Homebrew campaign discussion thread

By Nostromoid, in Star Wars: Armada

Anybody working on their own Armada campaign in the style of Corellian Conflict? There's plenty of room for more ideas.

New maps. Even just an "Outer Rim Conflict" using the CC rules but swapping in and out some new locations would be interesting.

New themes. All those story-based campaigns like the Imperial Navy tracking Rebel forces to Hoth, or amassing a fleet to take down the Death Star, could fit in a campaign.

New content. A homebrew campaign might be the only way that Hapes or Mandalorian forces could make sense in the game.

New rules. I wanna mess about with rules for supply lines, and planetary invasions, and Ewoks. Okay, maybe not Ewoks.

Has anybody actually made headway on a draft of something? I know I'm putzing around.

Might be fun to do a hidden movement game with the Rebel fleet. I've been playing around with some things, but haven't figured out a good way to make things fun quite yet.

Yes. I've been playing a homebrew campaign that is working well for 1 on 1. I put a brief synopsis of what rules we are playing in the organized play sub forum.

There's a thread in the off-topic forum where myself and @PubliusClaudius have been discussing various rules changes, starting with this post:

On 4/16/2017 at 3:08 AM, PubliusClaudius said:

I was thinking of doing something similar to the suggested ideas, only as the start of a post-ROTJ campaign that would largely use the Corellian Conflict campaign rules for subsequent games.

Opening scenario is the Second Death Star Battle. Pit even number of imperial and rebel players against each other with some pretty big point values. However Death Star is off table, gets one in six chance of destroying a rebel capital ship every turn after the 2nd turn, and D3 additional tie (random variant) squadrons come from the Death Star's edge every turn. Death Star shield has 50-50 chance of going down after turn three, and Death Star has a one in six chance of blowing up starting the turn after the shield goes down with a +1 for every rebel fighter squad that exits the game on the Death Star edge, +2 for unique rebel fighter squad that does the same, -1 for every imperial squad that also leaves the game on the Death Star edge.

Death Star automatically loses its shield on turn six and blows up on turn 7 if it has not done so before then, and imperial players must take their remaining ships and flee to the nearest table edge. Imperial ships that fail to do so within three turns of the Death Star's destruction are considered to have surrendered and are destroyed for purposes of the campaign.

The campaign then goes on to play with the Corellian Conflict rules, but your fleet rosters start with whatever survived the Battle of Endor.

Edit: Thoughts? I was wondering particularly if three turns would be too much or too little time for imperial players to evac the board? Assume standard size play area for every two players.

I also created a home-grown campaign, and while it didn't go so well, that was mainly due to the limits I had put on construction and travel, I think. It was essentially a combo of various campaigns as found on the forums, such as the Cornwallian Campaign. I can't upload the rules, but it included things like capturing enemy ships, movement through hyperspace limited to adjacent systems, capturing enemy commanders, restricted ship construction based on planet size (though this may be amended to ship repair/construction limited to shipyards), supply lines between systems, as in the style of Avalon Hill's Advanced Third Reich (If a path can be traced between the fleet and the capital planet then the fleet is fully supplied, if the path leads to a system capital that is't the faction's capital then the fleet is partially supplied (has three turns to get supplied and cannot advance into enemy territory. If it's attacked each ship loses a defense token and 1 die from each of its primary hull zones.) If no path can be traced, it is unsupplied. If unsupplied due to any means, it's destroyed*), rules were system capitals could create armed stations to defend themselves (these stations also launched fighters), rules whereby planets, if not loyal (add 1 loyalty for every 100 fleet points above the plant**) could rebel, and rules (never used) for stealing resources, in an attempt to represent the presence of smugglers.

*Amended to the same turn, as travel is now instantaneous.

**As you'd expect, there was no fleet limit. If a fleet wanted to move, it needed an admiral. Otherwise it was a garrison.

The bits I am ditching are that planets could only build a certain amount of point per turn (say 50, so an ISD would take 3 turns to complete. This was done to lend some more importance to your vessels. The loss of one is now quite important, sine it will take three turns to replace.), and that hyperspace travel took as many turns as a die roll indicated. These are now being replaced with instantaneous travel and construction, since it greatly slowed down play.

Hope this is helpful in some way. . .

P.S. Sorry for my appalling use of parenthesis. :)

This is what we are working with now, with more tweaks on the way:

Armada CC Expanded Rules


Campaign can support 4 vs 4 or 5 vs 5. 8 fleet games have a final victory score of 16, 10 fleet games have final victory of 20.

Strategy Phase: When setting up a turn's battle, the Grand Admirals each take the upgrade card for each Admiral. When declaring an attack or defense, name the system and place the Admiral being used face down. Grand Admirals may spend diplomat, spynet, or skilled spacer tokens to flip cards face up at any time (1 token per card). After all battles are set, flip all the cards face up to assign matchups. Imperials may spend diplomat, spynet, or skilled spacer tokens to scout rebel controlled systems to see if there is a base or outpost there before attacks are declared.


Refit and Expand Fleets: Admirals may trade in unscarred ships or squadrons (not upgrades) for their base cost in resource points. Uniques that get traded in are lost for the rest of the campaign. Instead of one upgrade per ship on turn 1, use the rule a ship can only equip one upgrade on it's first battle.


Diplomats: May be used on any system when an attack or scout is declared to prevent any type of attack, the attacker or scout must choose a different system.

Skilled Spacers: Rebels can spend a skilled spacer to replace Hyperlane Raid special assault with a Base Raid. Attack an imperial base, instead of playing a base defense scenario, treat it like an unoccupied square. If the Imperial wins, gain 1 CP. If Rebels win, the Imperials cannot gain resource points from that system (including the base) or use any special tokens/repair yards.


Hyperlane Raid: Any tokens on Imperials who are not completly out of their deployment zone on turn 6 give the rebel player 20 resource points and a victory token.


Victory Tokens: A squadron can discard an unspent (green) victory token when activating in the squadron phase to gain the rogue skill for that round.

I’ve been thinking of this- the empire has finally found out a way to get past the transitory mists. The empire hopes to take down the Hapes Consortium and steal their advanced ion technology. Upon arrival, they realize the Hapes are already allied with the rebels. Just an idea.

I keep coming back to a RPG style game using Armada rules. Players begin with 50 points or so. The Empire and several home brew factions will be GM run. New ships and upgrades can be stolen from someone or earned from the Rebellion.