CC: Discussion on Campaign Balance

By Jamborinio, in Star Wars: Armada

13 minutes ago, Uncle_Joe said:

Ok thanks.

And just so I'm reading it right (because I can't see what the fuss is about if I am lol):

Attacker (Imperial) gets 40 RPs for each station he destroys (for a max of 80 if he inflicts the required 20 damage). But the winner of the SCENARIO also gets 40 RPs, right? So in the 'extreme' examples above, the Imperials somehow come in, inflict the damage and kill both station without loss and hyper out...they get 80 and the Rebels get 40, right? And if the Imperials lose any ships doing this, that cuts into their 40 point margin.

I guess this is why I think I must be missing something...because 40 RPs is not some major windfall which will cover any losses suffered while inflicting that 20 damage...

Don't get me wrong, I definitely think the Hyperspace Assault is poorly thought out with no incentive or requirement for the Imperials not to turtle it out but I can't see the Show of Force as something to create a massive disparity in resources unless the Rebels are asleep at the switch and allow the Imperials to run in, blow up both stations, and escape without loss....every time.

I don't have my rules, but this sounds right. Winning a special assault gives the winning team 40 RP on top of what else they earn.

Show of Force is fine because that's 20 damage and multiple attacks going at stations instead of the Rebel ships, which means they will also stock pile resources since they won't have to repair anything. If played right, Rebels will kill some stuff off if the Imps decide to go only at the stations and retreat.

This is a narrative campaign. Think of it like a movie or book.

When the Rebels declare a Hyperspace Raid - that is when the Empire is getting a convoy of resources. If the Rebels never declare such a raid the Imps never have one.

The story of the campaign tells of all the convoys sent to the Corellian sector - every one of which was attacked by Rebel insurgents.

I am not sure cause we didn't start our campaign yet but maybe giving 10 resource points to the rebel player for each token in the imperial deployment zone. And giving 10 to the imperial player for each token between both deployment zones.

This way the Empire would have an incentive to go into the enemy deployment zone or at least to avoid "turtling".

In my experience is very important the balance of the teams. I win and lost as imperial and rebels cause the experience in Armada.

In my opinion CC is very balance for both sides if the sides have similar skill

I really think hyperspace lane should be the rebels ships have the supplies and the imps have to stop the rebel ships. Of course the imperials could turtle two ISD with gunnery at the end zone maybe the Imperial deploy in the middle and the rebels on one end..

This is what we might try out in our newly restarted campaign:

1. Show of Force and Hyperlane Raid are available to both sides when deciding to do a special assault. When selecting a mission, you cannot select the one you did previously. For example, if the Empire does Show of Force, the next time it does a special assault it must choose Hyperlane Raid.

2. When playing Hyperlane Raid, the first player receives the token on any ship that is still within its own deployment zone at the end of the game.

Variety and fairness all wrapped into one. :)

We are finding in our 3v3 campaign....

- The rebels starting with 6 systems gave them a big advantage up front with a lot of natural resource flow.

- As the Imperials, we stuffed up by taking two relatively low income systems as starting systems. This meant the rebels had them instead - more resources to them.

- The rebels won two of the first three games in neutral systems and again expanded their income stream.

So after round 2 the rebs are well ahead. I'm sure there is plenty of scope for different outcomes but that's where ours is at!

22 hours ago, mobow213 said:

I really think hyperspace lane should be the rebels ships have the supplies and the imps have to stop the rebel ships. Of course the imperials could turtle two ISD with gunnery at the end zone maybe the Imperial deploy in the middle and the rebels on one end..

Actually, this is what I thought the objective was until we sat down to play it. In my mind I saw it as the Rebels had already raided some stuff and were about to get away with it when the Empire shows up to stop them.

If that was the scenario, I don't think turtling would be a good strat. the Rebs would just wait out of the Imp range and jump into their deploy zone on turn 6. When I realized my mistake, I did think the balance made more sense as it felt to me that it would be easy to get away with all the tokens that way.