So, what's next for the Corellian Conflict?

By Mikael Hasselstein, in Star Wars: Armada

7 hours ago, Mikael Hasselstein said:

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The biggest test for any set of ideas: do you have players who will want to play this with you?

I have spent wasted many hours of my life coming up with game rule-set ideas, but they went nowhere because people were not willing to even give them a try. I don't mean to blame them, though. When I hear someone talk about a custom ruleset for a game, including a game I love, I will frequently glaze over unless I really get sold on the idea. I also think of myself as more open to alternative styles of play than most.

tl;dr: creating a cohesive group of players is the first necessity.

Yes... I hear you!

I have had that happen many times as well. Luckily we do have a rather large group of people with like minded people nowadays and as long as someone put in the effort and make it easy for the others to participate getting people to play is usually not a problem.

The campaign that I design are not really there to be played as much as it is to create fun narrative and interesting battles with a story and be less about competition where two people duke it out with two equal fleets with the same amount of points. No point system can fix the rock, paper scissor issue anyway.

Well,

My crew and I do want to alter and complexify things somewhat. However, we each have out own particular interests.

It seems to me the best idea is to let each of us develop, essentially, an expansion rule set. That way each of us essentially gets our own pet new element, giving each of us a bit of what each of us want, and seeing where every other member's creativity takes them.

Of course, we're also waiting for Finals to stop taking a bite out of our free time.

On 5/26/2017 at 5:15 PM, Mikael Hasselstein said:

At the same time, it seems that they way that hyperspace has been presented recently, that may actually be true to new canon.

Hyperspace travel genuinely makes less sense than warp travel in 40k.

I see someone said incorporating X Wing & Imperial Assault :wub:

Here is my little idea for Alternate Star Wars Campaign. Feel free to comment as I want it to be good so we can keep Armada game going and in a more meaningful way... need to play test it though

For a narrative I would suggest putting ourselves in a staff or officer or news reporter or soldier to have a new perspectives and write a short article about a battle or pretend writing a letter home for love ones. Just try to capture the feel of a people fight a war is enough to motivate me to play more. You might even write a book about your campaign this way if you try hard enough.

Star Wars Armada Campaign (Alternative)

Victory Conditions: The first team to reach 100 victory points is the winner. Victory is earned by Outpost or by winning fleet battle when the main base in destroyed

Each faction has only 1 base (no upkeep cost) + 1 Refinery factory. This is publicly known to both sides. As long as the base is still in operation, resources will be collected and spent as a pool. If the base is destroyed, each fleet is on its own.

When the main base is destroyed each fleet has to collect resources at their Refinery factory. Outposts no longer generate victory points. However, a fleet can go there and savage Outpost for resources. The resources savaged from Outpost equals to the entire resources that spent to build the Outpost earlier in the game. Victory is earned by winning fleet battle

All fleet will start at the base location and spreading outward. This should be done randomly like picking straw

Fleets will travel on drawn line between planets. Using the Corellian Campaign map. Planets on the map should be connected by lines. Each planet has no more than 3 and not less than 1 line.

Fleet battles results will give players command points base on the Margin of Victory used in tournament play.

Command point (CP) is used for the following:

- Build Outpost or Refinery factory. Cost 1 CP + resources. A structure is completed in the end phase

- Carry out X Wing or Imperial Assault mission. Cost 1 CP + resources equal to the team going on missions

- Fleet movement. A player can pay 1 CP to take 1 additional move during the activation phase

- Fleet battle: once per round, a player can spend 1 CP to either change a top command or change 1 rolled die to any result he desires

- Propaganda: a player can spend 1 CP + resources to gain 2 influence points on the planet his fleet in on and 1 influence point on an adjacent planet of choice

- Building new fleet: cost 5 CP + resources equal fleet cost

Insurgency: playing X Wing & Imperial Assault. Cost 1 CP + resources

- X Wing: can go on missions:

+ Rescue mission: right after a fleet battle to save high value target. Only 1 unique character can be saved in this way. It cost 1 command points and resources to execute the mission. The command point + resources must be paid by a friendly player in the team if the flagship of the player in control is destroyed. No Commander, no CP

+ Raid mission: To destroy enemy Outpost & Refinery facility.

- Imperial Assault missions:

+ Rescue mission: for any unique characters that are captured

+ Sabotage mission: Reduce opponent’s victory point equal to the location victory point or gain resources if sabotage Outpost or Refinery factory respectively.

A game round have many phases:

1. Planning phase:

- Players secretly assign order card to their fleets. Only the commander of a fleet can assign order. Other commanders can’t assign order to fleet he doesn’t control. Unless the authority to move fleet is geniuly passed by the fleet’s commander. Simply put you can’t assign order to fleet that is not yours

2. Activation phase:

- Players take turn to reveal order card starting with a player with higher resources.

- One order card must be resolved completely before moving on to the next.

- If move into an enemy fleet => Fleet battle triggered.

3. Insurgency phase:

- Imperial Assault or X Wing fight. Each player can send out their X Wing or Imperial Assault team to do a mission. A player can only either carry out an X Wing or Imperial Assault mission.

4. Battle phase: fleet battle commenced

5. End phase:

- Damage status report

- Resolve build order

- Reconcile victory points

- Reconcile resources

- Reconcile fleet point cost

Movement:

Using order cards. There are 4 order cards:

1. Mobilize order: to move a fleet to 1 adjacent planet. Player may spend 1 CP to take 1 additional move

2. Build order: to build stations: Outpost/Refinery stations. Cost 1 CP + resources. Resolved at the end of a game round.

3. Propaganda order: to gain political influence. Cost 1 CP + resources to generate 2 influence pts in the planet where the fleet stations and 1 influence pt in 1 adjacent planet of choice.

4. Stationed/Repair: a fleet does not move. If it station in a no Outpost/Refinery factory territory, a fleet can remove damage by paying resources. If in a territory with either Outpost/Refinery factory he can attempt a repair for all of his ships with a cost at half the cost of on field repair. For example, on field repair costs 10 resources to remove 1 damage from a single ship while repairing at Outpost/Refinery factory only cost 5 resources

Upkeep cost:

Outpost (upkeep cost incurred) + 4 bars influence generate points every round. There are 5 bars in the influence track

Refinery factory (no upkeep cost) generates resources only.

Fleet upkeep cost: 10% of the fleet actual cost. Fleet point cost should be reconciled after every battle

I have been toying with the Idea of a 1 vs 5 rpg style campaign. Actual map where Hyperspace Lanes matter. Imp player has 1200 points split into 5 task forces of any size.

Each Rebel cell has 200 points to start.

True asymmetric battles can happen.

The ideas for incorporating Armada, X-Wing, and Imperial Assault seem cool at a glance but I doubt that they'd ever make an official campaign for it. I had a hard enough time finding a group of people to play the Corellian Conflict with and it fell apart before completion due to inability to coordinate games between conflicting schedules. Finding a group of 6 that all play all 3 games and are all going to be available for regularly scheduled games seems like a helluva daunting task to me. That being said I could see a fan made one gaining some traction maybe on Vassal (someone who actually knows something about Vassal would be better able to say how hard it would be to handle). I would personally love to see a more narrative style of campaign made or a campaign that was designed for 2 players.

1 minute ago, cynanbloodbane said:

I have been toying with the Idea of a 1 vs 5 rpg style campaign. Actual map where Hyperspace Lanes matter. Imp player has 1200 points split into 5 task forces of any size.

Each Rebel cell has 200 points to start.

True asymmetric battles can happen.

Something like this would be great. It could really enhance the strategic side of a campaign.

@Nostromoid that scarred idea tickles my fancy, an interesting way to increase the risk and tension.