i want a campaign with skirmish

By ATM2100, in Imperial Assault Campaign

do any of you have any ideas?

Isn't any 2 player campaign a skirmish?

I would love to see it if you could post a link.

He means that you play campaign with only two players.

one as the imperial, and the other as the four rebels.

Haha That's the only way I've ever played past the first mission!

but couldn't there be a way for skirmish to be set up in the format of the campaign?

Not sure if this is what OP means, but I think a campaign mission where the Rebels control maybe something like: Rebel Troopers, Rebel Saboteurs, + the Rebel non-unique figure group and the Rebel unique ally vs a huge Imperial force could be interesting.

interesting idea. any idea on how to pull it off? that is a lot of rebels so we would probably need a huge entrance, like the one on fully operational maybe?

Well, preferably we'd get an official mission like that someday.

I guess you could houserule it by just awarding the heroes, then giving the Empire an equal distribution of threat and figures, resolving an optional deployment at the beginning of the mission. Only problem is, balance could be a big issue. Either the Imperials would focus fire with their inherited legions, the Rebels would be able to completely block damage to their heroes with walls of allies, or the game would just become almost unplayable on a timer due to the sheer number of units blocking passageways.

So yeah, if you can manage to make something playable, it'd be really exciting! But I'd personally prefer an official variant, which is why I named only figures from the core set and one additional expansion that would presumably house that mission.

I've thought about this a bit. I've played around with the idea of adding my own side missions here and there with somewhat vanilla upgrades for the winners/losers. I think my approach would be to tell a little story, i.e. your party is sent to recon an imperial facility. You are on the planet ________ traveling in squad formation when you hear rustling in the trees.....

I would then use different rules for this mission including:

1) Rebel hero's would play their deployment cards rather than their hero sheets.

2) I would give them a fun squad of allies like Han and Chewie plus Alliance Rangers, etc.; or even a rebel-controlled AT-ST; too RTOJ?). These would total something like 40-60 points. Or let them choose their allies (beyond the 4 heroes).

3) I'd take the same point-value in threat and deploy a story appropriate force (probably not built for strategy as much as thematics). Keeping in mind that you want the rebels to have a fair/good chance of winning.

You could then add some other twists/mission rules to flavor things up. I don't think we'd play with any XP cards. In this vein, you are basically taking the skirmish model and adding some campaign flavor. I think it could be fun.

Edited by VadersMarchKazoo

The other thing that could be fun is to drop creatures into the mix with no affiliation.

At the end of round 1: "During the fighting you hear a terrible cry suggesting you have disturbed the local wildlife, two Nexu emerge from the underbrush with a mixture of fear and anger in their eyes"

>deploy the reserved Nexu and eNexu.

>The Nexu are activated at the end of each round.

> Each Nexu is controlled by the faction (rebel or imperial) that does not have the closest figure to the nexu. In the case of a tie, roll one blue die: if the accuracy result is an odd number the nexu is controlled by the imperial player, if even the nexu is controlled by the rebel player(s).

Edited by VadersMarchKazoo

That'd be cool!

It might be neat to have stuff like this serve as "prequel" missions for future campaigns- for instance, I've thrown around the idea of a campaign where the heroes have to try to rescue a crash-landed Wedge. Maybe the "prequel" could see Wedge and a few trooper squads try to hold Imperials long enough at the crash site as to send off a distress beacon, allowing for one side to earn some credits before the first mission even begins (though, perhaps not allowing for an upgrade stage inbetween the prequel mission and the first mission).

Totally. I think that'd be perfect! Maybe Wedge crash lands on Cholganna, which is a forest planet that is home the nexu (I had to wookiepedia that). You could also add an interlude that focuses on Wedge and his remaining allies. What era? I think Wedge is pretty hobbled in most of the Aftermath trilogy era but otherwise that'd be cool. You could focus on young wedge and bring in Hera/chopper. If FFG doesn't get us something soon, we might have to take matters into our own hands:)

20 minutes ago, VadersMarchKazoo said:

Totally. I think that'd be perfect! Maybe Wedge crash lands on Cholganna, which is a forest planet that is home the nexu (I had to wookiepedia that). You could also add an interlude that focuses on Wedge and his remaining allies. What era? I think Wedge is pretty hobbled in most of the Aftermath trilogy era but otherwise that'd be cool. You could focus on young wedge and bring in Hera/chopper. If FFG doesn't get us something soon, we might have to take matters into our own hands:)

I'd totally be down!

Regarding any official content, though- unfortunately I don't see Hera and Chopper working, as they're their own wave. Like I said earlier, we'd probably get Wave One stuff plus whatever expansion Wedge is in. Maybe some merc units to bolster the Rebel forces a little, too. Unless the mission allowed for some Rebel squadbuilding, which would be pretty neat.

4 hours ago, VadersMarchKazoo said:

You could then add some other twists/mission rules to flavor things up. I don't think we'd play with any XP cards. In this vein, you are basically taking the skirmish model and adding some campaign flavor. I think it could be fun.

i have a solution! we can add command points/card max!

3 hours ago, VadersMarchKazoo said:

The other thing that could be fun is to drop creatures into the mix with no affiliation.

At the end of round 1: "During the fighting you hear a terrible cry suggesting you have disturbed the local wildlife, two Nexu emerge from the underbrush with a mixture of fear and anger in their eyes"

>deploy the reserved Nexu and eNexu.

>The Nexu are activated at the end of each round.

> Each Nexu is controlled by the faction (rebel or imperial) that does not have the closest figure to the nexu. In the case of a tie, roll one blue die: if the accuracy result is an odd number the nexu is controlled by the imperial player, if even the nexu is controlled by the rebel player(s).

this is what makes campaign fun, no this, no game

2 hours ago, subtrendy said:

Regarding any official content, though- unfortunately I don't see Hera and Chopper working, as they're their own wave. Like I said earlier, we'd probably get Wave One stuff plus whatever expansion Wedge is in. Maybe some merc units to bolster the Rebel forces a little, too. Unless the mission allowed for some Rebel squadbuilding, which would be pretty neat.

merc would be on rebel or imperial, i.e, ig-88 on imperial, hired guns on rebel. it would depend i think.

questions:

- if you get credits, you buy something, and it goes on something, instant upgrade for the group?

- if so can it be moved?

- are the command cards i said earlier a good idea?

- should there be like 1-3 unique people a team adding up to a number so you can't do leia luke cheewe and hon?

- should we try bane/boon?

-anything you think i missed?

I would think that you would just use the Skirmish-like missions two times in a campaign. Once as a prologue and once as an interlude. I see the campaign structured like this:

Prologue: Rebels get Wedge and can choose any additional deployment cards with the exception of the Hero's chosen during set-up. The total of these cards including Wedge can not exceed 60 pts. Empire gets 60 points total. Limit 1 mercenary and no Uniques (maybe one assigned by the story: Boba? Perhaps he shot down Wedge with Slave 1)

Mission 1: Played as a normal campaign mission with Hero cards etc.

Mission 2a: Mission 1 Rebel victory; Played as a normal campaign mission with Hero cards etc.

Mission 2b: Mission 1 Imperial victory; Played as a normal campaign mission with Hero cards etc.

Interlude: Wedge, plus all of the hero's (as deployment cards) included in the campaign and any open groups owned so that the total does't exceed 60 points.

Mission 3a: Mission 2 Rebel victory as a normal campaign mission with Hero cards etc.

Mission 3b: Mission 2 Imperial victory as a normal campaign mission with Hero cards etc.

Finale: Played as a normal campaign mission with Hero cards etc.

Actually the boon/bane reward card is an interesting idea for the prologue and interlude mission rewards. Personally, I would steer clear of the command cards and build some general mission rules or objectives. I think this keeps things simpler and would keep it more campaign-like.

To be honest, you could actually use this model in Twin Shadows, substituting Wedge with Han and basically just add a fan made prologue and interlude. But the whole deal would be more fun with a new Wedge campaign. Of course, this all might be the theme of the alleged "Endor" box:)

55 minutes ago, VadersMarchKazoo said:

Wedge

i don't know who this is, and i was thinking less on heroes and more on deployment, but i like the idea that they fill in the empty spaces in the plot, like rouge one

most of what you said i like but it doesn't answer most of my questions. i would like either A, more ideas or B, answer questions. sorry if that sounded mean

3 hours ago, ATM2100 said:

i don't know who this is, and i was thinking less on heroes and more on deployment, but i like the idea that they fill in the empty spaces in the plot, like rouge one

most of what you said i like but it doesn't answer most of my questions. i would like either A, more ideas or B, answer questions. sorry if that sounded mean

hand in your star wars card please..... :)

Image result for wedge antilles quotes

That face when you help blow up the second Death Star and still don't get the recognition.

edit: Also, ATM... dude, I'd be happy to try to answer your question better, but we don't have much more to go off of than a vague thread title and a post that says "do any of you have any ideas?". Could you be a little specific on what you're actually looking for, because we're all riffing trying to figure it out.

Edited by subtrendy

I am looking for a skirmish campaign like plot lines for not heroes.

I.e, massadi ruins, rebels get Luke, cheewe, hon and normal saboteurs, empire gets a few troopers, Kane (i don't have TS) and a droid, if I make my own I would put triggers, if I didn't I wouldn't, whoever wins gets a bigger reward than the other. I.e, 400 credits, and one extra point vs. 200 credits and one point. one point being in terms of command cards.

6 minutes ago, ATM2100 said:

I am looking for a skirmish campaign like plot lines for not heroes.

I.e, massadi ruins, rebels get Luke, cheewe, hon and normal saboteurs, empire gets a few troopers, Kane (i don't have TS) and a droid, if I make my own I would put triggers, if I didn't I wouldn't, whoever wins gets a bigger reward than the other. I.e, 400 credits, and one extra point vs. 200 credits and one point. one point being in terms of command cards.

So you build a command deck as you go, using the points you earn by playing missions (with more points being earned by the winner)? That sounds pretty cool. Maybe you could build a command deck and an army - you start with 15 or so points worth of figures, and after each mission you can add 5 points worth of figures to your squad, and upgrade or add some number of command cards...

i didn't think about starting with less but i like the idea. as the game goes on you become a better commander, more trusted, et cetera.a few points of command cards to start, i am not sure how many but i think it should be somewhere around 6. use credits to upgrade the equipment of your troops. maybe 50 credits to transfer one set of weapons to another + half the cost if more in the group? reverse for going smaller?

Credits currently have no use in skirmish; how are you proposing you would use credits?

use the deck as normal maybe with a 50 credits for an upgrade of tier. once you buy something it goes to a unit. attached unit gets all upgrades that come with it. if it says something like "test fist" or "this is equal to eyeball" roll a red die or use common scene to determinate the number. the amount of damage on the red die being equal to the number you get, order being blue, green, then yellow.

Have you checked out The Corellian Conflict for Armada? It's kind of a similar deal- it takes the regular Armada style of gameplay (not entirely dissimilar to our Skirmish) and puts it inside an adaptable campaign. It actually looks like a ton of fun, and could be used as inspiration for a project like this.