TL,DR: what are people’s thoughts on creating a campaign system for Runewars similar to Star Wars Armada’s Correlian Conflict?
So l know this is pretty early in the life cycle, but just been thinking about some possibilities about setting up a homebrew campaign, similar to SW Armada’s Correlian Conflict campaign.
For those unfamiliar, basically its a 2-6 person team campaign (1v1 up to (3v3) of rebels v empire where each person starts out with a bare bones fleet at 400pts, and adds and upgrades up to 500pts through out the campaign. Battles are chosen across a map with various resources and buffs at each location. Winners earn control of their locations which adds to your resources available to recruit and restore units. There is a somewhat permadeath system in that units that are defeated two battles in a row without restoring the unit, named characters are gone forever. Also veterancy is issued to units that survive battles, which gives them a once-per-Battle buff. Your team earns victory points for winning battles, and can ultimately culminate into a large scale multi-army battle.
I think a lot of this system could be applied to runewars for a campaign/league system to build a narrative and make things more than just one-off battles. I’ve broken down the major components as I see them:
1: map
2: setup/armies
3: objectives/battles
4: losses/rewards
5:victory condition
1: Biggest problem I see right now is lack of a unified terrinoth map, so that aspect would be difficult to work on right now besides making something up that isn’t canon. While this does add a lot to the strategic gameplay, I think it’s still doable without, and can be added in later.
2:
Teams: Same 1v1,2v2,3v3 for armies, with players assuming control of however many they wish. Split between “good vs evil” so daqan and latari play together and waiqar and uthuk play together. To do a perfect mirror to SWA:CC would be start with a 200pt army, and can build up to 250pts. I think 300 would be more fun, but might strain realize resources and make for a very crowded final battle. I could also be convinced for a 150/250 min/max, depending on if you allow a start with a hero.
Armies: 0/1 heroes to start, or 2/0 titled characters to start. Make all titled characters unique (lance corporal, necromancer, etc). CC initial limit is one upgrade per ship, at first glance I think maybe no units larger than tier 2 with no upgrades (other than aforementioned champions) included. This would require some experimentation to figure out the best balance, but I’m more for small armies turning into massive armies than skirmish armies turning into regular armies.
3:so for special objectives I have two I’ve thought of:
Ambush- use the “unprepared” deployment and the “break their defenses” objective. Attacker is in the large, defender is in the thin deployment zone. Defender places 4 objective tokens among its units. Attacker scores 20 resources points for every unit destroyed, defender scores 10 for every unit escaped into enemy’s deployment by end of match.
Supply raid- “supply raid” obj, “oblique” deployment, attacker in the small deployment zone, defender places all tokens, place only 6 tokens, defender cannot pick up tokens. Defender gains 5 resource points for every token defended, attacker gains 15pts.
Only one of each special obj can be played per turn, either both sides can choose either, or ambush is affiliated with daqan/latari and raid is with waiqar/uthuk.
Remaining matchups are determined by revealing obj/dep cards equal to number of battles that round, attacker picks obj/dep, defender picks the counterpart until all battles have been paired.
4: special objectives are for resource points, do not reward a victory points for winning. Other battles regardless of attacking or defending reward 1 victory point.
Resource collection based off a map would be determined by territories controlled, otherwise I feel would have to be a fixed rate: 20 points replenishing per army, 40 points rallying/general use per turn. Destroyed units can be refielded for half their point cost. Units not replenished are “wounded” next battle, any wounded units in the next battle lose any unique characters if defeated again are lost forever, any units without a unit upgrade start the battle with a bane of your opponents choosing that cannot be removed until used.
veterancy: once per battle, a unit may use its unique ability without spending the cost of the ability. All other conditions must be met.
If using a map buffs can be assigned to territories, if not, victor recieves one at random, examples:
Bribed captain: when a opponent deploys a unit of more than one tray, you may choose the deployment location. Your opponent still determines unit orientation, standard deployment rules apply.
Advanced scouts: your opponent places two units before you place any during setup, after any deployment differential.
Harassing skirmishers: after deployment, select two enemy units of your choice, they receive one bane token of your choice.
5: I’m thinking 8/12 victory points to win for 1v1 and 3v3, 2v2 can choose either for a long or short game
It should be noted most of these numbers I’ve put in here are just gut reactions and has not had any real critical analysis for balance put into them.
Looking for feedback on whether this is a good idea, things to add/remove, balance changes, etc. I realize there’s a lot more nuance to make this work, but just looking for a bare bones structure so far. Thoughts?