During the management phase is there anyway to drop ships / fighters during the refit and expand fleet portion of the management phase? For instance, say that I start with 3 Tie fighters but by turn 2 I want to swap those out for Tie Interceptors and still leave me with 3 squadrons in total. Or if I start the game with a ISD 1 and want to go to an ISD 2. Basically it seems a little harsh to have to retire a fleet to make changes to a single ship or squadron choice during the campaign.
CC - Can you sell / trade out items in your fleet?
During the management phase is there anyway to drop ships / fighters during the refit and expand fleet portion of the management phase? For instance, say that I start with 3 Tie fighters but by turn 2 I want to swap those out for Tie Interceptors and still leave me with 3 squadrons in total. Or if I start the game with a ISD 1 and want to go to an ISD 2. Basically it seems a little harsh to have to retire a fleet to make changes to a single ship or squadron choice during the campaign.
I don't think there is.
That said, for future CC events I think this is definitely one of those things I'm going to recommend we house rule. I'm going into a game today where I have deliberately left two ships scarred and will be actively trying to get them destroyed just so that I can switch them out of my fleet. That feels wrong. I'd be fine with just eating the cost and calling it a reassignment to a different sector or something, but being stuck self-destructing to swap out? Eh...
I think there should be a mechanic similar to selling items in Imperial Assault. I can, as you said, reassign a Tie Fighter squadron and get 4 points of that back to spend towards a Tie Interceptor squadron. That way players aren't penalized for switching up the make up of their fleets on the fly.
I don't mind encouraging persistent fleet constructions by penalizing switching them up, exactly... I just don't like that death in combat is the only way to do it short of a completely new fleet.
Edited by ArdaedhelIt makes sense to me, and I won't be allotting any way of "selling" in the forseeable future...
There's no rules precedent, and when I consider it fluffwise... Man, I remember the procurement headaches I had in the Air Force... Filling out the Paperwork to get and receive something from Logistics, Stores or Command... And finally getting it and filling out all of the reciepting paperwork...
There's no return policy...
"TIE Fighter Squadron. Slightly Used. Fixed with Bailing Wire and Duct Tape. Happy Thoughts Not Included."
Has anyone thought of house rule that you can sell to the other squadrons of the fleet? By this I mean that Empire player one has two TiE fighters that he no longer wants, and Empire player two also has two TiE fighters that he no longer wants, but Empire player three wants to add four TiE fighters to his force.
It makes sense to me, and I won't be allotting any way of "selling" in the forseeable future...
There's no rules precedent, and when I consider it fluffwise... Man, I remember the procurement headaches I had in the Air Force... Filling out the Paperwork to get and receive something from Logistics, Stores or Command... And finally getting it and filling out all of the reciepting paperwork...
There's no return policy...
"TIE Fighter Squadron. Slightly Used. Fixed with Bailing Wire and Duct Tape. Happy Thoughts Not Included."
I could certainly see no "selling" mechanic but it would be nice to be able to retire units without forced scarring.
I've run into a similar issue. First night of our campaign I and my team got a little rushed into organizing our fleets and accidentally in the confusion have two named cards in the wrong players fleets. Whoops oh well. But I'd be okay with the concept that yes a player on your team, if all parties agree, can buy unique cards only for the dirty by spending the normal resources, but no refunds are given to the player losing the upgrade. Call it a resource fee for transferring officers, or retraining.
Not in the CC rules, no.
You're free to house-rule though. Before doing that note how the CC rules specifically limit such transfers: the equal splitting of resources, for example, or the fact that it's the assaulting PLAYER, not his TEAM, that pays to build a new base.
I think it's logical that you can't "sell" ships. You're in war, your fleet is in constant deployment. You can't afford to spend time on refitting your ISD-I to an ISD-II nor you can just scrap your ships. it takes too much time. Maybe it could work that if you sell a ship you receive (half of) its value two campaign rounds later - that's how much time it would take to reach the nearest shipyards and bring in the fresh ship. Until then you couldn't use the sold ship.
Is there any consensus on what happens with unequipped upgrades in your fleet? I u derstand that you can swap upgrades from ship to ship, but can you unequip one and keep it in reserve? If so, does that upgrade count towards your fleet point cost if it's not on a ship on the table?
You can keep upgrades in reserve.
They still count against your 500-point limit even if you don't bring them to the table.
Demo's post is what I was wondering, but can't specifically find it.
Demo's post is what I was wondering, but can't specifically find it.
Do 'set aside' upgrade cards count as part of your fleet total, or does the 500pts only count what you take to each battle?My specific scenario: If I were to add a certain ship or squadron to my fleet, it would put my fleet points at 505.1) Do you see it legal to unequip an upgrade card (worth 5+) points and 'set it aside for later' as the rules allow to make room for my new toy?2) Or do I have to wait until a scarred unit is destroyed to make room for my new toy?3) If "yes" on 2, can a person voluntarily destroy a unit (e.g. a squadron) without compensation between rounds to make room for the new toy?
As I see it: there is no mechanic for Selling, Scuttling or having things "not count". Because if an Upgrade can not count, then a Ship can not count, and you could potentially bank ISDs "but they're not in my fleet"...
So:
1) No.
2) Yes.
3) -
Demo's post is what I was wondering, but can't specifically find it.
Do 'set aside' upgrade cards count as part of your fleet total, or does the 500pts only count what you take to each battle?My specific scenario: If I were to add a certain ship or squadron to my fleet, it would put my fleet points at 505.1) Do you see it legal to unequip an upgrade card (worth 5+) points and 'set it aside for later' as the rules allow to make room for my new toy?2) Or do I have to wait until a scarred unit is destroyed to make room for my new toy?3) If "yes" on 2, can a person voluntarily destroy a unit (e.g. a squadron) without compensation between rounds to make room for the new toy?
It's a really hard one this one. There's a part of me which likes the idea that if you have the resources you can customise and buy to your heart's content, but you're always limited to fielding a 500 point fleet. Otherwise, as people have pointed out, you can end up in silly shenanigans where you're trying to get scarred ships or squadrons killed just to free up space. Daft.
But perhaps the limit's there so you have to think carefully about what you buy and when you buy since once you reach the 500 point mark you are tied in.
In the end I think it's one that your playgroup have to come to a consensus on. If you're all playing the same way and having fun then what does it really matter.
I still haven't decided which way I'd go yet, but when I meet my gaming buddy tomorrow for our next match, we'll sort it out.
Yeah, I mean, I like the concept of it - in base theory - but it still opens up cans of worms as I start thinking rules out... (For me, at least).
There's no defined mechanic for it. But that doesn't mean you can't work one out.
... I can't, though. Not one I'm happy with, anyway.
Thanks ya'll. That's what we were thinking. Our Vassal game is allowing it, so if it gets out of hand - I'll let the forums know what happened.
Otherwise, as people have pointed out, you can end up in silly shenanigans where you're trying to get scarred ships or squadrons killed just to free up space. Daft.
It may seem silly, but it may just serve a purpose. Others have noted that the 500 point hard limit on fleet size is a check on one team (or fleet) running away with the campaign. Keeping a reserve of upgrades would erode that limitation by giving a team that's far ahead even more flexibility when constructing their fleets.
Demo's post is what I was wondering, but can't specifically find it.
Do 'set aside' upgrade cards count as part of your fleet total, or does the 500pts only count what you take to each battle?My specific scenario: If I were to add a certain ship or squadron to my fleet, it would put my fleet points at 505.1) Do you see it legal to unequip an upgrade card (worth 5+) points and 'set it aside for later' as the rules allow to make room for my new toy?2) Or do I have to wait until a scarred unit is destroyed to make room for my new toy?3) If "yes" on 2, can a person voluntarily destroy a unit (e.g. a squadron) without compensation between rounds to make room for the new toy?
As I see it: there is no mechanic for Selling, Scuttling or having things "not count". Because if an Upgrade can not count, then a Ship can not count, and you could potentially bank ISDs "but they're not in my fleet"...
So:
1) No.
2) Yes.
3) -
Except that it only says you can bank the upgrade cards, so squadrons and ships being talked about this for the campaign are a straw man.
Demo's post is what I was wondering, but can't specifically find it.
Do 'set aside' upgrade cards count as part of your fleet total, or does the 500pts only count what you take to each battle?My specific scenario: If I were to add a certain ship or squadron to my fleet, it would put my fleet points at 505.1) Do you see it legal to unequip an upgrade card (worth 5+) points and 'set it aside for later' as the rules allow to make room for my new toy?2) Or do I have to wait until a scarred unit is destroyed to make room for my new toy?3) If "yes" on 2, can a person voluntarily destroy a unit (e.g. a squadron) without compensation between rounds to make room for the new toy?
As I see it: there is no mechanic for Selling, Scuttling or having things "not count". Because if an Upgrade can not count, then a Ship can not count, and you could potentially bank ISDs "but they're not in my fleet"...
So:
1) No.
2) Yes.
3) -
Except that it only says you can bank the upgrade cards, so squadrons and ships being talked about this for the campaign are a straw man.
Nothing wrong with a Straw Man given the Hypothetical nature of the situation anyway.
I mean, sure, my answer could have simply been 2 sets of 1 Word answers ... But would people have appreciated that?
So I gave some background to the decision.
The point is fundamentally irrelevant, as the rules do not dictate so in the first place.
That's how I see it, anyway....
Give people an inch, they'll take a mile... Bank This, bank That... Nip that RIGHTIN THE BUD RIGHT THERE, FELLA!
... Happy?
Edited by DrasnightaMan, I remember the procurement headaches I had in the Air Force...
My father-in-law told me stories as well. During his time in west Germany, a mistake in the part number somewhere back at supply led to a tugboat being trucked to his base. His very landlocked base, miles from the nearest river... The part catalog was used by all US forces, so of course Navy "parts" were included.