Has anyone tried drawing out pathways on the map and played it like the old star wars battlefront 2? If so how did it go? My thought is to try it some point maybe to add a form of strategy. Maybe have fleet icons to show their movement. Any thoughts/suggestions?
CC map
I was thinking that for the next campaign I'd like some type of travel restriction. would make the movements more interesting. although having more than 1 fleet show up in an area would be rough.
41 minutes ago, dominosfleet said:I was thinking that for the next campaign I'd like some type of travel restriction. would make the movements more interesting. although having more than 1 fleet show up in an area would be rough.
That's one reason I made this. Ask the community and brainstorm some ideas. Maybe a restriction on only two opposing fleets on a planet at a time. After the battle, the defeated fleet restarts at closest friendly planet? Fleets can bounce around friendly and unoccupied planets, but stop at enemy occupied planets. Closest enemy fleet engages that fleet.
I actually did map this out, but never had an opportunity to try it. The special rules stated that major Trade lane travel did not need to stop planet to planet, and that the Corellian System was treated as one group (jump to any of them if you could reach the system). I will see if I can find the map I made and post it.
Sorry to dig this topic back up but I had the same idea about drawing lines between planets to show travel routes. I suggest trying to draw no more than 3 lines for a planet and no less than 1. This way you can have tons of drawing and no map is the same.
Alternative rules are:
+Each faction has 1 capital base (hidden) and the rest are just Outpost (For defense) and Resources station (Generate VP and resources per game round). As long as the Capital base is still on the board, resources & VP will be collected in a pool. If it is destroyed the remaining resources in store is loss. Each fleet now has to fight at every planet or collect resources at any Outpost or Resources Station their faction own. VPs are to be collected the same way if the Capital base has fallen.
+Increase the VP points to 50 or 100pts to win. You can adjust to fit your difficulty level
+Apply Margin of Victory points for convert points to tournament points = XP points). Thus player gain XP points every battle they fought either win or lose depending on the victory points they get in a battle. Treat XP as a resources required to do upgrade. E.g 1XP pt + resources = 1 upgrade. =>> encourage players to engage battles rather than running around the board
Well... I did have written this alternative rules for CC in a different post if you are interested let me know and we can work to develop more
19 minutes ago, Peter Hoang said:Sorry to dig this topic back up but I had the same idea about drawing lines between planets to show travel routes. I suggest trying to draw no more than 3 lines for a planet and no less than 1. This way you can have tons of drawing and no map is the same.
Alternative rules are:
+Each faction has 1 capital base (hidden) and the rest are just Outpost (For defense) and Resources station (Generate VP and resources per game round). As long as the Capital base is still on the board, resources & VP will be collected in a pool. If it is destroyed the remaining resources in store is loss. Each fleet now has to fight at every planet or collect resources at any Outpost or Resources Station their faction own. VPs are to be collected the same way if the Capital base has fallen.
+Increase the VP points to 50 or 100pts to win. You can adjust to fit your difficulty level
+Apply Margin of Victory points for convert points to tournament points = XP points). Thus player gain XP points every battle they fought either win or lose depending on the victory points they get in a battle. Treat XP as a resources required to do upgrade. E.g 1XP pt + resources = 1 upgrade. =>> encourage players to engage battles rather than running around the board
Well... I did have written this alternative rules for CC in a different post if you are interested let me know and we can work to develop more
I'd 'like', but I'm out of likes.
I'm interested in developing further this idea of yours. Creating Campaigns are a fun pastime for me.
3 hours ago, GhostofNobodyInParticular said:I'd 'like', but I'm out of likes.
I'm interested in developing further this idea of yours. Creating Campaigns are a fun pastime for me.
I'm so ready for info on the new Legion game. I can't wait to get started figuring out how to merge Armada, Legion and Rebellion into one big a** campaign.
5 hours ago, Megatronrex said:I'm so ready for info on the new Legion game. I can't wait to get started figuring out how to merge Armada, Legion and Rebellion into one big a** campaign.
Why stop there?
Rebellion to lay out the galaxy wide combat.
Armada to handle space combat and Legion to handle ground combat.
Include X-Wing to handle squadron vs squadron combat.
Imperial Assault to complete opposed missions.
Unopposed Rebellion missions have to be role played using the FFG Star Wars RPG games.
Any gambling done during the FFG RPG games is handled with Star Wars Empire vs Rebellion.
Sure, a 2 hour game of Rebellion is now 7 weeks, but think of the epic experience.
Not sure how we are going to fit in the card game or Destiny, but we can find a way.
It is possible for a campaign game to take too long. A roommate and I once decided to play out the Battle of Stalingrad in Advanced Squad Leader. Several months in we realized that it would take us longer to finish than the entirety of World War II.
4 minutes ago, kmanweiss said:Why stop there?
Rebellion to lay out the galaxy wide combat.
Armada to handle space combat and Legion to handle ground combat.
Include X-Wing to handle squadron vs squadron combat.
Imperial Assault to complete opposed missions.
Unopposed Rebellion missions have to be role played using the FFG Star Wars RPG games.
Any gambling done during the FFG RPG games is handled with Star Wars Empire vs Rebellion.
Sure, a 2 hour game of Rebellion is now 7 weeks, but think of the epic experience.
Not sure how we are going to fit in the card game or Destiny, but we can find a way.
LCG and Destiny - what everyone plays between turns.
1 minute ago, GrandAdmiralCrunch said:LCG and Destiny - what everyone plays between turns.
Gah! Accepting that there is a "between turns" adds time to Campaigns!
11 minutes ago, Drasnighta said:Gah! Accepting that there is a "between turns" adds time to Campaigns!
I was assuming 2 player Rebellion...so if we up it to 4 player then half the 7 weeks will be down time. Thank god we have the LCG and Destiny now.
When I saw stuff on star wars legion I suddenly thought about Galaxy conquest from battlefront 2.
Found the file, but I can't upload from work. I'll get it up later today.
EDIT: Flash Drive is dead, but I wrote down the information...
I considered all the Systems in the "Corellian System" as 1 location available to transit between themselves. All Trade routes are hyperspace lanes. All of following are listed as System <-> System (or Systems) that are connected.
Froz <-> Corellian System
Saberhing <-> Corellian System & Crash's Drift
Polanis <-> Phemis, Corellian System & Raider's Point
Talfaglio <-> Sileria
Sileria <-> Trauuzdann & Nubia
Nubia <-> Farvano
Truuzdann <-> Farvano & Corfai
Farvano <-> Duro
Corfai <-> Farvano, New Plympto, Plympto & Raider's Point
Corellian System <-> Aurea
Aurea <-> Sacorria, Vagran & Plympto
Vagran <-> Sacorria, Plympto & Xyquine II
Xyquine II <-> New Plympto & Duro
Enjoy, let me know what you think.
Edited by Fraggle_RockUpdated information