i want a campaign with skirmish

By ATM2100, in Imperial Assault Campaign

I'd have each side choose heros, unique grey deployment cards, worth 10-15 points and a basic command deck of zero cost cards.

Other non-unique grey cards are available for building the rest of your list before each mission but at the start you are limited to 2 of each.

Each mission will have deck building guidelines, e.g. It the rebels have to plant a bomb then they must include (and protect) a team of sabs. Global skirmish upgrades and red uniques will be added only for specific missions.

Winning a mission may grant some xp plus either additional skirmish cards or a story reward (make a note you rescued wedge, it will affect the campaign later). Losing a mission will grant more xp to balance things out. Xp would be used to buy new command cards.

When a non-unique survives a skirmish he gains an experience token. Gaining 2 tokens allows the grey skirmish card to be swapped for a red skirmish card of the same type. Alternatively they can be used to buy skirmish upgrades for the unit.

When a unit dies it loses all experience and reverts to the grey skirmish card. Choosing when to deploy veteran units is important.

35 minutes ago, mulletcheese said:

I'd have each side choose heros, unique grey deployment cards, worth 10-15 points and a basic command deck of zero cost cards.

Other non-unique grey cards are available for building the rest of your list before each mission but at the start you are limited to 2 of each.

Each mission will have deck building guidelines, e.g. It the rebels have to plant a bomb then they must include (and protect) a team of sabs. Global skirmish upgrades and red uniques will be added only for specific missions.

Winning a mission may grant some xp plus either additional skirmish cards or a story reward (make a note you rescued wedge, it will affect the campaign later). Losing a mission will grant more xp to balance things out. Xp would be used to buy new command cards.

When a non-unique survives a skirmish he gains an experience token. Gaining 2 tokens allows the grey skirmish card to be swapped for a red skirmish card of the same type. Alternatively they can be used to buy skirmish upgrades for the unit.

When a unit dies it loses all experience and reverts to the grey skirmish card. Choosing when to deploy veteran units is important.

love the ideas. hero thing is nice but the rebel choise is limited on the nonunique side. i like the bomb planting idea. who should read all the triggers? in bomb the facility it should be defenders how would we pick a race for something? I love the veteran thing.

2 hours ago, subtrendy said:

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.

i haven't played armada, maybe you can use its mechanics and translate them to imperial assault.

13 hours ago, ATM2100 said:

i haven't played armada, maybe you can use its mechanics and translate them to imperial assault.

That's the idea- well, not the mechanics of Armada, but drawing some inspiration from the "overworld" of the Corellian Conflict.

For instance, if a unique ally/villain is defeated in a mission in TCC, I believe it is defeated for the remainder of the campaign.

Nonuniques take damage that carries over certain missions (could be represented by having units damaged start out with damage or conditions.

Stuff like that.

i read a little and what if we had a board with one start and then we branch out from there. in the after affects, the next board would be chosen by the winner or loser.

1 hour ago, ATM2100 said:

i read a little and what if we had a board with one start and then we branch out from there. in the after affects, the next board would be chosen by the winner or loser.

Could be neat. Kind of like the campaign log, but with a little more pizzazz.

On 5/1/2017 at 5:54 PM, ATM2100 said:

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

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

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?

On 5/2/2017 at 9:04 AM, subtrendy said:

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.

did you not read this?