Prologue to CC using Task Force Skirmish format

By Tayloraj100, in Star Wars: Armada

Corellian Conflict Prologue

This lengthens the campaign by adding a “prologue” section which takes place prior to the first “real” campaign turn. Battles against fleets of 150-300 points determine control of the starting locations in the Corellian sector. No Campaign Points are gained during the prologue.

Battles use the Task Force Skirmish style rules. The play area is 3’ x 3’, most objectives are altered to have their point values and/or number of objective tokens in play halved. This is elaborated on in the Battle Phase.

Fleets

The starting fleets are built at 150 points, only one upgrade per ship. Commanders are not required, however no fleet without a commander may have a unique upgrade or unique squadron. Fleets are limited to 300 points.

Starting setup

On the campaign map, the Imperials control Corellia and no other planets. The Rebellion has no presences on the map, but begins with 1 Spynet, 1 Diplomat, and 1 Skilled Spacers token, and a reserve of 50 resource points which it will have access to on the Management Phase of the first prologue turn.

Gaining New Worlds and the Prologue Structure

The prologue dramatizes the initial location selection process of the Corellian Conflict. Instead of just taking turns to choose starting locations, the two factions will have to fight for their right to claim a planet.

The tempo of the Strategy Phase is fixed, mimicking the order that the factions normally pick starting locations. In a 3 vs 3 campaign, locations would normally be picked in the following order: Imperial, Rebel, Rebel, Imperial, Rebel, Rebel, Imperial, Rebel, Rebel. This, then, is the order attacks are declared in, with the respective Grand Admirals deciding which location is to be attacked.

Only neutral locations may be attacked (note that this makes Diplomats more useful).

Special assaults are not used during the prologue.

Inciting Incident

The prologue begins with a combat using the Take the Station scenario, with two fleets from each faction participating (any other fleets engage in normal battles). The final score of each player in the scenario is the amount of bonus resource points gained by their faction during this first prologue turn. Note that although fleets can retreat into hyperspace before the end of the scenario, points are scored for the “ships and squadrons remaining in the play area” (emphasis added).

Assuming a 3 vs 3 campaign, the prologue turns will look like this:

Turn 1

-Take the Station scenario (2 players from each team)

-Imperial attack

Turn 2

-Rebel attack

-Rebel attack

-Imperial attack

Turn 3

-Rebel attack

-Rebel attack

-Imperial attack

Turn 4

-Rebel attack

-Rebel attack

On the final prologue turn, if there are players who would be left out of battles (as above), they pair off and play a match according to Task Force Scenario rules (using fleet points values to determine first and second player, as normal). These “leftover” battles do count — for each such battle won that team has chance to pick one otherwise off-limits location in the Aftermath.

Note that both teams may agree to extend the prologue, if necessary (see Aftermath for more).

Battle Phase

Battles are fought on a 3’ x 3’ play area. Obstacles are the station plus 3 others (debris field or asteroid, selected at the time of placement).

Objectives are altered:

Red

Precision Strike - Gain 8 points per victory token instead.

Advanced Gunnery - The point cost of a destroyed objective ship is increased by half.

Opening Salvo - No change (since you can only gain points based on the number of ships in the point value).

Most Wanted - The point cost of a destroyed objective ship is increased by half the ship’s cost before upgrades.

Station Assault - Each station has only 5 hull and the points gained is halved to 20.

Blockade Run - Deploy like normal, place obstacles like normal. The scoring zone for second player is still the 1st player’s deployment zone. Scoring is not halved (due to number of ships limiting reward).

- Comments: This objective is the most difficult to translate, and both sides must agree that it can be used in the campaign.

Close-Range Intel Scan - Place only 1 dust field, no change in scoring, this is limited by half size.

Targeting Beacons - Place only 2 objective tokens.

Yellow

Fleet Ambush - No change

Hyperspace Assault - Only 2 tokens.

Contested Outpost - Each victory token is only worth 10 points.

Fire Lanes - Three objective tokens, 8 points per victory token.

Jamming Barrier - Replace only one debris field with one dust field.

Planetary Ion Cannon - Only 2 tokens.

Fighter Ambush - Gain 8 points per victory token instead.

Capture the VIP - Gain 25 points instead.

Blue

Minefields - Only 3 tokens.

Intel Sweep - Gain 38 points instead.

Dangerous Territory - There are only 3 obstacles, plus the station.

Superior Positions - Gain 8 points per victory token instead.

Salvage Run - Add only 1 dust field, and 2 objective tokens. Still gain 20 points per victory token.

Solar Corona - No change, neutral sides are still the corona-able zones.

Navigational Hazards - Station plus 3 obstacles, you gain 8 points per victory token instead.

Sensor Net - Place only 2 tokens, but still gain 15 points per victory token.

Management Phase

While no Campaign Points are gained for winning battles during the prologue, a successful attack allows that faction to place a base (or presence marker) at that location. Only the attacker may do this, and only if they won the battle. If the attacker lost, they may not attempt to attack that location again during the prologue (the opposing faction, however, may attack there later).

This means that each side only gets one chance to claim a particular location. It is therefore important to keep a record of which locations were attacked, by whom, and what the outcome was.

Since no Campaign Points are amassed during the prologue, any Victory Bonus value at a location is instead subtracted from the cost of claiming that planet.

During the Management Phase, locations generate their usual resources and strategic effects.

Each faction gains 15 refit points, instead of 30.

When scrapping a fleet, the new fleet has a minimum value of 200 points, with only 1 upgrade per ship and no unique squadrons or upgrades without a commander. (Yes, this means that on the first campaign turn, a team that did very poorly might have a net gain by scrapping their fleets and starting over. This is intentional as a team doing that badly right out of the gate would likely get steamrolled for the rest of the prologue.)

Aftermath

Once the requisite number of battles have been fought, it is likely that neither faction will have been able to claim their required number of starting locations. If both sides agree, they may extend the prologue for a certain number of turns (however many can be agreed on).

Whenever the prologue is deemed to be over, if there are any starting locations still needing to be placed, the factions simply place them in the same order they would at the beginning of a campaign (Imperial, Rebel, Rebel, etc) with the exception that locations are still off-limits to a faction that failed an attack there. If any “leftover” battles were played, a faction may ignore the off-limits restriction for one location per “leftover” battle won.

When transitioning between the prologue and the start of the campaign proper, the following rules apply:

Players may start with new fleets. These follow the normal fleet construction rules at the outset of a campaign (400 points, only 1 upgrade per ship, etc). That player’s prologue fleet is broken up, and any uniques are available to be used by elsewhere.

Players may keep their prologue fleets. They are raised to 400 points. Any new ships bought can only have 1 upgrade. Existing ships with more than 1 upgrade can gain no more at this time. The fleet must gain a commander if it doesn’t currently have one.

Any commander used during the prologue and carried over to the campaign becomes a veteran commander and gains a veteran token. When revealing a ship’s command dial, a veteran commander’s token can be spent to change the dial to any other command. Once used, the veteran token is discarded for the rest of the campaign. (Yes, you can only use it once, ever.)

Any ships, squadrons, commanders, or other upgrades that were in fleets scrapped during the prologue are available again during the campaign.

Note that the transition between prologue and campaign is a good time to change players, bring in new ones, or even switch around teams.

Hey Good luck! Tell us how it goes.

Did not think about building a prologue to CC that way. But it sounds really fun.

Was mostly thinking of playing CC starting from 200 pts.

On 11/30/2017 at 7:48 PM, Blail Blerg said:

Hey Good luck! Tell us how it goes.

Did not think about building a prologue to CC that way. But it sounds really fun.

Was mostly thinking of playing CC starting from 200 pts.

Thanks, thoigh I don’t think I’ll have the opportunity to try this, myself. And I should point out that this is NOT playtested. If anyone tries this out, feedback would be welcome.

On 11/30/2017 at 6:48 PM, Blail Blerg said:

Hey Good luck! Tell us how it goes.

Did not think about building a prologue to CC that way. But it sounds really fun.

Was mostly thinking of playing CC starting from 200 pts.

I keep thinking about this. Any reason just cutting all the numbers by half, as with the objectives won’t work well enough?

Personally, I’d amend that a little, though. Put the upper limit at 300 points for a fleet. Maybe keep the bonus resources from locations the same, though, and make special assaults only playable if you are behind.

Edited by Tayloraj100
3 hours ago, Tayloraj100 said:

I keep thinking about this. Any reason just cutting all the numbers by half, as with the objectives won’t work well enough?

Personally, I’d amend that a little, though. Put the upper limit at 300 points for a fleet. Maybe keep the bonus resources from locations the same, though, and make special assaults only playable if you are behind.

Please elaborate what you mean?

2 hours ago, Blail Blerg said:

Please elaborate what you mean?

Well you want to have a campaign that is in task force format right? Well to do a regular game in task force format you just divide everything by two. 200 points instead of 400 points. Victory tokens and objectives count for half as much. That sort of thing. It seems like you could easily apply that to the campaign as a whole. Just halve the value of any resources or refit points that you would be getting.

Strictly speaking though this means that you would start with 200 point fleet and have a ceiling of 250 points. It would also mean reducing the value of any bonus points from each location that you might get. I suppose it might not be all that hard if you just do it all at once in the management phase.

However I think you could adjust things a little differently for the campaign. Even though you would normally have a ceiling of 250 points if you strictly divided the upper limit from a regular campaign by two, I believe you can successfully do a task force format all the way up to 300 points. It might be a little crowded with two 300 point fleets going against each other but I think it would usually be manageable. As far as keeping the resource values of all locations the same well I guess that’s just personal preference on my part. Or maybe just an idea rather than preference because I obviously haven’t tested it. But that would make it easier to get all the way up to 300 points without having to rely on special assaults. I’ve seen a lot of anecdotal evidence and complaints that if one side has a very bad start and they can end up behind the whole game without a way to recover. If one side gets the advantage and has more resources then it’s easy for them to press that advantage by doing special assaults until all the fleets are at the full 500 points. However if you introduce a rule where you can only play a special assault if you have fewer resource points then that allows for a sort of catch-up mechanism.

Anyhow I was just speculating off the top my head about other changes that you can make as long as you were changing things up for a campaign. I think I would definitely keep the upper limit of 300 points but everything else that I mention probably should be more carefully considered. On the other hand if you were wanting to have a campaign where you began with a task force format and then continued up into regular fleet battles I think you have to have that better thought out. Probably introduce some mechanism where a list transitions from being a task force into a regular fleet that plays on a 3 x 6 surface. The prologue rules here are my attempt at that.

Sounds like it wold be fine. I've never done it so, I have no idea how it'll turn out. Awaiting your trials.

The upper limit for real CC is also probabl due to time. Larger games increase the time for a game by a considerable amount.

Unfortunately, I’m still on the first campaign turn of the game my friend and I started last year... Not much spare time to test these ideas out.