CC Campaign Houserule Modules

By Mikael Hasselstein, in Star Wars: Armada

I'm certainly playing this first Corellian Conflict according to the RAW, as best as we can manage.*

However, I am very eager to have this first campaign be the launching pad from where my group starts to play similar campaigns with expanded rules. What I would really want is to have ways of incorporating Imperial Assault and X-Wing somehow. Maybe even borrow some mechanics from Rebellion.**

What I would like to elicit here are some 'modules' - essentially rule sets that expand the game in order to model a certain Star-Wars universe dynamic.

Things that I might think about are allowing fleets to spend resource points on civilian transport vessels - including our existing flotillas, but also larger bulk haulers like the BFF-1 Bulk Freighter or Action VI transports. Those could then be worth a number of extra resource points per turn, but are then attached to two systems (a base system, and a non-base system, ostensibly to ferry resources between them). Any assaults that take place in those systems would give the attacker the opportunity to attack those vessels.

Other notions would be an X-Wing surgical strike on a planet's Repair Yards, or an Imperial Assault mission to assassinate/capture a planet's Diplomats.

Things like that.

*We did wait to reveal first fleets until we actually hit the tables, but at that point we really didn't know any better, and I - personally - thing it was more fun that way.

** I may have said something like this before. :D

If you're using CC as a base, I'd say X-Wing and IA should be special events rather than the other two thirds of the campaign.

Add a mechanic for ground assaults. Look at how Star Wars Battlefront 2 ran its campaign. First, you had to win the space battle if an enemy fleet defended. Once that was done, you led the ground assault.

For hyperlane raids and Show of force, I wouldn't include the ground phase. For any raid against a base or outpost, a pitched ground fight makes sense. If you win the space battle but lose the ground fight, then you get the campaign points but no new outpost or base.

Only issue with IA is the unique heroes, if they get killed in space you'll need a lot of generic rebel troopers :D

You could use the other 2 games for acquisition of a planet's special property (spynet/diplomat/skilled spacer).

Ground mission to pull a diplomat out of a deteriorating situation planet-side.

X-wing mission to rescue a HWK carrying a your spy.

First, you had to win the space battle if an enemy fleet defended. Once that was done, you led the ground assault.

If you're using CC as a base, I'd say X-Wing and IA should be special events rather than the other two thirds of the campaign.

I'm with Pasewi here. I don't see Imperial Assault as a model game for mass ground combat, like the assault on Echo Base in ESB.

X-Wing and Imperial Assault should represent things appropriate to their scale.

Only issue with IA is the unique heroes, if they get killed in space you'll need a lot of generic rebel troopers :D

I'm seeing the wisdom of the way the Rebellion board game does it: assigning unique characters to just one of a number of different available tasks. If they die, in any of those, they become scarred (or dead, if they were already scarred.

If you're using CC as a base, I'd say X-Wing and IA should be special events rather than the other two thirds of the campaign.

I'd agree with this as well. And with this:

You could use the other 2 games for acquisition of a planet's special property (spynet/diplomat/skilled spacer).

Ground mission to pull a diplomat out of a deteriorating situation planet-side.

X-wing mission to rescue a HWK carrying a your spy.

You could do the Armada portion to get a shuttle through and if successful you run the more specialized IA or X-wing mission as a bonus portion that modifies the outcome. You could have the IA or X-wing mission then cause some sort of Armada engagement or effect things on the CC map. Run an IA game to sabotage a base or steal things effecting resources available to fleets. Assassinate the planet's governor or free a political prisoner or what have you to create an uprising and have the planet turn on whoever holds the base there.

What I would not do is try to run X-wing games to resolve some portion of the Armada battle.

Perhaps have some sort of condition or occurrence happens in the Armada battle it triggers an IA or X-wing mission.

What I think you're getting at with the freighters is some sort of "line of supply" dynamic. Figure out how you'd want that to effect the overall campaign first. That would change how the repair and refit and resource portion of CC is handled.

Instead of looking to Rebellion (although there are probably ideas to be had there) you might be better off looking to the Age of Rebellion RPG for more of a framework for this.

And you might consider giving some unique characters on each side some "plot armor" causing a punishment/setback if they fail without their being entirely eliminated.

The only one I have thought of so far is "Veteran units that become Scarred lose their Veteran status, although they can regain it later."

I'm doodling with some ideas for a catch-up mechanism.

So far, the best idea I've had is to allow the defender to concede prior to deployment. Attacker gets a 400-0 victory, but defender gets double refit points for that fleet. Have to math it out to see if it's balanced, but want some way for the trailing team to rebuild

You could use the other 2 games for acquisition of a planet's special property (spynet/diplomat/skilled spacer).

Ground mission to pull a diplomat out of a deteriorating situation planet-side.

X-wing mission to rescue a HWK carrying a your spy.

A digital map, if editable, would be awesome for that. You could actually remove a spy from one planet and add them to another if successful.