Add depth to your CC

By ovinomanc3r, in Star Wars: Armada

First of all: I like the CC as it is. Maybe with some little house rules.

This thread is for the people who like test things or was dissapointed by the actual CC. More precisely, dissapointed by the lack of depth of the strategic phase.

I think the idea I will bring here is pretty interesting for those hard-house-ruled campaigns but I wanted to keep it light for those who don't want to complicate the actual system. The main idea is to add some narrative to the CC and some consecuences to the matches.

  1. Burn all the objectives rules from the CC rulebook and the map.
  2. Attacking a base: instead of choosing one of the three objectives, the Base-Defense objectives are assigned at the start of the strategic phase, one for each base and must be assigned the three before assigning one again. The objective assigned will be played if its base is attacked. Fair play! <_<
  3. Attacking anywhere else: instead of the actual rules, the second player choose any objective from his task list .
  4. When building their fleets the first time, instead of choosing three objetives, each player wil have a task list with every existing objective but the Base-Defense objectives. When a player choose and play one objective from his task list he must mark it as done and cannot choose it again unless he has every objective marked (what I doubt).

As you see this add a lot of variation (something some people complain about). The lore is easy. Second players are doing something somewhere (patrolling, pursueing an enemy vessel, seting a trap) when a hostile force interrupt them!!

In the following post I add the new rule for each objective. To be honest I don't have a CC Rule for each objective yet but I am on it.

Advanced Gunnery

Lore: Your forces are testing new armament but the enemy has known about it and want to destroy you before you became a problem... and try his own tools as well.

CC Rule : The winner can equip the objective ship with 1 turbolaser, ordnance or ion canons upgrade without paying its cost.

Blockade Run

Lore: The last battles left your forces surrounded and isolated. You must make your own way through the enemy in order to escape and help your allies but the enemy want to avoid you flight.

CC Rule: If the second player wins, during the next strategic phase he can attack or defend wherever without restrictions. If the first player wins, during the next strategic phase the second player must attack or defend near systems only.

NOTE: This one is supposed to work with some movement restrictions added.

Close-Range Intel Scan

NO YET

Most Wanted

Lore: Your forces are patrolling the zone after an intel report inform you that an infamous enemy ship has been seen near when you get surprised by an enemy fleet. In other circumstances you maybe retreated your forces but your target is righ there!!

CC Rule: If an objective ship is destroyed during the battle is eliminated from the campaign instead of scarred.

Opening Salvo

Lore: Your orders are clear. Find the enemy forces and deal all the damage you could. End this war now and there.

CC Rule: every ship with a damage card assigned at the end of the battle (even if retreated to hyperspace) becomes scarred.

Precision Strike

Lore: Your forces are patrolling while a big offensive is being planned at the headquarters. Your fleet will be needed so your orders are to keep safe as many ships as you could so you know your duty when you find an enemy fleet. However, you are not a coward and want fish something before the jump.

CC Rule: During the battle the second player can retreat to hyperspace at any round.

Station Assault

Lore: The war is hard to our people and the enemy want to bring the war to civil population. While your forces are helping the people of a mining settlement providing some supplies, an enemy fleet is approaching to your position. You must defend the settlement from the enemy forces at any cost. People's support is our force!

CC Rule: The cost of building a base in that system change during the current campaing round. If both stations were destroyed, 15; if one station was destroyed, 5; if both stations weren't destroyed, 0.

Targeting Beacons

Lore: More delicious tech for your fleet. This war is getting hotter and we need the best if we want prevail. Are there any enemy fleet to test the new gunnery systems?

CC Rule: The winner can equip 1 of his ships with 1 Weapon Team upgrade without paying its cost.

Edited by ovinomanc3r

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We've house ruled something similar to 2. Its our second round of CC and the Ion Cannon base defense was literally the only one played. So we've made it so each side gets one of their bases to use the ion cannon and that's it. Predetermined and unable to move (unless the location changes hands). Its just too good