To get away from constant 100/6 games our group has started playing campaigns. We have recently started our third, and I am going to track it here so others can see how it plays out and possible be inspired to run their own.
Campaigns are more fun for us as each match has meaning. It also provides a neat narrative to the gameplay.
A few main points to start us off:
1. The base size of a squadron is 80 points instead of 100. This leads to interesting choices during building as no one can field a meta defining build.
2. Based on map positions, one or both sides of a fight can have bonuses to their points. This leads to asymmetrical games and rewards clever map movement.
3. Each player chooses a specific bonus that applies only to them for the duration of the game, it may be that they have special movement abilities on the map or that they have a bonus/penalty in gameplay.
4. Finally, the rulebook is a living document. Based on campaign games and playtesting we are constantly editing/evolving the rules. The most current can be found here:
https://docs.google.com/document/d/19q-89S4-4JyaCKo8BMoxaHmOL1QU4hEJ6Zje1sKdBSY/edit?usp=sharing
The newest campaign is 6 players:
The Kuat Guard – Boba Fett map symbol – Rebels
Ovnin Clan – Galactic Senate map symbol – Rebels
The Inquisitor’s Order – First Order symbol – Empire
The Phantom Hunters – Republic Credits symbol – Scum
Kintan Striders – Galactic Empire symbol – various due to special rule
Wings of the Artorias Nebula – Rebel Alliance symbol – Rebel
The map below shows the starting positions. The colored symbol represents their Base of Operations and the black symbol is their squadron marker. Each turn, players write down where they want to move their squadron and all moves are resolved simultaneously.
The following maps show the progression of the units through the first three turns.
The Ovnin Clan has the special rule that they can make double moves each turn, but that player, in a streak of bad luck, failed his rolls. The Phantom Hunters don’t have to make piloting checks to move through asteroids, and the Kuat Guard can make rerolls on failed checks so they were not held up during their movements.
For every three territories a player occupies beyond the first, they get an additional squadron marker in their Base of Operations. The last map shows the building of the second squadron by each player.
Turn 4
In this turn, The Inquisitor’s Order and the Wings have each moved a unit into the same sector. When the battle is fought, the Inquisitor’s Order will field 80 points and the Wings will have 100 points (they are fighting in their base so they count as fortified.) Wings win by 4 points, so IO is driven back, but not scattered.
Turn 5
Kintan Striders and The Phantom Hunters move into sector 43 (KS passed a piloting check) and will fight. Ovnin clan passes their double move roll for one territory but not the other.
Turn 5 will be completed after the combat between the Phantom Hunters and the Kintan Striders.
I hope to keep this recap running through the end of the game.
If you have questions or play a game and run into problems, please let me know so we can fix the issues.
Edited by Jdlingnew rules link