspective.
And it played out just like you'd imagine.
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Motti's light escort cruisers shepherded their Gozantis carrying a valuable cargo of raw durasteel toward Tralus when suddenly a ragtag fleet of Rebel torpedo frigates and cargo transports dropped out of hyperspace, insurgent leader Mon Mothma at the helm. Torpedoes and illegally-refit H9 turbolasers flying, the frigates charged the token escort force while troop-laden rebel transports moved in for a daring boarding attack on the cargo vessels. Mon Mothma directed the operation from the rear, but imperial intelligence was two steps ahead, somehow knowing exactly which transport she was on! Two Arquitens and a Raider increased thrust, dodging torpedo fire and bearing down on the hero of the alliance.
Faced with the choice of completing her raid or preserving herself, Mothma boldly stared down her closing demise long enough for the boarding operation to finish. As the bridge fell on the last cargo-laden Arquitens and the Rebel raiding party began the calculations for the jump to lightspeed, turbolaser fire rained around Mothma's command transport. She waited at 1/3 impulse, knowing her survival depended on timing the escape right.
Just as death by collision with the imperial cruisers seemed unavoidable for the senator, an MC30 searing well above the max speed in her specifications flung itself between an Arquitens and the senator's transport, throwing salvo upon salvo into the imperial ship. Unable to avert in time, the Arquitens tore through the paper-thin hull of the frigate, inflicting heavy damage. Unfortunately for the imperial captain, the collision destabilized his own containment fields, detonating his heavily damaged ventral thruster bank and scarring his ship horribly.
Taking advantage of the momentary sensor disruption, Mothma's heroic pilot threw the thrusters wide open, cutting just below Motti's own flagship and using it to shield the transport while she completed her calculations for the jump to hyperspace. Two Decimator-class patrol craft followed hot on her tail, opening up their heavy ion batteries and forcing Mothma's pilot to burn out out her maneuvering thrusters in scattering before the shots. The Raider closed in, proton torpedo tubes sliding open for the killing shot...
Mothma's GR-75 flickered and leapt to hyperspace, leaving behind the disabled, scarred remains of multiple Imperial vessels, not to mention numerous troop transports and one particular asteroid that looked very much like the medical module of an MC30.
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The outcome of this battle was 100 resources for the rebels, but it was very nearly 40, with a major deficit in points lost. Not only did the one-upgrade constraint dramatically change the fleets we were running, but I flew the mission much more aggressively than I would otherwise have done, prepared to take some losses as long my opponent's were worse, after accounting for all the resources I picked up from the battle. Meanwhile, one of my teammates was defending against an imperial show of force. If either one of us had failed, we would have cancelled out the other's heroic efforts.
This campaign is so good.