So I normally just lurk around and read what others have to say, but I had an idea I wanted to run past you guys so I figured I throw it out and see what people think.
I recently got Imperial Assault and have been enjoying it quite a bit, despite ugly stormtrooper painting on my part. I have also been playing Endless Space 2 and thought that some of the mechanics could fit pretty well with a join IA/Armada CC campaign. Namely, the idea of Manpower delegated to individual ship stats and how this leads to ground-assault actions.
For those unfamiliar, Manpower is a stat assigned to different ships in Endless Space. The manpower of a ship indicates the troops it can carry for use in, say, an assault on an enemy planet. Some ships are designed specifically for ship combat and inherently have low manpower, while others are designated troop carriers. Others still are battle-carriers and do a bit of everything.
So my thought was the following: assign each ship type a manpower rating. This could be, for example, 5 points or less for a CR90 to something like 10-20 points for a Star Destroyer. Your fleet would then have a total manpower rating, looking along the lines of anywhere between 20-60 or so. After winning a battle in space, a ground assault would have to take place to capture the area. Your manpower rating in the fleet would then correspond to the deployment points for an imperial assault skirmish. The defender would also have a planetary manpower rating that differs depending on the state of the planet, e.g. a base might be worth 40-60 points for example.
After a skirmish takes place, manpower would be lowered in the fleet if any units are completely destroyed. Lost your heavy stormtrooper regiment? Their deployment cost is deducted from your manpower and you end with (example numbers) 40/60 of your total manpower for the fleet. You would then have a percentage or number of manpower "replenished" after each round. For simplicity this could just be a flat number, or for some complexity it could be based on ownership factors of your factions. For example for each diplomat you have it increases manpower replenishment. This could even be different per faction, e.g. the Empire receives higher replenishment for having more bases while the rebels receive higher for losing planets (to simulate persecuted populations rebelling against tyranny).
Now I realize that there are issues to overcome to make this worth anybody's time:
- Complexity - too many rules to remember and nobody wants to do it
-Arbitrariness - there needs to be some reason for having a battle, e.g. because it is "fun". If it becomes a slog and isn't fun, then why have it?
-Balance - if one side steamrolls another, why bother?
To address these issues the following can be introduced:
-Complexity - the manpower rating is relatively simple and plays well into both games. You'd have to have a set manpower rating for individual ships, but you'd only have to track one number per fleet. The two games are otherwise independent of eachother and don't interfere with one-another's rulesets. Additionally, for simplicity sake you could arrange a couple of defined "base", "Outpost" and "undefended" skirmish maps that function as your battlegrounds for any skirmish fought, to speed setup along.
-Arbitrary - to prevent fatigue and necessity of fighting land battles every round, you could implement an "autoresolve" function for land battles. The defender would be able to choose if he wants to defend the planet in person, or could choose to do a Risk-style dice roll with dice determined in part by manpower ratings. For example, every 10 manpower would add one red dice. Defenders can roll two red dice while attackers can roll three, but ties are defender wins. For each dice roll win (number of hit symbols determines winner) you reduce manpower by 10 (or otherwise) until depleted.
-Balance - 1. A base set of manpower replenishment per turn would prevent a fleet from being incapable of invading something. Let's say Fleet 1 attacked and lost its entire manpower. It then chooses to attack an undefended, non-base planet knowing that the next turn will replenish 10 manpower as a minimum, allowing it to attack the 10 manpower planet with a fair chance of succeeding.
2. Even a hopelessly outnumbered force has a vested interest in fighting back, so as to damage the manpower of the enemy as much as possible. A 10 manpower defense can still inflict losses in an otherwise doomed defense, thus impeding the future efforts of the attacker.
I see several possible pros to this, beyond just combining the two games:
-By assigning manpower stats to ships you can encourage less common, possibly more thematic, fleet design. Really want to run a three star destroyer fleet but know it's ridiculous? Well, now you can factor in the manpower rating of the fleet in the decision: weakened for space battles, but a good planet assault fleet. You can make new fleet designs encouraged by making otherwise less-used ships good for planetary assault.
-The auto-resolve aspect allows you to just play a straight Armada game with an added twist, if you so choose.
-Thematic. Darth Vader is your commander? Send him on an away mission during a planetary assault. Make the enemy fear the fleet that carries him.
-Could add strategic depth to assault choices in CC. Tired of everyone going just for Shipyards? Add manpower stats to other planets/rewards to make them tempting targets.
So... obviously the numbers need playtesting, but I think this could work. Any thoughts?
Thanks for reading!
Edited by Varulfr